A Rising Tide
Costs of Adventuring
All characters, both PC and NPC, have a wealth stat that determines their daily lifestyle, and reasonable expectations of possessions.
Most jobs provide a base Wealth level to the worker. This implies that the worker receives at least a meal, and lodging, alongside any wages they may receive.
Wealth 0: The character has no reliable income. They have no stable place to stay, and usually live on the streets. Finding food is a daily problem. They have the clothes on their backs, and that clothing is in disrepair. During the Winter, the character makes no healing rolls during recovery months. During the summer months, the chance of infection is increased. Any coins this character stumbles across are spent on food.
Wealth 1: The character has a daily meal of some sort, and somewhere to stay the night. Likely this is in shared accommodation, or in a run-down shack in the worst parts of the city. If their clothing wears out, they can be fairly sure they can get replacements. In generally, they have little in the way of physical possessions though they do receive some amount of coins with which to save up. Winter is still difficult, but not the death sentence it is for those on the street. There is some hope of being able to buy unreliable health care.
Wealth 3: This character doesn’t worry about food, or lodging, or generally security of their home. They do probably need to worry about the security of their person, should they travel down darkened streets at night. It is hard for these people to not make themselves targets of pick-pockets and muggers. They may have a bodyguard. They may have a small private residence, or a suite within an organization’s head quarters. If the latter, they also can rely on the organization’s servants and guards, though at the cost of having duties to perform. Health care is not generally a problem for mundane issues, and this character suffers no penalties on rolls during Recovery months.
The flavour of coins
In Marinburgh, coins come in a few denominations due to the ever changing whim of its Red Dukes.
Silver Hmelu: Very rarely seen large silver bar, mostly struck for traditional reasons. Equal to ten gold Solidus, and stamped by the Imperial mint. The only payment the Legion will accept from the Bursar of the empire.
Solidus: Four gold Rounds. A bar of gold, stamped by the Imperial mint — or at least the Marinburgh mint in these post-Imperial times. Used primary for shipment of very large payments.
Gold Round: Ten Gold Crowns. A circular disk of gold, weighing about a quarter pound. Mostly stored in chests and vaults, and used to make larger payments.
Gold Crown: The coinage of the Nobility, who don’t acknowledge that anything lesser exists except in huge quantities.
Sovereign: Used by nobles to pay their guards and more important servants. About a twelfth of a Crown. The currency of the Guilds.
Eagle: A silver coin equal to a quarter of a sovereign. Used by the guilds to pay their servants. Used by the poor to stockpile their limited wealth.
Denari: Also known as a penny, the lowest common denominator of coins in Marinburgh. Generally silver, though purity is often suspect. Might be lead. There are ten denari to the Eagle.
When Far From Home
While travelling a character has to be somewhat mindful that their coins might not be accepted by foreign merchants. Marinburgh coinage in other jurisdictions will generally suffer a value reduction, causing all prices to rise by some predictable amount.
When outside busy cosmopolitan centers, prices of luxury goods increase. the further the character is away from the trade routes, the higher the price of all but the most common goods.