ECONOMY GUIDE
This is my personal take on a consistent in-character economy, built to help ground roleplay interactions in believable values. The more players who follow this system, the smoother and more immersive our stories become—especially in taverns, markets, mercenary work, and trade scenes.
Phases and RP groups are welcome to use this as a foundation for their own economic balance. While nothing is enforced, this guide is meant to reduce confusion, prevent inflation, and create a shared standard across the server.
Let’s make copper matter again. Let’s make gold mean something. Let’s bring consistency back to roleplay.
Currency Breakdown
- 1 Gold = 100 Silver
- 1 Silver = 100 Copper
Copper: Peasant-level, day-to-day transactions
Silver: Respectable wages, gear, standard trade
Gold: Serious wealth, land, bribes, powerful magic or weapons
Economic Classes (RP Guidelines)
Class | Wealth on Person | Monthly Wages |
---|---|---|
Peasant | 0–10 copper | ~2 silver |
Tradesman | 10–50 copper | ~5–10 silver |
Mercenary | 1–5 silver | ~15–30 silver |
Minor Noble | 5–50 silver | 1–5 gold |
Major Noble | 1+ gold | 10+ gold |
Tips for RP Use
- Don’t throw around gold unless you mean it. A gold coin should matter.
- Paying a dockhand 1 silver is generous. Paying them 5 is suspicious.
- Taverns charging 10 silver for a meal are likely upper-class or scams.
- Use "pouches" or "coin stacks" instead of exact numbers if unsure.
PRICING TABLES
Blacksmith Services & Pricing
Service | Price | Details |
---|---|---|
Sharpen a dagger/small blade | 10–20 copper | Condition-based; higher for damage |
Sharpen a sword or axe | 20–40 copper | Two-handers priced higher |
Clean and oil weapon | 10–15 copper | Rust, grime, and preservation |
Repair a blade (minor chip) | 30–60 copper | Edge work and reshaping |
Rehaft an axe / replace hilt | 1–2 silver | New handle and fittings |
Reforge a cracked weapon | 3–5 silver | Heavy labor and heating |
Forge iron nails (10 nails) | 10–15 copper | Basic construction staples |
Forge horseshoes (set of 4) | 50–70 copper | Includes iron and fitting |
Repair light armor (leather/chain) | 1–2 silver | Linkwork, patches, and riveting |
Repair plate armor (single plate) | 2–4 silver | Straps, dents, and reforging |
Full blade forging (standard) | 5–10 silver | No enchantments; steel blade |
Custom forge work (commission) | 1–3 gold | Named or ornamental weapon |
Optional Add-ons:
- Rush Order Fee: +50%
- Bring your own materials: -25%
- Military discount: -10% (veterans/guard)
Tavern Services & Pricing
Item/Service | Price | Notes |
---|---|---|
Common meal (stew, bread) | 3–5 copper | Filling but simple fare |
Mug of ale or cider | 2–4 copper | Local brew, modest strength |
Imported wine or fine spirits | 10–20 copper | Higher-end stock |
Room for the night (common) | 10–15 copper | Shared space or bunk |
Private room (basic inn) | 20–40 copper | Basic privacy and bedding |
Hot bath (if available) | 5–10 copper | Includes towel and soap |
Stable a horse overnight | 10 copper | Includes feed and water |
Meal for two (full course) | 10–15 copper | Starter, main, drink |
Tips for serving staff | 1–3 copper | Optional but respectful |
Tavern Etiquette Tips:
- Overpaying for basic meals or drinks often signals wealth, naivety, or intent to impress.
- Guards and adventurers may receive modest discounts for regular patronage or defense.
- Gold should almost never change hands in a tavern unless it's bribery or heavy buying.
- Staff often notice who tips—and who doesn't.
Market Goods & Common Items
Item | Price | Notes |
---|---|---|
Loaf of bread | 2–4 copper | Fresh, standard fare |
Cheese wedge | 3–6 copper | Common variety |
Basic herbs or spices (bundle) | 5–10 copper | For cooking or minor alchemy |
Set of traveler’s clothes | 20–40 copper | Linen or wool, no armor |
Soap, candle, or thread (each) | 2–5 copper | Everyday supplies |
Sack of potatoes, apples, etc. | 10–15 copper | Enough for several meals |
Wineskin or waterskin (empty) | 8–12 copper | Reusable container |
Exotic spices, silks, or imported tea | 2–10 silver | Rare and foreign goods |
Food rations (1 week) | 1–3 silver | Preserved for travel |
Alchemical components (vial, flask, reagents) | 10–30 copper | Minor crafting and potion use |
Wages & Common Jobs
Profession | Typical Wage | Details |
---|---|---|
Dockhand / Laborer | 3–5 silver per week | Physical labor, unloading, hauling |
Farmhand | 2–4 silver per week | Seasonal variation |
Stableboy / Inn servant | 2–3 silver per week | Includes meals and bed |
Hunter / Trapper | 5–8 silver per week | Or per pelt/bundle of meat |
Scribe / Clerk | 6–10 silver per week | Literacy-based trade |
Mercenary (base rate) | 1–2 silver per day | Scales with risk and experience |
Blacksmith apprentice | 4–6 silver per week | Includes basic material access |
Courier / Message-runner | 1–3 silver per job | Fast and discreet transport |
Healer’s assistant | 3–5 silver per week | Help with herbs and patient care |
Healing & Magical Services
Service | Price | Notes |
---|---|---|
Minor herbal treatment | 5–10 copper | Wounds, headaches, fatigue |
Light-infused bandaging | 20–30 copper | Clean and spiritually laced |
Priest healing (minor) | 10–20 silver | Cuts, bruises, infection |
Priest healing (serious) | 1–2 gold | Broken bones, disease |
Blessing on weapon/item | 50 silver – 1 gold | Short-term divine enchantment |
Curse removal / Exorcism | 2–5 gold | Ritual cleansing of affliction |
Object identification (magical) | 1–2 silver | Basic arcane scan or appraisal |
Anti-possession charms or wards | 50 silver – 1 gold | Protection against dark magic |
Emergency rites / resurrection attempts | 5–10 gold | Rare and taxing ritual |
Games, Gambling & Entertainment
Activity | Common Stakes | Notes |
---|---|---|
Dice or card games | 1–5 copper | Casual stakes at taverns |
Drinking contest | 5–10 copper | Winner takes all (or buys next round) |
Wagers / bar bets | Varies | Usually 1–10 copper unless serious |
Bard performance | 5–20 copper (tip) | Generosity varies by audience |
Hiring a bard/dancer | 20–50 copper | Per evening or event |
Tavern games/tournaments | 1 silver buy-in | Knife throwing, arm wrestling |
Underground pit fight entry | 5–10 silver | Illegal or high-stakes arenas |
Magic dueling (non-lethal) | 1–2 gold | Spellcasters only, formal |
Hire acting troupe | 1–3 gold | Evening of immersive entertainment |
Housing & Property
Note: Some listings represent monthly rental rates, while others are one-time purchase costs. Upkeep refers to ongoing maintenance or tax obligations and should be discussed with phase staff or guild leaders as appropriate.
Type | Cost | Notes |
---|---|---|
Shared room at inn | 40–60 copper / month | Cheap, noisy, includes food |
Private room at inn | 1–2 silver / month | Basic privacy and warmth |
Small cottage (rented) | 3–5 silver / month | Modest rural home |
Townhouse (rented) | 8–15 silver / month | Comfortable, near amenities |
Manor estate (rented) | 1–5 gold / month | Servants, stables, land |
Buy rural shack | 10–20 gold (one-time) | May need repairs, no upkeep unless noted |
Buy townhouse (urban) | 100+ gold (one-time) | City dwelling, high status |
Estate tax/upkeep | 5–10% of value / month | Applies to owned noble properties |
Hire cook/housekeeper | 4–5 silver / week | Each role hired separately |
Guildhall upkeep (shared) | 15–25 silver / month | Depends on size and location |
Fortified homestead upkeep | 1–2 gold / month | Includes basic guard pay |
Tip: For guilds or persistent phases, negotiate ownership and taxes with DMs or admins.
Note: All prices reflect in-character roleplay values, not game mechanics. Adjust as needed for your phase setting.