Coins of Forgotten Realms in Not Forgotten Realms | World Anvil

Coins of Forgotten Realms

Если одна-единственная причина и объясняет, как люди стали доминировать над столь многим на Фаэруне по сравнению с другими более знающими расами, это может быть только то, что люди - лучшие торговцы Торила. Большие порты Внутреннего Моря прокручивают золото подобно пауку, прядущему шелк. Дварфы превососходят других в чистой промышленности и мастерстве, эльфы командуют древний магией, задуманной задолго до прихода людей на Фаэрун, но люди командуют другой и, возможно, более мощной магией - магией золота.   Рост человеческого процветания и влияния в странах, которые были некогда дикой местностью - единственное величайшее развитие Сердцеземья Фаэруна в течение последней тысячи лет или около того. Человеческие поселенцы высекают хутора и деревни из девственно дикой местности, часто борясь за свои жизни и собственность против монстров (или иногда эльфов, фей-народа или лесных существ), живущих там. Из новых поселений течет сырье типа древесины, мехов, ценных руд и, возможно, рыбы или мяса. Больше людей ожидает богатства, и рождаются новые города. В конечном счете город окружается сельхозугодьями вместо леса, и процесс повторяется в некоем другом бездорожном лесу или в горной долине.   Бартер и подтвержденная присягой "я ваш должник" декларация может удовлетворить торговлю на границе, но портативное богатство в форме твердой валюты необходимо для любого вида устойчивого обмена на длинных расстояниях и в необычных странах. Хотя бартер, кровные отметки и подобные "письма от торговли" на Фаэруне достаточно обычны, металлические монеты и торговые бруски - повседневная торговая валюта.   Подобно базовой экономике, детализированной в Главе 6 "Руководства Ведущего", экономика Фаэруна работает по серебряному и золотому стандарту. Другие металлы, включая медь и платину, используются в определенных нациях и городах, но серебряные и золотые монеты принимаются повсюду, в большинстве торговых общин Сердцеземья, независимо от того, какое королевство, город-государство или старшая раса отчеканила их. Бумажная валюта почти неизвестна, хотя Кормир, Сембия и Архендейл признают отметки Юи, подписанные кровью сторон при контракте и скрепленные печатью королевского агента, назначенного наблюдать за торговлей.   Монеты имеют изумительное разнообразие форм, размеров и материалов. Они чеканятся тут, там и повсюду, хотя большинство стран просто использует любые проходящие монеты. Кроме специальных ситуаций, когда местная монета или символ может иметь неизменяемую искусственно поддерживаемую стоимость, монеты ценятся металлом, из которого они сделаны, а не возрастом, редкостью или тем, че й лик они несут. По этой причине платиновые монеты чеканятся только в нескольких странах, и во многих местах на них смотрят с подозрением. Тем не менее, они остаются в обращении.   Ценность монеты выражена твердо в отношении того, как она относится к золотому - "стандартной" золотой монете, круглой и непробитой, примероно в одну восьмую дюйма толщиной и дюйм с четвертью в поперечнике. "Пиленые" монеты, преднамеренно обрезанные или изношенный до более тонко го состояния, стоят меньше. Текущий стандарт: 10 медных = 1 серебряная; 10 серебряных или 100 медных = 1 золотая и 10 золотых = 1 платиновая.  

Обычные монеты

  Благодаря честолюбивым торговцам Сембии ее странной формы монеты можно найти по всему Фаэруну. Многие другие человеческие нации и города-государства чеканят свои собственные монеты. Немногие из них достигают широкого распространения, но почти все принимаются всеми, кроме тех, кто не доверяет незнакомому.   В Уотердипе, шумном космополитичном центре торговли, медные монеты называются нибами ("перьями"), серебряные - шардами ("осколками"), золотые - драконами и платиновые - солнцами. Две местных монеты города - то ал и луна гавани. Тоал - квадратная медная торговая монета с центральным отверстием, чтобы ее было легко нанизывать на кольцо или веревку, стоящая 2 gp в городе и ничего - за пределами Уотердипа. Луна гавани - плоский платиновый полумесяц с центральным отверстием и электрумовой инкрустацией, стоящий 50 gp в Уотердипе и 30 gp в других местах.   Железные и стальные пенсы заменяют медные монеты в богатой и шумной Сембии. Серебряные - рейвены ("вороны"), золотые - нобли ("знать") и платиновые монеты неизвестны. В Сембии принимаются все монеты (включая медные из других мест). Монеты сембийской чеканки квадратные, если они железные, треугольные - если серебряные и пятиугольные - если золотые.   В Кормире медные монеты называются тамбами ("большими пальцами"), серебряные - серебряными соколами, золотые - золотыми львами и платиновые - трикоронами. В странах Юга медные - биты ("частицы"), серебряные - дирхамы и золотые - динары.   Народы некоторых стран (особенно Тэя и Халруаа) использует валюту других царств при торговле за границей, потому что их собственные монеты и символы пугают других (все боятся быть магически проклятыми или пойманными), и их избегают.   Наоборот, монеты давно утерянных легендарных стран и центров великой магии в чести, хотя люди, находящие их, мудры, продавая их коллекционерам вместо того, чтобы просто расходовать на рынках. Самые известные - монеты Кормантира: талверы (медные), бедоары (серебряные), шилмаэры (золотые) и руэндилы (платиновые). Эти монеты прекрасны, многочисленны и иногда все еще используются в торговле между эльфами.  

Торговые бруски

  Большие количества монет может быть трудно транспортировать и рассчитываться ими. Многие торговцы предпочитают использовать торговые бруски, слитки драгоценных металлов и сплавов, которые, вероятно , будут приняты фактически любым. Торговые бруски проштампованы или програвированы символом продавца или правительства, первоначально сработавшего их. 1 -фунтовый торговый брусок серебра имеет ценность 5 gp, 1-фунтовый золотой брусок оценивается в 50 gp, а более тяжелые слитки стоят пропорционально больше. Торговые слитки обычно имеют вес в 1, 2, 5 и 10 фунтов.   Город Врата Балдура выпускает большие количества серебряных торговых брусков и устанавливает стандарт для этой формы валюты. Поврежденные слитки фактически ничего не стоят, но слитки, выпущенные более не существующим продавцами и павшими странами и правителями, обычно стоят номинальную стоимость. Город Мирабар выпускает черное железо веретенообразной формы (с квадратными концами), торговые бруски весом приблизительно 2 фунта каждый, стоящие 10 gp в этом городе, но лишь 5 gp в других местах.   Золотые торговые слитки очень редки. Только богатейшие и самые могучие торговцы и знать касались этих слитков, поскольку лишь самые большие сделки требуют валюты с такой высокой номинальной стоимостью.  

Необычная валюта

  Монеты и бруски - не единственная форма твердой валюты. Звонки Гонда - маленькие медные колокольчики, стоящие 10 gp в торговле или 20 gp в храмах Гонда. Шаарские кольца, проткнутые и отполированные пластины из слоновй кости, нанизанные на нити кочевниками Шаара, стоят по 3 gp за пластину.   Некоторые подводные расы обычно используют жемчуг в качестве валюты, особенно те, которые живут на шельфе и торгуют с поверхностными расами. Ценность жемчуга варьируется в зависимости от размера - диаметр в четверть дюйма стандартен - редкости и качества (свободы от недостатков). В Море Упавших Звезд белый жемчуг, или сиар, стоит 1 ср "под волнами" и в среднем 2 ер - на берегу. Желтый жемчуг-хайар - 1 ер под водой и в среднем 2 gр на берегу, зеленый тайар - 1 gр и 20 gр соответственно и синий нуйар - 5 gр "мокрых" и 103 gр "сухих". Самый ценимый жемчуг из всех - олмар, 7 дюймов в длину, 3 дюйма в ширину алмазной формы оливковый жемчуг великих моллюсков, он стоит 500 gр среди водных рас и более 2,000 gр на берегу.   Монеты бывают очень разнооб­разных форм, размеров, названий и материалов. Благодаря амбициям торговцев из Сембии, госу­дарственные монеты странной формы можно найти по всему Фаэруну. В Сембии используют квадратные железные стальные пенсы вместо медных монет. Треугольные серебряные монеты называются воронами, ромбовидные монеты из электрума это ассигнации (обычно называемые «голубыми глазами»), а пятиугольные золотые монеты называют знатью. Сембия не выпускает платиновые монеты. Но, несмотря на всё это, здесь принимают все остальные виды монет, в том числе медные и платиновые из-за рубежа.   В Глубоководье, шумном космополитичном центре торговли, медяки называют перьями, серебряные монеты — осколками, монеты из электрума это луны, золотые монеты — драконы, а пла­тиновые — солнца. Два вида местных монет назы­ваются «тол» и «портовая луна». Тол — это квадрат­ная латунная монета с отверстием в центре, сделан­ным для того, чтобы легко нанизываться на кольцо или шнурок, его стоимость 2 зм, а вне Глубоководья это бесполезная железка. Портовая луна — это плос­кая монета из платины в виде полумесяца с отвер­стием в центре, инкрустированная электрумом, названная так из- за места своего традиционного использования — в доках на покупку больших гру­зов оптом. Монета стоит 50 зм в Глубоководье и 30 зм в других местах.   Северный город Серебристая Луна штампует из электрума блестящие синие монеты в форме полумесяца, называемые лунами, которые стоят 1 зм в этом городе и 1 эм в других местах. Город также печатает монету большего номинала, назы­ваемую «прикрытой луной», которая выглядит как луна в сочетании с тёмно-серебряным овалом, до­полняющим её до круглой монеты, стоимостью 5 эм в пределах города и 2 эм за его пределами.   Излюбленный вид валюты в царстве Кормир — королевская монета с драконом на одной стороне и c датой чеканки на другой. Здесь медяки называют пальцами, серебряные монеты — серебряными соко­лами, монеты из электрума — голубыми глазами, зо­лотые монеты — золотыми львами, а платиновые монеты — тремя коронами.   Даже города-государства чеканят свои соб­ственные медные, серебряные и золотые монеты.   А вот монеты из электрума и платины в таких местах встречаются реже. Небольшие государства используют монеты, заимствованные у других стран или полученные из разграбленных древних источников. Путешественники из некоторых земель (в частности, из царств Тэя и Халруаа, где заправляют маги) используют валюты других госу­дарств при торговле за рубежом, потому что их собственные монеты и жетоны могут оказаться проклятыми, и поэтому их все избегают.   Очень ценятся монеты из давно потерянных легендарных земель и центров великой магии, если тем, кто их найдёт, хватит ума, чтобы про­дать их коллекционерам, а не просто потратить их на рынках. Особо известны монеты старого эль­фийского двора Кормантира: тальверы (медные), бедоары (серебряные), таммарки (из электрума), шильмайеры (золотые) и руендили (платиновые). Это отличные монеты, которых очень много в об­ращении, и их иногда до сих пор используют в торговле между эльфами.   Торговые слитки. Большие количества монет трудно перевозить и считать. Многие торговцы предпочитают использовать торговые слитки — бруски из драгоценных металлов и сплавов (обычно серебра), которые принимаются для тор­говли практически всеми. Торговые слитки штам­пуются или гравируются символом торговой ком­пании или правительства, которое создало их. Эти слитки оцениваются по весу, а именно:   2-фунтовый серебряный слиток стоит 10 зм. Размер слитка: около 5 дюймов в длину, 2 дюйма в ширину и полдюйма толщиной.   5-фунтовый серебряный слиток стоит 25 зм. Размер слитка: около 6 дюймов в длину, 2 дюйма в ширину и толщиной 1 дюйм.   5-фунтовый золотой слиток стоит 250 зм. Размер слитка такой же как у 2-фунтового серебряного.   Город Врата Балдура производит много серебря­ных торговых слитков и устанавливает стандарт для этого вида валюты. Город Мирабар производит вере­тенообразные торговые слитки из чёрного железа с квадратными концами весом около 2 фунтов каж­дый, стоимостью 10 зм в этом городе, а в близлежа­щих торговых центрах цена на них заметно ниже, такая же, как на обычное железо (1 см за фунт).   Необычные виды валюты. Монеты и слитки — не единственные формы твёрдой валюты. Коло­кольчики Гонда — небольшие латунные колокола стоимостью 10 зм, или 20 зм в храме Гонда.   Кольца Шаара — пробитые и полированные пла­стинки из слоновой кости, нанизанные на тетиву кочевниками Шаара, стоят 3 золотых за штуку.  

Деньги Королевств

  Практически у любого крупного государства Фаэруна есть собственная валюта - монеты, которые чеканятся на территории государства, представляют собой и его влияние, и материальное богатство. Большинство монет из чистого металла и стандартного веса принимаются как средство оплаты по всему континенту по номинальной стоимости, хотя не каждая страна или город-государство чеканит монеты всех номиналов.   Ниже описываются некоторые наиболее распространенные и широко используемые в обороте валюты Королевств. Каждая группа приведена в порядке возрастания стоимости: медные монеты, серебряные, электрумовые, золотые и (в случае наличия) платиновые. Большинство людей Фаэруна называют монеты их официальными названиями, присвоенными тем государством, которое их чеканит, вне зависимости от происхождения монет, за одним исключением: Жентильские монеты. По какой-то причине все монеты Жентильской Твердыни имеют нелестные прозвища.   Амн: фандер (мм), таран (см), кентавр (эм), дантер (зм), ролдон (пм)   Кормир: палец(мм), сокол(см), синеглаз (эм), золотой лев (зм), три короны (пм)   Сембия: стальной пенс (железная монета) (мм), ястреб (см), синеглаз (эм), нобль (зм)   Сильверимун: блеск (мм), щит (см), меч (эм), дракон (зм), единорог (пм)   Глубоководье: клин (мм), осколок(см), самбар (эм), дракон (зм), солнце (пм)   Жентильская Твердыня: клык («какашка») (мм), коготь/ наал («блоха») (см), тарент («твердый молот») (эм), слава («плачущий волк») (зм), платиновая слава («плоский металлический самоцвет») (пм)   Сильверимун также чеканит две специальные монеты: луна и затемненная луна. Луна - это блестящая электрумовая монета в форме полумесяца, равная 2 единорогам в Серебристой Луне и близлежащих поселениях, и 1 единорогу вне них. Затемненная луна представляет собой электрумовую луну с темным серебряным овалом, придающим монете завершенную круглую форму. В Серебристое Луне она стоит 5 единорогов, но только 2 единорога в остальных местах.   В Глубоководье свои собственные монеты. Таол - квадратный кусочек латуни, который в городе стоит 2 дракона - который практически ничего не стоит для тех, кто не ведет торговли с городом. Большинство торговцев обменивает свои таолы на обычные монеты перед отправлением в путешествие. «Луна гавани» представляет собой полумесяц из платины с электрумовыми вставками размером с ладонь, в городе за него дают 50 драконов, вне его - только 30 драконов. Название происходит оттого, что им часто расплачиваются в порту при оптовой покупке большого количества товара. Таолы и луны гавани имеют отверстия, что позволяет владельцу нанизывать по нескольку штук на шнурок.   Врата Балдура устанавливают стандарты чеканки торговых брусков - слитков металла (обычно, серебра) приемлемого размера и веса, используемых вместо куч монет и драгоценных камней в крупных транзакциях. Наиболее распространенный торговый брусок - пятифунтовый слиток 6 дюймов длиной, 2 дюймов шириной, 1 дюйм толщиной, и стоимостью 25 золотых монет.   Бартер и чеканка монет всех видов очень распространены на территории «Забытых Королевств», а большинство городов и государств льют свои собственные монеты. Монеты из разных мест мира имеют разную форму и украшения. Для упрощения монеты стоят одинаково, вне зависимости от ее происхождения.   Отметим, что народы «Королевств» не используют слово «деньги». Вместо этого они говорят «монета».   Монетная система на всех территориях выглядит следующим образом:   — 10 медных монет = 1 серебряная монета;   — 10 серебряных монет = 1 золотая монета;   — 10 золотых монет = 1 платиновая монета.   В некоторым местах выплавляют еще и электрумные монеты, но они не слишком распространены (как долларовые монеты в США).   — 2 электрумные монеты = 1 золотая монета.  

Чеканка монет в Кормире

  Предпочтительным видом валюты в Кормире считается королевская монета Корта. На его лицевой стороне изображен дракон, а на обратной — отметка даты казначейства (подделка валюты в Кормире и большинстве подобных стран карается смертью). Здесь нет бумажной валюты кроме долговых обязательств, которые известны как «кровавые листы». Подобные листы должны быть подписаны кровью обеими сторонами (или всеми, если больше двух). Затем их нужно доставить местному Лорду для установления королевской печати.   В Кормире немного иная терминология в названии монет:   — Медные монеты = медные пальцы;   — Серебряные монеты = серебряные соколы;   — Электрумные монеты = синие глаза;   — Золотые монеты = золотые львы;   — Платиновые монеты = три короны.   Другие виды валют   Множество наций и народов используют разные форматы денег, уникальные для своей местности. Очень часто случается так, что они обладают меньшей ценностью в золоте, чем являются сами по себе (также как и стоимость бумаги для печати доллара). Они, как правило, поддерживаются местным правительством или принимаются как нечто ценное для местных обычаев. Очень часто эти уникальные форматы денег ничего не стоят за пределами местности, на которой распространены.   Бэла. Слово, используемое для бумажных денег, которое относится как к банкнотам, используемых в Кара-Туре, так и для недавних расписок, изданных Главным Вождем или Ханом Орды. В западной части «Королевств» они ничего не стоят и очень часто рассматриваются как оскорбление.   Кровавые листы. Свитки, письма и другие листы, являющиеся долговыми обязательствами перед указанным лицом у обладателя расписки. Кровавые листы могут быть сделаны отдельными лицами, компаниями, целыми странами и городами. Если тот, кто должен выплатить долг, будет находится неподалеку от того, кто сделал этот лист, то он обязан будет выплатить долг. Кровавые листы тех, кого уже нет в живых, ни к чему не обязывают.   Торговый слиток, Мирабар. Появившиеся в диких землях на севере от Глубоководья, торговые слитки сделаны из черного железа в виде вытянутой цилиндрической формы. Они стоят 10 зм в Мирабаре и 5 зм в остальных регионах «Забытых Королевств».   Торговый слиток, Торговцев. Тонкий серебряный слиток стоит либо 10, либо 20, либо 50 зм каждый. Слиток помечен меткой на одном конце, который отображает символ торговой компании или заклинателя, который его создал. Поврежденные торговые слитки не имеют цены.   Торговые слитки организации торговцев Железного Трона не чествуются у других торговцев, так как эта группировка считается неприемлемой. Торговые слитки торговцев могут быть изготовлены где угодно, однако все больше слитков несут на себе символ монетного двора из Врат Балдура.   Торговый слитов, Сембия. Серебряные слитки с вкраплениями меди и знаком Сембии. Эти слитки считаются номинальной стоимостью и подкреплены деньгами Торгового Королевства. Чаще всего они сделаны так, чтобы стоить 10, 25 и 50 зм.   Торговые слитки, Лантан. Плоский конвертообразный слиток обработанной стали, помеченный великим колесом Гонда. Подобные слитки стоят 20 зм каждый и чаще всего используются на территории Побережья Мечей и других регионов, где жители Лантана торгуют чаще всего.   Тоал, Глубоководье. Квадратная латунная монета с пробуренной дыркой в центре. Чаще всего используется в Городе Роскоши. В Глубоководье монета обладает такой же ценностью, что и одна электрумная монета, однако за пределами города она практически ничего не стоит.   Лунная Гавань, Глубоководье. Специальная монета Глубоководья в виде полумесяца, сделанная из платины и вставкой из электрума. Они используются при массовых закупках в Глубоководье, так как стоимость каждой монеты равна 50 зм. За пределами Глубоководья ценность этой монеты падает до 2 зм.   Стальной диск, Сембия. Монета, представленная правительством Сембии в качестве замены серебру (которое правительство могло отдавать Орде). Монеты создавались в огромном количестве до тех пор, пока их ценность не упала до 1 медной монеты за штуку. Благородные особы из Сембии отказываются давать этой монете хоть какую-то ценность, однако неохотно, но принимают ее по всей стране.   Торговые слитки Сяо Ланга. Небольшой серебряный слиток, производящийся в Кара-Туре, который попал на Запад от случайного торговца. Торговые слитки Сяо Ланга стоят примерно 40 зм.   Тарсалтские статуи. Далеко на юге нация под названием Тарсалт использует объекты искусства для торговли. Статуи цвета слоновой кости, изумруды и серпентин используются в качестве денежной валюты в этом регионе. Эта необычная денежная система достигла и Центральных Земель. Обычная статуя стоит 15 зм, когда как на родине ее цена составляет лишь 5 зм.   Кольца Шаара. Обитатели равнин Шаара используют кольца, сделанные из обработанной слоновой кости, которые болтаются на нитях. Кольца обычно висят по несколько штук, каждое из которых стоит 3 зм.   Колокола Гонда. Старая форма денег, которая была введена жителями Лантана и использовалась на Севере, в частности для торговли между почитателями Гонда. Маленькие колокола Гонда сделаны из латуни, которые полностью окружены (но с небольшим зазором) камнем с орнаментом, который и издает звуки во время прикосновения с металлом. Колокол Гонда стоит 10 зм на открытом рынке и 20 зм монет в церквях Гонда.  

Currency and Art Objects

 

Currency

  For most game purposes, a copper piece is the same regardless of its point of origin.   The only thing that matters about a gem is how much the local jeweler declares it to be worth. However, there are situations where a particularly large or diverse treasure hoard could benefit from a little extra note: Instead of "200 gold, three gems worth 1,000 gp each, and an art object," the players find "200 lions from the Cormyrean mint, three black opals, and a golden comb encrusted with zircons.   Exchange Rates: The Forgotten Realms uses standard rates of exchange between standard coins as in the Player's Handbook. Local situations may influence these exchange rates.   Copper Coins: The most common and least valuable of the various coins, copper coins are known as coppers, copper pieces, or copper thumbs (the last is of Cormyrean origin). Sembia released a square iron coin called the steelpense which is similar in value to the copper (see Steelpense, below). Several "coins" are used among barbarian tribes that are chips of bone, also valued as the copper. Southern   city-states have all stamped a number of copper coins (unarches, radas, niftens, and spanners from Calimshan, and fanders from Amn).   Silver Coins: Silver coins are also called silvers and silver pieces. Both Cormyrean and Sembian mints produce silver pieces bearing the symbol of the nation on one side and a mint mark on the other. Cormyrean silvers are called falcons, their triangular Sembian cousins hawks, and the two are used interchangeably without difficulty. Other silver coinage regularly seen in the heartlands of the Realms includes the Amnian taran and Calishite coins such as the decarche, espedrille, and the ochre-tinted red worm of Memnon. Red worms are cast from silver but coated with a dye. Old coins with the dye worn away are called "skinned worms."   Electrum Coins: Electrum coins are not as popular as gold, silver, and copper, but exist in sufficient numbers to be represented occasionally in treasure caches or odd pockets. Electrum pieces are commonly called blue eyes throughout the heartlands of the Realms, regardless of origin: This applies to round Cormyrean eyes, diamond-shaped Sembian electrums, Calishite tazos and zonths, and Amnian centaurs. An exception is the electrum moon of Silverymoon—this coin is worth 1 ep throughout the Realms, but twice that much in the northern city of Silverymoon.   Gold Coins: The most common coin of adventurers, commonly called golden lions throughout the Realms, though only the Cormyrean coins carry the figure of the lion on the coin. (Sembian gold coin designs vary from year to year but always retain a five-sided shape.) The Southerners use the Amnian danter, though there are a number of other golden coins from Calimshan, Thay, and Tethyr, as well as   scatterings of private mints (including those of adventuring companies) and city-states. All are worth one gold standard, save for those from the cities of Tethyr. Tethyrian gulders, moelans, myrats, and zoths are only worth 60-90% of their listed value due to the upheavals in that land.   Platinum Coins: These coins are relatively rare but used by successful (and boastful) adventurers and merchants. Platinum coins are called tricrowns, plats, or pearls (in particular the Southern versions, which are officially named roldons). Sembia produces no platinum coins but readily accepts those of other nations.   Other Coins: There are a number of coins which do not fit into any of the standard categories of other coinage but which are still found with some regularity in the heartlands. These coins have a wide range of worth that varies by coin and location (the Waterdhavian toal, for example, is worth 2 gp in Waterdeep and practically nothing elsewhere).   d100 Roll Result   01-07 Bela   08-14 Blood Notes   15-25 Trade Bar, Mirabar   26-3l Trade Bar, Merchants'   32-38 Trade Bar, Sembia   39-40 Trade Bar, Lantan   41-50 Toal, Waterdeep   51-55 Harbor Moon, Waterdeep   56-70 Steelpense, Sembia   71-75 Copper, Shou Lung   76-80 Silver, Shou Lung   81-82 Shou Lung Trade Bar   83-90 Letter of Trade   91-92 Tharsult Statues   93-95 Shar Rings (Ivory)   96 Gond Bells   97-00 Mercenary Cards   Bela: A word for paper money used by the savage barbarian tribes to the east of the Realms, bela refers both to bills used in the lands of Kara-Tur and more recent script issued by the over-chief or khahan of the tribes of the Hordelands. In the western Realms, it is worthless and is occasionally offered as an insult.   Blood Notes: Blood notes are scrolls, letters, or other carvings representing IOUs and promissory notes from the listed person to the holder of the note. Blood notes can be made by individuals, adventuring companies, countries, or cities to cover debts and, should debtors still be around, they are legally obligated to pay when a blood note is presented. Blood notes from individuals who are no longer alive are not binding. About 20% of the blood notes found among treasure are still collectable, with one 100 gp value for every "other money" unit found (if 10 "units" of other coinage were found and proved to be a blood note, it would be a blood note worth 1,000 gp). Locating the debtor and convincing him or her to pay up is left to the individuals involved.   Trade Bar, Mirabar: Coming from the wild country north of Waterdeep, these trade bars are made of black iron and shaped like rectangular spindles. They are worth 10 gp in Mirabar itself, 5 gp in the rest of the Realms.   Trade Bar, Merchants': These trade bars are thin, silver bars worth either 10, 20, or 50 gp each. The bar is marked at one end with its value and at the other with the symbol of the trading institution or coster that created it. Broken trade bars are valueless, though most merchants continue to honor the trade bars of defunct institutions. The trade bars of the Iron Throne trading group are not honored by other trading organizations, as this group is considered disreputable. Merchants' trade bars can be manufactured anywhere, but an increasing number of them bear the mint mark of Baldur's Gate. To determine the value of a group of trade bars, roll a d6:   d6 Roll Result   1-3 10 gp value each   4-5 20 gp value each   6 50 gp value each   Trade Bar, Sembia: Ingot-shaped bars of silver dotted with copper and marked with the symbol of Sembia, these trade bars are considered to be worth their face value and are backed by the wealth of the Merchant Kingdom. To determine the value of Sembian trade bars, roll a d8:   d8 Roll Result   1-4 5 gp value each   5-6 10 gp value each   7 25 gp value each   8 50 gp value each   Trade Bar, Lantan: A flat, envelope-shaped bar of worked steel marked with the great wheel of Gond, such bars are worth 20 gp each and are used primarily along the Sword Coast and in other regions where the Lantanna normally trade.   Toal, Waterdeep: The toal is a square brass coin with a hole bored in the center that is commonly used in the City of Splendors. In Waterdeep, it has a value similar to 1 ep (that of 2 gp), but it is considered worthless outside the city.   Harbor Moon, Waterdeep: A harbor moon is a special Waterdhavian coin struck in the shape of a crescent and made of platinum inset with electrum. It is used in bulk purchases in Waterdeep, where it is worth 50 gp. Outside Waterdeep, its value drops to 2 gp per harbor moon.   Steelpense, Sembian: A coin introduced by the Sembian government to replace silver (which the government could then hoard), the steelpense was overproduced and dropped in value until its present value is 1 steelpense=1 copper piece. The Sembian nobles have disavowed the coin's value, but still honor it grudgingly throughout the country. "Buying steelpense with bela" is a byword for fiscal stupidity.   Shou Lung Copper: Any copper coin which is not immediately recognizable is declared to come from the mystical East and is valued at 1 copper piece. Only a small number of these coins honestly come from Shou Lung or any of the Kara-Turan nations, but the name remains.   Shou Lung Silver: Similar to Shou Lung copper, Shou Lung silver refers to any unknown or badly worn silver coin and is valued at 1 silver piece. Some but not all of these coins find their origin in the East.   Shou Lung Trade Bars: These slender bars of silver, definitely oriental in origin, have made their way to the West with the occasional trader and adventurer. Shou Lung trade bars are worth about 40 gp each.   Letter of Trade: Similar to blood notes, letters of trade call for delivery of a particular item or items to the bearer. Only about 10% of these are worth anything; the remainder are written for organizations which no longer exist or for items which have since been sold or delivered elsewhere. Even then, the item (often not mentioned on the letter of trade) to be delivered varies from a small art object to a magical item to (in at least one case) a golem.   Tharsult Statues: Far to the south, the nation of Tharsult uses small art objects in trade. These statues of ivory, jade, and serpentine are used as coinage in that region, and have reached the heartlands of the Realms as curios. Typical statues are worth 15 gp each in the North, but only 5 gp each in their native land.   Shaar Rings: The plainsmen of the Shaar use rings made of sliced and bored ivory hung on long strings. Rings are found in bundles, and each ring is worth 3 gp.Gond Bells: An odd form of money introduced by the Lantanna and used in areas of the North, in particular in trade between worshipers of Gond. A Gond bell is a small bell made of brass that almost totally encloses a loose ornamental stone which causes it to clatter. Gond bells are worth 10 gp on the open market, 20 gp if traded to a church of Gond.   Mercenary Cards: Mercenary cards are small cards of parchment about the size of a talis card that are marked on one size with the symbol of a particular mercenary unit. The reverse usually has some handwritten scrawl from the troop's paymaster authorizing payment. The payment is equal to 15 gp per unit of "other currency" found. If the mercenary organization still exists, its present paymaster will authorize the payment (and perhaps offer more work as well). Mercenary paymasters are accustomed to individuals producing cards that have been found in monster lairs, stolen, or won in card games.  

Coins of the Forgotten Realms

  Coins in D&D are often called simply gold pieces or silver pieces, etc. Realistically each city or country would call their coins something different. In a treasure trove of the Forgotten Realms you could find Sembian florins, grouts from Silverymoon and nobs minted in Zhentil Keep. This gives the game more flavour and reality. However it has been my experience that if the DM varies too far from the traditional AD&D decimal value system (using the English imperial system for example) your players may not be willing to make the jump with you. I recommend that just changing the names of the coins in different areas will be enough of a challenge for your players to keep track of.   Following is a suggested list of names for coins minted in different parts of the Forgotten Realms. Where a coin type is not listed (such as platinum pieces in Hillsfar) that location does not mint that particular coin.   Coins usually have the profile of the current ruler, the name of the territory or city, and a date on one side, and another icon/picture on the reverse. The names of the coins (Cormyran silver falcon, for example) often originate from the picture on the reverse of the coin.   Unless otherwise noted, all coins are accepted (perhaps with some grumbling) at face value anywhere in the Realms. Values separated by a slash indicate the value of the coin anywhere in the Realms (before the slash) and value within that city or territory (after the slash).   The following is a mixture of material published by TSR and my own creation.   Amn *Balder's Gate Cormyr Eltural   Fandar= 1 cp | Head= 1 cp | Copper thumb= 1 cp | Square= 1 cp (square coin)   Taran= 1 sp | Sword= 1 sp | Silver falcon= 1 sp | Moon= 1sp (round coin)   Centaur= 1 ep | Double Eagle= 1 gp | Blue eyes= 1 ep | Corner= 1 gp (triangular coins)   Danter= 1 gp | Golden lion= 1 gp   Roldon= 1 pp | Tricrown= 1 pp   Hillsfar | Iriaebor | Impiltur | Mirabar #   Copper weight= 1 cp | Cord= 1 cp | Copper mark= 1 cp | Tanner= 1 cp   Shill= 1 sp | Torch= 1 sp | Silver mark= 1 sp | Dena= 1 sp   Half-crown= 1 ep | Scroll= 1 gp | Electrum mark= 1 ep | Orb= 1 gp   Crown= 1 gp | Gold mark= 1 gp   Platinum mark= 1 pp   * Amn also uses trade bars of silver or electrum valued at 500 or 1000 gold pieces.   # Mirabar also uses black iron trade bars with the following values:   = 10 gp in Mirabar   = 7 gp in Luskan and Port Llast   = 5 gp elsewhere     Moonshaes | Mulmaster | Neverwinter | Procampur   Penny= 1 cp | Knarr= 1 cp | Miner= 1 cp | Sestus= 1 cp   Shilling= 1 sp | Cog= 1 sp | Smith= 1 sp | Drachma= 1 sp   Half-crown= 1 ep | Drakkar= 1 gp | Lord= 1 gp | Pyron= 1 gp   Crown= 1 gp   Coat of Arms 1 = pp   Raven's Bluff | Sembia | Silverymoon | Thay   Denari= 1 cp | Groat= 1 cp | Farthing= 1 cp | Shek= half cp   Hyper= 1 sp | Dollar= 1 sp | Grout= 1 sp | Fen= 1 cp   Ducat= 1 gp | Laurel= 1 ep | Electrum Moon= 2.5 sp | Drama= 1 sp   Florin= 1 gp | Talent= 1 gp | Nomisma= 1 gp   Eagle= 1 pp | Talon= 1 gp   Regal= 1 pp   and finally, two great enemies;     Waterdeep | Zhentil Keep   Copper bit= 1 cp | Con= 1 cp   Gross= 1 sp | Nob= 1 sp   Cup= 1 ep | Aura= 1 gp   Dragon= 1 gp   Shield= 1 pp   Toal 0/2 gp   Harbour Moon 10/50 gp    

Tethyr

  Due to the current political state in Tethyr individual cities have started minting their own gold coins. They are worth one gold piece in the city of issue only, elsewhere in the Realms their value is as follows.   Note this is only approximately the value as given in "Empire of the Sands" sourcebook which has an even more complicated system.     City Coin Nam eValue elsewhere   Zazesspur | Gulder | 9 sp   Ithmong | Molean | 8 sp   Myratma | Myrat | 7 sp   Saradush | Zoth | 6 sp  

Calimshan

  Individual city-states of Calimshan mint their own coins but all can be found anywhere in the country, and often elsewhere in the Forgotten Realms.   These coins (including thier weird names) are from the Empire of the Sands sourcebook. Where there is a space the city does not mint coins of that type.     City | latinum | Gold | Electrum | Silver | Copper   Calimport | Kilarche | Bicenta | Centarche | Decarche | Unarche   Almraiven | Tazo | Rada   Teshburi | Pulon | Niften   Manshaka | Djendjen | Djendive | Spanner   Keltar | Redoline | Messine   Memnon Great wormZonthRed worm   VolothampMandrilleRekatik Espedrille     Merchants in the Forgotten Realms commonly use small trade bars of electrum or silver in 10, 25 and 50 gp denominations. They will be stamped with the denomination, the trading company's trail mark or merchant's symbol, and sometimes a date (30% chance). The merchant nation of Amn mints large trade bars valued at 500 and 1000 gp.   The nation of Damara at its height exported chalcedony (bloodstone) bars in 25 gp denominations. After its fall these bloodstone bars were deemed worthless. However the country is now struggling to get back on its feet, and the bars may once again become valuable.     Here is another list that gives some descriptive details:   Types of "Coins"   Bela   Blood Notes   Mirabar Trade Bar   Merchants' Trade Bar   Sembia Trade Bar   Lantan Trade Bar   Waterdeep Toal   Waterdeep Harbor Moon   Sembia Steelpense   Shou Lung Copper   Shou Lung Silver   Shou Lung Trade Bar   Letter of Trade   Tharsult Statues   Shar Rings (Ivory)   Gond Bells   Mercenary Cards     Description of "Coins"   Bela: A word for paper money used by the savage barbarian tribes to the east of the Realms, bela refers both to bills used in the lands of Kara-Tur and more recent script issued by the over-chief or khahan of the tribes of the Hordelands. In the western Realms, it is worthless and is occasionally offered as an insult.     Blood Notes: Blood notes are scrolls, letters, or other carvings representing IOUs and promissory notes from the listed person to the holder of the note. Blood notes can be made by individuals, adventuring companies, countries, or cities to cover debts and, should debtors still be around, they are legally obligated to pay when a blood note is presented. Blood notes from individuals who are no longer alive are not binding. About 20% of the blood notes found among treasure are still collectable, with one 100 gp value for every "other money" unit found (if 10 "units" of other coinage were found and proved to be a blood note, it would be a blood note worth 1,000 gp). Locating the debtor and convincing him or her to pay up is left to the individuals involved.     Trade Bar, Mirabar: Coming from the wild country north of Waterdeep, these trade bars are made of black iron and shaped like rectangular spindles. They are worth 10 gp in Mirabar itself, 5 gp in the rest of the Realms.     Trade Bar, Merchants': These trade bars are thin, silver bars worth either 10, 20, or 50 gp each. The bar is marked at one end with its value and at the other with the symbol of the trading institution or coster that created it. Broken trade bars are valueless, though most merchants continue to honor the trade bars of defunct institutions. The trade bars of the Iron Throne trading group are not honored by other trading organizations, as this group is considered disreputable. Merchants' trade bars can be manufactured anywhere, but an increasing number of them bear the mint mark of Baldur's Gate. To determine the value of a group of trade bars, roll a d6:   d6 Roll Result   1-3 10 gp value each   4-5 20 gp value each   6 50 gp value each     Trade Bar, Sembia: Ingot-shaped bars of silver dotted with copper and marked with the symbol of Sembia, these trade bars are considered to be worth their face value and are backed by the wealth of the Merchant Kingdom. To determine the value of Sembian trade bars, roll a d8:   d8 Roll Result   1-4 5 gp value each   5-6 10 gp value each   7 25 gp value each   8 50 gp value each     Trade Bar, Lantan: A flat, envelope-shaped bar of worked steel marked with the great wheel of Gond, such bars are worth 20 gp each and are used primarily along the Sword Coast and in other regions where the Lantanna normally trade.     Toal, Waterdeep: The toal is a square brass coin with a hole bored in the center that is commonly used in the City of Splendors. In Waterdeep, it has a value similar to 1 ep (that of 2 gp), but it is considered worthless outside the city.     Harbor Moon, Waterdeep: A harbor moon is a special Waterdhavian coin struck in the shape of a crescent and made of platinum inset with electrum. It is used in bulk purchases in Waterdeep, where it is worth 50 gp. Outside Waterdeep, its value drops to 2 gp per harbor moon.     Steelpense, Sembian: A coin introduced by the Sembian government to replace silver (which the government could then hoard), the steelpense was overproduced and dropped in value until its present value is 1 steelpense=1 copper piece. The Sembian nobles have disavowed the coin's value, but still honor it grudgingly throughout the country. "Buying steelpense with bela" is a byword for fiscal stupidity.     Shou Lung Copper: Any copper coin which is not immediately recognizable is declared to come from the mystical East and is valued at 1 copper piece. Only a small number of these coins honestly come from Shou Lung or any of the Kara-Turan nations, but the name remains.     Shou Lung Silver: Similar to Shou Lung copper, Shou Lung silver refers to any unknown or badly worn silver coin and is valued at 1 silver piece. Some but not all of these coins find their origin in the East.     Shou Lung Trade Bars: These slender bars of silver, definitely oriental in origin, have made their way to the West with the occasional trader and adventurer. Shou Lung trade bars are worth about 40 gp each.     Letter of Trade: Similar to blood notes, letters of trade call for delivery of a particular item or items to the bearer. Only about 10% of these are worth anything; the remainder are written for organizations which no longer exist or for items which have since been sold or delivered elsewhere. Even then, the item (often not mentioned on the letter of trade) to be delivered varies from a small art object to a magical item to (in at least one case) a golem.     Tharsult Statues: Far to the south, the nation of Tharsult uses small art objects in trade. These statues of ivory, jade, and serpentine are used as coinage in that region, and have reached the heartlands of the Realms as curios. Typical statues are worth 15 gp each in the North, but only 5 gp each in their native land.     Shaar Rings: The plainsmen of the Shaar use rings made of sliced and bored ivory hung on long strings. Rings are found in bundles, and each ring is worth 3 gp.     Gond Bells: An odd form of money introduced by the Lantanna and used in areas of the North, in particular in trade between worshipers of Gond. A Gond bell is a small bell made of brass that almost totally encloses a loose ornamental stone which causes it to clatter. Gond bells are worth 10 gp on the open market, 20 gp if traded to a church of Gond.     Mercenary Cards: Mercenary cards are small cards of parchment about the size of a talis card that are marked on one size with the symbol of a particular mercenary unit. The reverse usually has some handwritten scrawl from the troop's paymaster authorizing payment. The payment is equal to 15 gp per unit of "other currency" found. If the mercenary organization still exists, its present paymaster will authorize the payment (and perhaps offer more work as well). Mercenary paymasters are accustomed to individuals producing cards that have been found in monster lairs, stolen, or won in card games.   Джерело: http://www.angelfire.com/on/ebonwolf/coinage.html#mirabar   COINAGE   A bewildering variety of coinage is strewn across the Realms, with many different local names for the familiar copper, silver, and gold pieces. There are triangular coins, square coins, circular coins, and oval coins—which are by far the most com¬mon. They are of different metals, and some are pierced when minted for stringing on rings or cords. Many other coins are pierced with small holes by merchants when in use, though very few are cut in half, since partial coins are seldom con¬sidered to have any value. Decorations on coins are almost always stamped on their faces, and edges are left plain. These decorations can be anything from crude numerals to detailed illustra¬tions, although certain countries tend to cling to a consistent style, or at least an equivalent artistic style. Calimshan, Sembia, Amn, Cormyr, Silvery- moon, and Waterdeep are generally considered to have the artistically finest coins.   Most coins bear simple devices, usually heral¬dic badges. Some display stylized crowns with a ruler’s name underneath, and a few, mainly the artistically finest coins of valuable denominations, have lifelike rulers’ heads impressed on them, usually in side profile.   In general, Waterdeep’s coinage, except for the harbor moon and the taol (or “toal”; either name is correct), is accepted without question all over the Sword Coast lands, the Sword Coast North, and offshore from Calimshan north. Coins of Cormyr and Sembia are considered the regional standard for the Dragon Coast, the Dragon Reach, the Vast, the Dales, the Moonsea, and the Vilhon. The authokh and the bebolt (detailed hereafter) are common coinage from Chessenta southward. “Common coinage” means that a given coin will be accepted at face value by most folk. Merchants who travel accept a wider variety of coinage, but are better at detecting false coins.   The origin of a coin (where it comes from) is an important factor, as coins from different ori¬gins command different degrees of respect, based on consistent quality and freedom from counter¬feiting—or at least, freedom from counterfeits using less valuable metal than the originals. Coins of Amn, Cormyr, Luskan, Mirabar, Sembia, Sil- verymoon, Tethyr, and Waterdeep are considered the best-made in Faerun and are the most highly valued in trade. Cormyrean coins are extremely pure metal, very heavy, and resistant to wear; Sembian coins are deemed slightly inferior to Cormyrean coins.   The Authokh and the Bebolt   These currencies are widely used in Chessenta, the Vilhon, Border Kingdoms, the Tashalar, and everywhere south of that. They began as the coin¬age of a single city in Chessenta, though exactly which city has been forgotten.   An authokh (ot/?-awk) is a square coin stamped out of “delmed” silver with a small central hole to allow it to be strung onto a pay-thong or a wire loop. Delming is an alloying process that stops sil¬ver from tarnishing by combining it with copper and certain white metals in precise proportions. This process has the side effects of turning the silver a translucent green and making its surface incapable of taking a high shine, no matter how it is polished. On one face, it bears an engraved ring of twelve leaves encircling the central hole, and on the other side a ring of twelve radiating daggers.   A bebolt (also called a “belbolt,” usually short¬ened to “bolt”) is a thick, heavy gold coin of a curious shape. A circle with two shallow, match¬ing cut-outs in its edges, a bebolt looks like two axe-heads fused back-to-back with their curved blades outermost.   Authokhs and bebolts are accepted in Amn, Scornubel, and Westgate, but not in Cormyr, Sembia, the Dales, the Dragon Reach, the Moonsea, the Sword Coast lands, or Tethyr. In Calimshan and Waterdeep, an authokh is consid¬ered simply a silver piece, and a bebolt is classed as “a heavy” (a gold piece valued at 2 gp rather than just 1 gp).   Shining Examples   Here follow details of some of the most elaborate, artistic, and widely esteemed coinage in all of Faerun.   Calaunt: Coins of this city are roughly stamped-out circles of gold, silver, and copper with the Scepter’s sigil on one side and a key on the other. The sigil is a vertical human right hand clenched in a fist around a horizontal scepter.   The fingers of the hand are toward the viewer, and the scepter is a plain metal bar ending in a four-pointed star at each end. The key is a long- barreled device etched on the diagonal, with a two-flange-end at the viewer’s lower left, and a three-loop-leaf handle at the viewer’s upper right. Behind it are three parallel wavy horizontal lines, representing waves and Calauntan shipping.   Cormyr: Modern Cormyrean coins bear the monarch’s face and name on one side and a date, a denomination, and a mint mark on the other. For nine out of ten coins, this mark is a full-on bearded, hatless wizard’s face, referred to as “Old Vangey” but meant to represent all War Wizards and denoting the Royal Mint in Suzail. About ten percent of coins instead bear two parallel cres¬cent moons, their horns to the dexter. This mark denote a High Horn minting. The High Horn fortress has always had a smithy and nearby “dun-geon” caverns used to store metals mined in the surrounding mountains.   There’s been only one minting since the death of Azoun IV. Rather than an Obarskyr’s face, such “Regency” coins bear the Purple Dragon royal arms with five parallel bars on its body. Older Cormyrean coins (minted in 1290 DR and earlier) don’t bear dates, but instead have a line saying “first minting,” “second minting,” or the like, in reference to the reign of the mon¬arch under which the coins were issued. There were eight mintings during the reign of Azoun IV, but three is the highest count any earlier king managed.   Sembia: Sembian coins have become more numerous, thanks to the country’s growing wealth, size, and ever-soaring mercantile activ¬ity. They tend to be larger but thinner than most other coinage. All have the arms of Sembia on one side and, on the reverse, the denomination on the top of the coin and the date (in DR) curving around a “proof stamp” (mint mark) in the mid¬dle. Sembian coins often have a bluish tinge from being fire-cleaned of the grease they are exposed to during their stamping. The grease is deliber¬ately cooked into the iron coins to inhibit rust, and it does a fair, if not foolproof, job.   Westgate: After 1364 DR, Westgate stopped regularly minting coins for about a decade. As a result, its already easy acceptance of the coinage of many lands became entrenched. In Westgate, almost all outland coin is valued the same way currency is in most places: by condition, purity of the metal, size (as pertains to the amount of metal), and origin. Exceptions are Cormyrean and Sembian coins; those coins are accepted as common coinage, just as they are in the Dales, the Moonsea, the Vilhon, the Dragon Reach, the Vast, and the Dragon Coast. However, Westgate also accepts the authokh and bebolt, whereas those other places do not.   Zhentil Keeps Currency   The Keep has been a trading center from its founding, and so home to all manner of imported currency. It also has a good deal of rough-smelted trade bars—a result of the wealth the metal mines north of the Moonsea pours south through Zhentil Keep. The Keep has had various local mintings, most of them rough-edged and irregu¬lar. Zhentil Keep coins usually bear the crude stamping of a portcullis gate on one side and a diamond-shaped gemstone on the other.   In the years since the rebuilding of the Keep in the 1370s DR, a few copper and silver coins and a lot of gold coins have been minted, as needed by the Zhentarim to pay their Zhentilar and sup¬pliers. The copper and silver are mere coatings on iron, deemed worthless by most folk outside Zhentil Keep. However, the gold coins are made of the “real gleam,” a slightly reddish gold found mainly northeast of Glister (and there are rumors of vast amounts of the smelted red gold buried under or near the Citadel of the Raven).   The details that follow apply only to these lat¬ter mintings.   Copper Coin: Square, pierced by a central hole to allow stringing, the four sharp corners snipped off. Face side: the Wingless Dragon (a scaled serpent with a fanciful head) biting its own tail and curled around a central hole; its head faces counterclockwise. Obverse: ten tiny four- pointed stars, encircling the central hole. Known as a fang in Zhentil Keep and the Dales, but else¬where as a dung piece.   Silver Coin: Triangular, pierced by a central hole to allow stringing, all corners intact. The silver usually wears off quickly. Both sides: six four-pointed stars encircling the central hole. Known as a talon or a naal («a/j-ull; probably a distortion of the word “nail”) in the Keep and the Dales, but everywhere else as a dung-flea bit or just a flea bit.   Gold Coin: Square, with corners intact and no central hole. Two parallel sides are concave for easy grasping by thumbs. Face side: three cren¬elated castle turret tops, the central one slightly taller than the others. Obverse: the profile of a wolf’s head with its nose to the dexter and with three drops of tears or blood falling away beneath it. Known formally as a glory, but called a weep¬ing wolf everywhere, even in Zhentil Keep.   Take My Coin, Sir?   Throughout the Realms, the acceptance of older or unfamiliar coins depends on their condition and the metal of which they are made. Gold coins are accepted everywhere at face value unless they are broken, unusually small, or obviously impure. Silver coins that have tarnished to black are sel¬dom accepted, but if they are cleaned without ruining their markings, they’ll probably be ac¬cepted, too. For everything else, folk must go to a money changer, which is no hardship since most cities on any coast or major trade route have several.   The oval, rather than round, shape of many Faerunian coins comes from the comparative ease of getting oval coins “lined up right” in wooden molds for striking their second sides. When the coins are round, doing so is much more diffi¬cult and takes longer. The striking itself creates distortion, causing meant-to-be-round coins to be rejected because they’ve ended up oval instead. So, long ago, most realms just adopted oval as their standard.   Coins from long-gone lands that have been drilled, are lighter than today’s norm, or less pure are worth less. In present-day lands, even for mintings from the reigns of much earlier kings, the collective will of far-traveling mer¬chants firmly prevails. This influence is the same reason why outland coins are present and ac-cepted at all, rather than being melted down for their precious metal content and refashioned into something else. The merchants, mainly caravan traders, want a gold piece from Amn to be equal to a gold piece from Sembia to help keep every single merchant from being cheated in every last transaction.   “Slighting” coins (shaving them, cutting bits off, and the like) reduces their acceptability but not necessarily their value. A merchant might say, “I’m not taking that coin, friend—find a real gold piece in your purse, or the deal’s off!” If a mer¬chant accepts a coin at all, it will be for its stated face value, except in transactions when both par¬ties privately agree otherwise. For this reason, contracts sometimes specify “to be paid in law¬ful coin of Cormyr,” or some other realm or city. Moreover, coin alterations such as hole punching and bisecting don’t affect the acceptability of the coin at all when such alteration is done officially by the realm or a regional ruler.   In effect, the merchants of Faerun act in concert—without any formal agreement or dis¬cussions—to establish the equivalent of a “gold standard.”   Trade Bars   Trade bars are widely accepted because they must conform closely to a given size and weight to be accepted at all. They are an easy way to melt down and reuse suspicious coins, because an ex¬isting trade bar can be pressed into clay to make a mold for a new trade bar.   A 25 gp trade bar is a brick with rounded corners of just over an inch thick, three inches across, and six inches in length. The corners were not always rounded in the past, but squared cor¬ners broke off too easily, and the unscrupulous had a habit of deliberately breaking off corners,   so rounded corners became the norm. Calishite trade bars—also used in Tharsult, Tashluta and the Tashalar, and other Southern trade— are seven inches long, but both long sides bow smoothly inward half an inch on each side, mak¬ing the bar easier to grip.   A trade bar valued at 50 gp has the same dimen¬sions as a 25 gp bar, except it is three inches thick rather than one inch thick. It also tapers inward across that thickness, so the top surface of a 50 gp trade bar is a half-inch smaller than its base. There are no legal bow-sided 50 gp trade bars.   A 75 gp trade bar is an inch thicker than a 50 gp bar, with no taper to its sides at all.   A 100 gp trade bar is two inches thick, three inches across, and nine inches long, with a central hole for carrying on a cord, or for using a cord to tie several trade bars into a bundle. The hole isn’t much more than an inch across.   Proof and ownership marks are commonly stamped into the bottom surface of a trade bar, and don’t affect its value.   Trade bars minted more than two centuries ago vary widely in dimensions and value. For this reason, when they are traded they are either weighed to ascertain their value or melted down and recast. Most hidden hoards of trade bars are the results of hasty burials in the face of advanc¬ing foes or fierce weather, and are soon snapped up when nature or chance digging uncovers them.   Putting Money to Work   As the clergy of Waukeen—and soon, everyone else—have said for decades, “Coin kept at home is begging to be stolen.”   All wise Waterdhavians invest the money they make, if it’s enough to more than cover their debts and ongoing needs in the “sure and cer¬tain.” Often these investments are loans to guilds or real estate in the city—which usually means new buildings in new wards, or buying collapsed or tottering buildings in Dock Ward or elsewhere grim, tearing them down, and putting up nice new ones that they then rent out. Those who have a taste for greater risk with higher margins invest in caravan or ship cargoes.   Temples tend to fulfill the functions of real- world banks, but their rates are ruinous to the small lender and borrower, which includes most laborers and commoners. These small lenders and borrowers instead use moneylenders, such as the infamous Mirt. Moneylending is a common living for an adventurer or a mercenary who is too old or wounded to continue that profession, who has made a few coins and kept up on connections with hireswords.   Most moneylenders are “smallcoin” folk who deal with laborers. Stereotypically, this sort of character is a Scrooge-style miser in charge of a gang who’ll beat you up if you don’t pay.   More genteel lenders, known as rollcoins, make large sums available to outfit a shop, or buy an entire cargo or a herd or other large “sure thing” purchase. Only the genuinely ruined de¬fault on one of these short-term loans, because doing so means they’re finished in the city. Rollcoins always demand collateral that’s either nonportable, such as real estate, or “under the hand” (given into their keeping), so either way they don’t lose.   Rollcoins are treated with respect by all, since successful city dwellers are always planning for what might happen if grim days come, and ris¬ing citizens are always looking around to learn who will be useful to them. This respect is exhib-ited even when a lender is cordially hated behind the smiles, as happens with grasping, leering, unpleasant rollcoins who casually pilfer from cli¬ents or prospective clients—in other words, the sort that always features in ballads and nasty tavern tales.   An example of such a moneylender in Water- deep in the 1370s DR is the thin, long-nosed, nasal-voiced, black-robed, always-humming Ulk- roun of Ship Street. Baerenth Ulkroun was a wily and long-lived man who was succeeded in 1441 DR by his son Harlatlam, who in turn was suc¬ceeded in 1469 DR by his son Azimurl; all three were very much alike.   Banking   Faerun has no places or organizations called banks, but there are providers of banking services, which the Realms calls “manycoin ser¬vices.” Manycoin services include moneylending, money changing, and “keepsafe” (safe storage).   In the Realms, several groups provide many¬coin services. Temples offer them to individuals of the right faith, guilds provide them to mem¬bers, and some caravan costers provide them to   everyone located in the cities in which they are based. In addition, independent moneylenders offer manycoin services to everyone—including adventuring bands and noble families.   By tradition—and because they want to stay in business—independent moneylenders across Faerun provide manycoin services with no ques¬tions asked. That is, they won’t report to local authorities when and how much anyone “prof¬fers” (deposits) or “redeems” (withdraws), or if someone proffers something stolen or sought after by the government or anyone else (such as a royal crown an entire army is searching for).   As the moneylenders’ saying runs, “Utter discre¬tion, with coded receipts (priests of Waukeen refereeing).”   “Keepsafe” refers to the holding of coins (which the moneylenders invest, to make them¬selves more funds), contracts and other valuable documents, and small portable valuables such as expensive jewelry worth too much to comfortably store at home, or to carry while traveling.   So, a moneylender makes money from you on loans, and charges you small storage fees for hold¬ing your money, without paying you any interest. Which is why most noble families do their own investing, or have their own factors (trade agents) to handle such matters for them if they don’t have the time or interest for daily transactions and wealth-building.   Citizens high and low often conceal their funds by melting gold or silver and hiding the resulting thin platelets inside thick castle doors, under roof tiles, and the like. A farmer might bury a pot of coins under the muddiest part of his pig wallow.   Many wealthy individuals and groups in the Realms see the need for what we might think of as a Swiss bank account and the Realms calls a “silent safehold.” That is, a stash for money the owner wants to quietly hold onto for later needs, far from where foes can steal it or governments can tax it or spy on it. So paying someone a mod¬est annual handling fee to quietly “safehold” large amounts of wealth, for certain individuals, is both a bargain and an ideal service.   Moneylenders tend to be individuals, except for a handful of upper-crust lenders. A few of these haughtiest are partnerships, yet still use their partners’ own names, and so end up sound¬ing like real-world law firms. A few Waterdhavian examples:   Anasader & Thelmuth   Bertoltan, Dunther, and Haroond   Kelthtor & Navarl   Tanntannath & Frynch   In addition to these partnerships, a handful of individuals are moneylenders to the nobility, in particular Gaerethus Haldrand (Horn Street, North Ward) and Molneth Drathtorn (Tharleon Street, Castle Ward).   Dealing with an upper-crust moneylender is done in a private room. Servants accompanied by hulking uniformed guards accompany every pa¬tron to his or her own room. There are generally three or four of these rooms clustered around a central strongdark, in which the moneylender and the cash sit. The word “strongdark” is derived from “darkened strong room,” and it’s usually a room with many stub walls concealed by black curtains that the occupants can hide behind if attacked.   The entrance to the business, and all areas that patrons see, are of imposing polished stone, with ornate metal furnishings and trim. Everything is crafted to be impressive and fireproof, so no visi¬tor can start a blaze and try to seize coins in the resulting tumult.   Those going to one of the loftier Waterdhavian moneylenders to access a safehold are conducted alone through nigh-silent, lofty passages and rooms of polished marble, gold (gold-plated, rather, over cheaper and sturdier metal) doors, and the like.   A safehold owner desiring to access his or her funds then murmurs through a chased and worked slotted metal barrier to the moneylender, “The [code name] safehold.” This code name is a word or phrase that represents the account; it is not the owner’s name. Usually it’s something like “High Falcon” or “Three Toes” or some unusual phrase or word not directly related to a family’s heraldry or names.   The moneylender then asks, “In or out?” while thrusting forward a shallow tray of smooth sand. “In” means a proffering, and “out” means re¬demption. The requester replies, “In,” “Out,” “Both,” or something else, and draws a symbol in the sand. Whereupon the moneylender pulls the tray back through the slot, examines the sym¬bol and perhaps checks it against a coded ledger, then immediately draws a knife across the sand to smooth the tray “blank” again. At this point,    the moneylender either refuses the requester if the symbol was wrong, or, if the symbol is right, offers the first part of the pass phrase (which is recorded in another coded ledger). The refusal of a requester is often backed up with guards, loosed war dogs, or the release of unpleasant gas or a spray of onion juice.   The pass phrase works like this: The lender speaks a word or a phrase (never a question), and the person desiring to access the account must make the correct response.   Typical examples of pass phrases are:   “High tides” answered by “Land more cargo and fish.”   “Three fingers” answered by “One is too many to lose.”   “North of Silverymoon” answered by “Fell my arrow.”   Coinage   Barter and sworn "I owe you" declarations may suffice for trade on the frontier, but portable wealth in the form of hard currency is mandatory for any kind of stable exchange over long distances and strange lands. While barter, blood notes, and similar "letters of trade" are common enough in Faerûn, metal coins and trade bars are the everyday currency of trade.   Like the baseline economy in the DMG, Faerûn's economy works on the silver and gold standard. Other metals, including copper and platinum, are used in specific nations and cities, but silver and gold coins are accepted throughout most of the trading communities of the Heartlands no matter which kingdom, city state, or elder race stamped them. Paper currency is almost unknown, though Cormyr, Sembia, and Archendale recognize IOU notes signed in the blood of the parties to the contract and affixed with the seal of a royal agent appointed to watch over trade.   Coins come in a bewildering variety of shapes, sizes, and materials. They're minted here, there, and everywhere - though most countries simply use whatever coinage passes by. Except in special situations where a local coin or token may have an unvarying, artificially supported worth, coins are valued for the metal they're made of, not age, rarity, or whose face they bear. For this reason, platinum pieces, minted only in a few lands and regarded with suspicion in many places, have fallen out of favor. Nonetheless, they remain in circulation.   A coin's value is expressed firmly in terms of how it relates to a gold piece - a "standard" gold coin, circular and unpierced, about an eighth-inch thick and an inch and-a-quarter across. "Shaved" coins, deliberately cut or worn thinner, are worth less. The current standard is: 10 coppers = 1 silver; 10 silvers or 100 coppers 1 gold; and 10 gold = 1 platinum.   Common Coinage   Thanks to the ambitious traders of Sembia, its oddly shaped coins can be found everywhere throughout Faerûn. Many other human nations and city-states mint their own coins. Few achieve widespread distribution, but nearly all are accepted by everyone except those looking to pick a fight with a stranger.   In Waterdeep, the bustling cosmopolitan center of trade, coppers are called nibs, silvers are shards, gold pieces are dragons, and platinum coins are suns. The city's two local coins are the toal and the harbor moon. The toal is a square brass trading-coin pierced with a central hole to permit it to be easily strung on a ring or rope, worth 2 gp in the city and nothing outside Waterdeep. The harbor moon is a flat crescent of platinum with a central hole and an electrum inlay, worth 50 gp in Waterdeep and 30 gp elsewhere.   Iron steelpence replace copper coins in rich and bustling Sembia. Silvers are ravens, gold pieces are nobles, and platinum coins are unknown. All coinage is accepted in Sembia (including copper pieces from elsewhere). Sembian-minted coins are square if they're iron, triangular if silver, and five-sided if gold.   In Cormyr, coppers are called thumbs, silvers are silver falcons, gold pieces are golden lions, and platinum coins are tricrowns. In Southern lands, coppers are bits, silvers are dirham, and golds are dinars.   Folk of some lands (notably Thay and Halruaa) use the currencies of other realms when trading abroad because their own coins and tokens are feared to be magically cursed or trapped, and so are shunned by others.   Conversely, the coins of long-lost legendary lands and centers of great magic are honored, though persons who find them are wise to sell them to collectors rather than merely spending them in markets. Particularly famous are the coins of Cormanthyr: thalvers (coppers), bedoars (silvers), shilmaers (golds), and ruendils (platinum). These coins are fine, numerous, and sometimes still used in trade between elves.   Trade Bars   Large numbers of coins can be difficult to transport and account for. Many merchants prefer to use trade bars, ingots of precious metals and alloys likely to accepted by virtually anyone. Trade bars are stamped or graven with the symbol of the trading coster or government that originally crafted them. A 1-pound trade bar of silver has a value of 5 gp, a 1-pound gold bar is valued at 50 gp, and heavier bars are worth proportionally more. Trade bars typically come in 1-, 2-, 5-, and 10-pound weights.   The city of Baldur's Gate mints large numbers of silver trade bars and sets the standard for this form of currency. Damaged bars are virtually worthless, but bars issued by defunct costers and fallen countries and rulers are usually worth face value. The city of Mirabar issues black iron spindle-shaped (with squared ends) trade bars weighing about 2 pounds each, worth 10 gp in that city but only 5 gp elsewhere.   Gold trade bars are very rare. Only the wealthiest and most powerful merchants and nobles smelt these bars, since only the largest transactions require a currency with such a high face value.   Odd Currency   Coins and bars are not the only form of hard currency. Gond bells are small brass bells worth 10 gp in trade, or 20 gp to a temple of Gond. Shaar rings, pierced and polished slices of ivory threaded onto strings by the nomads of the Shaar, are worth 3 gp per slice.   Some undersea races typically use pearls as currency, particularly those who dwell in the shallows and trade with surface races. The value of a pearl varies by size - a quarter-inch diameter is the standard - rarity, and quality (freedom from flaws). In the Sea of Fallen Stars, a white pearl or seyar is worth 1 ep "below the wave" and averages 2 sp in value ashore. A yellow hayar pearl is 1 sp undersea and averages 2 gp ashore, a green tayar is 1 gp and 20 gp respectively, and a blue nuyar is 5 gp "wet" and 100 gp "dry." The most prized pearls of all are olmars, the 7-inch-long, 3-inch-wide diamond-shaped olive pearls of great clams, worth 500 gp among the aquatic races and over 2,000 gp ashore.   Джерело: <http://www.realmshelps.net/faerun/lore/life/coin.shtml>   Драгоценные камни Фаэруна   Таблица 8-3: Драгоценные камни ниже заменяет Таблицу 7-5 из «Руководства Ведущего». Она включает более широкое разнообразие камней, некоторые из которых уникальны для Фаэруна. Некоторые камни описаны после таблицы.   ТАБЛИЦА 8-3: ДРАГОЦЕННЫЕ КАМНИ   й%ЦенностьСредняяПримеры   ценность   01-25464 gp10 gpЛазурит, агат (ленточный, глаз, огненный, моховой или глаз тигра), синий кварц, корона серебра, флуорспар, пресноводный жемчуг, зеленый камень, гематит, хайалин, слоновая кость, ляпис­лазурь, малахит, нелвин, обсидиан, родохрозит, санидин, бирюза, виолин   26-502й4х10 gp50 gpАндар, авантюрин, кровавый камень, камелиан, халцедон, хризопраз, цитрин, гидрофан, иол, иолит, иртиос, джаспер, лунный камень, оникс, орпраз, перидот, феналоп, кварц (горный хрусталь, розовый, дымный или звездно-розовый), сард, сардоникс, сподюмен, чазар, циркон   51-704й4х10 gp100 gpЯнтарь, аметист, кожа ангелара, хризоберилл, коралл, гранат (красный или коричнево-зеленый), нефрит, джет, слезы Лейрел, спинел (красный, красно-коричневый или глубоко-зеленый), жемчуг (золотой, розовый, серебряный или белый), турмалин (белый, золотой, розовый или серебряный жемчуг), водная звезда   71-902й4х100 gp500 gpАлександрит, аквамарин, черный жемчуг, глубоко-синий спинел, золотой желтый топаз, фиолетовый гранат   91-994й4х100 gp1,000 gpКорунд (пламенный желтый, богатый фиолетовый, черный или синий), изумруд, опал (черный, огненный, водный или белый), орл, рейвенар, красные слезы, сапфир, звездный рубин, звездный сапфир (черный или синий), нефрит гробниц   1002й4х1,000 gp5,000 gpБелджурил, яснейший яркий зеленый изумруд, алмаз (синий, сине-белый, коричневый, канареечный или розовый), яхонт, слезы короля, рубин.       Александрит: Предпочитается для фокусирующего использования в магических изделиях, дающих удачу, покровительство или защиту. Янтарь: Часто используется как амулет удачи, чтобы отразить болезни и чуму.   Аметист: Считается, что оберегает от пьянства и превращает яды в безопасное вещество (народ верит).   Андар: Зелено-красный или коричнево-красный, прозрачный, долговечный.   Кожа Ангелара: Прекрасный розовый коралл, непрозрачный, тонкий.   Авантюрин: Золотой, средне или светло-зеленый или темный до бледно-синего, украшенный блестками с кристаллами слюды, иногда называется камнем любви.   Ленточный агат: Используется как «успокаивающий камень » торговцами, чтобы уменьшить напряженность во время сделок.   Белджурил: Цвета морской волны, периодически сверкающий искрящимся, мигающим, вспыхивающим светом, также известный как вспыхивающий огнем, долговечный и очень твердый.   Кровавый камень: Темный зелено-серый кварц, испещренный красными кристаллическими примесями, похожими на капли крови.   Синий кварц: Излюбленные драгоценные камни для камней видения.   Халцедон: Используется для изготовления магических изделий, оберегающих от нежити.   Корона серебра: Серебряный халцедон с блестящими металлом черными полосками.   Изумруд: Используется в формулах чернил для заклинаний, в качестве компонента заклинаний и в изделиях, обращенных к изобилию, здоровью и росту.   Огненный агат: Прозрачный, переливающийся красный, коричневый, золотой и зеленый халцедон.   Огненный опал: Излюбленный для шлемов блеска.   Флуорспар: Бледные синие, зеленые, желтые, фиолетовые, розовые, красные (драгоценные камни), с пурпурными и белыми полосками (вырезанные).   Гранат: В народных сказках гранат - затвердевшая кровь божественных аватаров.   Зеленый камень: Серое-зеленый, мягкий, используемый в амулетах зеленого камня.   Гематит: Ценится бойцами, часто используется в магических амулетах.   Хайалин: Молочный (или белый) кварц, часто испещренный золотым.   Гидрофан: Морозно-белый или цвета слоновой кости опал, непрозрачный, используемый в ориентированных на воду изделиях.   Иол: Меняющий цвет с соломенно-желтого до синего и темно-синего, иногда со внутренним эффектом звезды, тесно связываемый с магией в фаэрунских легендах.   Иртиос: Бесцветные или очень бледно -желтые, твердые, прозрачные кристаллы, часто находимые на ножнах мечей и палках волшебников. Слоновая кость: Белое вещество, зубы или клыки млекопитающего, вырезанные и отполированные. Рога единорога - технически не слоновая кость, так как они - не зубы. Также стоит отметить, что рога единорога не используются для декоративной резьбы и что они ценятся алхимиками в тысячи золотых. Предостерегающее примечание: некоторые фаэрунские религии — особенно последователи Милики и Льюру-Единорога — крайне недовольны людьми, охотящимися на единорогов из-за их рогов. Они, как известно, приговаривали к смерти людей, осужденных в злом убийстве единорогов.   Яхонт: Пламенный оранжевый драгоценный камень, также называемый гиацинт или пламенник, истинный корундовый яхонт можно найти только на Фаэруне.   Нефрит: Говорят, что увеличивает музыкальные способности и носится как удачливый камень музыкантами.   Джет: Камень траура и горя в богатых городах.   Слезы королей: Ясные, в форме слезинки, с гладкой поверхностью, ужасно твердые, иногда называемые застывшими слезами или плачем лича, очень редкие.   Слезы Лейрел: Большие, бесцветные, прозрачные, мягкие, ломкие камни, названные по имени известной колдуньи Лейрел.   Ляпис-лазурь: От темного до лазурно-голубого с золотыми пятнами, непрозрачный.   Малахит: Используется как драгоценность среди более бедного народа.   Лунный камень: Используется в магических изделиях, управляющих ликантропией, затрагивающих ликантропов или защищающих против ликантропии, считается священным для Селунэ.   Моховой агат: Говорят, что дает ясность и стабильность.   Нелвин: Белый, кремовый, желтовато-коричневый или коричнево-розовый шпат с небесно-синими переливами, мягкий и хрупкий. Обсидиан: Может быть вкраплен в наконечник стрелы или в оружие.   Опал: Используется во множестве магических изделий и заклинаний.   Орл: Красные (самые ценные), желтовато-коричневые или оранжевые кристаллы.   Орпраз: Бесцветный или слабо-соломенно-желтый, ломкий, средней твердости, нравится последователям Тиморы.   Перидот: Используется в изделиях, которые обеспечивают защиту против заклинаний и зачарования.   Феналоп: Розово-красный или розовый, иоворят, что защиает против магического пламени.   Рейвенар: Глянцевый черный турмалин, главным образом ценимый на Севере.   Красные слезы: Яркие вишнево-красные, кроваво-багровые или пламенно-оранжевые кристаллы, также называемые Плач Темпуса, легенды говорят, что это слезы тех, чьи возлюбленные убиты в сражении.   Горный хрусталь: Используется для оптики и призм.   Рубин: Считается в фольклоре удачным предметом.   Санидин: Бледно-песочный до соломенно-желтого шпат, фаворит бедуинов.   Сапфир: Широко используется в создании магических мечей и других магических изделий, особенно имеющих отношение к магическому мастерству, разуму и стихии воздуха.   Сардоникс: Используется в заклинаниях и в создании магических изделий, затрагивающих мудрость.   Дымный кварц: Черная разновидность называется морион и используется некромантами.   Сподюмен: Розовый до фиолетового драгоценный камнень, также известный как камень призрака, потому что его цвет исчезает со временем.   Звездный сапфир: Используется в устройствах, дающих защиту от враждебной магии.   Чазар: Хрупкий, мягкий, соломенно -желтый драгоценный камень.   Агат глаз тигра: Золотой агат с темными коричневыми полосками; легенды заявляют, что немагические глаза тигра полезны для отгона духов и немертвых существ.   Нефрит гробниц: Редкий, высоко ценимый нефрит, который стал красным или коричневым из-за захоронения в течение длительного времени.   Топаз: Часто устанавливаемый на защитных магических изделиях, драгоценный камень предпочитается при создании драгоценного камня яркости.   Бирюза: Ценимую эльфами для использования в связанных с небом заклинаниях, маги используют бирюзу для создания изделий, связанных с полетом.   Виолин: Фиолетовый вулканический драгоценный камень.   Водный опал: Ясные, прозрачные разнообразные опалы, используемые как украшений вокруг зеркал и окон или в изготовлении магических устройств наблюдения (типа хрустальных шаров).   Водная звезда: Бесцветный, редкий турмалин.   Циркон: Иногда выдается за более ценные драгоценные камни (проверка Оценки ОС 10).   Art Objects   The standard table for objects of art is provided in the DUNGEON MASTER Guide. The following table provides more detail for individual items and can be used as an optional table to supplement the DMG version.   This table is not recommended for large hoards and great numbers of art objects, but adds a level of detail to small hoards and perhaps provides useful and unique items for the characters. When an item is removed, scratch its number from the list.   Then either replace that item with one of your own (or with one of similar value) or go to the next number in the list if the number is rolled again.   Percentile   Roll Item and Value   01 A lightly tarnished silver belt buckle with a flaming sword device (1 gp value).   02 A scroll tube, carved in ivory with gold-plated metal end caps (3 gp value).   03 A single boot heel, silver-plated, with embossed ornamental scrollwork design. The heel is worn and battered (1 gp value).   04 A large bowl in good condition made of chased and pierced gold that is worked in the design of leaping dragons fighting spear-armed warriors (30 gp value).   05 A single bracer made of electrum and worked in mock scales with four circular bosses about it, the center of each boss being a claw holding a small (20-gp value) bloodstone (150 gp value total).   06 A golden comb, its handle carved into a dragon's head with a 1,000-gp-value ruby set as an eye (1,100 gp value total).   07 A gold tooth, "rough filling" fashion (2 gp value).   08 A coffer, 6 feet high by 1 foot wide by 2 feet long, with gold hinges and catch, made of carved ivory worked into a beveled top, with a gigantic battle scene covering the sides and top. All figures have been individually cut and exquisitely detailed (75 gp value).   09 A 6-sided die—a 1-inch cube of beaten gold stamped with holes for the pips (10 gp value).   10 A fingerpick for yartings and other stringed instruments. The pick is an oval made of polished abalone shell affixed to a moon-and-stars design crownpiece (2 gp value).   11 A pipe-style whistle of fluted design with a ring at the top for a chain or cord, made of reddish gold (3 gp value).   12 A brass ring of 26 pierced Waterdhavian coins (26 sp, for a 27 sp value).   13 An eye patch, sans chain or thong ties. The eye patch is a rhomboid of beaten gold set with a mock eye made of a sapphire (1,000 gp value). The sapphire is in turn surrounded by two crescents of polished moonstone (value 75 gp each). The eye patch is pierced in all four corners for ties (1,500 gp value total).   14 A death mask of a noble, bearded male visage, made of beaten gold (44 gp value).   15 1d8 silver bars (each a flat rectangle 2 inches thick by 2 inches wide by 10 inches long, untarnished), stamped with the symbol of Gond (25 gp value each).   16 A dagger with a gilded hilt. The hilt is inset with a gem of seeing. The dagger sells for 250 gp if the seller is unaware of the magic. Otherwise, treat the dagger as a magical item, and it then sells for what the market will bear.   17 An electrum belt buckle with a crescent moon insignia (4 gp value).   18 A scroll tube made of carved ebony with silver-plated end caps. Each cap is inset with a large (1,000 gp value) faceted emerald (2,300 gp value total).   19 A gold-plated corkscrew with a 50 gp value bloodstone set into each tip of the handle (125 gp value total).   20 A silver cloak pin, fashioned in the shape of a griffon's head (side view, facing right) with a 1,000-gp-value ruby as the eye (1,100 gp value total).   21 A cork bottle stopper, fastened by an ornate wire twisting to a large, brilliant-cut topaz (900 gp value).   22 A pendant consisting of a fire opal (1,400 gp value) with a gilded, fine, twisted-link neck chain (1,500 gp value for opal and chain).   23 A monocle made from a polished glass lens in a gold frame, with hooked and pierced side-handle, but without ribbon or cord (30 gp value).   24 A set of thieves' picks and tools, including universal lockpicks, prybar, waxed cord with two hooks and six thin steel spikes, whipsaw, cutters, two small black velvet bags, black leather gloves and mask, iron grapnel with 2-foot shank and end-ring (30 gp value).   25 A quill pen case made of gold, held shut by a clasp. Carved into the case is a scene of a scribe sitting on a stool amid stacks of parchment and writing in a tome. The symbol of Deneir is engraved on the opposite side (6 gp value).   26 A gold earring with a spring clamp and chain holding a large, polished, irregular piece of clear sapphire (5,000 gp value). This earring is magical and detects the alignment of any living creature it is touched to. It shows the alignment by changing color: LE=black, CE=red, NE=orange, N=brown, CN=gold, LN=steel gray, NG=green, CG=blue, LG=white. (This is a magical device, but if sold without checking it for a magical dweomer it brings 5,000 gp).   27 A chain, 6 feet long, made of ornamental, gold-plated, triple-interlaced links which are both heavy and strong (80 gp value).   28 A rotting leather-and-silk chatelaine with gold-plated scissors (3 gp value), gold-plated thimble (1 gp), 6 silver-plated keys (2 sp each), and brass key ring and leather thongs (6 gp total value).   29 A jewel coffer of chased silver, depicting wooded scenes with birds in branches on back and sides. The top of the coffer is graced by an engraving of a maiden combing her hair while looking into a pool at her reflection (15 gp).   30 An electrum medallion inlaid with copper in the design of a phoenix rising from flames. The medallion is a circular disk 4 inches in diameter (4 gp value).   31 A fire-blackened oak staff shod with meteoritic steel (25 gp value) at its base. The head of the staff is carved in the shape of a fanged serpent with two 500-gp-value rubies as eyes (1,025 gp value for entire staff).   32 A bracelet made of 46 tiny (70 gp value) white pearls strung together on gilded wire, fastened with a clever hook and loop clasp (3,220 gp value total).   33 An ornamental skullcap of beaten gold cut in the shape of floral vines meeting, curling away and meeting again (66 gp value).   34 A cup of the thinnest beaten gold set with a lip-ring of 12 tiny (500 gp value) emeralds, the whole item chased and embossed in rings of an abstract pattern (interlocked rings, vertical and horizontal bars interwoven with them) (6,250 gp total).   35 A statuette in solid gold of a flowing-haired maiden riding a rearing unicorn (90 gp).   36 A clappered bell made of carved, polished rose crystal (bell, 900 gp value; clapper, 160 gp value; set intact, 1,200 gp value). The bell and clapper are joined by fine gold wire.   37 A heavy candelabra (10 lbs.) made of solid silver, now black and tarnished, with four stepped branches beaten into the appearance of curling stems. Open silver flowers are set to hold candles (5 gp value).   38 Bangles (2d10 4-inch-diameter gold hoops with rounded edges) suitable to be worn on the wrists and biceps (5 gp value each).   39 A golden ball, dimpled from use but still brightly polished. The ball is a 3-inch-diameter sphere of solid gold (100 gp value).   40 A statuette of carved ivory of an armored warrior leaning on a great broadsword (40 gp value).   41 A garter consisting of nine gold coins linked with gold wire, from which hangs an electrum mesh fringe extending down in six triangles. Each triangle ends in a claw-mounted, smoothly polished jacinth (5,000 gp value each). The whole garter is backed with a (rotting) black leather band (30,000 gp value total).   42 A salt cellar made of ornately carved gold with a cork stopper in the bottom. The cellar is shaped like a slumbering gold dragon curled around a pile of gold (60 gp value).   43 A sword hilt made of intricately carved gold with an enameled painting of a hawk in flight in the center of the grip. The sword's pommel is fashioned into a hawk's head. The hilt is ornamental in nature, for it is too soft (solid gold, not plating on a stronger metal) for battle use (30 gp value).   44 A flagon carved of clear rock crystal polished glass-smooth. It is a tulip-shaped vessel with heavy, bulbous base, and is safe to drink from. The flagon holds 1 pint (120 gp value).   45 A 12-inch beer stein made of pewter set into a gold-plated iron frame with gold handle and pierced gold decorative side panels that depict huntsmen in the chase, winding horns, and with their dogs harrying a stag. The stein is safe to drink from and holds 2 quarts. It weighs 13 lbs. (85 gp value).   46 A book with steel-edged, beaten-gold covers, embossed and painted in fine, intricate repeating pattern borders, having as a central scene a warrior with a long sword battling a dragon, which he is grasping by the throat. The book, written in Thorass, is A Roll of Heroes: a list of now-forgotten names, their birth and death dates, titles and ranks, and their deeds (worth 300 gp for materials alone, a sage will pay 900 gp).   47 A gorget, crescent-shaped and sans strap. The neckpiece is made of steel plated with mirror-smooth silver, lightly tarnished, and bears a fine incised design of a star (3 gp).   48 A set of hairpins, gilded and with bloodstones (each worth 50 gp) as heads. There are 2d4 of these here (51 gp each).   49 A drinking jack of polished black-and-white horn with silver cap and base (25 gp value).   50 A ring of 12 keys (to chests, doors, etc.). The ring is gold-plated and contains three gold-plated keys (each worth 3 gp), six tarnished, ornate, silver-plated keys (each worth 1 gp), and three electrum-plated keys (each worth 2 gp). The ring separately is worth 6 gp (27 gp value total).   51 A golden flute, of delicate workmanship and mirror-smooth finish (200 gp value).   52 A golden urn, chased and cut with relief designs of flowers and painted with scarlet blossoms. The urn is in excellent condition, 6 feet tall, and designed to hold a single flower stem (for example, a rose). It weighs 10 lbs. (25 gp value total).   53 A 5-inch-diameter sphere of solid gold cut with a relief design of four sylphs amid clouds, holding up a mirror (a polished area on the sphere). The eyes of the sylphs are tiny cabochon-cut rubies (1,100-gp value each) (The entire piece is worth 8,680 gp total).   54 A crown of yellow gold with six slim spires, with a large (90 gp value) zircon set at the base of five of the spires, and a gigantic (2 inches high, 1,000 gp value) amethyst set at the base of the tallest (front) spire (1,700 gp value total).   55 A half-mask of black velvet backed by leather, its lower edge trimmed with tiny teardrop citrines. There are 16 small (50 gp value) citrines and six 6 slightly larger (70 gp value) gems (1,200 gp value total).   56 An anklet made of 12 tiny plates of gold linked with gilded wire and fastened by a hook and eye. From each wire loop save the fastening depends a wire-mounted gem, 11 in all, as follows: 4 white pearls (each 100 gp value), 6 violet garnets (each 500 gp value), 1 deep blue spinel (of 500 gp value) (for a total value 3,950 gp).   57 A gaming piece in the shape of a halfling, carved of ivory with two amber beads (value 20 gp each) as eyes (50 gp).   58 A ring of carved and beaten gold in curlicue designs, showing a mock beast claw holding a large spherical aquamarine (of 1,000 gp value) (value 1,025 gp total).   59 A gaudy, ornamental fishhook made of beaten gold and studded with gems, 6 inches in overall length. Nonreligious in nature, it is used by a secret society of anglers. The gems are as follows: 6 moonstones (each 50 gp value 8 amethysts (each of 100 gp value 2 red garnets (each of 100 gp   value 2 pink pearls (each of 300 gp value 2 green tourmalines (each of 100 gp value 6 tiger eyes (each of 10 gp value) (2,500 gp value total).   60 A door handle of steel plated with gold fashioned into the form of a curling snake (12 gp value).   61 A bodkin made of tempered steel with a wire twist (and threading loop) mounting holding a tiny, crown-faceted carnelian (of 25 gp total value).   62 A glove for the right hand of a large human with embroidery along the back. The stitchery is a curling tendril design utilizing beads and a few gemstones as flower buds, as follows: 8 white pearls (each of 100 gp value 1 peridot (of 500 gp value 9 rock crystal "tears" (teardrop-cut, glassy   polished, each worth 60 gp 1 opal (1,000 gp value). The glove is made of leather and in good condition (2,850 gp total).   63 A copper chamber pot, chased and embossed in a relief design of rampant, stylized dragon, with two gems (1,000 gp emeralds) as eyes (2,010 gp value total).   64 Cloth-of-gold vestments, man-sized, with a loose cape and ankle-length undertunic, bell sleeves, and intricate embroidery, marked by symbols of Waukeen. The vestments are somewhat frayed and age-stained (150 gp value).   65 A ring of ornately and skillfully worked electrum set with two obsidian chips (each of 5 gp value) forming the eyes of a laughing imp (15 gp value).   66 A false hand, solid and unjointed, made of silver, with crescents of ivory as nails (3 ivory nails are of 1 gp value, 1 of 2 gp value, and 1 of 10 sp value) (30 gp value).   67 A herbal pouch with a faint, musty, unidentifiable odor. The pouch is made of shabby leather with an ivory toggle catch, and large (200 gp value) amethyst ornament surrounded by rings of beading. The beading is now worn and missing in spots, and only the amethyst has any value.   68 A peg-leg made of gilded wood and set with three large, cabochon-cut ovals of amber (200 gp value for each oval).   69 1d6 silver arrowheads (5 sp each).   70 A large, ornamental bodice pin (4-inch-diameter disk) of polished brass worked into the shape of a sleeping unicorn. A chalcedony is inset (70 gp value) to depict its horn (market value 75 gp).   71 A wall hanging 20 feet high by 15 feet wide worked in dyed wool. The tapestry consists of coarse threads on a background of scraped and sewn- together animal hides. The hanging is mildewed, moth-eaten, dirty and water-stained, but still impressive: a border of gold-colored entwining snakes encloses a scene of a crowned, bearded, noble king spearing a boar from horseback, surrounded by his courtiers. Nine black doves fly in a circle in the sky overhead, and from the boar's mouth are falling sparkling gems. The origin and meaning(s) of the work are unknown (20 gp value on the open market, worth 700 gp to a sage).   72 A shield of beaten gold bolted to a wooden underlay, finely worked and enameled in a scene of an armored warrior riding rampant on horseback, brandishing a curved blade, while enemies flee toward the bottom of the shield. Many castles and maidens are depicted within the border surrounding this scene, presumably possessions won by the warrior. This shield is undamaged and obviously not for battle use—it is both too heavy and too fragile. It is magnificent in appearance and quite large (4 feet tall). Its origin, and the identity of the warrior depicted, are now lost (500 gp value).   73 Three identical throwing knives, silver-plated (on a steel base) and finely balanced, with plates of polished sardonyx (each plate worth 150 gp) set on both sides of the tang to form a grip. Of magnificent appearance, they are also practical weapons rather than merely ornamental (320 gp value each).   74 A beast goad (ankus) consisting of a gold-plated iron rod that is hooked at the end. The other end is capped with a large (6 inch) square-faceted ruby (9,300 gp value).   75 A mirror made of reflective, polished electrum set in a silver frame. The back panel of the mirror is chased in a design of a smiling, elfin female face. The mirror is designed without a handle (40 gp value).   76 A tray made from a giant scallop shell, gilded and affixed to a golden mock-claw base in which are set four nails of black obsidian. The obsidian nails are worth 10 gp each, with an 80 gp total value for the tray.   77 Perfume in a cut crystal bottle 6 inches tall with a 2-inch-long stopper. The bottle flares from the base to wide facets along the side and from there tapers to a thin neck. The contents are an unknown, musky, but pleasant perfume (liquid scent, green and viscous). The bottle is sealed with wax (12 gp value).   78 A harp with an ivory-inlaid bridge and inset with two zircons (each worth 50 gp) as the eyes of a carved head at the peak of the instrument. The harp has 40 strings, is intact and playable, and has a beautiful sound. The name "Aurelin" is carved in common down the spine of the instrument. The harp is constructed of wood of an unknown type and is nonmagical (500 gp on the open market, or up to 6,000 gp to a bard).   79 A 2-foot rod of bronze inlaid with silver circles and 16 violet garnets (worth 500 gp each), topped with a huge, deep blue spinel (worth 900 gp). The other end of the scepter is a gold knob (8,120 gp value total).   80 A slim band of steel plated with electrum and set with 2 cabochon-cut star sapphires (worth 1,000 gp each), 2 cabochon-cut opals (worth 1,000 gp each), and a huge, central black opal (worth 2,000 gp) (6,020 gp value total).   81 A gold ewer. The flare-mouthed pitcher has 2 handles, one to a side, and its outside is worked in an abstract, horizontal-curved design (45 gp value).   82 A platter of chased and pierced gold. The platter is delicate and easily damaged, but in good condition. It is a large oval, 2 feet long by 1 foot wide at widest point (300 gp value).   83 A crown made of a thick, soft band of beaten gold, set with 4 large (2-inch-diameter, half-relief cabochon-cut) aquamarines (each gem is worth 800 gp. The entire crown is worth 3,500 gp).   84 A tapestry of wool and animal hair with a few strands of spun gold. It is large (6 feet wide b 12 feet long) and depicts three maidens in skirts standing in a moonlit garden beneath seven stars. The origin and meaning of the scene is now forgotten, and the tapestry is in mediocre condition (400 gp value, 800 gp to a sage).   85 A single bracelet made of heavy gold and set with six blue-white diamonds (5,000 gp value each), the bracelet's edges cut in curlicues (30,100 gp value total).   86 14 tiles of baked and glazed clay, painted with scenes of swimming fish. White pearls (100 gp value) are inset as eyes (one fish per tile).   87 A human-sized chain mail shirt made of a shining, meteoritic metal, triple-linked and oiled, and in top condition. The shirt is nonmagical, but provides AC 3 to the wearer (400 gp value).   88 Plate barding for a horse, with rump skirt plates, chased in a floral design. The barding is ancient and constructed of fine blue steel; it is better made than that available from any present-day human smith (700 gp value).   89 A sarcophagus/casket of bronze sheathed with electrum, worked in an effigy-shape of sleeping form. The face of the effigy is fashioned of gold inlay. Its eye sockets once held gems, but these are missing. The casket contains human bones, but no treasure (900 gp total).   90 A thin, gilded wooden stick, straight and smoothly cylindrical, capped with a gold open-petaled flower at one end and a crescent moon of gold at the other. This wand is nonmagical (18 gp value).   91 A ring of red gold, beaten into a long knuckle-coil to resemble a miniature snake coiling about the wearer's finger. Two tiny rubies (each 90 gp value) are set into its head as eyes (190 gp value).   92 A long sword of steel plated with silver. Simple cross-hilted blade with a cabochon-cut piece of jet (500 gp value) set into the center of the tang where the quillons meet it. The long sword is nonmagical (530 gp value total).   93 A toy warrior made of bronze with a wire sword (broken off and missing). The eyes of the warrior are tiny, faceted turquoises (5 gp value each). The shield of the warrior has a silver inlay. Very finely worked, with detailed features and armor (20 gp value total).   94 A gold chain necklace attached by gold wire to six plates of electrum, shaped in matching pairs to cover the upper chest/collarbone area of a man-sized humanoid. Each pectoral plate is set with a large, faceted sapphire (1,600 gp value each, all perfectly matched in size and cut), and from these plates depend four pyramid-cut matched chrysoprase stones (emerald green, worth 80 gp each). The pectoral would only provide AC 6 protection and seems to be ornamental in nature (10,000 gp value total).   95 A brass mug, cut and chased in a broad ring of crashing waves, the engravings picked out in red enamel. The mug was intended to be purely ornamental; if wine is drunk from it, the alcohol will react with the finish to produce a dangerous poison (ingested type H). The handle of the mug has light-green jade inlays, carved in the shape of djinn (400 gp value).   96 1d8 rolled bales of silk bound with leather thongs and canvas outer wraps. The outer layers of silk are rotten and black, the inner areas still good. Colored with faint pastel shades, the usable area of each bale is approximately 4 feet by 21 feet long (2 gp value each).   97 A sickle consisting of a silver-plated steel blade and a gold-plated handle. The handle is worked into the configuration of a many-leaved branch (25 gp value).   98 A mantle with a black silk lining and a black velvet outer face that is adorned with beaded stars and geometric shapes. Moonstones are set into the center of each star: 36 moonstones worth 50 gp each. The mantle was created for a tall human and needs a pin to be worn correctly (1,800 gp value total).   99 A bundle of silver wolf furs. These are cleaned and cured pelts, sewn together into wide-sleeved, open-fronted overcloaks for winter and northern wear (1d10 furs worth 50 gp each).   100 A miscellaneous magical item of the DM's choice, either from the DUNGEON MASTER Guide or some other source.     Coins and Wealth of the Realms The following forms of currency are among the most common types of coinage found throughout the Realms. Some city-states (or even smaller municipalities) mint their own, but the value thereof is too easy to undervalue, effectively making most merchants unwilling to risk accepting them. The following types of currency are almost universally accepted in Faerûn.   [edit]Waterdhavian Currency   Nib: 1 copper piece. A copper coin, diamond-shaped, with a griffon's head on one side, and griffon's talon clutching wheat on the other. About the size of a thumbnail. Shard: 1 silver piece. A silver coin, shield-shaped, with the Harbor Torch of the Waterdhavian arms on one side, and the serpent-sword of Aghairon on the other. About the size of a fingernail. Taol: 2 gold pieces (Waterdeep only). A brass coin, square-sharped, with a city scene on top and harbor scene on bottom, on both sides. It has a round hole in its center large enough for a nib to fit in. Taols are often strung on string or rings for easy management. About two inches square. These coins are valued only in Waterdeep, though other cities in the Lords' Alliance may value them at half normal value. Dragon: 1 gold piece. A gold coin, hourglass-shaped, with the profile of Aghairon on one side, and a gold dragon on the other. About the size of a thumbnail. Sun: 1 platinum piece. A platinum coin, scalloped circle-shaped, with the Moon Reflected in Harbor on one side, and a griffon-rider slaying a dragon on the other. About twice the size of a nib or dragon. Harbor Moon: 5 platinum pieces. A platinum coin with an electrum insert, crescent-shaped, showing two griffons flanking a castle on one side, and a storm-tossed, monster-infested sea on the other. About three inches long, with a hole in the center that a nib can fit in. These coins are valued in full only in Waterdeep, being honored at about 3 platinum pieces elsewhere. [edit]Silvearen Currency Glint: 1 copper piece. Shield: 1 silver piece. Sword: 1 electrum piece. Dragon: 1 gold piece. Unicorn: 1 platinum piece. Moon: 2 platinum pieces in Silverymoon (1pp elsewhere). Eclipsed Moon: 5 platinum pieces (2pp elsewhere). [edit]Sembian Currency Steelpence: 1 copper piece. A square steel coin, replacing copper. Raven: 1 silver piece. A triangular silver coin. Blue Eye: 1 electrum piece. A diamond-shaped electrum coin. Nobles: 1 gold piece. A pentagonal golden coin. Sembia does not mint platinum coins, but does accept those of other nations. [edit]Amnian & Tethyran Currency Fander: 1 copper piece. Taran: 1 silver piece. Centaur: 1 electrum piece. Danter: 1 gold piece. Roldon: 1 platinum piece. [edit]Calishite Currency Unarche, rada, niften, or spanner: 1 copper piece. Decarche, espedrille, or red worm: 1 silver piece. The "red worm" is a ochre-tinted silver piece from Memnon, cast from silver and then dyed. Those with the dye worn off are called "skinned worms." Centarche, tazo or zonth: 1 electrum piece. Bicenta: 1 gold piece. Kilarche: 1 platinum piece. [edit]Cormyran Currency Thumb: 1 copper piece. A copper coin, with Cormyrean arms and date minted on one side, and an open hand on the other. Falcon: 1 silver piece. A silver coin, with Cormyrean arms and date minted on one side, and a falcon in flight on the other. Lion: 1 gold piece. A gold coin, with Cormyrean arms and date minted on one side, and a roaring lion rampant on the other. Tricrown: 1 platinum piece. A platinum coin, with Cormyrean arms and date minted on one side, and three crowns on the other. [edit]Cormanthyran Currency The coins of the ancient elven kingdoms of Faerûn are still in circulation, although many prefer to sell them to collectors, particularly if they are in fine condition. Elven traders and those from elven settlements frequently still use these coins.   Thalver: 1 copper piece. Bedoar: 1 silver piece. Shilmaer: 1 gold piece. Ruendil: 1 platinum piece. [edit]Trade Bars Most trade bars are produced by governments and trading costers out of bars of precious metal, which are stamped with the arms or symbol of that group. Baldur's Gate sets the standard for silver trade bars, and they are by far the most commonly found trade bars. Gold bars are very rare, as only the wealthiest and most powerful merchants and nobles have need of such amounts of money.   Trade Bar, 1 lb: 5gp (silver), 50gp (gold). Trade Bar, 2lb: 10gp (silver), 100gp (gold). Trade Bar, 5lb: 25gp (silver), 250gp (gold). Trade Bar, 10lb: 50gp (silver), 500gp (gold). [edit]Unique Trade Bars Lantannan Trade Bars: 20gp. Flat envelope-shaped bars of worked steel marked with the Great Wheel of Gond. Used primarily along the Sword Coast. Mirabarran Trade Bars: 10gp in Mirabar (5gp elsewhere). Made of black iron and shaped like rectangular spindles. Sembian Trade Bars: 5gp • 10gp • 25gp • 50gp. Ingot-shaped silver bars dotted with copper and the Sembian heraldry. Shou Lung Trade Bars: 40gp. Slender bars of silver from Kara-Tur. [edit]Odd Currency Gold Bells: 10gp (20gp in temples to Gond). Small brass bell with a semiprecious stone as a clapper. Letter of Trade: Value varies. Official letters of trade established as being worth an amount stated on the document. These are issues by governments and trading costers most frequently, redeemable at the embassies or trading companies of those issuers. Mercenary Card: Value varies. Pay-cards with the mark of a mercenary company on one side, and an amount and signature of a paymaster on the other. Frequently issued by mercenary companies to their soldiers to avoid the danger of carrying heavy coin on a battlefield, or when the paychest runs shallow on extended campaign. These are sometimes traded by soldiers in lieu of coin, because the signature of the paymaster guarantees their valuation and pay-out, though the bearer may very well need to present them at the company's headquarters. Shaaran Rings: 3gp. Rings of sliced and bored ivory, hung on long strings by plainsmen of the Shaar. Shou Lung Copper: 1cp Any of a variety of copper coins from outside of Faerûn are frequently simply declared to be from "Shou Lung." Shou Lung Silver: 1sp. Much as the above, any silver coin from beyond Faerûn.  

Sword Coast mintings

 

Silverymoon

Copper: glint Silver: shield Electrum: sword (older term: bluesword [[electrum coins of Silver Marches minting always have, and have had, a blue tint]]) Gold: dragon Platinum: unicorn “Specials”: Moon: worth 2 gp in Silverymoon and throughout the Silver Marches, valued at 1 gp elsewhere; gold crescentiform coin stamped with the wavy line of the river (that bisects the city) on one side, and three many-pointed stars on the other. Moon (older sort): worth 1 gp in Silverymoon and throughout the Silver Marches, but half that elsewhere; shiny blue crescentiform coin stamped the same as the newer moon; no longer officially minted, but it’s rumored that someone in the city is quietly producing them.  

Waterdeep

Copper: nib Silver: shard Electrum: sambar (older terms: sandar, serpent) Gold: dragon Platinum: sun “Specials”: Toal (or “Taol” in earlier centuries): worth 2gp in the city but practically worthless elsewhere; a square brass coin with a hole in the center to allow it to be strung on a string. Harbor moon: worth 50gp in the city but 2 gp elsewhere; a crescentiform coin of platinum inset with an oval of electrum stamped with the arms of Waterdeep (used for bulk purchases as an alternative to heavier and bulkier tradebars, and more fragile gems).   SILVERYMOON (all coins are pierced by a small round hole in the center, so coins can be strung together on wire or cord): Copper: glint (arrowhead-shaped, copper-hued triangle with two many-pointed stars in a line down one side, and a wavy line of the river down the other, crossed by an arch [representing the Moonbridge])   Silver: shield (a shield-shaped silver-hued coin [point in center of bottom, “flat” top, matching curved sides] with the same stamped markings as a glint, except that it bears a line of three many-pointed stars down the center of the shield)   Electrum: sword (an oval, shiny blue-tinted coin bearing the same stamped markings as a glint, except that one of its sides bears an arc-shaped curve of four many-pointed stars)   Gold: dragon (a gold-hued coin shaped like a stylized dragon’s head [side-on shape of open six-fanged jaws-alligator head with a row of seven small points along its “top”] bearing the same stamped markings as a glint)   Platinum: unicorn (a bright-silver-hued coin shaped like the head of a unicorn [horn-in-forehead horse’s head, side-on] bearing the same stamped markings as a glint)   WATERDEEP (no coins of current minting, except the specials, are pierced): Copper: nib (large slender oval with a tail [tall, narrow, filled-in letter “Q,” so, a thinnish oval with a curving “ell” at one end] stamped on one side with the arms of Waterdeep, and on the other with a stylized Mount Waterdeep [triangle rising from wavy line representing the sea])   Silver: shard (“thin, long” arrowhead-shaped silver-hued coin stamped with the same markings as a nib)   Electrum: sambar (tadpole-shaped [oval with a wide three-bend-wiggle serpentine tail] silvery-blue-hued coin stamped with the same markings as a nib)   Gold: dragon (oval with four in-curved talons protruding from one arc of its edge [curved back inwards to minimize catching on things] in shape, gold-hued coin stamped with the same markings as a nib)   Platinum: sun (large round shiny-metallic ale-brown-hued coin stamped with the same markings as nib)   NOTE: the “standard” (as opposed to “special”) coins of Silverymoon are all about the same size, whereas the nib and sun of Waterdeep are noticeably larger than other Waterdhavian coins.   Nib: arms of Waterdeep face (the “front”) is “the blazon” and the stylized Mount Waterdeep face is “the mountains”   Shard: faces and their names are the same as the nib   Sambar: faces and their names are the same as the nib   Dragon: faces and their names are the same as the nib   Platinum: faces and their names are the same as the nib   Taol: (varies by minting) any face that has the moons and stars around a central ring (around the central piercing) is the “front,” and known as “the worth” (it may or may not have a “one” numeral), and the obverse (“back”) usually has a pattern of parallel wavy lines (the waves in Waterdeep harbor) and is known as “the wet”   Harbor Moon: (varies by minting) the face that has two figures (which vary by minting, but are often two ships, of the heads of two walking statues) facing inwards, towards each other and the central piercing hole (and its ring surround), is the “front” and is known as “the splendor,” whereas the obverse or “back” face usually has a radiating-rays “sun” circle surrounding the central piercing hole and its ring, often with mint marks (writing) on it, the rest of the crescent being filled with a “50” marking and with either waves or tentacles to denote the sea, and is known as the “fair sailing” (Waterdeep’s prosperity being built on its harbor and shipping, and the sun shining on the sea denoting good conditions for voyaging)   Источник <http://forum.candlekeep.com/topic.asp?TOPIC_ID=22017>

 
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