“A Silver Economy” is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
This entire discussion replaces the entry for Coin (Shadowdark p 34).
The Silver Standard
In this house rule, one gold crown is worth 100 silvers. Read “The Ecstasy of Gold: Money in RPGs” for the exact reasons why.
gc | sp | cp | |
---|---|---|---|
1 gold Guilder (G) = | 1 | 100 | 1000 |
1 gold crown (gc) ≈ | 1 | 100 | 1000 |
1 silver piece (sp) = | 1/100 | 1 | 10 |
1 copper piece (cp) = | 1/1000 | 1/10 | 1 |
Silver pieces may be abbreviated s, and copper pieces p.
Naturally this one decision has profound changes throughout the text of Shadowdark and its official supplements. Any use of “gp” in the text should be read as “×10 sp”.
Prices
These charts convert prices for Gear in Shadowdark to the “silver standard”.
Basic Gear
Item | Cost (sp) | Quantity Per Gear Slot | Notes |
---|---|---|---|
Arrows (20) | 10 | 1-20 | |
Arrows, Bronze (20) | 5 | 1-20 | see Weapons |
Arrows, Mithral (20) | 400 | 1-20 | see Weapons |
Arrows, Stone (20) | 2 | 1-20 | see Weapons |
Backpack | 20 | 1 | first one free to carry |
Caltrops (one bag) | 5 | 1 | |
Coin | Varies | 100 | first 100 free to carry |
Crossbow bolts (20) | 10 | 1-20 | |
Crowbar | 5 | 1 | |
Flask or bottle | 3 | 1 | |
Flint and steel | 5 | 1 | |
Gem | Varies | 1-10 | |
Grappling hook | 10 | 1 | |
Iron spikes (10) | 10 | 1-10 | |
Lantern | 50 | 1 | |
Mirror | 100 | 1 | |
Oil, flask | 5 | 1 | |
Pole | 5 | 1 | |
Rations (3) | 5 | 1-3 | |
Rope, 60' | 10 | 1 | |
Torch | 5 | 1 |
Coins
Type | Abbrev. | Value (sp) |
---|---|---|
gold Guilder | G | 100.00 |
gold crown | gc | 100.00 |
silver piece | sp, s | 1.00 |
copper piece | cp, p | 0.10 |
Other worlds may use other names, sizes, or metals for coins.
Gems
Gemstone | Value (sp) |
---|---|
Pearl | 400 |
Emerald | 1200 |
Ruby | 2000 |
Sapphire | 2800 |
Diamond | 3600 |
Giant gem | ×2 |
Crawling Kit
Items | Quantity | Gear Slots | Total Cost (sp) |
---|---|---|---|
Backpack | 1 | 0 | 20 |
Flint and steel | 1 | 1 | 5 |
Torch | 2 | 2 | 10 |
Rations | 3 | 1 | 5 |
Iron spikes | 10 | 1 | 10 |
Grappling hook | 1 | 1 | 10 |
Rope, 60' | 1 | 1 | 10 |
Armor
Item | Cost (sp) | Gear Slots | AC | Properties |
---|---|---|---|---|
Leather armor | 100 | 1 | 11 + DEX mod | |
Chainmail | 600 | 2 | 13 + DEX mod | Disadv on stealth, swim |
Plate mail | 1300 | 3 | 15 | No swim, Disadv on stealth |
Shield | 100 | 1 | +2 | Occupies one hand |
Mithral (metal armor only) | ×4 | -1 | - | No penalty stealth, swim |
Bronze1 (metal armor only) | ×½ | - | - | -1 AC on Natural 20 |
Weapons
Weapon | Cost | Type | Range | Damage | Properties |
---|---|---|---|---|---|
Bastard sword | 100 | M | C | 1d8/1d10 | V, 2 slots |
Club | ½ | M | C | 1d4 | W |
Crossbow | 80 | R | F | 1d6 | 2H, L, W |
Dagger | 10 | M/R | C/N | 1d4 | F, Th |
Greataxe | 100 | M | C | 1d8/1d10 | V, 2 slots |
Greatsword | 120 | M | C | 1d12 | 2H, 2 slots |
Hand axe | 60 | M/R | C/N | 1d6 | Th, Ex |
Javelin | 5 | M/R | C/F | 1d4 | Th |
Light hammer | 10 | M/R | C/N | 1d4 | Th, Ex |
Longbow | 80 | R | F | 1d8 | 2H |
Longsword | 90 | M | C | 1d8 | |
Mace | 50 | M | C | 1d6 | |
Macuahuitl | 40 | M | C | 1d6 | Ex, St |
Maul | 40 | M | C | 1d10 | 2H, Ex, U, W |
Shortbow | 60 | R | F | 1d4 | 2H |
Shortsword | 70 | M | C | 1d6 | |
Sledgehammer | 50 | M | C | 1d10 | 2H, Ex, StBk, U |
Spear | 5 | M/R | C/N | 1d6 | Th |
Spear, Stone | 1 | M/R | C/N | 1d6 | St, Th, Ex |
Staff | 5 | M | C | 1d4 | 2H, W |
War club | 70 | M | C | 1d8 | Ex, U, W |
Warhammer | 100 | M | C | 1d10 | 2H |
Bronze1 | ×½ | - | - | - | Bz, Ex |
Mithral2 | ×40 | - | - | - | Mt, Ex |
Silvered3 | ×10 | - | - | - | Sil, Ex |
Bronze (Bz). If an attack using a bronze weapon against iron or steel armor rolls a Natural 1, the weapon breaks.
Extended (Ex). Added to the price list by the author.
Finesse (F). You may use your STR or DEX when attacking with this weapon.
Loading (L). You must forgo moving to reload this weapon.
Mithral (Mt). Has the same effect as a silvered weapon.
Silvered (Sil). Harms some creatures immune to normal weapons.
Stone (St). If an attack using a stone weapon against metal armor rolls a Natural 1 or a Natural 2, the weapon breaks.
Stone-breaker (StBk). Advantage on attacks against stone or metal targets, e.g. walls or golems.
Thrown (Th). You may throw this weapon to make a ranged attack with it using STR or DEX.
Two-handed (2H). You must use this weapon with two hands.
Unbalanced (U). Disadvantage if you attack with this weapon in successive turns.
Versatile (V). You can use this weapon with one or two hands. Use the higher damage die if you’re wielding it with two.
Wood (W) If an attack using a wood weapon against metal armor rolls a Natural 1, the weapon breaks.
Weapon types. Melee weapons (M) strike at arm’s reach, and ranged weapons (R) strike at a distance.
Range. You can use a weapon at close (C), near (N), or far (F) range (see Distances, Shadowdark pg. 85).
Metals and Quality
Dwarf Guilder
A guilder is a gold coin minted by Dwarfs using precise engraving and milling techniques that are hard to counterfeit. The Dwarf kingdoms, source of most new gold in the Known Lands, set the value of a guilder at 100 silvers per guilder.
Gold Crown
A gold crown or other gold coin of human lands lack the technology and care Dwarfs put into a guilder. Thus its value is only approximate, due to the quality of gold, clipping of edges, and random market forces.
Occasionally one will get MORE than the theoretical value due to a shortage of gold or a noble trying to corner the market, but in most cases one won’t quite get 100 sp for each gold coin.
Silver Piece
The silver piece is the basis of the coin-based economy. Even rural districts use equivalent exchange and accounts based on fractions of a silver, although such districts see very little silver. Anything roughly the right weight and apparent composition will be accepted as a silver or fraction thereof.
Silver Halves and Quarters
Some kingdoms and city-states mint small silver coins instead of or in addition to full-sized silver and copper. Peasants simply cut coins into pieces.
A “half”, “quarter”, or “eighth” silver denotes either a full-sized coin cut into pieces or a coin minted with a fraction of the volume (and value). Adventurers should simply add up the fractions under “silver”.
Copper Piece
Generally only city dwellers use copper pieces, since copper in and of itself is not that valuable a metal. A city or kingdom mints copper coins, but they have no value outside the city or kingdom that minted them. Most people will accept coppers anyway, as long as there’s not too many.
Money changers will exchange foreign copper for local copper or silver. It’s not the most lucrative business, but kingdoms require them to exchange all forms of money minted by all extant kingdoms and empires. Underground money changers and some banks simply won’t touch copper.
Copper Halves
Some kingdoms and city-states mint small copper coins for the very poor. Peasants simply cut coins into pieces. Adventurers should simply add up the fractions under “copper”.
While copper coins can be any size, as they have no intrinsic value, municipalities use exact fractions to make estimating value by weight easier.
Optional Rule: Gold Volatility
Because of problems outlined above, gold is worth from (4d6+85)% to (3d6+85)% of its average worth of 100 sp per gp, depending on the honesty of a money changer.
Dwarf merchants grade gold more strictly. If the hoard is not all pristine guilders, expect (2d3+94)% of the theoretical value at best. The same merchants would pay (4d3+88)% of the theoretical worth of assorted baubles of unknown provenance, i.e. dungeon treasure.
Optional Rule: Copper Exchange
Copper from a different kingdom may only be worth (1d6+93)% of its value in silver due to money changing fees.
Optional Rule: Fractional Coins
Tracking only silver coins would simplify tracking money. Per these rules, gold is more of a commodity, and copper would only really matter in certain areas.
If players embrace complexity, however, the GM could introduce fractions and multiples of gold and copper as well. Players would have to include fractions of gold, silver, and copper coins in their inventories.
Item | Weight (in Coins) | Value (sp) |
---|---|---|
Coin, double gold | 2 | 200.00 |
Coin, gold | 1 | 100.00 |
Coin, silver | 1 | 1.00 |
Coin, half-silver | ½ | 0.50 |
Coin, quarter-silver | ¼ | 0.25 |
Coin, double copper | 2 | 0.20 |
Coin, copper | 1 | 0.10 |
Coin, half-copper | ½ | 0.05 |
For flavor, the GM could give each coin a name, e.g. aureus (2 gp / MM), quinarius aureus (1 gp / M), denarius (1 sp / X), quinarius (½ sp / V), sestertius (¼ sp / IIS), dupondius (2 cp / II), assarius (1 cp / I), and semis (½ cp / S) for a Roman feel.4
Optional Rule: Temples and Banks
The silver standard means more adventurers carrying a Gear Slot (or more) of silver. As a solution we offer banks and temples as institutions worthy of holding onto an adventurer’s money.
See “Realistic Banking in a Fantasy World” for details on the process of depositing and withdrawing money. In brief:
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Adventurers deposit their money in a temple or secular bank. In return they receive a token that helps to establish their identity to any other temple of the same god or any branch of a secular bank.
-
Withdrawing money requires the token and, typically, some proof of identity like a signature, signet ring, seal, or thumbprint. Affiliated temples and branches may not have up-to-date records of deposits, so adventurers may have to wait 2d6 to 4d6 days for their money or else take out a loan.
-
Smaller branches of secular banks may simply lack the funds to cover a large withdrawal, so PCs may have to wait an extra 3d6 days.
Temples
In ancient times temple money changers also offered consumer accounts, loans, and even investment services. These days they have competition from secular banks, and the quality of their services, never high, have declined. The following temples still offer some of these services.
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The Order of Saint Terragnis will deposit silver, gold, or copper into an account and hold it until the owner an authorized representative comes to any temple for it. They do not provide deposit boxes or investments. However, as a religious institution, they will lend silver with no interest, using an account-holder’s funds or other assets as collateral. Just do not miss the deadline for repayment, as it is a militant order …
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Some Temples of Ord can secure valuables, including gold, silver, or copper, in a deposit box. As with all deposit boxes, however, one must return to that exact temple and present their credentials in order to retrieve their possessions. Temples of the god of secrets do not communicate to each other at all.
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Temples of Gede have been known to mix an adventurer’s money in with their donations. They will apologize profusely and attempt to scrape up the money, but their track record is not great.
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Temples of Madeera does not accept deposits except in extraordinary circumstances. It lacks the infrastructure to transfer money between temples. Instead it refers patrons to the Temple of Saint Terragnis.
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Temples of the Chaotic Gods will simply take an adventurer’s money and never give it back.