Economics of Questaris

A word on Economics in Questaris
Every kingdom produces it's own currency for use within it's boundries. As such you can not use the currency of one nation in another. To counter this, somewhat, each kingdom has state sponsored money changers. The downfall of this is that all such money changers charge a fee for their services. The only near unmodified source of currency is the use of gems. There two problems with using gems for trade. One is that the market for such gems may change without warning. One day a gem valued at 300 gold pieces might change to 295 the next, or may raise up to 305. Such fluxuation in the price of gems is closely monitored, so the prices are very stable. The other is that most merchants do not know the exact value of all gems. Usually this is handled by sending the buyer a local jewler to have a offical voucher written for the value of any gem to be used for trade. Note that jewlers are paid a percentage of all transactions in which they assist by the merchant taking the gem in trade. This is usually 5% of the value of the gem that they appraised.

The value of each kingdom is different, some are equal some are less valuable, and some are more valuable. This is caused by the contents of the coin more then any other reason. On this page you will find how money is converted, how money changers work, how magic items sell, and how trade is taxed. Keep in mind that I place these things here but they are optional rules, and you should feel free to ignore them.

Using money conversion chart
The chart below will assist you in converting the money from one kingdom to another. First on the left column, marked Origin, find the kingdom origin of the coin. Then on the top row, marked Used, find the kingdom you wish to convert it to. Cross referance them by reading right from the from the Origin column and down from the Used row. This will tell you how many of the coins from the orginating kingdom you must use to make one in the kingdom you are converting it to. Keep in mind that the coins are valued differently due to metal content mostly. For instance the Anstorian Coin is valued 2 to 1 to the Arimine coin. Thus one Anstorian gold piece changed in Arimine would get you two Arimine gold pieces. But it would take two Arimine gold pieces to get one Anstorian gold piece. This is because Anstoria uses more gold in their coins. Some Kingdoms, such as Athenmir, press small gems into their coins. This also increases their value. In the case of getting a 0.7, 0.5, or 0.3 result the conversion is slightly different. 0.3 converts as 3/10ths. As an example 1 platinum Arimine Yen is equal to 3 gold Thalian Huric's. A 0.7 conversion would be 7/10ths. Thus 1 Platinum Anstoria Floris equals 7 gold Thalian Huric's. A 0.5 converts as 1/2. An example is 1 Platinum Arimine Yen would equal 5 gold Anstoria Floris.

Money conversion chart

Used Anst Arim Athe Bast Cors Ephi Gala Habi Ibru Kele Midd Nalb Nord Ogla Thal Tris Voli Zagr
Origin Name
Flo
Yen
Lib
Sov
Eri
Flo
Sov
Pel
Flo
Pin
Mar
Sov
Shi
Flo
Hur
Pen
Mar
Sov
Anstoria Floris
*
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Arimine Yen
2
*
3
2
2
1
2
1
1
1
2
3
2
1
3
1
2
1
Athenmir Librum
0.7
0.3
*
0.7
0.7
0.3
0.7
0.3
0.3
0.3
0.7
1
0.7
0.3
1
0.3
0.7
0.3
Bastinal Sovrom
1
0.5
1.5
*
1
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Corsaris Erim
1
0.5
1.5
1
*
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Ephirim Floris
2
1
3
2
2
*
2
1
1
1
2
3
2
1
3
1
2
1
Galadan Sovrom
1
0.5
1.5
1
1
0.5
*
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Habistan Pelit
2
1
3
2
2
1
2
*
1
1
2
3
2
1
3
1
2
1
Ibrum Floris
2
1
3
2
2
1
2
1
*
1
2
3
2
1
3
1
2
1
Kelendel Pinet
2
1
3
2
2
1
2
1
1
*
2
3
2
1
3
1
2
1
Middenfel Mark
1
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
*
1.5
1
0.5
1.5
0.5
1
0.5
Nalbourne Sovrom
0.7
0.3
1
0.7
0.7
0.3
0.7
0.3
0.3
0.3
0.7
*
0.7
0.3
1
0.3
0.7
0.3
Nordland Shilint
1
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
1
1.5
*
0.5
1.5
0.5
1
0.5
Ogland Floris
2
1
3
2
2
1
2
1
1
1
2
3
2
*
3
1
2
1
Thalian Huric
0.7
0.3
1
0.7
0.7
0.3
0.7
0.3
0.3
0.3
0.7
1
0.7
0.3
*
0.3
0.7
0.3
Tristaine Pinet
2
1
3
2
2
1
2
1
1
1
2
3
2
1
3
*
2
1
Volistheim Mark
1
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
*
0.5
Zagrath Sovrom
2
1
3
2
2
1
2
1
1
1
2
3
2
1
3
1
2
*

*note that this conversion works for all coinage types, such as Platinum, Gold, Silver, and Copper.

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Ancient and special coins
Coins have been used in the world of Questaris for thousands of years, and not even one tenth of them have been recovered. In many ancient ruins, dungeons, and caverns, these coins can be found. The only problem is that they are treated like all other forigen coins. Money changers and collecters will buy these coins based on the value of the materials in the coins themselves. Money changers take the coins and send them back to their sponsor government to be melted and recast as new coins of their government. While collecters may keep them for later use, or just to have a piece of history to themselves. The conversion of these money works like all other conversions.

Ancient and special coin conversion chart

Anst Arim Athe Bast Cors Ephi Gala Habi Ibru Kele Midd Nalb Nord Ogla Thal Tris Voli Zagr
Name
Flo
Yen
Lib
Sov
Eri
Flo
Sov
Pel
Flo
Pin
Mar
Sov
Shi
Flo
Hur
Pen
Mar
Sov
Dwarf, Anstoria (A)
0.3
0.2
0.5
0.3
0.3
0.2
0.3
0.2
0.2
0.2
0.3
0.5
0.3
0.2
0.5
0.2
0.3
0.3
Dwarf, Athenmir (A)
0.7
0.3
1
0.7
0.7
0.3
0.7
0.3
0.3
0.3
0.7
1
0.7
0.3
1
0.3
0.7
0.3
Dwarf, Galadan (A)
1
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Dwarf, Middenfel (A)
2
1
3
2
2
1
2
1
1
1
2
3
2
1
3
1
2
1
Drow Zagrit (S)
2
1
3
2
2
1
2
1
1
1
2
3
2
1
3
1
2
1
Elf, Al'Anba'Dina (A)
2
1
3
2
2
1
2
1
1
1
2
3
2
1
3
1
2
1
Elf, Anstoria (A)
1
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Elf, Galadan (A)
0.4
0.2
0.6
0.4
0.4
0.2
0.4
0.2
0.2
0.2
0.4
0.6
0.4
0.2
0.6
0.2
0.4
0.2
Elf, Middenfel (A)
1
0.5
1.5
1
1
0.5
1
0.5
0.5
0.5
1
1.5
1
0.5
1.5
0.5
1
0.5
Elf, Tristaine (A)
0.7
0.3
1
0.7
0.7
0.3
0.7
0.3
0.3
0.3
0.7
1
0.7
0.3
1
0.3
0.7
0.3
Human Zandrit (A)
0.5
0.3
0.8
0.5
0.5
0.3
0.5
0.3
0.3
0.3
0.5
0.8
0.5
0.3
0.8
0.3
0.5
0.3

* (A) = Ancient Coin       (S) = Special Coin

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Money Changers and the economy
Though one kindoms coin may not be usable in antoher there is a solution to this problem. To ease the flow of trade with foreign moneys there are money changers that will exchange foreign moneies for the local currency. The only downfall is that these money changers always charge a fee for their services. The standard fee is 5% of the total value of money changed. Thus an exchange of 100 Nalbourne gold Sovrom to Ogland gold Flori would result in a 300 Gold Piece value. The money changer's free would be 15 gold Flori. Since all money changers are government sponsored, their respective governments make a great deal of money off of this exchange. Money changers do not deal in conversions involving less then one copper, and some do not deal in any that involve less then three.

The second function of money changers is that they also act as a from of bank. Money can be left in their care and withdrawn at a later date. In exchange they give you a note with the amount of money they are holding for you, and who it is that is holding it. The function of these notes is two fold. One you may return this note to the issueing money changer and withdraw what you have left to him, or you may use this note as a from of currency within the same kingdom. Notes used as currency are taken by the merchant excepting the exchange, who in turn gives the buyer a store certificate. If the value of the note is more then the amount of the purchase. This store certificate state's how much the purchase was and how much was on the note. This is then taken to a money changer for a new note.

As you can see, this is alot of paper to deal with. This has made the art of counterfiet notes a huge blackmarket operation. There are many thief guilds that offer the oppertunity for individuals to have notes forged, they are hard to find but they are known to exist. Generally the cost of a forged money changers note from one of these groups is 40% to 50% of the total value of the note. The document is easy to copy, the difficulty comes from the forging of the money changers seal.This is actually two seals in one. One portion is a kingdom seal that is usually in a rectangular shape, with a square or circular area that it leaves blank in the center. This is where the individual money changer places his seal. both are complex, and dificult to copy. The punishment for forging these notes varies from kingdom to kingdom, but most sentence the offender to death, or to many years of imprisonment. The punishment for being caught using one of these forged notes is usually imprisonment for 5 to 10 years.

The second biggest forgery crime is counterfeiting coins. Theives accomplish this by taking a small bit a gold and melting it.Then the theif coats lead, or copper, coin slugs with it. Later after the gold cools slightly they press the slug with wooden coin molds of the currency beign copied. Generaly they use lead for this,more then copper, as it's weight makes the counterfiet coins more believable. The counterfieting of coins is punishable by a death sentence if the offener is caught doing so. The coins most often counterfieted are the Gold Athenmir Librum, and the Gold Nalbourne Sovrom. Many money changers outside these kingdoms break one in a dozen of these coins in half before they consent to exchange them.

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Economics of goods and commodity's
Some things are just cheaper in one place then they are in another. This is a basic truth to the trade of goods and commodities. Things that must be shiped by sea will be very expensive. While things that come from local sources will be relatively cheap. This will modify prices on many basic things within a region. Such as the price of armor, and weapons, due to the need to have iron shiped in from outside sources. Use common sense about commodity's when deciding the price of items. Generally the price of items that depend on hard to come by commodity's will go up. They might go up as much as much as three times normal. While those that depend on easy to find commodity's are fairly cheap. Usually no more the 25% to 30% cheaper. The only commodity not effected by this is the price of gems. Below is a chart to assist in deciding the price of varies commodities.

Commodities chart
Do not use this chart when generating player starting equipment.

Fruits
Vegetables
Spices
Fine Cloth
Iron
Wood
Stone
Gems
Slaves
Anstoria
-
X
-
-
X
X
X
X
NT
Arimine
X
-
X
X
-
-
X
-
NT
Athenmir
X
X
X
-
X
X
X
X
X
Bastinal
-
X
-
-
X
X
X
-
NT
Corsaris
X
-
X
-
-
-
-
-
NT
Ephirim
-
X
-
-
-
X
-
-
NT
Galadan
X
X
-
-
X
X
X
-
X
Habistan
-
-
-
X
X
-
X
X
X
Ibrum
-
X
-
X
X
X
X
X
NT
Kelendel
X
X
X
X
X
X
X
-
NT
Middenfel
-
X
-
-
X
X
X
X
NT
Nalbourne
X
X
X
-
X
X
X
-
NT
Nordland
-
X
-
-
X
X
X
-
NT
Ogland
-
X
-
-
X
-
X
-
X
Thalian
X
X
X
-
X
X
X
-
NT
Tristaine
X
X
X
X
X
X
X
-
NT
Volistheim
-
X
-
-
X
X
X
-
NT
Zagrath
X
X
X
-
X
X
X
-
X

* X = Produced there    - = Shiped in    NT = not traded in

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Economics of Trade and Tolls
Most of the kingdoms of Questaris have a toll system set in place to garner extra revenue. On nearly every major road, and river, in Questaris there are toll houses that are set for this purpose. Toll houses are set at river crossings, at the entrance to marsh lands, mountian passes, or where ever the landscape would make it difficult for travelers to go around. Toll locks are set about every hundred miles along rivers that are used for trade. Who is collecting the toll can vary from toll house to toll house. The toll being collected may be for a local lord that is low on funds, or that is greedy. Or it may be the kingdom as a way of taxing it's citizens, or the trade, within it's borders. Toll houses set near the sea or kingdom borders also can act as Money Changers if need be, and collect the standard fee for such activities. Most ports are surrounded by a partition wall so that goods entering the kingdom, through that port, can be taxed.

Road tolls in general are done by leg and wheel counts. This toll is based on the number of legs a traveler, or group, has. As well as by how many wheels a single cart, or wagon train, may have. Thus how the tax gets it's name. Nearly all kingdoms charge the same rate for these counts. 5sp per leg, and 5 gold per wheel. Thus two men riding a single horse cart would have to pay 1pp 4gp, for two wheels and 8 legs. Yes horses are counted, the reason for this is because they walk on the road as well. So you can see how expensive it can be to bring a large merchat train with many wagons, and guards, through a toll gate. On a possitive note, not all toll houses are active. Some run only during certian season, and some run only during wars.

Toll locks are slightly different. They do not charge the leg and wheel tax, but rather they charge tolls by tonage. For every ton of cargo a ship is transporting the toll lock charges 5gp. This makes transport by ship expensive, but there are fewer river tolls then road tolls. Toll locks are set in places where rivers narrow, or just before a lake or other large body of water.The river is dammed all the way across, if it is wide enough and has enough traffic the toll house may be set on a small man made island between two locks. There are some instances where a toll lock may be built where a bridge is at, and functuin as a lock and gate. This is common where a heavly traveled road and river meet. In such cases the bridge will be built as one or more draw bridge/s so that ship may pass through it safely once the bridge/s are raised..

These tolls are usually modified by the value of the currency of the kingdom in question. So in Ibrum a traveler may be charged the standard 5sp/leg 5gp/wheel, the same traveler may only be charged 1sp 5cp/leg and 1gp 5sp/wheel in Athenmir, or 2sp 5cp/leg and 2gp 5sp/wheel in Anstoria.

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Economics of magic
The buying and selling of magic items is common throughout the world. Though this is common, it does not mean that you can buy such items on every street cornor. Nor does it mean that you can buy them in every town or village. The market for such items is usually in large towns or metropoli. In the world of Questaris there are shops dedicated to the buying and selling of such items, and they do a good business. No place in the world is totally safe. Even in civilized areas attacks by brigands, monsters, or enemy nations, are possible. With this in mind the creation, selling, looting, and purchasing, of magic items is a part of life.

Magic shops will usually deal in one form of item, though some may deal in more then one. Thus you have potion shops, ring shops, and the like. The more populated the area, the more likely you are to be able to purchase such items. Selling to a magic shop is a good way to make quick needed cash. As well as a way to get rid of excess items. Magic shops will generally buy an item from an individual for about 50% to 60% of the standard selling price. Items that contain charges are handled slightly different. The shop will determine the number of charges left on an item, then lower the buying price by 5% for every 10% of used charges. Thus a wand of Charm Person, which sells for 750gp new, would be bought by shop for 375gp. If that Charm Person wand only had 45 of it's 50 charges left it would only fetch 337gp 5sp. Or if it had 40 of its 50 charges it would fetch 300gp.

Guild halls may also deal in the buying or selling of magic items. But this is not always guild wide, and some guild halls may not have the funds, or items, available for such trade. In the case that they do, they usually grant a higher buying percentage, and a lower selling price, for guild members. Generally they will buy items for as much as 60% of its selling price, and sell items for as little as 80% to members in good standing. This agian is not always the norm in guild halls, and depends agian on the availability of funds and items.

Major items are slightly different when it comes to buying and selling. When dealing with armor, weapons, rings, rods, and staves especially. Major magic items of those types will sell for as much as three times the listed price. The reason for is because those that own them are not likely to sell them, unless under great financial strain. This makes buying such items a conciderable decision. Selling to a merchant is just as difficult. Most merchants would be willing to buy such items, but many do not have the availible funds to do so. Only truely rich merchants, or noble, will by such items. This makes the sale of such items very hard, but not impossible. As a general rule those wanting to sell such items need the assistance of a magic merchant to authenticate the item in question. This is usually requested of non magic-using buyers to ensure they don't buy worthless items. For the most part very rich magic merchants, and nobles, are the only ones with funds enough to buy such items. They generally pay the listed price of these items, to 1.5 times the listed price.

Below is a chart to assist in determining if items are available in an area. Remember even if items are available they should be randomly generated when asked about.

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Magic item availability chart

Armor and Shields
Weapons
Minor
No.#
Medium
No.#
Major
No.#
Minor
No.#
Medium
No.#
Major
No.#
Thorp
-
-
-
-
-
-
Thorp
-
-
-
-
-
-
Hamlet
1%-3%
1
-
-
-
-
Hamlet
1%-3%
1
-
-
-
-
Village
1%-5%
1
-
-
-
-
Village
1%-5%
1
-
-
-
-
Small Town
1%-10%
1d4
-
-
-
-
Small Town
1%-10%
1d4
-
-
-
-
Large Town
1%-20%
1d6
1%-5%
1
-
-
Large Town
1%-20%
1d6
1%-5%
1
-
-
Small City
1%-40%
1d8
1%-10%
2
-
-
Small City
1%-40%
1d8
1%-10%
2
-
-
Large City
1%-60%
1d10*
1%-30%
1d6*
1%-15%
2*
Large City
1%-60%
1d10*
1%-30%
1d6*
1%-15%
2*
Metropolis
1%-80%
1d12*
1%-50%
1d8*
1%-30%
1d4*
Metropolis
1%-80%
1d12*
1%-50%
1d8*
1%-30%
1d4*
Capital
1%-95%
1d20*
1%-70%
1d10*
1%-50%
1d6*
Capital
1%-95%
1d20*
1%-70%
1d10*
1%-50%
1d6*
Potions
Rings
Minor
No.#
Medium
No.#
Major
No.#
Minor
No.#
Medium
No.#
Major
No.#
Thorp
1%-5%
1d3§
-
-
-
-
Thorp
-
-
-
-
-
-
Hamlet
1%-15%
1d6§
-
-
-
-
Hamlet
1%-5%
1
-
-
-
-
Village
1%-30%
1d8§
1%-10%
-
-
Village
1%-10%
2
-
-
-
-
Small Town
1%-50%
1d10*
1%-25%
1d6*
-
-
Small Town
1%-15%
1d4
1%-5%
2
-
-
Large Town
1%-70%
1d12*
1%-50%
1d8*
-
-
Large Town
1%-45%
1d6*
1%-15%
1d4*
-
-
Small City
1%-95%
2d6*
1%-75%
1d10*
1%-30%
1d4*
Small City
1%-60%
1d8*
1%-30%
1d6*
-
-
Large City
1%-95%
3d6*
1%-95%
1d12*
1%-45%
1d6*
Large City
1%-75%
1d10*
1%-45%
1d8*
1%-15%
2
Metropolis
1%-95%
3d6*
1%-95%
2d6*
1%-60%
1d8*
Metropolis
1%-80%
1d12*
1%-60%
1d10*
1%-30%
1d4
Capital
1%-95%
3d8*
1%-95%
3d6*
1%-80%
2d6*
Capital
1%-80%
1d12*
1%-75%
1d10*
1%-60%
1d6
Rods
Scrolls
Minor
No.#
Medium
No.#
Major
No.#
Minor
No.#
Medium
No.#
Major
No.#
Thorp
-
-
-
-
-
-
Thorp
1%-10%
-
-
-
-
Hamlet
-
-
-
-
-
-
Hamlet
1%-20%
1d4§
1%-5%
-
-
Village
-
-
-
-
-
-
Village
1%-30%
1d6§
1%-15%
1d4§
-
-
Small Town
-
-
-
-
-
-
Small Town
1%-45%
1d8*
1%-30%
1d6*
1%-15%
2
Large Town
-
-
-
-
-
-
Large Town
1%-60%
1d10*
1%-45%
1d8*
1%-30%
1d6*
Small City
-
-
1%-15%
2
-
-
Small City
1%-75%
1d12*
1%-60%
1d10*
1%-45%
1d8*
Large City
-
-
1%-30%
1d4
1%-15%
2
Large City
1%-85%
2d6*
1%-75%
1d12*
1%-60%
1d10*
Metropolis
-
-
1%-45%
1d6
1%-30%
1d4
Metropolis
1%-90%
3d6*
1%-80%
2d6*
1%-75%
1d12*
Capital
-
-
1%-60%
1d8
1%-45%
1d6
Capital
1%-90%
4d6*
1%-90%
3d6*
1%-80%
2d6*
Staffs
Wands
Minor
No.#
Medium
No.#
Major
No.#
Minor
No.#
Medium
No.#
Major
No.#
Thorp
-
-
-
-
-
-
Thorp
1%-5%
1d3§
-
-
-
-
Hamlet
-
-
-
-
-
-
Hamlet
1%-15%
1d6§
-
-
-
-
Vilage
-
-
-
-
-
-
Village
1%-30%
1d8§
1%-10%
-
-
Small Town
-
-
-
-
-
-
Small Town
1%-50%
1d10*
1%-25%
1d6*
-
-
Large Town
-
-
-
-
-
-
Large Town
1%-70%
1d12*
1%-50%
1d8*
-
-
Small City
-
-
1%-15%
2
-
-
Small City
1%-95%
2d6*
1%-75%
1d10*
1%-30%
1d4*
Large City
-
-
1%-30%
1d4
1%-15%
2
Large City
1%-95%
3d6*
1-95%
1d12*
1-45%
1d6*
Metropolis
-
-
1%-45%
1d6
1%-30%
1d4
Metropolis
1%-95%
3d6*
1%-95%
2d6*
1%-60%
1d8*
Capital
-
-
1%-60%
1d8
1%-45%
1d6
Capital
1%-95%
3d8*
1%-95%
3d6*
1-80%
2d6*
Wonderous Items
Unless otherwise noted with one of the below
symbols, the number found in each place is equal
to the number rolled on the die.

- = Not available
* = Per shop
§ = From temple

Minor
No.#
Medium
No.#
Major
No.#
Thorp
-
-
-
-
-
-
Hamlet
1%-3%
1
-
-
-
-
Village
1%-5%
1
-
-
-
-
Small Town
1%-10%
1d4
-
-
-
-
Large Town
1%-20%
1d6
1%-5%
1
-
-
Small City
1%-40%
1d8
1%-10%
2
-
-
Large City
1%-60%
1d10*
1%-30%
1d6*
1%-15%
2*
Metropolis
1%-80%
1d12*
1%-50%
1d8*
1%-30%
1d4*
Capital
1%-95%
1d20*
1%-70%
1d10*
1%-50%
1d6*

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Ronald Keith Pettit
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