Dungeon Master's Guide
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electrum pieces are moons, gold pieces are dragons,<br />
and platinum coins are suns. The city's two local coins<br />
are the toal and the harbor moon. The toal is a square<br />
brass trading-coin pierced with a central hole to permit<br />
it to be easily strung on a ring or string, worth 2 gp in<br />
the city and nothing outside Waterdeep. The harbor<br />
moon is a flat crescent of platinum with a central<br />
hole and an electrum inlay, named for its traditional<br />
use in the docks for buying large amounts of cargo at<br />
once. The coin is worth 50 gp in Waterdeep and 30 gp<br />
elsewhere.<br />
The northern city of Silverymoon mints a crescentshaped,<br />
shining blue coin called an electrum moon,<br />
worth 1 gp in that city and 1 ep elsewhere. The city also<br />
issues a larger coin called an eclipsed moon, which<br />
looks like an electrum moon combined a darker silver<br />
wedge to form a round coin worth 5 ep within the city<br />
and 2 ep outside it.<br />
The favored form of currency in the kingdom of<br />
Cormyr is the royal coinage of the court, stamped with<br />
a dragon on one side and a treasury date mark on the<br />
other. There, coppers are called thumbs, silvers are<br />
silver falcons, electrum pieces are blue eyes, gold pieces<br />
are golden lions, and platinum coins are tricrowns.<br />
Even city-states mint their own copper, silver, and gold<br />
pieces. Electrum and platinum pieces are rarer in these<br />
lands. Smaller states use coinage borrowed from other<br />
nations and looted from ancient sources. Travelers from<br />
certain lands (notably the wizard-dominated realms of<br />
Thay and Halruaa) use the currencies of other realms<br />
when trading abroad because their own coins and<br />
tokens are feared to be magically cursed, and so are<br />
shunned by others.<br />
Conversely, the coins of long-lost, legendary lands<br />
and centers of great magic are honored, though those<br />
who find them are wise to sell them to collectors rather<br />
than merely spending them in markets. The coins of the<br />
old elven court of Cormanthyr are particularly famous:<br />
thalvers (coppers), bedoars (silvers), thammarchs<br />
(electrum), shilmaers (golds), and ruendils (platinum).<br />
These coins are fine, numerous, and sometimes still<br />
used in trade among elves.<br />
GoLD CoiN<br />
Trade Bars. Large numbers of coins can be difficult<br />
to transport and account for. Many merchants prefer<br />
to use trade bars-ingots of precious metals and alloys<br />
(usually silver) likely to be accepted by virtually anyone.<br />
Trade bars are stamped or graven with the symbol of the<br />
trading company or government that originally crafted<br />
them. These bars are valued by weight, as follows:<br />
• A 2-pound silver bar is worth 10 gp and is about 5<br />
inches long, 2 inches wide, and 1/2 inch thick.<br />
A 5-pound silver bar is worth 25 gp and is about 6<br />
inches long, 2 inches wide, and 1 inch thick.<br />
A 5-pound gold bar is worth 250 gp and is about the<br />
size of a 2-pound silver bar.<br />
The city of Baldur's Gate mints large numbers of<br />
silver trade bars and sets the standard for this form of<br />
currency. The city of Mirabar issues black iron spindleshaped<br />
trade bars with squared ends weighing about<br />
2 pounds each, worth 10 gp in that city, markedly less<br />
in nearby trade centers, and as iron is normally valued<br />
elsewhere (1 sp per pound).<br />
Odd Currency. Coins and bars aren't the only forms<br />
of hard currency. Gond bells are small brass bells worth<br />
10 gp in trade, or 20 gp to a temple of Gond. Shaar<br />
rings, pierced and polished slices of ivory threaded<br />
onto strings by the nomads of the Shaar, are worth 3 gp<br />
per slice.<br />
CREATING YouR OwN<br />
As shown in the previous examples, currency doesn't<br />
need to obey a universal standard in your world. Each<br />
country and era can have its own coins with its own<br />
values. Your adventurers might travel through many<br />
different lands and find long-lost treasures. Finding<br />
· six hundred ancient bed oars from the rule of Coronal<br />
Eltargrim twelve centuries before offers a deeper sense<br />
of immersion in your world than finding 60 sp.<br />
Varying names and descriptions of coins for the<br />
major contemporary and historical realms of your world<br />
adds an additional layer of texture. The golden lions of<br />
Cormyr convey the noble nature of that kingdom. If a<br />
nation mints gold coins stamped with leering demonic<br />
faces and called torments, that currency expresses a<br />
distinct flavor.<br />
Creating new coins connected to specific locations,<br />
like the toals ofWaterdeep or the eclipsed moons of<br />
Silverymoon, provides another level of detail. As long as<br />
you keep the value of these new coins simple (in other<br />
words, don't invent a coin worth 1.62 gp), you add local<br />
flavor to key locations in your world without adding<br />
undue complexity.<br />
SILVER COIN<br />
ELECTRUM COIN<br />
PLATINUM Co1N<br />
LANGUAGES AND DIALECTS<br />
When fleshing out your world, you can create new<br />
languages and dialects to reflect its unique geography<br />
and history. You can replace the default languages<br />
presented in the Player's Handbook with new ones, or<br />
split languages up into several different dialects.<br />
In some worlds, regional differences might be much<br />
more important than racial ones. Perhaps all the<br />
dwarves, elves, and humans who live in one kingdom<br />
speak a common language, which is completely different<br />
20<br />
CHAPTER 1 I A WORLD OF YOUR OWN