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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

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