Tryll - Redemption Currencies of Tryll
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     This document details the various currencies used in the world of Tryll. The standard AD&D currency system is used, as detailed below:

Table 1. Base Currency Value
Currency
Value
Copper piece
100 cp = 1 gp
Silver piece
10 sp = 1 gp
Electrum piece
2 ep = 1 gp
Gold piece
1 gp
Platinum piece
1 pp = 5 gp

     Each country or region within Tryll has it's own currency system, with varying values, depending on true metal content of the coin. Most coins are minted with trace amounts of metals, both to strengthen the coin, and to reduce the cost of it's creation.
     Unless otherwise stated, 50 coins weigh one pound.

The Countries of Tryll

Dramidia

     While not the richest country in the world, Dramidia is arguably the most powerful. Due to their position as a high trade center, and undeniable world power, Dramidian currency is used as the base unit currency of exchange. In other words, one gp is worth one gp, one platinum is worth one platinum, etc. All other currencies, when converted, are converted to the Dramidian standard.
     Dramidian coins are minted with the likeness of the current king on one (the 'head') side, and varying images on the reverse ('tail'). The tail side images are as listed below.

Table 2. Dramidian Coin Images
Currency
Coin Name
Image
Copper piece
Serf
Crossed swords
Silver piece
Noble
Galleon at sea
Electrum piece
Regent
An owl perched on a tree branch
Gold piece
Monarch
The Scepter of the Ages *
Platinum piece
Crown
The Royal Palace in Val Endos

* The Scepter of the Ages is an ancient and powerful artifact possessed by the rightful ruler of Dramidia.

     No currency conversion chart is provided here, as Dramidian currency is the base unit of conversion.

Altos

     Altos is a very capitalistic country, where money and trade are primary motivating factors. As a result, this country has a higher valued coinage than any other. In order to keep the value of their coins constant, without varying the tensile strength (gold is a very malleable metal), all coins are minted with a combination of iron and platinum (the platinum offsets the iron, keeping the coin's value high).
     Unlike Dramidia, Altonian coins have varying images on both their tails and heads sides. These images are outlined below.

Table 3. Altonian Coin Images
Currency
Coin Name
Image (Heads)
Image (Tails)
Copper piece
Earth
Arch Prelate
A set of unbalanced scales *
Silver piece
Sky
Lord Marshal
A stack of coins **
Electrum piece
Cloud
Lord Chamberlain
Lake surrounded by trees
Gold piece
Sun
Lord Chancellor
A stylized sun, with radiating rays of light
Platinum piece
Star
Current King
Three stars in triangle

* The holy symbol of the god Fleet (patron deity of Altos).
** 10 coins in the stack – symbolizing the fact that 10 silver equals one gold piece.

     Due to it's higher base metal value (and in addition to the inclusion of platinum in the coin's design), Altonian currency is more valuable than it's Dramidian counterparts. Any Altonian coin is worth 1.25 times as much as it's Dramidian double.
     Thus, 250 Altonian silver skies are worth 312.5 Dramidian silver nobles. One thousand Altonian gold suns are worth 1,250 Dramidian monarchs. As detailed later, coin values will fluctuate, based on current economic situations.

Ingloria

Table 4. Inglorian Coin Images
Currency
Coin Name
Image (Heads)
Image (Tails)
Copper piece
Trust
Common Man *
Crossed hoe and shovel
Silver piece
Love
Various Potentates
Single tower, beside 2 trees
Electrum piece
Hope
Champion of Tahl **
Open hand
Gold piece
Rule
Inglorian Prelate of Tahl
Stallion in full gallop
Platinum piece
Glory
Arch-Prelate of Tahl
Triangle over orb with 5 radiating spikes ***

* The common man - once every five years, the Inglorian Mint holds a lottery among the peasantry. The winner of this lottery has his likeness stamped on the Inglorian copper trust for the next five years.
** The Champion of Tahl is an honorable warrior (usually a high level paladin) given the job of guarding the Arch-Prelate.
*** The holy symbol of Tahl (as seen in the Deities of Tryll section).

     Inglorian currency is minted with trace elements of mithril throughout the coins (mithril is held holy to the god Tahl). Because of this, Inglorian coins are quite valuable, and more durable than the coins of other realms (+2 to any applicable saving throws vs. damage).
     Inglorian coins are marked with the pictures of various Tahlian religious leaders on the heads side, and varying holy images of Tahl on the reverse.
     Due to the mithril content, Inglorian coins are generally more valuable than their Dramidian counterparts. However, they are not as valuable as Altonian coinage. Thus, Altonian coins are worth 1.17 times as much as their Dramidian counterparts.
     For example, Lucien finds a chest, containing 225 Inglorian rules. After applying the conversion rate, we find that these coins are worth 263.25 Dramidian monarchs (or, 263 monarchs, 2 nobles and 5 serfs).

The Northern Wastes

     The Northern Barbarians generally do not use currency among themselves, as they generally live in communal societies. Where trade exists between tribes, barter is the most common form of currency.
     However, the Barbarians do recognize and value foreign currency. They most often use this currency when dealing with outsiders, so will gather and hoard any coins they can find.
     The closest thing a Northern Barbarian has to money would be a "note of honor". This note is issued by a Barbarian in trade for goods and/or services. The note promises a return of goods or services of similar value, at a later date. The note can be used any time, and any Northern Barbarian who issues one is bound by his code of honor to value it when it is used.

Thalendria

     The Thalendrians lead unique lives, due to their somewhat strange society. Thus, Thalendrian peasants do not use, or recognize the value of, currency. Instead, they rely on the barter system. In some instances, currency may be considered worthwhile barter ("Daddy, daddy, I want the pretty shiny circle!"), but rarely would the coin fetch it's proper value (1d10*1d10% of the coin's value).
     Thalendrian Battle Circle fighters, while aware of the concept of currency, are rarely cognizant of the various values (and thus might be willing to trade a handful of shiny silver pieces for one platinum). However, some know full well the various values. These individuals are not above pretending to be ignorant, if they feel the need.
     In any case, Battle Circle fighters are used to being provided for, and feel that they are above any need for barter, trade, or currency. This is not true, however, when it comes to the matter of weapons. In this instance, the Circle fighters are quite willing to buy, trade or barter for new weapons and armor.
      Thalendrians therefore, on average, neither mint, nor use, any currency.

The Mihar Confederacy

     The Mihar Confederacy is unique on Tryll, in that it is ruled by a Council of Overseers - rulers of the individual islands of the Confederacy, who gather for joint rule of the country proper.
     Mihayrs (citizens of the country) tend to value freedom and democracy over regents and the noble-serf relationship (a truly outrageous and outlandish idea to the rest of the world). As such, their coins tend to celebrate accomplishments of brave and inspirational individuals, rather than royalty.

Table 5. Mihayr Coin Images
Currency
Coin Name
Image (Heads)
Image (Tails)
Copper piece
Tip
Blank Face *
Cluster of three huts
Silver piece
Finger
Aspar Landsboon **
Vines entwining an oak staff
Electrum piece
Knuckle
Esparshorll ***
An oak tree
Gold piece
Hand
Senbar Crut ****
Two crossed scimitars
Platinum piece
Fist
The Mihar Ruling Council *****
Two seagulls flying over the sea

* The blank face is used to symbolize the average Mihayr citizen.
** Aspar Landsboon is one of the wealthiest men alive in the Mihar Confederacy. He is a noted philanthropist, and is known for his charity work and love for the common man.
*** Esparshorll is unique in being the only non-human or demi-human to be portrayed on human currency. He is an illithid, and one of the key members of the Mihayr resistance.
**** Senbar Crut is a famous Mihayr hero. He was a powerful fighter, and the leader of the Mihayr resistance, a group of warriors, wizards and clerics who originally united the individual islands under the rule of the Confederacy.
***** Twelve men, seated about a rectangular table. All the men are seated around the far edges, posing for the artist, so that all can be seen.

     Mihayr currency tends to be smaller than it's Dramidian counterparts, with a lower precious metal content (they smelt iron, bauxite and copper into their coins). Thus, Mihayr currency is worth only .75 as much as the Dramidian coins.

Crescent Isle

     Crescent Isle is a haven of pirates, thieves and cut throats. They do not mint their own currency, but all currencies can be found here. There is no taxation here, so many of the richer citizens of other countries use the Cresh main and lesser marketplaces to engage in currency conversion.
     Citizens of the Crescent Isle have an amazing (to most) knowledge of the relative values of various currencies. Not only can these citizens almost immediately calculate the relative values of various coins, but they also have a keen knowledge of current market fluctuations.
     Any citizen of the Crescent Isles has a percentage chance equal to 5 times his Intelligence score of knowing the value of current market fluctuations. If the character has levels, he may add that level to the percentage chance.

Naal'Maz

     All Naal'Mazian coins feature the likeness of Trelaine, the King and Immortal ruler of Naal'Maz. These coins tend to be small, with lower precious metal content than their Dramidian counterparts. Hence, they have a conversion rate of .83% of Dramidian value.
     For example, 2,000 Naal'Mazian gold fangs would be worth 1,660 Dramidian monarchs.

Table 6. Naal'Mazian Coin Images
Currency
Coin Name
Image
Copper piece
Serpentine
Serpentine eyes
Silver piece
Head
"Y" shape
Electrum piece
Maw
Dagger over circle
Gold piece
Fang
Hooded cobra
Platinum piece
Venom
Three skulls over a "Y" shape

Vax Dracos

     The Draconians have expressed little interest in minting coins of their own. They too exist primarily on a barter system, but will accept credit notes in lieu of trade items. This practice has become so widespread as to see credit notes traded from person to person. However, this can be a risky business, and most are unwilling to accept the credit notes of strangers.

Hyrstal

     To begin, the dwarves have a broad-based currency system, as outlined below.

Table 7. Base Dwarven Currency
Currency
Value
Half-copper piece
200 hcp = 1 gp
Copper piece
100 cp = 1 gp
Half-silver piece
20 hsp = 1 gp
Silver piece
10 sp = 1 gp
Half-electrum piece
4 hep = 1 gp
Electrum piece
2 ep = 1 gp
Gold piece
1 gp
Half-platinum piece
1 hpp = 2.5 gp
Platinum piece
1 pp = 5 gp
Adamantite piece
1 ap = 25 gp

     The dwarves have a rather complicated monetary system. Human and elven economists who have studied dwarven currency have been known to compare it to theoretical alchemy, in both it's complexity and general chaotic elements.
     Quite simply, dwarven currency constantly fluctuates in value. Any dwarf (born and raised in Hyrstal) intuitively understands the monetary system, but will have difficulty in explaining it to an outsider.
     All dwarven coins bear the image of the current Thane on the heads side. Dwarves are a pragmatic people, and lovers of metal. Thus, they usually do not give names to their currency – rather, they prefer to refer to the coins by their metal content.
     When a coin is listed as "half", the main metals in the coin are the metal listed, mixed with an equal amount of the metal of the next lower denomination coin. For instance, a half-silver piece is made half of sliver, and half of copper. Half-copper pieces are half copper, half iron.
     Note, there is no "half-gold" piece, as electrum is already worth half a gold piece. All coins are mixed with trace elements of iron and nickel to increase their tensile strengths.

Table 8. Dwarven Coin Images
Currency
Coin Name
Image
Half-copper piece
Half-copper piece
A stalagmite *
Copper piece
Copper piece
A stalactite *
Half-silver piece
Half-silver piece
A pick-axe
Silver piece
Silver piece
A pick-axe and shovel, crossed
Half-electrum piece
Half-electrum piece
Dwarven hand, open
Electrum piece
Electrum piece
Clenched Dwarven fist
Gold piece
Gold piece
Three gold nuggets
Half-platinum piece
Half-platinum piece
One single axe
Platinum piece
Platinum piece
Two crossed axes
Adamantite piece
Adamantite piece
A snow-capped mountain

* No surrounding marks are shown on these coins, so it is difficult to tell which is which. Any dwarf can tell the two coins apart automatically, as can any character with the mining, economics (master level) [q.v.] or metalworking non-weapon proficiencies. All other characters may make an Intelligence check at half (modified for the DM for extenuating circumstances) in order to tell the two apart. Other subterranean races (such as drow) make their Intelligence checks with no modifiers.

     As mentioned above, the actual value of dwarven currency fluctuates wildly. This is outlined in the section entitled Economic Fluctuation. However, the base value of the coins makes them worth 1.33 times as much as their Dramidian counterparts.

Arinanesti

     The Arinanesti elves have little use for currency when amongst their brethren. However, like other races, they do recognize the value of currency, and therefore will gather money for use in dealings with the other races.

Thilanon

     The elves of Thilanon disdain the use of money in any form. While aware that the other races consider it valuable, no true-blooded Thilanon elf would ever "dirty" himself by handling, using, or hoarding something as crass as money.
     In the rare instances when these elves deal with other nations or races, they prefer to make payments in rare and unique items, magical items, or trained monsters. Therefore, it is not uncommon for Thilanon elves to pay with, for instance, a trained griffin mount, or delicately carved wooden statues.

Economic Fluctuation

     The world is a chaotic, shifting place, and it's economy reflects this fact. Whenever the DM needs to convert currency of one nation into that of another, he must first do the base conversion, as outlined below. The unit of measurement listed is the gold piece.

Table 9. Currency Conversion Chart
Currency
Value in Dramidian
Dramidia
1
Altos
1.25
Ingloria
1.17
Mihar Confederacy
.75
Naal'Maz
.83
Hyrstal
1.33

     To convert currencies, first the DM would apply the above conversion rates. After this is done, the DM must then factor in the RCF (Random Currency Fluctuation) . To do this, the following table should be consulted. This determines the random fluctuations that characterize world economies. The number shown is multiplied with the converted coin amount.

Table 10. Random Currency Value Fluctuation
1d100
Fluctuation
01
.8
02-10
.85
11-20
.9
21-40
.95
41-60
1
61-75
1.05
76-90
1.1
91-99
1.15
00
1.2

     For example, suppose we were converting 1,200 Altonian gold suns to Dramidian currency. First, we apply the standard conversion rate (1.25). This tells us that the coins are worth 1,500 Dramidian monarchs.
     Next, we apply the RCF. The DM rolls 1d100, and has a result of 83. According to the above table, that means we multiply the 1,500 by 1.1. This yields a result of 1,650. Thus, in today's market, 1,200 Altonian gp are worth 1,650 Dramidian gp.
     This format is relatively simple when using the currencies from most countries. However, this changes dramatically when considering dwarven money. The rules used by dwarves to track their currency values are, for the most part, totally incomprehensible to the average person. In fact, rare indeed is the non-dwarven economist who claims to fully understand these rules.
     To simulate this strange and unpredictable economy, the DM must roll 1d100, and consult the following table.

Table 11. Dwarven Currency Value Fluctuation
1d100
Fluctuation
01-10
Roll on Table 10
11-15
Currency is reduced in value by 1d20%
16-20
Currency is increased in value by 1d20%
21-23
Currency is reduced in value by 40-60% (39+1d20)
24-26
Currency is increased in value by 40-60% (39+1d20)
27-45
Currency is reduced in value by 90-99% (99+1d10)
46-65
Currency is increased in value by 90-99% (99+1d10)
66-75
Currency has normal value
76-80
All coins are worth twice their normal value
81-85
All coins are worth half their normal value
86-90
All coins are worth 1.5 times their normal value
91-95
All coins are worth .25 times their normal value
96-99
Currency cannot be traded today
00
All dwarven currency is confiscated by local authorities

     Naturally, this makes trading in dwarven currency a risky business at best. Those who are unable to gauge the relative values of dwarven currencies are completely at the mercy of moneychangers or other characters who convert currency.
     Note, dwarves are used to this constant fluctuation (DM should roll once every 1d8 days). However, they consider currency speculation with Dwarven money to be in bad taste. Thus, the vast majority of dwarves will refuse to make money in this way. They will also refuse to help anyone else they know to be engaging in this practice.

The Economics Non-weapon Proficiency

Table 12. The Economics Non-weapon Proficiency
Name
# of Slots
Ability
Category
Economics
1
Intelligence -3
General

Economics (1 slot): This proficiency gives the character a basic understanding of general economics, coin values, and standard conversion rates (information found in Table 1 and Table 12). However, he does not properly understand the market forces which drive the Random Currency Fluctuation (RCF), and cannot accurately predict it.

Economics, Advanced (2 slots): The character has a greater, more in-depth, knowledge of world economics. He has a good working understanding of general and advanced economic principles, coin values, and standard conversion rates.
     Furthermore, the character has a fairly good understanding of currency value fluctuations (as found on Table 13). Upon making a successful proficiency check (Intelligence -2), he is aware of the current RCF. If this check is failed, then he is wrong (the DM rolls on Table 13 once again - this is the result the character believes to be right). Should the character roll a 20 on the ability check, he is off by a fantastically wrong amount.
     The character does not understand dwarven currency fluctuations.

Economics, Master (3 slots): The character has an excellent, and near complete knowledge of general world economics. He has an almost complete understanding of general and advanced economic principles, coin values, and standard conversion rates.
     Furthermore, the character understands and can track currency Random Currency Fluctuations (as found on Table 13). Upon making a successful proficiency check (Intelligence), he is aware of the current RCF. If this check is failed, then he is wrong (the DM rolls on Table 13 once again - this is the result the character believes to be right). Rolls of 20 are treated as normal failures.
     The character also has a working understanding of dwarven currency values. Upon making a successful proficiency check (Intelligence at half, round down), he is aware of the current value of dwarven currency. Should this roll fail, then he is incorrect (the DM rolls on Table 14 once again - this is the result the character believes to be right). Should the character roll a 20 on the ability check, he is off by a fantastically wrong amount (the DM is encouraged to be diabolical).
     Every additional slot spent on this proficiency adds a +1 bonus to any economics related proficiency check. Note, a natural roll of 20 always fails.


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