Page 15 - D&D - Player's Handbook
P. 15

much of Featherdale for nearly seventy years when the   COIN  OF THE  REALMS
            war came to an end.                                 Nearly every major power of FaerOn  has its own currency:
              Before Netheril claimed Sembia as a vassal state, mer-  coins minted within its borders that represent both its in-
            cenary work and adventuring were popular livelihoods   fluence.and  material wealth.  Most coins of pure composi-
            among Sembians who didn't have local families to feed.   tion and  standard weight are accepted at face value across
            Those endeavors are even more popular now among     the continent, though not every city-state or nation bothers
                                                                to mint every sort of coin.
            veterans of the war, who are better trained than their
                                                                 Some of the most commonly found, and widely accept-
            predecessors were. A few of Sembia's less scrupulous
                                                                ed,  currency in the Realms  is summarized below.  Each
            former soldiers have taken to banditry, which offers other
                                                                grouping is  arranged in order of value: copper, silver,
            Sembians more opportunities for guard work.
                                                                electrum, gold, and  (when  present)  platinum. Most people
              Thay. For centuries one of the greatest concentrations   across  FaerOn  refer to coins by whatever name the issuing
            of magical might in Faerfin, Thay is ruled by the ancient   government uses, regardless of origin, except for Zhentil
            lich, Szass Tam, and the nation's Council of Zulkirs in   Keep-for some reason, all Zhent coins have unflattering
            a ruthless magocracy. The council's will is enacted by   epithets associated with them.
            regional tharchions and bureaucrats, leaving the ruling
                                                                Arnn:  fander, taran, centaur, danter, roldon
            Red Wizards to focus on magical study and more im-  Cormyr: thumb, falcon,  blue eye,  golden lion, tricrown
            portant arcane matters.                             Sembia: steel pence  (an  iron coin), hawk, blue eye,  noble
              For a time, living mages couldn't hope to advance to   Silverymoon: glint, shield, sword, dragon, unicorn
            prominence in Thay: Szass Tam promoted undeath as   Waterdeep:  nib, shard, sambar, dragon, sun
            a means of existence with boundless possibilities, and   Zhentil Keep:  fang  ("dung-piece"), talon/naal  ("flea-bit"),
            held back those who didn't agree with this philosophy.   tarenth  ("hardhammer"), glory ("weeping wolf"),
            The recent battles with the demon Eltab, however, have   platinum glory  ("flat metal gem")
            prompted Szass Tam to loosen this stricture- the living
                                                                 Silverymoon also mints two special coins: the moon and
            now have hope of ascending within the Red Wizards,   the eclipsed  moon. The moon is a crescent-shaped, shin-
            even if that hope is merely to advance to a high station   ing blue coin of electrum, valued at 2 unicorns in Silvery-
            within the cadre of Tam's servants.                 moon and  nearby settlements, and  1 unicorn everywhere
              Thesk. Reminders of the century-old war with the   else. The eclipsed moon stamps an  electrum moon with a
            Tuigan horde remain throughout Thesk, in the many   darker silver wedge to complete a round coin. It is worth  5
            and varied features of its present-day inhabitants, partic-  unicorns within the city,  but only 2 unicorns elsewhere.
            ularly the half-ore descendants of the mercenaries who   Waterdeep has  its own coins. The taol is  a square piece
                                                                of brass, worth 2 dragons in the city-and virtually worth-
            fought in that great conflict.                      less to anyone not trading with Waterdeep.  Most traders
              Thesk is known to many as the Gateway to the East   exchange their taols for standard coins before traveling.
            because it is the western terminus of the Golden Way,
                                                                The  "harbor moon" is  a palm-sized crescent of platinum
            which runs through the Hordelands and into Kara-Tur.   inset with electrum, and is worth 50 dragons in the city,  30
            Because their city is a crossroads of sorts between   dragons elsewhere.  Its name comes from its common use
            Faerfin and the east, it should come as no surprise that   in buying large amounts of cargo.  Both taols and  harbor
            Theskians don't judge outsiders quickly, and don't bris-  moons are pierced to enable the bearer to string multiple
            tle at visitors who demonstrate strange quirks in speech   coins together.
            or behavior. The people of Thesk trade readily with any   Baidu r's Gate sets the standard for minting trade
            folk, even nearby ores and goblins that are willing to   bars-ingots of metal  (usually silver)  of an  accepted size
            treat with them peacefully. They aren't fools, however,   and weight used in  lieu of great piles of coins or gems for
                                                                larger transactions. The most common such trade bar is a
            and have no patience for violent or raiding humanoids of
                                                                5-pound bar 6 inches long, 2 inches wide, and  1 inch thick,
            all sorts.                                          valued at 25  gp.
              Turmish. On the southern shore of the Sea of Fallen
            Stars, Turmish is a nation of mercantile cities ruled
            by its Assembly of Stars, representatives of each of its
            cities in a parliamentary democracy. After being much
            diminished by the devastation wrought in this area a
            century ago, Turmish is currently enjoying a revival
            of its fortunes, as the rising of the waters of the Inner
            Sea has returned some of the trade that was lost in the
            cataclysm. Turmish is the birthplace of the Emerald En-
            clave, which has proudly taken credit for the rebirth of
            Turmishan agriculture, the cessation of the great rains
            that plagued the region a few years ago, and the resto-
            ration of the god Lathander.
              Tymanther. In decades past, the land of the drag-
            onborn claimed as its territory part of what had been
            the vanished nation of Unther. Then Unther suddenly
            returned to Faerfin a few years ago and promptly went
            to war against Tymanther. The realm has since been
            reduced to small tracts mainly along the coast of the
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