Money & Banking

Character Income There are several ways character can earn money in between events. Note that “events” in this context refers to both single-day and full-weekend, in-character plot events. Work Days, Craft Days, etc don’t count for Income purposes.  
  • House Lords award characters gifts and gold as rewards for service and completing house Goals.
  • Each Crafting Class header level earns 1 silver. Yes, this means that characters heavily invested in Crafting classes will be raking in the dough.
  • Each Knowledge skill a character has earns 1 silver per level. KN skill specializations earn an additional 1 silver. So a character with KN: Arcane (Student), KN: Arcane (Waygates), KN: Otherworld (Novice) and KN: Criminal (Novice) would earn 5 silver. 2 for Arcane:Student, 1 for Arcane: Waygates, 1 for Otherworld:Novice, and 1 for Criminal:Novice.
  • Each Information Skill (not a KN skill) earns a character 1 silver.
  • The Income skill earns a character however much they have invested CP for.

Economics and Trade

Though Brittanis may be a land of wilderness, some merchants and traders do make their way out to the frontier. Likewise, the influx of settlers to the area means that the craftsmen and artisans who support these folk will follow; general stores, merchants, smiths, armorers and other tradesmen of all types eventually make their way to the frontier in search of profit. Thus, game rules exist to establish the basis for an economic system—but once in-game, the economy runs based on the actions of the players themselves.

Barter, Trade Pieces, Gems, and Trade Goods

On the frontiers of Brittanis, life is often hard and cruel. Wild animals prey upon herds and travelers often go missing while going from place to place. Thus, barter is the most common form of commerce, even for adventurers—“I’ll give you this sword, but you have to do me a favor in exchange…” is commonly heard in stores and many merchants achieve great power and influence by the favors they are owed by powerful people. It’s unwise to try and cheat a merchant or tradesman… you never know who might owe them a favor. Besides barter, trade pieces are the most common form of economic exchange in Brittanis. Trade pieces are small, standardized pieces of precious metals that the kingdoms of Brittanis use in trade with one another. Even while at war with each other, the kings and warlords know that breaking the flow of trade will strangle everyone, so after the Tiberian Empire left, a system of standardized weights for each kind of trade piece was established that holds to this day. Each trade piece is a molded piece of copper, silver, or gold formed int he shape of a small faceted gem. The lowest denomination of trade piece is made of copper, and is called a penny. More than one penny is referred to simply as “pennies” or shortened to “pence.” It takes 10 copper pence to make a silver shilling. The shilling is the most commonly used currency in the heartland—more valuable coins are used elsewhere in Brittanis, but the frontiers do not have the wealth to support that kind of cashflow. Not yet, anyway. Enterprising adventurers are always finding ways to make money. 10 silver shillings make up a single golden crown, used as currency between merchants and nobles with lots of cash on hand. Before their ancient kingdom was destroyed and they became refugees, the dwarven nation of Valyngaard made the most valuable trade piece—the platinum dragon. It is very rare nowadays, and is worth 100 golden crowns. Most common folk will go their entire lives without seeing a single platinum dragon. 10 Copper Pennies = 1 Silver Shilling 10 Silver Shillings = 1 Gold Crown 100 Gold Crowns = 1 Platinum Dragon Precious stones of all kinds are found throughout Brittanis. A gem prop (the physical item representing a gem) will have a tag attached to it.

Base Income

In between events, a character is assumed to be using their skills to earn money; warriors guard caravans or watch the walls, mages use magic to make life easier, priests heal the sick and cure diseases, rogues use less legal means to earn their keep. When a character in-processes at an event, he gets a base income of 1 silver, plus bonus income based on several factors:
    • +1 shilling per Crafting header unlocked, and +1 shilling for achieving Journeyman and Master rank
    • +1 shilling per Tier of character's Advancement
    • +1 shilling per Knowledge Skills, and +1 shilling per rank above Novice
    • Bonus shilling based on the Income skill (General Skills List) other skills that specifically state their affect on income.
A character only receives income for events that the player has paid for. For example, if a player attends 4 events in a row—even if there are multiple events in a month—that character will earn both CP and income for those events, so long as the player has paid in full for the event. If a player wishes to earn both CP and income for an event they did not attend, they can pay 75% of the attendance fee for that event. The player must email Logistics within 7 days of the end of the event in question to qualify, and payment for the event missed must be received no later than 14 days from the end of the missed event. Example: Dan can’t make the May event, but still wants to get the CP and income for his character when he comes back in June. If the event cost $30, Dan can pay $22.50 to Logistics, and when he comes to the June event, he will get base CP and income as if he had attended the May event. If a player chooses to NPC for an entire Adventure Weekend, they can choose one of their active characters to gain 3 CP and +50% income for the event. This is a great option if you're running low on funds. Show up and play an NPC for a weekend, and you're still getting advancement for your character!! Example: Dan has earned 12 CP for his character and decided he wants to NPC for an entire weekend event. In addition to paying NO game fees, eating at reduced cost, and having a great time playing monsters and townsfolk, when he comes back the next month as a PC, his character gains 3 CP, and +50% income for his PC at the next event he attends.

The Bank of Brittanis

The props used for trade pieces and treasure is one of the biggest expenses that the game has; therefore, it is in the best interest of the game to ensure that as much currency stays in game as much possible. This is why the Bank exists. It allows players to deposit their wealth into a 100% safe and secure location where it will NEVER be stolen, and it allows the game staff to put those physical props back in the game as treasure. At the beginning of an event, a player’s tags will include a Bank Account tag stating how much is in the account. When a character turns in a deposit slip at the Bank, the amount on the tag will be changed and stamped by a Staff Member with the new amount. · The Bank will have stated In Game hours of availability that PCs can, in character, withdraw or deposit money into the Bank. · A PC can, at any REASONABLE time, deposit money into the bank by giving the money to a Staff Member and turning in the trade pieces to them.The PC will receive a tag for the deposit (deposit slip) that must be signed and stamped by the Staff Member. A Staff Member is free at any time to say they are unavailable to take deposits or that the time is not appropriate to make a deposit. Don’t expect to make a deposit unless you are in camp and the situation is calm. Deposit slips can be turned into the Bank when the bank is open. Deposit slips that are not signed and stamped by a Staff Member are invalid and will not be accepted by the Bank. It is the PLAYER’S responsibility to ensure their tags are valid. Deposit slips are considered IN GAME ITEMS and can be damaged, destroyed, and stolen like any other in game item. Only once the money is deposited does it become guaranteed. Gems may ONLY deposited by characters who have the Gem evaluated and know its value. The Bank is not an appraisal service. The Bank does not accept items other than trade pieces and gems. The bank reserves the right to decline requests for making change, based upon the availability of trade piece props at the time.