Coinage

Coinage and Taxes

A coin is a coin is a coin, and all weigh the same (50 to a pound), but some are more valuable than others, like collectors looking for those from the Old Osirion or Ancient Azlanti Empires. One trade bar equals 10 platinum pieces, one platinum piece equals 10 gold pieces, one gold piece equals 10 silver pieces and 1 silver piece equal 10 copper pieces. Different places have different images imprinted on their coinage and may use coins of a different thickness or shape. However, all kingdoms recognize and honor each other’s coins in a deal worked out by Abdar, Asmodeus, and Torag. Most faiths find it convenient to honor this deal. However, some patriots of a few nations might not want to honor coins from a rival nation. For this reason, adventurers often compress coins to remove the minted image so the coins will be acceptable. Since the weight of coins are what matters the most, many merchants buy scales to check the weight of any money paid to them. It is a common occurrence for some common folk to try and shave off the edges of a coin to get a little more value out of it. Most adventurers have enough coin that they don’t shave off the edges of them. Trade Bars are not universal, so don’t expect to find them everywhere (basically, they are my own invention and will not be found in modules or Adventure Paths). Trade bars are a way to make large amount of coinage more transportable and have it in standard amounts unlike gems and jewelry.

Coin Copper Silver Gold Platinum Trade Bar (rare)

Trade Bar 0.0001 0.001 0.001 0.01 1

Platinum 0.001 0.01 0.1 1 10

Gold 0.01 0.1 1 10 100

Silver 0.1 1 10 100 1,000

Copper 1 10 100 1,000 10,000

1 Trade Bar is worth 10 Platinum, is worth 100 Gold, is worth, is worth 1,000 Silver, is worth 10,000 Copper

When converting coinage, a moneylender may charge a 1% handling fee, minimum of 1 silver piece. Do not divide treasure and exchange coinage of lower value for less dense coinage of higher value, without first paying the money changers fees. Money Changers are common in most cities and towns so the standard 1% fee can be assumed and paid automatically when dividing treasure.

Some primitive cultures may resort to using trade beads or shells as coinage. These types of currencies are not honored, typically, in the Inner Sea region.

Minted coins often have a date and a figure stamped on them, but are almost always uniform in weight and so value. However, nations often have their own coinage. An agreement negotiated by Abadar, Asmodeus, and Torag keeps trade going with uniform acceptance of coins by sheer weight.

Taxes and tolls are charged in a haphazard manner often by troops, the police, or even rogues, who just set up a toll booth. Failure to pay these tolls can have immense to no consequences; it all depends on the situation.

Taxation is typically done annually in a census that most kingdoms and municipalities run; typically, after the harvest is brought in, so that peasants can pay their taxes in crops. Adventurers are not immune to these taxes and may find them being imposed upon them by several lands that they travel though. The penalties for failure to pay these taxes can vary with the kingdom or municipality involved. It is commonly accepted that temples are immune to taxation. In return healing is given freely to police, soldiers, town guard, and city officials when asked for it; within reason (normally a maximum of six spells per person per day), rarely are player characters offered this free healing. Members who share the same religion can usually count on support from their temple, but even temples need to make a profit, so adventurers are expected to pay for services rendered whenever possible. Knowing when it is tax time is a DC 10 Knowledge (Local) check and it may be made untrained.

Many temples expect a tithe of some kind to be paid by their regular worshipers. Peasants typically pay in crops and goods while merchants may pay in goods, services, or coin. Some characters may wish to pay a tithe to their church; they can pay at any temple and can expect support from any temple for their patronage (typically antipaladins, clerics and paladins). A character who regularly tithes to their religion is given a chit by those in charge to show that they have tithed and are entitled to some free healing or a possible discount on higher level spells (like restoration, or raise dead).

Adventurers have some unique ways of avoiding taxation; they can trade in favors. Bounties paid for monster kills, services performed, spells cast, and other favors performed can be “requested” by a nation in return for forgoing the taxes owed, or they might just be demanded by more powerful nations. Setting up a relationship where a group of adventures can avoid taxation is a Knowledge (Nobility) 10 check and then a DC 10 Diplomacy check must be made to actually set up the deal.

Celebrity and notoriety can cause minor services, drinks or food to be given or taken for free, but don’t expect it, unless you know the parties involved, fame is fickle.

Military service, or service of some type is almost considered universal. Many nations impose terms of service on their citizens in the military, the town watch, or in the fields. Some nations like Cheliax, Keleshite and Taldans use slaves, most good aligned nations agree that slavery is immoral. Geb is unique in that it uses an undead labor force for growing its crops and other duties, like front-line troops. Knowing if a nation relies on slaves is a DC 10 Knowledge (Local) skill check, that can be made untrained. When wars break out, or insurrection, then adventurers may find themselves conscripted. Avoiding this conscription is a DC 15 Diplomacy check, however with a DC 12 Knowledge (Nobility) check a method can be found to conduct an exchange of favors in lieu of service. Sometimes threats of conscription might be made to get a favor done. All young adults are offered and expected to serve a term for the government, typically a year. During this time a feat can be earned. See Militia Training for more information. A character can avoid public service and forgo the extra feat in favor of two additional traits.