The basic unit of exchange is the gold piece (“g.p.”). There are coins of lesser and greater value, and these are shown on the table below.
Thus:
200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
Your character will most probably be adventuring in an area where money is plentiful. Think of the situation as similar to Alaskan boom towns during the gold rush days, when eggs sold for one dollar each and mining tools sold for $20, $50, and $100 or more! Costs in the adventuring area are distorted because of the law of supply and demand—the supply of coin is high, while supplies of equipment for adventurers are in great demand.
Large sums of lower value coins can be changed to a smaller number of larger value coins, and vice versa, at a relatively small cost—typically 3% of the transaction. This is done at the money changer’s. The money changer will also score as a banker, keeping funds and giving a marker to vouch for the amount Note that bankers will not usually give any interest.
Bankers will give loans according to the reliability, renown, status, and material possessions of the individual.
An unknown and low-level character is unlikely to get a loan without giving security for the value of the amount borrowed. Furthermore, the interest rate will be high—typically 10% per month or even 5% per week.
A well-known and propertied character can typically get large loans at relatively low interest—1% per week or thereabouts.
Jewelers, and gem merchants, will buy and sell jewelry and gems. The buying price will usually be 20% under the actual value of the piece or stone.
Characters should carefully shop around whenever possible to determine which establishment offers them the best value.