Ways to Spend and Save Money The economies of campaign worlds vary widely. At the most primitive level, money is an unknown concept—”economics” is a matter of finding someone with the proficiency to do a certain task, and then bartering, persuading, or cajoling him to do it.

In a more typical game environment, however, characters will have means of counting their money, and an interest in acquiring as much of it as they can get their hands on.

But what to do when that treasure sack gets too heavy to carry around? Of course, a character can always convert silver to gold, and then gold to gems, as a means of keeping his money portable. For those players who want to take a little more practical approach to the problem, here are some suggestions:

Moneylending

As explained under Debts, above, a character’s wealth includes those funds owed him by other characters. Whether he wants to charge interest, a character can keep a large sum of money in his own name by allowing someone else to use it for awhile.

There are, of course, risks. Even the most trusting character will want to get something in writing (which may entail finding a scribe or some formal witness). Then there is the matter of the debtor’s honesty, not to mention the misfortunes that might befall the fortune. Still, by lending his money and taking an I.O.U in exchange, a character relieves himself of the need to cart all that treasure around.

Entrepreneurism

The entrepreneurial spirit exists in virtually every environment where money is a quantifiable entity. In a campaign, the entrepreneur is anybody who spends his money on a risky venture that stands a chance of making him a greater return than his initial investment.

There are several means of doing this—a player needs to decide if he wants his character involved in the daily work of the venture, or if he wishes to give his money to a trusted NPC and see what happens.

A character can offer to sponsor a talented NPC (or PC, for that matter). If an apprentice displays a great deal of pottery skill, the sponsor might buy him a wheel, clay, dyes, and a small shop in which to work. In return, the potter would pay a portion of his earnings to his sponsor—either on an ongoing basis, or until the debt and interest have been paid off.

Other subjects of sponsorship can include entertainers—jugglers, minstrels, acting companies, and the like—merchants (see
Trading, below), and any character who would like to open a small shop or tavern of his own.

Business opportunities also can be found in many campaign worlds. Whether a player wants to open his own business, or pay for another character to take his chances, money can be spent to set up shops, inns, ferry and other transport services, and so on. Virtually any kind of service or goods in the campaign world will require some initial investment before a PC or NPC can get started.

Charity

Charity is not an investment in any calculated financial sense, but it can pay big dividends to a generous player character. Anyone who makes a practice of sharing his wealth with those less fortunate will earn a deep and lasting sense of gratitude from those he helps. The archetype of this role, of course, is the legendary figure of Robin Hood.

This gratitude can be manifest in many ways. If fortunes reverse, a formerly-wealthy character can find that those he once aided are now willing to aid him in return. Too, those who benefit from a PC’s charity will tend to regard their benefactor quite protectively. They will pass along information about the plans and intentions of the PC’s enemies, and even seek to thwart those plans by diversion, pretended ignorance, and so forth.

Scutage

This medieval form of debtorship represents a payment made by a knight or other character who owes fealty to a higher lord. In lieu of joining the ruler’s current military campaign, the character can pay a scutage fee. Often the king will welcome a payment of gold or gemstones even more than he would the services of one more blade. Alternately, if the PC is the ranking character, he can find his coffers swelled by the ranks of his followers who have more important things to do than help him slay the pesky dragon, or drive off the marauding orcs.

The exact terms of scutage must be negotiated. Relevant factors will include the dangers of the contemplated campaign, the wealth of the underling, and the need of the ruler to have help. Also, scutage may be demanded after the fact—if the knight didn’t show up when he was expected, the king will probably come to see him after the campaign. In this case the scutage fee will be significantly higher than the previously negotiated settlement.

Trading

One of the most time-honored means of making money involves taking something a character has in plenty, and carrying it where that plentiful item is in great demand. Ideally, the character then gathers some cargo that will draw high prices when he returns home. Trading missions can occur over land or water.

A character may contribute money to a sea captain who’s planning to carry a load of local wool, wine, and dye across a small sea. On the far shore, the seaman will barter for spices, silk, and steel. When he returns and sells those goods locally, all the investors will ideally receive their share of the profits.

The trials and tribulations faced by such traveling merchants are too numerous to count. Ships sink, sandstorms scatter desert caravans, and bandits prey on weakly-defended parties.

Trading expeditions can make splendid adventures, if the players are interested in sending their characters on such a trek. Alternately, a wealthy PC can put his funds at the disposal of a reputable sea captain or merchant and see what kind of profits or losses result. The DM will need to adjudicate these attempts, factoring in distance traveled, risks of weather, terrain and banditry, and the relative worth of the goods in their points of departure and arrival.

For example, a character gathers the funds to purchase 100 mules, 100 pack saddles, and 400 bolts of fine wool. His journey will take him over a mountain range and through a forest known to contain goblins. If the PCs accompany the caravan, the DM could present attacks by griffons in the heights, several harassing attacks by goblins, one major ambush, and a challenging river crossing. Each of these might cost the caravan one or more mules, and several loads might be lost in the river even if the mules make it across. When the caravan reaches its destination, the characters can also role-play the bartering of the wool for other goods or treasure. In the end, the profit or loss of the mission will be a matter of gaming adventure.

Alternately, the character might fund a group of NPCs to perform this mission. The DM will then judge the risks and losses of the mission, as well as the honesty of the NPCs. After a suitable period of game time has passed, those NPCs will (hopefully) show up at the PC’s home base to give him his profits.

Disposition of Wealth—Example

Gronyard, a mighty warrior, returns from an extended adventure during which he

rescues the daughter of the king from an evil dragon, slays the dragon, and acquires some 12,000 gold pieces worth of treasure—gems, coins, and a precious artifact, a comb of gold, studded with diamonds.

Upon his return to civilization, Gronyard is made a baron by the king, who is tremendously grateful that his daughter was spared. The title includes a large house that is in need of some repair, but does not include ownership of any significant lands.

Up to this point, Gronyard can cash in some of his treasure for character points—4,000 gp for each point. However, he decides not to do this. Instead, he invests 2,000 to fix up the house, and another 5,000 to buy a large swath of prime farmland. He decides to keep the golden comb (worth about 3,000) as his portable treasure, which leaves him another 2,000 gp as spendable assets.

With that money he invests in a caravan of goods which can travel through the newly opened mountain pass (now that Gronyard has slain the dragon that used to block the way.)

If Gronyard now decides to buy a character point, the cost will still be 4,000 gp because he can’t divest himself of liquid assets just before making this trade.

Gronyard also has some intangible wealth, in that the king is still going to be grateful for his daughter’s life. If Gronyard needs a hand, chances are that the king will remember this debt. On the other hand, the king will also remember Gronyard as a mighty warrior—if the monarch needs a stalwart battle captain, he may demand Gronyard’s services. If our hero is unwilling (or perhaps unable, for example if he accompanied his goods caravan), than he might have to pay a significant scutage fee—perhaps even handing over his treasure golden comb!

As the year passes, Gronyard’s wealth will change. His house and lands will require upkeep, and servants will have to be paid. Still, his tenants might provide him with tax income, or his trading caravan might return with goods worth two or three times his initial investment!

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