Chapter 5: MONEY AND EQUIPMENT
 
 
Established Currency Regular Currency and Barter Irregular Currency and Barter Pure Barter Coins
Barter Units Starting Money - Gajin and Rates of Exchange Equipping the Character
Equipment Lists - - - Oriental Adventures

Living requires money and the inhabitants of Kara-Tur are no exception to this rule. Indeed, maintaining
the lifestyle and tastes of a refined noble demands money. Such characters are commonly expected to support
and contribute to the arts, field powerful armies, provide for the needs of their followers, build necessary public
works, maintain a household appropriate to their rank, and freely give gifts for numerous occasions. Even those
of lesser status feel the regular need for money--new clothing, better equipment, new lodgings, and artistic tastes
all improve the position of the character.

However, the lands of Kara-Tur are broad and varied with many divergent cultures and histories.
Different traditions have arisen in different lands. The vast empire of Shou Lung is blessed with a strong central
government and can exert its authority to do what perhaps can be done nowhere else in the world - print paper
money. The loosely held-together rule of T'u Lung mints regular coinage while the titular empire of Kozakura
freely uses the coins of others. Still further on the edges of civilization, the various warlords occasionally mint
coins. Beyond even this slight ken of civilization, barbarian tribes live their entire lives without seeing or using
a minted coin. For them, barter and direct trade are the only forms of exchange. Thus, at different points
throughout Kara-Tur the following monetary systems can be found in use:

Established Currency: The government issues and controls the minting of coins ensuring that they are
of uniform size and shape. Although the coins can be melted down for some value, the result will be less than
the original coins. They are honored by merchants because they are backed by the imperial treasury and are
known to be worth a set amount of goods (one coin can buy [x] amount of rice, fish, cloth, work, etc.). This
confidence allows the government to issue paper money for much larger amounts than what its true value
represents. Officials may oversee the prices of market goods (to prevent inflation). Barter, though uncommon, is
still used. Taxes can be paid in grain and other such commodities. Haggling over prices should be expected for
larger purchases within the character's budget.

Regular Currency and Barter: Coins are minted and used, although not always regular in size or
shape. Values are not absolute and the value of the coin more directly represents the value of its own worth. A
silver piece's value depends on the value of silver and the amount of silver the coin contains. A coin is usually
worth [x] amount of goods or service but weighing coins to determine their value is not uncommon. Larger
purchases are often made by barter - directly exchanging goods of equal value. Land may be bought by payment
in gems, art treasures, services, or a share of a crop for a length of time. Haggling is common since prices can
fluctuate greatly.

Irregular Currency && Barter: Coins may or may not be minted. If they are, they are often irregular
in size and shape. Coins from foreign lands are used without prejudice. All coins are only worth the amount of
precious metal they contain. Paper money is useless. Goods and services are often bought by barter. There are
often semi-fixed units of barter - a sheep is known to be worth so much, a horse has a general value, etc. The
bushels of rice a man harvests or collects in a year are seen as personal worth since he can use these to buy
things. However, since items of barter are unwieldy to carry around, written contracts are often made, the buyer
signing over a certain portion of his harvest to be collected at a later date. Thus, a man's wealth is measured by
the goods he owns, the goods he can make or grow, and the contracts he holds. Legal systems are designed to
enforce the honoring of contracts and the fulfillment of obligations.

Pure Barter: A man's wealth is measured purely by the goods he owns and can trade for other things.
This is most common in the uncivilized lands. Contracts are generally not drawn up (either written or verbal).
Purchases are made by giving the seller something of equal value. Haggling is a must, since nothing has a set
value. The value of any item is only set by how much the buyer is willing to give and how little the seller will
accept. Legal systems are generally not very formal. A man's reputation as an honest dealer, cheat, simpleton,
liar, or hard bargainer greatly influence how much people are willing to pay or receive from him.

Characters will normally find themselves only having to deal with one of these systems, unless they
undertake great journeys. The particular system used depends on the area of the DM's campaign. Furthermore,
the DM can choose to use the monetary system he feels is simplest, so as not to slow down or complicate play.

Coins:

Unlike the other AD&D game rules, (with its use of copper, silver, and gold) characters in
Kara-Tur use copper, silver, and paper currency. Gold, although quite valuable, is not considered a proper form
of currency. Rather, this metal is reserved for artistic and craft purposes.

The following are the standard coins of Kara-Tur. The names given can be used regardless of the area
the player characters are in. However, the DM can change the values of the coins from land to land, based on
the rate of exchange, or the desirability of coins, etc.

Copper coins are the most common form of coinage.
There are two types, the fen and the yuan.
    * The fen is the lowest in value.
    * The yuan is next in value, equal to five fen.
Each coin is pierced through the center.

Groups of coins are threaded on strings, normally in amounts of 50 to 100. Called cash strings, they are
normally carried tucked in the sleeve. This simplifies both the carrying and counting of the coins.

A ch'ao is a paper note. One ch'ao is equal to 100 fen or 20 yuan. Ch'ao come in various amounts - one,
ten, and 100 notes being the most common. Ch'ao, because they are easy to handle, are preferred when dealing
in amounts of 100 fen or greater.

Silver is minted in two forms - the tael and the ch'ien.
    * The tael is a coin much like the fen - pierced in the center and often carried on cash strings. One tael is equal to 100 fen, 20 yuan, or one ch'ao.
    * The ch'ien is minted as a small bar or miniature ingot. It is equal to 10 ch'ao, 10 tael, 200 yuan, or 1000 fen.
        Ch'ien are rarely used in everyday transactions, since they can be awkward to carry: They are often hoarded for times when the value of copper and paper money falls.

Table 43: Currency Values
1 Fen 1 yuan 1 Ch'ao 1 Tael 1 Ch'ien
- 5 fen 100 fen 100 fen 1000 fen
- - 20 yuan 20 yuan 200 yuan
- - 1 tael 1 ch'ao 10 ch'ao
- - - - 10 tael

Barter Units: In addition to currency, many of the lands of Kara-Tur make use of barter. Indeed, their
use of barter has become quite common, leading to the institution of barter units. A barter unit is a set amount of
goods (rice, cloth, horses, etc.) that is seen as having a specific value. A farmer measures his yearly income in
barter units of rice (called koku), a nomad's wealth is reflected in the number of horses he owns, a merchant
deals in bolts of cloth, and so on. Each man knows the general value of his goods and what he can expect to
trade for them.

To assist both the players and the DM, the values of barter units are generally fixed as given below.
The koku is a measure of the rice required to feed one person for a year. It is approximately 5 to 6
bushels. This assumes a subsistence living and little more. Bolts of cloth contain 20 yards of material.
The actual buying power of livestock and bolts of cloth can vary greatly depending on quality.
Obviously well-fed and healthy horses are more valuable than old and sickly ones. Likewise, cloth of fine
workmanship, bright colors, intricate weaves, or elaborate dye patterns can fetch higher prices than those listed
here.

Table 44: Barter Units Standard Value
Barter Unit  Standard Value
Koku  5 ch'ien
Sheep, goat 5 tael
Horse  2 ch'ien
Cloth, common bolt 1 ch'ien
Cloth, silk bolt 3 ch'ien

Starting Money

In relation to the norms of the population, PCs are considered to be unusual people. They
are, after all, more daring, more resourceful, and live more exciting lives than the average person. In addition to
their abilities and statistics, they have also managed to accumulate more capital than is normally the average.
But after all, this is necessary, since their expenses are greater than normal.

To determine the starting funds of a character, find the character class below and then roll the
appropriate dice. The result is the amount of money the character has available to purchase equipment. This is
in addition to anything the character may have received as a birthright.

If the DM's campaign is set in an area that uses barter and money or barter exclusively, the DM should
translate the amounts of cash each character has into appropriate barter units. Any cash sums left over should be
rounded to the nearest barter unit.
 
Table 45: Initial Character Funds Character Class Cash
Samurai 2-12 ch'ien & 1-19 tael (ch'ao)
Shukenja 1-5 tael (ch'ao) & 2-20 yuan & 1-100 fen
Monk 4-40 yuan & 2-200 fen
Sohei 1-10 tael (ch'ao) & 4-40 yuan
Kensai 1-4 ch'ien & 1-10 tael (ch'ao)
Oriental barbarian 1-6 tael (ch'ao) 8 1-100 yuan
Bushi 1-4 tael (ch'ao) & 4-40 yuan & 2-200 fen
Wu Jen 1-3 ch'ien & 2-20 tael (ch'ao)
Ninja * 1-2 ch'ien
Yakuza 1-3 ch'ien & 2-20 tael (ch'ao)

* This amount is in addition to any cash the character receives from his other character class.

Gajin and Rates of Exchange

If the DM runs a campaign which includes contact with the gajin, sooner or later characters will be
bringing money from the gajin world to Kara-Tur and vice versa. Since the coinages are different in the two
realms, the DM and players need to figure the rates of exchange.

Along established caravan routes and in major trading ports, the character can make use of
moneylenders who do business in exchanging the two types of coins.

When trying to spend foreign money, the character encounters several problems. For starters, the ch'ao is
worthless except as an oddity outside of Kara-Tur (and even in some areas of Kara-Tur!). Before traveling to
gajin lands, the character is well-advised to convert his ch'ao to something more substantial!

When bringing foreign money into Kara-Tur, characters will not be able to use gold coins for purchases,
since they are not accepted currency. They can, however, sell these coins (because they are gold) at the going
price of gold. Gold prices typically range from 2-7 tael per gold piece. This is affected by many factors,
including the amount of gold on the market, the purity of the gold (gold coins are generally not too pure in
content), and the amount of gold the character is selling. This last is important, since selling a large amount of
gold at once will drive down the price a character can get (i.e. flooding the market). Silver coins are somewhat
smaller and of poorer quality than those found in Kara-Tur. Since they are foreign, they are not desired by
merchants. Characters are normally able to get 8 to 13 (1 d6 + 7) fen for each silver piece. Copper pieces are
somewhat more standard and characters can normally get one fen for every two copper pieces.

When taking money out of Kara-Tur, characters face additional problems. Lands with established
currency attempt to keep their coins within their own lands, since minted coinage leaving the country is bad for
the economy. Exporting coins is considered smuggling and is a criminal offense. However, should characters
manage it, they will find the coins of Kara-Tur more readily accepted (other lands lacking a strong currency
system). One fen is equal to one copper piece. A yuan is also equal to one copper piece. A tael generally fetches
4-14 (2d6 + 2) silver pieces. A ch'ien is worth 2-8 gold pieces. Thus, it is possible for characters to gain or lose
money (buying power) by speculating in coins. The Value and Exchange Table shows the absolute values of
various coins and their general exchange rates.

Table 46: CURRENCY EXCHANGE RATES
Currency Type Real Value Exchange Rate
Fen 1 copper piece 1 copper piece for 1 fen
Yuan 5 copper pieces 1 copper piece for 1 yuan
Tael 10 silver pieces 2-12 silver pieces for 1 tael
Ch'ien 100 silver pieces or 5 gold pieces 2-8 gold pieces for 1 ch'ien
Copper Piece 1 fen 1 fen for 2 copper pieces
Silver Piece 10 fen or 2 yuan 8-13 fen for 1 silver piece
Electrum Piece 100 fen or 20 yuan or 1 tael Market value of metal
Gold Piece 200 fen or 40 yuan or 2 tael Market value of metal
Platinum Piece 1000 fen or 200 yuan or 10 tael or 1 ch'ien Market value of metal

Notes Regarding Currency Value and Exchange Table

Currency Type lists the type of coin the character wishes to exchange.

Real Value is the absolute value of the coin exchanged to its equivalent in the other land.
This is figured as if the two currencies were absolutely identical and exchanged at perfectly equal rates.

Exchange Value lists the normal rate of exchange the character can expect from merchants and
moneylenders. This is normally given as a die range, allowing for the character to receive less or more than the
real value.

Market Price of Metal indicates the coin has no equivalent in the other land and is not accepted as
normal currency. In these cases the character has to make a deal for the amount of currency he receives for the
coin.

Q: What is the conversion rate between
non-Oriental gold pieces and
Oriental tael and ch?ien? What about
copper, silver, electrum, and platinum
pieces?

A: Table 46 (page 38) gives conversion rates.
Gold, electrum, and platinum are not
accepted as currency in Kara-Tur, so these
coins must be sold for the market value of
the metal in them. The market value of
one gold piece is 2-7 (1d6 + 1) tael (see page
38). Extrapolating, a platinum piece is
worth 11-30 (1d20 + 20) tael. The market
price of gold and platinum varies independently,
so it is possible for the price of
platinum to be low while the price of gold
is high. Electrum is mostly gold, so its
price varies with the price of gold: an
electrum piece is worth half the current
value of a gold piece.
(151.58)

Equipping the Character

After a character is created, it is important to equip him. Without equipment, the character often finds
himself at a great disadvantage! There are many things the character will need or want- weapons, armor, food,
clothing, horses, and various other items. Initially, the character is not likely to get everything he wants- he
simply does not have enough money. This, however, is not bad, since it provides the perfect reason for the
character to adventure!

Given below is a list of the common equipment a character will want to purchase. The prices given are
figured using established currency. Characters can also purchase this equipment through barter units, using the
value of the barter units already given.

The equipment list is by no means complete. It merely covers those items and services most frequently
used by adventuring characters. The DM can freely add items to this list if they are needed. The DM can also
change the price of any item, should there be some sound reason in the campaign (scarcity, quality of
workmanship, etc.). The DM can also rule that some items on this list are not available in areas of Kara-Tur.
Obviously such items cannot be purchased.
 

Table 47: BASIC EQUIPMENT AND SUPPLIES COST

ARMOR


 
Armor Cost
Banded 5 ch'ien
Buckler 5 yuan
Chain 5 ch'ien
Do-maru * 5 ch'ien
Haidate * 1 ch'ien
Hanburi 1 tael
Hara-ate * 1 ch'ien
Hara-ate-gawa * 5 tael
Haramaki *  2 ch'ien
Haramaki-do * 3 ch'ien
Helmet, small 2 tael
Hide 8 tael
Horo * 2 tael
Jingasa (war hat) 1 tael
Kabuto (great helm) 5 ch'ien
Kote * (armored sleeves) 8 tael
Leather 2 tael
O-yori (great armor) 20 ch'ien
Padded 1 tael
Ring 1 ch'ien
Scale, leather 4 tael
Scale, metal 2 ch'ien
Shield, large 2 tael
Shield, medium 30 yuan
Sode, pair *  8 tael
Splinted 4 ch'ien
Studded 8 tael
Sune-ate * 5 tael
* Indicates armor piece, not complete suit

ARMS
Weapon Cost
Arrow, armor piercer 5 yuan
Arrow, frog crotch 10 yuan
Arrow, humming bulb 10 yuan
Arrow, leaf head 1 tael
Arrow, normal 2 yuan
Axe, battle 5 tael
Axe, hand or throwing 2 tael
Blowpipe 2 yuan
Bo stick 2 fen
Boku-toh (wooden sword) 6 yuan
Bow, composite short 1 ch'ien
Bow, short 5 tael
Chain 10 yuan
Chijiriki * (spear & chain) 6 tael
Chu-ko-nu (repeating crossbow) () 3 ch'ien
Crossbow, heavy 8 tael
Crossbow, light 1 tael
Dagger 1 tael
Daikyu (great bow) 10 ch'ien
Dart, blowpipe 1 fen
Dart, thrown 8 yuan
Fang (goad) 1 tael
Gunsen (iron fan) 4 tael
Halberd 1 ch'ien
Hankyu (little bow) 1 ch'ien
Javelin 1 tael
Jitte 10 yuan
Jo Stick 1 fen
Kama (sickle) 1 tael
Katana & scabbard 10 ch'ien
Kau sin ke (whipping chain) 1 tael
Kawanaga (grappling hook) 5 yuan
Kiseru (iron pipe) 50 yuan
Kumade (climbing rake) 1 tael
Kusari-gama (sickle & chain) 3 tael
Kyoketsu-shogi 1 tael
Lajatang 7 tael
Lance (light horse) 3 tael
Man catcher 6 tael
Metsubishi (pepper blower) 2 tael
Nagimaki (horseman's glaive) 6 tael
Naginata (footman's glaive) 8 tael
Needle 3 fen
Nekode, pair (climbing claws) 3 tael
Ninja-to & scabbard (sword) 4 tael
Nunchaku 1 tael
Parang (machete) 15 yuan
Pellet bow 5 tael
Quarrel, single 1 yuan
Quarrel, two dozen 1 tael
Sai 10 yuan
Sang kauw 1 ch'ien
Shaken 2 tael
Shakujo yari (concealed spear) 5 tael
Shikomi-zue 7 tael
Shuriken, spike 4 yuan
Shuriken, star, large 1 tael
Shuriken, star, small 6 yuan
Siangkam (metal arrow) 2 tael
Sling 2 yuan
Sling, staff 5 yuan
Sling/pellet bow bullets, score 10 yuan
Sode garami (sleeve entangler) 5 tael
Spear 3 tael
Sword, broad & scabbard 4 tael
Sword, long & scabbard 6 tael
Sword, short & scabbard 3 tael
Sword, two-handed 2 ch'ien
Tetsu-bishi (caltrops) 5 yuan
Tetsubo (iron staff) 2 tael
Three-piece rod 2 tael
Trident 5 tael
Tui-fa 5 yuan
Uchi-ne (small javelin) 3 yuan
Wakizashi & scabbard (short sword) 6 ch'ien
Whip 1 tael

CLOTHING
Clothing Cost
Boots, high hard 5 yuan
Boots, high soft 3 yuan
Cap 8 fen
Cloak, cloth 1 tael
Cloak, fur 4 tael
Gloves 5 yuan
Hat, fur 2 yuan
Hat, straw 2 yuan
Loincloth 1 fen
Outer robe (ho, happi) 4 yuan
Raincape, straw (mino) 1 yuan
Robe, cotton (kosode, kimono) 2 yuan
Robe, fur trimmed 3 tael
Robe, silk (kosode) 3 tael
Sandals 4 fen
Sash or belt (obi) 1 yuan
Tabi (boot/sock) 5 yuan
Trousers, cotton (hakama) 3 yuan
Trousers, woolen 1 tael
Turban 2 yuan
Vest, fur 2 tael
Vest, silk 1 tael

LIVESTOCK
Livestock Cost
Canary 5 tael
Cat 2 yuan
Chicken or rooster 3 fen
Cricket, fighting 1 tael
Dog, guard 5 tael
Dog, hunting 3 tael
Dog, lap 8 tael
Donkey 1 ch'ien
Dove 5 tael
Elephant, war 50 ch'ien
Fish, ornamental 2 tael
Goat 5 tael
Hawk, fledgling 5 ch'ien
Hawk, trained 20 ch'ien
Horse, draft 15 tael
Horse, heavy war 5 ch'ien
Horse, light war 25 tael
Horse, medium war 3 ch'ien
Horse, riding (light) 2 ch'ien
Monkey 8 tael
Nightingale 1 ch'ien
Ox 2 ch'ien
Peacock 6 tael
Pony, riding 15 tael
Pony, war 2 ch'ien

MISCELLANEOUS EQUIPMENT
Equipment Cost
Backpack, wicker 5 yuan
Basket, large 4 yuan
Basket, small 2 yuan
Blanket, coarse 1 yuan
Candle, tallow 3 fen
Chest, Armor 5 tael
Chest, common wooden, large 3 tael
Chest, common wooden, small 30 yuan
Chest, quality, large 1 ch'ien
Chest, quality, small 6 tael
Chopsticks, laquered 4 yuan
Cloth, cotton bolt 1 ch'ien
Cloth, silk bolt 3 ch'ien
Cord, 10' 2 fen
Eggshell grenade, dust * 10 yuan
Eggshell grenade, flashpowder * 3 tael
Eggshell grenade, pepper * 1 tael
Eggshell grenade, poison smoke * 1 ch'ien
Fishhook 2 yuan
Fishing net, 10' 1 tael
Goza (straw mat) 10 yuan
Ink, brush, and inking stone 3 tael
Lantern, hooded 5 tael
Lantern, paper 2 tael
Mirror, small metal 1 ch'ien
Oil, flask of 3 yuan
Paper, writing, 10 sheets 4 tael
Pot, iron 6 yuan
Quiver, 2 dozen arrows cap.  1 tael
Rope, hemp 50' 10 yuan
Rope, silk 50' *  5 ch'ien
Signal rocket 1 tael
Standard, flag, sashimono 2 tael
Sword stand 1 ch'ien
Tent, large 2 tael
Tent, small 1 tael
Thieves picks and tools 1 ch'ien
Tinder box, flint and steel 8 yuan
Tobacco pipe 5 yuan
Tobacco, 1 lb. 1 tael
Tool, common 10 tael
Torch 1 fen

PROVISIONS
Item Cost
Beer, jar 2 yuan
Food, banquet 1 tael
Food, common meal 1 yuan
Food, exotic 4 tael
Food, poor 2 fen
Grain, horse 1 day 10 yuan
Pepper/spices, 1 lb. 10 yuan
Rice, koku 5 ch'ien
Ricecake, 1 week's rations 15 yuan
Sake, jar 5 yuan
Tea, 1 lb. 1 tael

RELIGIOUS ITEMS
Item Cost
Beads, prayer 1 yuan
Bell, small 3 yuan
Bell, temple 50 ch'ien
Gong 1 ch'ien
Incense, stick 3 fen
Paper, prayer strip 1 fen
Symbol, holy (unholy) 1 tael
Wheel, prayer 3 tael

SERVICES, COMMON
Service Cost
Acrobats, per performance 3 yuan
Actors, per performance 5 yuan
Chef, per banquet 10 yuan
Clerk, per month 7 tael
Courier, per day 2 yuan
Dancers, per performance 3 yuan
Gardener, per month 6 tael
Lantern bearer 1 fen
Lodging, common or small village 4 fen
Lodging, good inn 6 fen
Messenger, in town 2 fen
Mourners 1 fen
Musician, per performance 3 yuan
Servant, one month 5 tael
Stabling, one night 3 fen

TACK AND HARNESS
Type Cost
Barding, half chain 10 ch'ien
Barding, elephant, leather 20 ch'ien
Barding, full leather or padded 2 ch'ien
Barding, half brigandine 5 ch'ien
Barding, half padded 1 ch'ien
Barding, half metal scale 8 ch'ien
Bit and bridle 2 tael
Harness and feed bag 15 yuan
Horse yoke 4 tael
Howdah 5 ch'ien
Ox yoke 3 tael
Saddle bags, large 1 tael
Saddle bags, small 15 yuan
Saddle blanket 1 yuan
Saddle, pack 5 tael
Saddle, riding 8 tael

TRANSPORT
Vehicle Cost
Barge, large 300 ch'ien
Barge, small 100 ch'ien
Boat 20 ch'ien
Canoe, small 3 ch'ien
Canoe, war 8 ch'ien
Chariot, riding 50 ch'ien
Chariot, war 100 ch'ien
Junk, large 500 ch'ien
Junk, small 300 ch'ien
Junk, war 800 ch'ien
Ox cart 5 ch'ien
Palanquin 5 ch'ien
Wagon 20 ch'ien

Q: What are the movement rates for
Oriental watercraft? What are the
movement rates for Oriental land
vehicles?

A: Oriental watercraft have the same
speeds as their western counterparts (see
the Wilderness Survival Guide, page 44,
Table 25). The same holds true for land
vehicles — when they are available.
Wheeled vehicles were rare in most of the
ancient and medieval Far East and virtually
nonexistent in Japan until the modern
era arrived.
(122.42)

Q: What are the encumbrance values
for Oriental equipment?

A: Use the figures for the nearest western
equivalent. Rope or clothing, for example,
weighs the same no matter where it's
made. Grenades are about the size and
weight of a vial of holy water.
(121.24)
 
 



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