Economy

This page consolidates all economic information for OSwR—what things cost, what adventurers earn, and how gold flows through the game.


Currency

Standard: 1 gold piece (gp) is the default unit.

Coin Value
Copper (cp) 1/100 gp
Silver (sp) 1/10 gp
Gold (gp) 1 gp
Platinum (pp) 10 gp

Wages baseline: 1 gp/day for unskilled labor. This anchors all other prices.

Encumbrance: 100 coins = 1 slot. Carrying wealth is a logistical problem.


XP & Treasure

1 XP per 1 GP of treasure recovered from dangerous locations.

This is the primary advancement engine. See Advancement for full XP rules.


Banking & Storage

Temples, guilds, and money-changers will store gold securely. Depositing is free. Withdrawing costs a fee.

Institution Withdrawal Fee Notes
Temple bank 10% Excellent security. Divine protection.
Guild bank 10% Good security. May require membership.
Money-changer 10% Also exchanges gems and foreign coin.

Long-term storage: If gold is left for at least one month, withdrawal is free. This encourages adventurers to deposit and go adventuring rather than constantly dipping in.

Loans: Available at 10% interest per month. Loans over 5 gp require collateral worth twice the loan value.

Hidden caches: You can bury or hide treasure yourself. No fee, but the Referee may roll for discovery if enemies learn of it or significant time passes.


Training Costs

Levelling grants capacity. Unlocking abilities costs gold and time.

Training Time Cost
Feat (any) 1 week 500 gp
Ability increase Free

Magic-User Costs

The 100 gp/day principle: Arcane work costs 100 gp per day.

Activity Time Cost
Copy spell from source 1 day/tier 100 gp/tier
Learn from mentor 1 day/tier 100 gp/tier + quest
Research spell 1 week/tier 700 gp/week
Backup own spell 1 hr/tier 50 gp/tier
Spellbook (blank, 20 capacity) 200 gp

See Spellbooks & Research for full rules.


Cleric Costs

Clerics don’t use spellbooks - they receive spells through divine connection. But maintaining that connection requires ongoing sacrifice.

Tithes (Required)

Clerics must give 10% of all treasure to maintain divine favor. This is not optional - a Cleric who fails to tithe will find their spells no longer function until the debt is paid.

Cleric Type Tithe To Form
Hallowed Temple Donations to temple works, charity
Druidic Nature Offerings at sacred sites, releasing animals, sacrifices, community feasts

Hallowed Clerics give to their temple institution. The gold supports the faith’s works.

Druidic Clerics return wealth to nature. Gold is consumed, scattered, or given away - offerings at standing stones and sacred groves, releasing captive animals, burning goods as sacrifice, feasting the local community. The treasure goes back rather than to an institution.

Pious Offerings (XP)

Clerics may give beyond their tithe to gain XP, as an alternative to carousing.

Cleric Type Where Maximum
Hallowed Temple/Cathedral Settlement limit
Druidic Sacred site Referee discretion

Spend gold on offerings, gain equal XP. No mishap roll - the divine accepts your sacrifice.

Settlement limits: Village 100 gp, Town 500 gp, City 2,000 gp.

Non-Clerics may donate to temples, but don’t gain XP - they’re patrons, not faithful.

Equipment

Item Cost
Holy symbol (wooden) 1 gp
Holy symbol (silver) 25 gp
Holy symbol (gold) 100 gp
Consecrated water (flask) 25 gp
Prayer book / scriptures 50 gp
Vestments (simple) 10 gp
Vestments (ceremonial) 100 gp

Temple Services

Temples offer healing and other services—for a price. Divine magic isn’t free; these costs support the temple and its works.

Tier Base Cost Example Services
1 100 gp Cure Light Wounds, Bless, Detect Evil
2 200 gp Hold Person, Resist Elements, Silence
3 500 gp Cure Disease, Remove Curse, Dispel Magic
4 1,000 gp Cure Serious Wounds, Neutralize Poison
5 2,500 gp Raise Dead, Commune, True Seeing
6 5,000 gp Heal, Regenerate, Restoration

Prices vary. These are base costs. Actual prices depend on temple relationships, local demand, the recipient’s standing with the faith, and circumstances. Faithful members, those who have done service, or adventurers pursuing the temple’s goals may receive discounts. Strangers or those of opposing faiths may pay more—or be refused entirely.

Unavailable: Not all temples offer all services. Small village shrines may only provide Tier 1-2 spells. Higher-tier magic requires a major temple and a high-level priest—if the temple permits it at all.


Hirelings & Retainers

Type Cost Notes
Unskilled hireling 1 gp/day Torchbearer, porter. Won’t fight.
Skilled hireling 2-5 gp/day Craftsman, guide, healer.
Mercenary 3-5 gp/day Armed guard. Won’t enter dungeons.
Retainer 2-5 gp/day + half share Adventuring companion. Shares risk.

Wergild: 50 gp per level of the deceased retainer, paid to their kin if they die in service.


Services

Service Cost
Inn (common room) 5 sp/night
Inn (private room) 2 gp/night
Meal (common) 1 sp
Meal (good) 5 sp
Stabling 5 sp/night
Bath house 3 sp
Laundry 1 sp
Sage consultation 20-100 gp
Scribe (letter) 1 gp
Scribe (contract) 5 gp
Ship passage (per day) 1-5 gp
Coach travel (per day) 2 sp
River ferry 1 sp
Guide (wilderness) 5 gp/day

Equipment Summary

See individual equipment pages for full lists.

Category Price Range
Common gear 1-10 gp
Weapons 1-60 gp
Armor (leather) 20 gp
Armor (chain) 60 gp
Armor (plate) 300 gp
Kits 25 gp
Mount (riding horse) 75 gp
Mount (warhorse) 400 gp

Treasure

See Treasure in the Referee’s Guide for treasure generation tables and magic item tiers.


Strongholds & Domain Play

See Domain Play in the Referee’s Guide for rules on strongholds, retainer armies, and domain income.