Currency
The main currency of Tamriel during and after the Septim Empire is the Septim - a golden coin named after the dynasty that ruled the Empire. For era-neutral use, this system uses the term Drakes. “Gold” is also acceptable.
Key assumptions:
- Coins have no in-game weight unless the GM decides a character is carrying too much to ignore.
- Characters can carry as much money as they want, making use of more valuable denominations as needed.
- There are always enough coins of various denominations to complete transactions accurately.
Pricing & Acquisition
To locate an item for sale, a character must make a Commerce or Investigate test. The GM determines difficulty based on the item’s rarity.
Availability Modifiers
| Item Availability | Modifier |
|---|---|
| Extremely Rare | -40 |
| Rare | -30 |
| Scarce | -20 |
| Uncommon | -10 |
| Average | - |
| Ordinary | +10 |
| Common | +20 |
| Plentiful | +30 |
| Ubiquitous | +40 |
Item Quality Level
| Quality | Availability | Price |
|---|---|---|
| Inferior | 2 steps more common | -50% |
| Common | No change | - |
| Superior | 2 steps rarer | +100% |
Location Modifiers
| Circumstance | Availability Mod | Price |
|---|---|---|
| Illegal ware | Increased 1 step | +25% |
| Stolen goods | Increased 2 steps | -20% |
| Local wares | Decreased 1 step | - |
| Imported (nearby region) | Increased 1 step | +25% |
| Rare/limited import | Increased 2 steps | +50% |
Haggling
To bargain, roll an opposed Commerce test against the merchant. Each DoS above the merchant grants a 5% discount. If the merchant wins, increase price by 5% per DoS. A character may decline a bad bargain, but the GM may apply a penalty elsewhere.
Appraising an item: Roll a Commerce test (modified by rarity). On success, gain +10 to haggling. On failure, suffer -5 per DoF.
Rounding: If an item ever has a fractional price, round up to the nearest whole number.