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 AvailabilityModifier
Extremely Rare-40
Rare-30
Scarce-20
Uncommon-10
Average-
Ordinary+10
Common+20
Plentiful+30
Ubiquitous+40

Item Quality Level

QualityAvailabilityPrice
Inferior2 steps more common-50%
CommonNo change-
Superior2 steps rarer+100%

Location Modifiers

CircumstanceAvailability ModPrice
Illegal wareIncreased 1 step+25%
Stolen goodsIncreased 2 steps-20%
Local waresDecreased 1 step-
Imported (nearby region)Increased 1 step+25%
Rare/limited importIncreased 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.