Adventuring Guild

The Guild / GM Screen / Market & Crafting

Quick reference for trade, coin and crafting

GM Screen — Market & Crafting

Shops and prices for any town, the coins that pay for them, special materials and magic items, and the pricing basis behind it all. Combat, Banes and Boons and the rest of the table rules are on the Encounters & Rules page.

Market & Shop Generator

Stock and prices for any shop, built from one rule: an Oni eats for 1 Bronze a day.

OutpostHamletVillageTownCityTrade Hub

Bottomed out ×0.2NormalBubble ×6

From a crashed market (glut, fire sales, nobody buying) to a bubble (shortage, siege, speculation). Anything that isn't the location itself. Applied on top of Location.

Whoever runs the town sets the size of what's made there: an Oni town sells Oni-sized gear, food and rooms at Oni-sized prices. Weapons and goods sold by measure (per kg, by length, by capacity) don't change.
Worked example — one price, step by step

Follows the controls above (Location, Market, town Size Rating, anchor), so you can watch each step change. Pick any item.

Magic Items & Special Materials

Prices from the Adventura Realms crafting documents, in coins at this page's exchange rates.

Source — the crafting documents: Magic Items of Adventura, Blacksmithing, Crystal/Glass Making and Masonry/Pottery. These prices come straight from the documents, not derived like the shop prices above. They are shown as written, then in coins at this page's exchange rates. Prices "per SR" use the Size Rating set above (7).

Location and Market multipliers are not applied here; the documents don't say how they should apply. The Base Price Ideas sheet sets up columns for Base, Modifier Range, Availability, Special and a price for each Disposition (Hostile, Unfriendly, Neutral, Friendly, Pleasant, Allied), but has no values yet. Alchemy lists reagents and their potion effects but gives no prices.

Special materials

Blacksmithing: "Current cost is based on Steel weight and not the final adjusted weight of the item. This will change but for now it works for basic ratios." So an item's price in a special material = the steel it would use × the material's price per gram. Materials only: the documents give no price for the work.

Alloys sell below their precious metal — on purpose. At 100-to-1 coins, the Gold or Platinum inside some alloys is worth more than the alloy's price: Volcanic Alloy (5–8% Gold, 50–80 Bronze/g of Gold) sells at 2 Bronze/g, Menta-Metal (70% Gold, 7 Silver/g of Gold) at 5 Silver/g, and Arcanium (85% Platinum, 8.5 Gold/g of Platinum) at 1.5 Gold/g. This is intended (Michael, Oct 2026): the makers take the loss on alloys to keep Gold and Platinum prices high. Turning precious metal into alloy "burns" it, which keeps demand for the coin metals stable. Kitsu-Kane (Silver) and Divinium (Bronze) are priced above their metal.

Magic items

From the document: "A character can only wear one item in each slot they possess and no more than their POWER items total. Held items and tools do not have this restriction but are limited by the capacity to carry items in usable hands. Items require the user to go through a Full Rest with them in your possession to activate their abilities."

Coins & Denominations

Rulebook pp.37, 49-50: coin values, exchange rates, a hoard counter, and the open currency questions.

Rulebook — every coin is 10 g of its metal, so 100 coins are 1 kg. "While the exact exchange value of the metals may differ depending on supply, most cities and merchants attempt to maintain a 100 to 1 ratio." Coins you carry count toward Carrying Capacity (p.37).

Exchange rates here. Default is the rulebook's 100 to 1. Change them for a town where a metal is scarce or plentiful; every price on this page is worked out in Bronze and then shown in coins at these rates.

Count a hoard — value and weight of a pile of coin.

Fractions of a Bronze (prices here go to 0.1) are cut coin or barter; they are counted at their share of a coin's weight.

Pricing notes. Worked steel is priced here at 10 Bronze per kg. The documents give no price for plain steel, and Blacksmithing ranks "Material Values; Lowest to Highest: Iron, Bronze, Steel, …", so treat steel prices as provisional. Gold appears mostly for magic items (the Any-Tool and the Sub-Space Chest at 1 Gold, the Necklace of Refuge at 17 Gold, Magic Dampening linen at 15 Gold per SR), in line with the rulebook's "Gold is almost exclusively used for nonfunctional items" (p.49). See Magic Items & Special Materials on this page.

Pricing Basis

The anchor, the rates, and how every shop price is built.

The anchor — an Oni (Size Rating 14) gets by on Bronze of staple food a day. The rulebook sets food need at 200 g per SR per day (p.101-102), so a day's food costs 1/14 Bronze per Size Rating: Umeki (SR 4) 0.3, Human (SR 7) 0.5, Kavetro (SR 21) 1.5. Change the anchor and every price on this page moves with it.

Every price = materials (the rulebook's own item weights × a material rate) + days of work × a wage, then the Location and Volatility multipliers. Hover any price to see its sum. Size follows the town's people: items the rulebook weighs per SR (armor, shields, barding, rations, bedrolls, nets) are priced at their SR; other gear built to fit a body or hand is taken as made for SR 7 and scales by SR ÷ 7 (an Oni town's backpack is twice the size and twice the price). Weapons and goods sold by measure don't scale.

Designer's note (Oct 2026): "That is pretty close to how I adjudicate it." Individual prices are still the GM's call.

Status: derived pricing for the GM to rule on. The rulebook gives currency, weights and food need but no prices; the material rates, wages and work days are this page's own assumptions, chosen so one food anchor drives everything. Coins: 100 Bronze = 1 Silver, 100 Silver = 1 Gold (p.49).