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Chapter 4: Equipment

Icons of Vernestus include the grandiose barges of the sundrians barreling over desert dunes and the mountains of powder kegs that power gnomish clockwork guns. This chapter includes new equipment available for the adventurers of Vernestus to purchase in addition to the equipment found in chapter 5 of the Player's Handbook, "Equipment."

Markets across Vernestus are places where culture and livelihoods thrive. The domains of Vernestus depend on trade with each other to succeed, and as such Vernestucian governments place a large emphasis on supporting the development of trade routes and the protection of caravans.

Copper, silver, gold, and platinum pieces are the most common forms of currency. Gems, artifacts, and magic goods are uncommon commodities, but will often fetch a hefty amount of coin with the right buyer. Many reputable locations may exchange labor or favors for goods.

Starting Wealth Chapter 5 of the Player's Handbook, "Equipment," describes how much wealth you start with when you create a character if you choose to pass the equipment you gain from your class and background. If you are playing a crown tinkerer or guerrilla character, see the Starting Wealth by Class table to determine how much gold you have to spend. Starting Wealth by Class Class Funds Crown tinkerer 4d4 x 10 gp Guerrilla 2d4 x 10 gp