Farland Alternate Rules and Miscellanea
Your character did not spring out of sea foam on the day you rolled him up. He grew up in Farland, and as such has heard several legends that have to do with his race. How many legends he has heard depends on his class: druid, fighter, ranger, paladin, thief, and barbarian 1d2, wizard 1d4, ranger 1d2, cleric, Sorcerer, and monk 1d3, bard 1d4+1. Your GM will detail the legends to you. You may also be allowed to read a special piece of writing according to your race. This writing tells you how life has been for your character up to this point. It will help you get the flavor of the Farland campaign.
If a player's character dies and is unable to be raised, a good method of handling this situation is to roll up a completely new character, but start the new character at the minimum experience points needed to match the level of the lowest-leveled member of the group.
100 SP = 1 PP
10 SP = 1 GP
1 SP = 1 SP
1 SP = 10 CP
1 SP = 100 TP
*A TP stands for tin penny (a half copper/half tin coin)
The most valuable metal in Farland is called Mithril (MP), or Truesilver. It is only found deep inside a few mountains on the whole continent, and is usually mined by dwarves. A mithril piece generally ranges in value from 150 SP to 250 SP, depending on the buyer. The most common coin, and the one used by the average person, is the silver piece. This means the DM must change gold to silver in the treasure tables, raising gold to platinum and platinum to gems. There is the same chance to discover gems as there is magic. Mithril is a treasure that is delivered at GM discretion; it is generally only found in the hands of Elves or Dwarves, who would go to war to keep it. Tin Penny coins are found in the same amount as copper and with double the chance of existing in a given treasure trove. Prices in the PHB should also be converted to silver, with CP becoming TP.
In many kingdoms, the economy is damaged and subject to high inflation rates. This is due to poor ruling on the part of the evil Lords. Prices in the PHB are sometimes multiplied by 1.5 to 2 times. Your GM will give you specifics.