Shops and economy

A shop in Skryrún is a location with a merchant, a shelf, and prices — not a paragraph describing one. Players can browse the stock in the portal when their party is somewhere they could plausibly be shopping, and you can run a sale at the table without doing arithmetic on a napkin.

Building a shop

Create a shop entity, then open Shop Manager on it.

SectionWhat it holds
Shop IdentityName, description, schedule, what kind of place it is
ShopkeeperThe NPC entity who runs it — their voice, their attitude, their prices
InventoryThe wares, each with a price, stock count, and optional image
VisibilityWho can see the shop at all

Wares can be free text, or linked to a codex item entity, or pulled from the Official Catalog for your game system so a longsword costs what a longsword costs. Linked items show a badge, and clicking through goes to the entry.

Leave a ware's stock blank for infinite. Set a number and it depletes as the party buys.

Stocking a shelf with AI

Describe what the place sells — "winter survival gear, mostly cheap, one cursed item" — and have the shelf generated for you, priced for your game system. Costs Runes; see Runes and AI art. Generate a fresh batch any time; the previous stock is replaced, not appended.

Locking stock behind a thread

A ware can be gated on a narrative thread or a condition you write — "Bring 5 iron ingots, or complete the Bandit Camp quest". It shows as locked until the thread resolves, then unlocks itself.

Currency and economies

By default a world uses its game system's standard money — gold pieces for D&D and Pathfinder, handfuls of gold for Daggerheart, and so on. Prices and AI generation are grounded in that system's own scale.

Define your own economies when the world needs them. Each carries a name, a short currency label shown next to prices, and a set of denominations with relative values.

Four presets to start from:

PresetDenominations
Standard D&D coinagecp, sp, ep, gp, pp
Daggerheart goldhandful, bag, chest
1920s dollarscents, dollars
Blades Coina single flat Coin

A world can run several economies at once — an imperial currency, a border scrip, a thieves' coin — each tied to the culture that mints it. Shops name the economy they price in, and the Exchange Currency action converts between them at whatever rate you set.

Running a sale at the table

From Shop Manager during play:

  • Sell to Party — pick the ware, confirm the price, and it leaves the shelf
  • Buy from Party — the party unloads loot; record what they got and why ("Fence took 40% off the top")
  • Adjust Party Purse — credit or debit directly, with a note ("Reward from the magistrate")
  • Market modifier — a blanket percentage on this shop's prices, for a famine, a glut, or a merchant who dislikes the party

Attribute a sale to a specific character and you can also add the item to their character sheet and deduct the cost from their coin in the same action, instead of asking them to do it and hoping.

The party purse

Each campaign has a purse per economy. Loot generated by the encounter builder can be pushed straight into it or split among characters, and every shop transaction moves against it.

Campaign stock counters are separate from canon stock — clearing a campaign's sold counters restocks the shelf for that table without touching what the shop is in the world.

Where players can shop

A shop is browsable in the portal when:

  • the party is at the shop's location, or
  • the shop has no location — an itinerant merchant, a travelling cart — or
  • the campaign has no party location set at all, or
  • you revealed it at the table during a session

Set the party's location as they travel and the world's shops open and close around them on their own. A player in two campaigns can shop wherever either party currently is.

⚠️Warning

The gate only bites once you're actually using it. A campaign with no party location leaves every shop open, and a shop with no location is browsable from anywhere — right for a peddler, wrong for the capital's armourer. If you want shops to follow the party, set both.

Anonymous portal visitors are never gated — a public lore browser shows what its visibility allows, regardless of where anyone's party is.

Player-owned businesses

The party can own a shop of their own. It earns income into the party purse over each cycle, tracked as Income this cycle against its Stock value, so a business is a running concern with numbers rather than a note saying they bought a tavern.

Troubleshooting

Players can't see a shop that exists. Check the shop's visibility first, then the location gate — if the party isn't where the shop is and it hasn't been revealed, it stays closed to them.

Prices look wrong for my system. The shop is pricing in a different economy. Set the shop's economy, or leave it on the system standard.

AI stocking produced modern items in a fantasy world. Be specific in the description. Generation is grounded in your game system's price scale, but the kind of goods comes from what you asked for.

The party purse didn't change after a sale. The sale was attributed to a character rather than the party, or to a different economy's purse. Each economy has its own balance.

See also