TEXT: Azukail
  Games
  More than Coin 
  Non-Monetary
  Rewards
  
  I
  More than Coin - 
  Non-Monetary Rewards
  Credits
  Design, Editing and Layout: Adrian Kennelly
  Cover and Page Backgrounds: Lord Zsezse Works
  Interior Images: Maciej Zagorski, Luigi Castellani, Some artwork copyright William 
  McAusland, used with permission.
  Published by Azukail Games, a trading style of eGDC Ltd
  Copyright Information
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  Compatability
  This product is designed to be system agnostic and usable with any pen and paper role 
  playing game system.
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  1
  Introduction
  Not every person who employs the char-
  acters will be able to pay them with actual 
  money. Often, especially at lower levels, 
  patrons simply do not have that sort of 
  cash on hand. This even applies to nobles 
  who, in the terms of the setting, may have 
  a lot of wealth but not much in the way 
  of portable cash, as their wealth is tied 
  up in land. There are obvious non-mon-
  etary rewards that can be given, such as 
  spells and other magic, but there are other 
  types of non-monetary rewards too. Many 
  of these non-monetary rewards can also 
  be a source of potential Adventure Hooks 
  and many, by their very nature, will not be 
  the sort of rewards that can easily be ex-
  changed for cash. Instead, these rewards 
  can be used to limit the amount of cash 
  that characters can get their hands on.
  Animals
  Animals, and services related to animals, 
  might seem like an odd reward, but in 
  many situations in a fantasy or medieval 
  setting, animals may be the most valuable 
  items owned by NPCs.
  Livestock
  Livestock may not be the most exciting 
  payment to receive, and it can be hard to 
  deal with as well, but it will be the easiest 
  source of money for many in society, es-
  pecially those away from large urban ar-
  eas. This would primarily be livestock such 
  as cattle and poultry and would primarily 
  be received as payment from the wealthi-
  er farmer, as a poor one will probably not 
  be able to spare even a single animal; for 
  some animals, a poorer farmer may only 
  have one of them to start with.
  Stud Service
  Horses, and also bulls, may be used to pro-
  vide stud services and, in a fantasy setting, 
  more exotic creatures could do the same. 
  This will, in some cases, only be appropri-
  ate if there is considered to be something 
  “special” about the animal’s bloodline, such 
  as a horse being a noted warhorse or race-
  horse. Cattle may be known for superior 
  quality meat or being better milkers; exotic 
  animals could be known for being superior 
  flyers.
  Horses will be one of the more common 
  stud animals, as well as livestock, such 
  as cattle, but in a fantasy setting more 
  unusual creatures, such as griffons and 
  hippogriffs, could be put out to stud. Stud 
  services will normally require the charac-
  ters have access to a relevant animal or 
  creature to use it with.
  Buildings
  Castles, and other fortifications, are one of 
  the primary buildings that spring into mind 
  as a reward, and may be used to pay more 
  powerful characters, but these are not the 
  only ones. Below castles, there are other 
  buildings, such as homes, that could also 
  be given. Buildings that are a major com-
  ponent in a business are treated as busi-
  
  2
  nesses, not buildings.
  Castles and fortifications given out as re-
  wards are unlikely to be in good condition; 
  they may in fact be ruins by any normal 
  measure. Intact castles are expensive, and 
  are therefore unlikely to be given out as 
  rewards. For one thing, they are probably 
  already occupied. If the current occupants 
  have been kicked out because, for exam-
  ple, they were caught plotting against the 
  crown by the characters, and thus had 
  their lands confiscated, then the characters 
  may get such as a reward.
  Should the characters be given a run-down 
  fortification, they will then need to repair, 
  rebuild, refurnish and reequip it. Castles 
  also tend to be built in places that need 
  them, so characters may well discover that 
  their new home is in a dangerous border-
  land region.
  Adventure Hooks
  Castles and fortifications are a natural 
  source of Adventure Hooks, as such build-
  ings will most likely be situated close to 
  a border, whether with another nation or 
  with the wilderness. Incursions of hostile 
  forces are a definite possibility, and these 
  may even result in a siege. Characters may 
  also be expected to lead patrols into the 
  wild lands to root out any hostile monsters 
  or humanoids. Even rebuilding or repair-
  ing a fortification could involve Adventure 
  Hooks, such as getting needed supplies to 
  the site, possibly through bandit attacks, 
  and finding and hiring craftsmen with ap-
  propriate skills.
  Discounts
  Providers of goods and services may offer 
  a discount on those goods and services. 
  This discount is unlikely to be huge, as 
  many such providers will be individuals or 
  small family operations that are operating 
  on a fairly small profit margin.
  Food & Drink
  Characters could be rewarded with the 
  provision of food on a regular basis, which 
  could be of any sort, depending on who 
  is providing it, from collected items that 
  farmers might have access to, such as 
  eggs and milk, to those that require more 
  preparation, such as cheese, or those that 
  require actually cooking. Most foods pro-
  vided in this manner will only have a lim-
  ited shelf life; rations are a possibility as a 
  reward but are probably unlikely.
  Guild Membership
  Unless this is an appropriate guild for a 
  character, this membership will be hon-
  orary in nature. An honorary member, 
  for whom this wouldn’t be an appropriate 
  guild, will not be able to gain the full ben-
  efits of the guild, as they will lack the nec-
  essary skills to do so. They will gain some 
  of the benefits, which could include things 
  such as reduced prices when buying from 
  other guild members, a place to stay when 
  in town, either cheap or free, and the use 
  of guild resources, such as libraries, work-
  shops and access to suppliers.
  Adventure Hooks
  If the guild runs into problems, or acquires 
  
  3
  enemies, such may well spill over onto 
  even honorary members of a guild. Wars 
  between guilds are not unknown either, 
  and these wars can easily involve, some-
  times potentially lethal, violence.
  Honorary Degree
  Similar to honorary guild membership, 
  this is an honorary qualification from a, 
  presumably noteworthy, educational insti-
  tution. This would be a qualification that 
  the character lacks the appropriate skills 
  to otherwise acquire. It will probably be of 
  less practical use than an honorary guild 
  membership but in some circumstanc-
  es may command more respect. Such an 
  honorary qualification is, like honorary 
  guild membership, likely to include the use 
  of the institution’s facilities and resources, 
  which could be such as research libraries, 
  dormitories and dining places.
  It is possible for there to be overlap be-
  tween this sort of institution and a guild 
  where, for example, they are effectively 
  the same thing, such as a mages’ college 
  may also be the headquarters of the local 
  association of mages, with all graduates 
  automatically becoming members.
  Adventure Hooks
  Possessors of an honorary degree from 
  an institution could run into the same sort 
  of problems as honorary guild members, 
  should the institution issuing the degree 
  fall foul of something or someone in the 
  same way.
  Information
  Information is often, if not always, valu-
  able, and information may be directly given 
  as a reward, or a means of gaining it could 
  be the reward. Information could come 
  from consultation with a sage for whom 
  the characters have done a favour or could 
  be received from street urchins who could 
  function as an intelligence gathering oper-
  ation in a city in exchange for protection or 
  help.
  Adventure Hooks
  Characters may acquire, or be thought to 
  have acquired, information that certain 
  parties do not want others to know. Such 
  parties may well take steps to ensure that 
  this information does not get dispersed, by 
  eliminating those who know, or are thought 
  to know, it.
  Freedom of the City
  Sometimes called the Keys to the City, this 
  was originally granted to draw a difference 
  between freemen and vassals, but it is un-
  likely that characters will be in such a sit-
  uation. For them, this honour will probably 
  result in being granted certain rights that 
  most do not have within the city, including 
  freedom of entry, although these will vary 
  from urban centre to urban centre and will 
  not be a carte blanche to break any law 
  they choose. However, city guard may well 
  be more willing to listen to the stories of 
  those possessing the city’s freedom, rather 
  than simply tossing them into jail as they 
  might an ordinary citizen.
  Land
  Land can be a common reward for a ruler 
  to give, especially if that ruler has land that 
  is not currently being used, and therefore 
  
  4
  not currently generating them any income. 
  Land will typically come with responsibil-
  ities, such as paying taxes, and may also 
  have restrictions as to what it can be used 
  for. Land is unlikely to be prime land within 
  a realm, as such will already have a cur-
  rent owner.
  Borderlands will often be undeveloped, 
  which characters will then develop into 
  something productive. If the characters 
  succeed in developing the land, the noble 
  will gain benefit from land that was previ-
  ously not generating anything. If they fail, 
  the noble has lost nothing.
  Farmland
  Farmland may come with existing farmers, 
  or tenants, but this is less likely than raw 
  land that needs developing. Farmland can 
  include land that, strictly speaking, isn’t 
  truly farmland as it is unsuitable for any-
  thing other than grazing sheep or goats, 
  so as well as generally flat arable land this 
  could include steep hills and moorland.
  Lakes
  The main source of income from lakes will 
  most likely be fish and certain types of 
  game, such as aquatic birds. The charac-
  ters may grant the right to fish or hunt the 
  lake to others in exchange for an annual 
  fee.
  Rights
  Rights are not an outright ownership of 
  land, but the right to do something with it. 
  They may also be easier to revoke, with a 
  commensurate loss of anything that was 
  developed on the land to take advantage of 
  the rights.
  Fishing Rights
  The right to fish in a river or a lake. Fishing 
  in a river could cause problems with those 
  up- or downstream, who may claim that 
  the characters have infringed on their own 
  rights.
  Hunting Rights
  The right to hunt game, typically in woods 
  or on moorland, which will have different 
  types of game.
  Logging Rights
  The right to chop down trees in a forest. 
  Hardwood trees will often be more valuable 
  than softwood.
  Mining Rights
  The right to extract minerals from an area. 
  Minerals present could be low value metals 
  all the way up to gems.
  Settlement Rights
  Characters may be granted the right to 
  build anything from a thorp or village, 
  probably with a castle, up to a full-sized 
  city, although the last is unlikely for char-
  acters to be able to achieve, given the 
  amount of investment required.
  Tolls
  This grants the right to collect a toll from 
  those passing, which will most likely be by 
  river, by road or perhaps over a bridge. 
  The characters will be expected to use the 
  toll to make the route easier and safer to 
  travel, and will therefore need to maintain 
  the waterway, road or bridge as necessary 
  as well as mount patrols and hunt down 
  bandits preying on travellers as well as any 
  other threats. Should they fail to do so, the 
  toll rights will most likely be revoked.
  Adventure Hooks
  Even though all the rights are granted by 
  the ruler who claims to own the land, this 
  does not mean that there will not be others 
  
  5
  who will object to such; the gifting ruler 
  may not have much control over and there 
  may be other inhabitants to dispute their 
  claim to ownership. Druids, elves and other 
  suitable creatures may object to excessive 
  logging, to pollution caused by mining and 
  to over hunting or over fishing. In extreme 
  cases, these groups may object to any 
  commercial use being made of the land.
  Letters of Marque
  Letters of marque are granted by govern-
  ments and allow those with a ship to act as 
  a privateer, attacking vessels belonging to 
  enemy nations without being considered to 
  be a pirate, at least by the issuing nation. 
  Privateering is effectively government-le-
  gitimised piracy against an enemy nation.
  Adventure Hooks
  If the characters use a letter of marque 
  against a nation, that nation may well hold 
  a grudge, even after any official conflict 
  has ceased. Just because an end to a war 
  between two or more nations has been 
  agreed does not necessarily include third 
  parties who were working for one of the 
  combatants. The nation that issued the 
  letters of marque may not have a problem, 
  as long as the privateers understand they 
  are no longer authorised to act in such a 
  way, but a target nation is highly likely to 
  consider them to be simple pirates.
  Lodging
  The owner of an inn could provide lodging, 
  probably including food and possibly sta-
  bling for animals, whenever the characters 
  are passing through. Depending on the 
  inn’s location, it may even provide a tem-
  porary base of operations, but most inns 
  will be unable to afford to have characters 
  living there rent-free all the time
  Stabling
  Urban areas, especially cities, will often not 
  allow mounts, whether these be horses or 
  something more exotic, within the walls 
  or boundaries of the city or, if they do, will 
  require them to be stabled just inside the 
  gates and not used inside. There will be 
  some exceptions, but these are most likely 
  to be nobles or connected to the city’s gov-
  ernment or law enforcement in some way. 
  Characters who have mounts will need 
  somewhere to stable them, which will cost 
  money. The owner of such a stable could 
  provide free stabling for the characters’ 
  mounts as a reward.
  Marriage
  A suitable character may be given a pro-
  posal of marriage, most likely to a depen-
  dent of whoever is granting the reward but, 
  in some cases, it could be the reward-giver 
  themselves who is proposing marriage. 
  This may result in entry into the nobility, 
  the wealthy merchant class or other elite, 
  or might be just a simple marriage with an 
  eligible individual.
  Adventure Hooks
  The more valuable a catch the spouse-to-
  be is considered, whether simply because 
  of appearance or more probably because 
  of such as the dowry or an accompanying 
  
  6
  title, the more likely there will be suitors 
  who are unhappy with the character be-
  ing the one chosen. Other family members 
  may also consider the chosen character to 
  be an unsuitable match, for whatever rea-
  son, and could attempt to undermine the 
  relationship before the marriage. Some 
  family members may even have enough in-
  fluence to outright veto the marriage going 
  ahead.
  Nobility
  Granting a noble title is one way for a ruler 
  to provide a reward with little outlay. Some 
  noble titles may also come with land, as 
  covered elsewhere, and some may come 
  with responsibilities. Coming with both land 
  and responsibilities is also a likely option. 
  A character could, for example, receive 
  a supplementary title of “Warden of the 
  Marches” for a borderland region. Such a 
  supplementary titles would also come with 
  the character becoming responsible for the 
  defence of the region to which they have 
  been granted a title.
  Gentry
  The gentry may, and often do, own land, 
  but they are not nobles, as they lack a 
  noble title. Membership in the gentry is 
  unlikely to be given as a direct reward; in-
  stead, becoming a member of the gentry is 
  more likely to be as a result of characters 
  gaining another reward. Such membership 
  will most probably be due to being granted 
  land but no noble title.
  Court Title
  These are titles that have rank and status, 
  but no land to go with them. Older, more 
  established, landed nobles may regard 
  those with such titles to be inferior to true 
  nobles, even if they technically have the 
  same rank at court. Court titles can still 
  lead to influence at court
  Knighthood
  This is membership of a knightly order 
  and governments and religions will be the 
  primary dispensers of knighthoods. Reli-
  gions are unlikely to grant a knighthood 
  to a character who isn’t a follower of said 
  religion and governments are unlikely to 
  bestow knighthoods on citizens of hos-
  tile powers. Knighthoods may be purely 
  honorary in nature, but in older settings 
  they are also likely to come with responsi-
  bilities and obligations, such as providing 
  troops in times of war or other need to the 
  government or organisation that grant-
  ed the knighthood, and more than likely 
  accompanying those troops into battle. A 
  knighthood may come with either a small 
  stipend, or a small parcel of land, perhaps 
  a single manor house and its supporting 
  farms.
  Patent of Nobility
  This is a true title that can be passed on 
  to descendants, but it is unlikely that any-
  thing above baron, or equivalent, will be 
  given for anything but the greatest ser-
  
  7
  vices to a ruler, such as saving the realm 
  from certain destruction
  Adventure Hooks
  Should a high noble rank be given to a 
  character, those nobles with older, and 
  therefore, in their minds, better, titles who 
  are now of a lower rank than the recipi-
  ent may take having to be subservient to 
  a jumped-up adventurer quite badly, and 
  may seek to rectify the situation. Border-
  land titles go with borderland regions, and 
  nobles in such areas may, and likely will, 
  have to deal with hostile incursions from 
  uncivilised regions.
  Professional Services
  These would be non-physical professional 
  services, and therefore wouldn’t include 
  such as forging a sword, for example.
  Messenger
  A messenger service will deliver messag-
  es, either free or at a reduced price, as a 
  reward. This may simply be within a town 
  or city, or it could include delivery between 
  cities, with the latter more likely for com-
  panies employing multiple messengers 
  with regular routes than those that are a 
  single person operation. This is unlikely to 
  include magical delivery of messages, as 
  such would fall into a different category of 
  reward, namely magical services.
  Training
  Training can be used to improve existing 
  skills or to learn new ones, and will focus 
  on physical skills.
  Tutoring
  Tutoring is similar to training, in that it can 
  be used to train existing skills or learn new 
  ones. The primary difference is that this is 
  for skills of a more cerebral nature.
  Adventure Hooks
  Providers of training and knowledge can, 
  and in some cases, almost certainly will, 
  have rivals, and studying with one may 
  result in problems with their rivals. Such 
  problems are unlikely to be overt or threat-
  ening, but a rival could easily refuse to 
  help or deal with characters who are known 
  to have had dealings with someone they 
  have a rivalry with, although this may not 
  be explicitly stated as the reason.
  Businesses
  It is possible that the characters may be 
  rewarded with a business, or something 
  business-related even if it isn’t a specific 
  existing business.
  Shops
  Inns and taverns are going to be the most 
  likely businesses to be acquired, as they 
  don’t require the levels of technical or 
  trade skills required by many craft busi-
  nesses. Businesses of the latter type will 
  frequently be operations run by a single 
  skilled craftsman, and characters may not 
  possess the required skills to run such. 
  Plus, existing customers may not stay with 
  such businesses on a change of ownership, 
  unless the new owner is associated with 
  
  8
  the previous one in some way, such as by 
  family or apprenticeship. Another possible 
  business would be pawn shops or simi-
  lar places where customers bring in used 
  goods for sale or pawn, although charac-
  ters may not wish to be involved in that 
  type of business. Magic-related shops are a 
  type of business that characters are likely 
  to have related skills for.
  Monopolies
  An official monopoly allows a business to 
  operate with no competitors within a cer-
  tain area, which will most likely be a realm 
  or part of a realm. Monopolies wouldn’t 
  operate in different countries, unless those 
  countries are part of a larger grouping, 
  such as an empire. Given the right type of 
  monopoly, this can be worth, and gener-
  ate, a lot of money. Monopolies are unlike-
  ly to be granted for an existing business, 
  trade or commodity, as there will be other 
  merchants, organisations and business-
  es already dealing in such and characters 
  will probably lack a suitable track record 
  to show that they could do a better job. 
  Instead, they will most likely be granted 
  in order to provide incentives to open up a 
  new market, which the organisation grant-
  ing the monopoly will then be able to tax 
  or otherwise generate new sources of rev-
  enue from. Once a monopoly is granted, 
  the income potential can mean that others 
  may, and probably will, want to muscle in 
  on the monopoly somehow, whether by 
  offering needed skills, contacts or partner-
  ships, or by more underhand means.
  Running this type of business is no small 
  matter and characters will have to deal 
  with matters such as the hiring and firing 
  of staff, fraud and theft. Such is the case 
  in smaller businesses as well, but for a 
  monopoly this problem will be on a larger 
  scale. Active management of the monopoly 
  could be put into the hands of a profes-
  sional manager, but there is no guarantee 
  that such will be honest. Mismanaging a 
  monopoly, whether because the characters 
  are poor managers or problems with any 
  professions hired to do the job, could result 
  in having to pay penalties or it being re-
  voked.
  Adventure Hooks
  Business rivals can cause problems, espe-
  cially if the rivals are connected to criminal 
  organisations in any way, as they will have 
  no problems with stooping to less-than-
  legal means. Criminals themselves can 
  cause other problems, such as demanding 
  protection money or robbing businesses. 
  Employees may steal goods or otherwise 
  misuse the business property, perhaps in 
  conjunction with more organised groups of 
  criminals.
  Members of law enforcement and the local 
  government could also behave in a criminal 
  fashion, demanding kickbacks and fees in 
  return for licenses and protection, or ba-
  sically doing the job they are supposed to 
  do. Failure to comply with official criminal-
  ity can cause serious problems for a busi-
  ness.
  Travel
  One reward is to provide a discounted or 
  free means from getting from one place to 
  
  9
  another.
  Land Travel
  Land travel will probably be such as being 
  given free passage on carriages, coaches 
  and similar conveyances. Vehicles such as 
  these will probably only go between specif-
  ic destinations, unless they are transport-
  ing people to different places within a city, 
  and will probably have a schedule, even if 
  it’s just a rough one. Space in such con-
  veyances will also be limited, and charac-
  ters could end up travelling on the outside 
  of the vehicle.
  Another option would be to allow the char-
  acters to rent mounts, either for free or at 
  a reduced rate. These could then be used 
  between specific destinations, where the 
  renters have facilities, or from the rental 
  location and back. Those hiring out mounts 
  may still require a deposit, especially if the 
  characters are going to take their steeds 
  into potentially hazardous situations.
  Ship Travel
  The captain or owner of a vessel, which 
  could include those travelling inland wa-
  terways, may provide free travel for the 
  characters. Typically, the travel will be free 
  only if the ship in question is heading in 
  the direction the characters want to travel; 
  it would be too expensive making a jour-
  ney otherwise, unless the characters could 
  provide cargo, and preferably to provide it 
  both ways.
  Accommodation may vary, from bunking on 
  the deck to hammocks in the crew quar-
  ters to accommodation in a cabin, mostly 
  depending on what is available, and a large 
  party may end up using several different 
  types of accommodation.
  Air Travel
  Travel by air is more specialist but, in 
  a fantasy setting, it could be provided 
  through the use of winged creatures or 
  flying magic items. Another option, for 
  settings that are perhaps more technologi-
  cally or magically advanced, will be such as 
  airships, whether these be balloon-based 
  zeppelin types or actual flying ships of 
  some type. Aerial travel is one of the more 
  unlikely rewards, but it is possible, espe-
  cially if there are some sort of aerial ships 
  that are in reasonably regular use.
  Adventure Hooks
  Travel by ship, especially at sea, can be 
  inherently dangerous. Dangers include 
  bandits, on inland waterways, and pirates 
  at sea, dangerous creatures, whether these 
  be sea monsters, river dwellers or air-
  borne monsters that can attack a boat, and 
  weather hazards, which can be unpleasant 
  inland and extremely dangerous at sea.
  Land travel is susceptible to monster and 
  bandit attacks, but weather, unless truly 
  extreme, tends to be less of a problem.
  Aerial travel is vulnerable to aerial mon-
  ster attacks and weather is also a signifi-
  cantly greater problem than it is on land. 
  Problems with the mode of transport also 
  tend to be rapidly more dangerous with 
  aerial travel than with land or even water; 
  ships often take time to sink but the time 
  it takes something to fall out of the sky is 
  much shorter.
  Illegal Goods & Services
  Criminals may offer illegal goods and ser-
  vices in exchange for help. Most such 
  services will cause legal problems for the 
  characters if they are discovered to be 
  using them and criminals may themselves 
  not be the most trustworthy of individuals 
  to get services from.
  
  10
  Banned Goods
  Criminals will probably be able to source 
  items that are banned in the current re-
  gion. These items may be banned with 
  good reason, or the local regime may sim-
  ply be very strict when it comes to certain 
  items. As far as law enforcement goes, 
  illegal is illegal, even if the illegal products 
  are perfectly legal in other places.
  Favours
  Corrupt officials, be they in the bureau-
  cracy governing a place or in law enforce-
  ment, may offer favours rather than mon-
  ey. Such favours could include granting 
  of appropriate licenses and permits more 
  easily, looking the other way for criminal or 
  dubious activities or harassing competitors 
  in a legal manner.
  Forgery
  This will be the forging of documents, with 
  official documents being the most likely but 
  others would be included, and could possi-
  bly including counterfeiting.
  Adventure Hooks
  Receiving illegal goods or services will 
  likely create many Adventure Hooks, espe-
  cially if this is discovered by local law en-
  forcement. This trouble may require bribes 
  to law enforcement, if said law enforce-
  ment is corrupt enough, which can further 
  compromise the characters. Otherwise, 
  using such services could result in fines, 
  jail and harsher forms of punishment.  If it 
  becomes known that the characters helped 
  some criminals, rivals of those criminals 
  may decide that the characters are now 
  foes and act accordingly.
  Dealing with corrupt individuals is perhaps 
  even riskier than dealing with outright 
  criminals, for the corrupt can often appear 
  to be acting with the force of the law be-
  hind them. They may quickly dispose of 
  characters they consider to have become 
  liabilities, or simply too expensive to keep 
  granting favours for, perhaps through jail, 
  perhaps through more lethal means. They 
  may also start moving in on whatever the 
  characters are doing, wanting a piece of 
  their own.
  More Related Supplements
  While I Was Away - 50 Reasons for Character Absences
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/More than Coin - Non-Monetary Rewards.pdf