Common Coins
2-3 shims (tin or bronze pieces) = 1 iron drab
10 drabs = 1 copper jot
10 jots = 1 silver talent
10 silver talents = 1 gold mark = 2 electrum pieces
10 gold marks = 1 platinum crown
Wizards of the Coast (published d&d material) conversion
1 shim ≈ 1 cp (d&d),
1 drab = 1 sp (d&d),
1 jot = 1gp (d&d),
etc...
The Common Calendar (CC) begins with the last day of the Amtali Conquest of Veren, a Tlethian province. Most adventures will take place circa 1250 CC, around 75 years after Iskaldurian Independence. The calendar functions as follows:
~27 hours in a day
~10 days in a week/tenday
~3 tendays in a span
~10 spans in a year
~300 days in a year
Some astronomers attempt to calculate the passage of years exactly but because of the complex orbital mechanics at play within Arnendor's solar system this is usually too difficult to accomplish. The calendar is normally left until it is egregiously out of alignment with the seasons, when a decree will be ordered and the calendar reset. Many different societies have different calendars, but for the most part they use or are familiar with the tenday system, listed below.
1st day - Breaking (after Lazing day, many workers would return to find tools rusting, cobblestones breaking, barrels leaking)*
2nd day - Mending (day of fixing and romance)*
3rd day - Keeping (the day to keep working)*
4th day - Hunting*
5th day - Forging*
6th day - Building*
7th day - Trading*
8th day - Tending (Izolday in some communities, day of gardening and childcare)*
9th day - Sending (Sailing in some communities)**
10th day - Lazing**
1st span (begins with Summer Solstice) - Highsun
2nd span - Sweethaze
3rd span - Leaffall
4th span - Rotting
5th span - Drawing Down
6th span - Deepwinter
7th span - Winter’s Claw
8th span - Melting
9th span - Stormroar
10th span - Blooming
Short rest: 1 hour, spend 1 hit die, warlock spell slots rejuvenate
Night's (Long) rest: 8 hours, spend as many hit dice as desired, all other spell slots rejuvenate
Full rest: 10 days, regain all hit dice