Rules
About Treasure
one Treasure Point (1 TP) = 1 Load
You can have your pack animal carry some (each pack animal can carry Treasure up to 10 points of Load, or 10 TP)
I have not been able to find anything in the 2E Book re. 'stashing' your Treasure, as was in 1E (if any have, I am happy to be directed to the pages!).
So I will start by letting you 'stash' your Treasure (TPs) in a safe place. This will be in your Safe Haven. The TPs you leave will NOT be stolen/lost etc..
The Safe Haven will be decided upon when you form a Company (for now I will say it is in Bree, ie. the Dwarf-house for the Dwarves, the Pony for this with a room there as Butterbur guards gear you leave with him, Galar's family home etc.).
I have not yet found in the 2E book that TPs can be used during Adventuring phases (in 1E you sometimes could bribe people, purchase a sailing boat etc.). In 1E that meant you had to choose whether you take some TP with you for those cases, vs. keeping your Load light.
For now: I will let people 'stash' all the TP (to have light loads) and if it ever turns out that TPs can be needed in Adventuring Phases, I will let you have what you need on you, and we will then change these rules after.
The only info in the 2E book I found is:
If the Player-heroes are not willing to carry the amount of gold, silver, gems, or other valuables they have found while adventuring, the Player-heroes may opt to hide it close to where they found it, with the intention of returning to recover it later.
USE OF TPs
TPs can be spent to appoint a Heir
More on those mechanics when we will need them, but, in a nutshell: you choose to have a Heir (a child, a sibling, a close friend, business associate...) and you can "invest" in them.
Then, when your PC retires (dies, is too old, you want to change characters) you start this heir, as you ew PC with more XP etc. at creation.
TPs can be spent to raise your Standard of Living