Enchanted Realms Rulebook
The Marketplace
Merchants are always around, pushing goods, having connection that others do not. People, not just heroes, will need to purchase things. Whatever the market looks like, whether trading secretly in homes and back alleys or openly in a square, transactions are going to happen.
A few things to consider, some merchants will have brought goods from across the seas, while others may have collected things from local farmers. To quote from the book Grain Into Gold: “Just to complicate your life as a game master, things in a marketplace will never really have a price on them. Haggling isn’t expected, it’s required.” Further, this book is highly recommended for those who want to have a better personal understanding of how fantasy economics would likely work.
However, as with much of the game economy, there is little reason (unless the players really like to role-play as accountants) to worry about the actual pitching and bargaining. In the end, the prices work out to an average. Even though the out-of-game experience is browsing a price list, the in-game experience for the characters going to market might be an all-day endeavor just to buy a new scabbard. Of course, eventually the characters might become rich enough to have servants handle these tasks. Nonetheless, shopping in Enchanted Realms is not simply like running to Wal-K-Piggly mart.
Nonetheless, for ease of the game, below is a standard price list. That list, however, includes price differences when items are locally available versus having to be acquired in a faraway location. This might represent supply and demand, as that is how rare something is; no one else has access to it and it is that far, risky and expensive to acquire it. Or this might also represent the specialty of a product’s brand, such as when a master craftsman of functionally the same merchandise is in high popularity or demand. Why some of the more common items would ever be in short supply or highly popular will take a bit of story-telling, but the prices are listed nonetheless.
Usually a price paid will be from the local market; however, if special arrangements have to be made, the price will go up. Likewise, if one is able to buy from the source rather than from merchants, the markup will be removed. Also, if a region experiences a famine, this is a good guideline as to what will happen to food prices, as the supply will be short and if it can be procured it will be at the price as if coming from a distant city. Some might be permanent differences, such as whale oil prices on coastal cities versus landlocked cities.
Lastly, there is a “maintenance” column. As stated above about not tracking every transaction but instead use a monthly-maintenance cost for replacements and upkeep of the necessary equipment. That is what this column represents. Further, in this column there will be an occasional note to identify what is “standard equipment” which that three-silver-bit monthly cost covers. Should a PC want something a little nicer, then he or she will have to purchase it.
The basic rule of any economy is supply and demand. However, as physical labor is dependent mostly on animal/person power, the strength of an industry in the setting of Enchanted Realms gains its strongest variable from population. Of course there are exceptions, as some locals will specialize in a theme, and further there is magic. That said, magic is not proliferated enough among the working class to have much of an impact on macroeconomics. Thus, the size of a settlement will often control the availability of items in the marketplace -- or whether it will have to be brought (or has been brought) from a nearby municipality.
With that in mind, the general size of the community will be used to in the descriptions of what will likely be available. A population of fewer than 1,000 residents is considered a village; over that size is a town. Once exceeding 10,000 people in the community, the locality would be called a city. Cities that exceed of population of 25,000 people become considered a grand city. And a metropolis would be a municipality with more that 100,000 residents. If a location does specialize in a theme, such as a village that is known for its stockyards, then the GM should consider it as if it had access to products in that theme as if it were a size larger.
The price lists below are broken into different themes:
Animals | |
Apothecary | |
Armor | |
Arms & Weapons | |
Church | |
Clothing | |
Crime | |
Exotic | |
Food | |
Furnishings | |
Magic | |
Music | |
Real Estate | |
Services | |
Storage | |
Substances | |
Tools | |
Transportation |
Animals
Domesticated animals are available in even the smallest of villages; however, there are a few types that may not be found everywhere. The unique borgaaz beasts will only be found in orc tribes or trade centers that have been able to establish and maintain trade with the mongrel species. Orc treaties do not tend to last long. That said, Grand cities may have them for sale as well. Camels will only be found in warm temperate or hotter environments. Canivox will be extremely rare outside the nhoblit populations. Semi-domesticated giant eagles might be found in cities with strong trade. Gryphons will rarely be sold in places smaller than grand cities or a metropolitan. Lepuus, lizard steeds and ospriders will not be located in villages and only in about half the towns. Only cities have the commerce demand to sell shocker lizards. And almost nowhere by dwarven or gnomish communities will have terrac riding goats available.
Item | At Source | Local Market | Nearby City | Distant City | Trade-In | Maintenance |
---|---|---|---|---|---|---|
Borgaaz | 300 | n/a | n/a | n/a | None | 20 |
Camel | 125 | 175 | 350 | 700 | 50 | 18 |
Chicken, Broiler | 5 | 7 | 1 5 | 3 | None | None |
Canivox | 90 | 150 | n/a | n/a | 30 | 5 |
Dog, Attack, trained | 65 | 100 | 200 | 375 | 5 | 5 |
Dog, Hunting, trained | 35 | 55 | 110 | 200 | 4 | 4 |
Elephant | 2,000 | 3,000 | 5,000 | 10,000 | 850 | 50 |
Giant Eagles | 2,000 | 4,000 | 6,000 | 7,500 | 1200 | 25 |
Goat | 5 | 7 5 | 15 | 30 | None | None |
Gryphon | 5,000 | 7,500 | 10,000 | 15,000 | 2,000 | 100 |
Hog | 15 | 23 | 45 | 90 | None | None |
Horse, Draft | 150 | 210 | 420 | 850 | 15 | None |
Horse, Riding | 100 | 150 | 300 | 600 | 12 | None |
Horse, War | 250 | 375 | 750 | 1,500 | 25 | None |
Lamb | 12 | 18 | 36 | 72 | None | None |
Lepuus | 240 | n/a | n/a | n/a | None | 8 |
Lizard Steed | 110 | 160 | 320 | 700 | 35 | 6 |
Llama | 90 | 130 | 300 | 450 | 45 | 3 |
Mule | 90 | 135 | 270 | 400 | 40 | 8 |
Osprider | 250 | 375 | 750 | 1,500 | 35 | 175 |
Ox | 120 | 180 | 360 | 750 | 50 | 6 |
Pony | 75 | 105 | 200 | 375 | 30 | 4 |
Rabbit | 1 | 2 | 4 | None | 8 | None |
Shocker Lizard | 85 | 125 | n/a | n/a | None | 1 |
Steer | 60 | 85 | 170 | 350 | 30 | 1 |
Stog | 25 | 35 | 70 | 100 | None | None |
Terrac Riding Goat | 85 | 130 | 250 | 400 | 40 | 3 |
Borgaaz: Only bred in orkane cultures and rarely sold outside of the bloodline.
Camel: These animals are only available in climates which do not have freezing temperatures in the winter.
Elephant: Breeders only operate where climates do not have freezing winters. Even then, demand among these are high and the gestation is long, causing backlog requests of up to two years.
Goat: If a goat is slaughtered, it will produce roughly 40 pounds of meat, but butchering costs run around 8 bits.
Gryphon: Breeders are very rare, and when they are available, often there is a backlog of requests from one to three years. At least half down will be required for purchasing one.
Hog: If a hog is slaughtered, it will produce roughly 200 pounds of meat, but the expense for the butcher will be 20 bits or about 1 copper per pound.
Lamb: If a lamb is slaughtered, it will produce roughly 50 pounds of meat, but will costs around 10 bits to butcher.
Lepuus: These creatures breed in the wild, but to date, only wood elves have been successful at domesticating them.
Shocker Lizard: Sold in a small wooden box and only on the black market. These are viewed socially as an assassin’s tool to render victims helpless.
Steer: At the cost of 80 bits for butchering, a steer will produce about 600 pounds of beef.
Stog: These weird amphibians will live only about 3 months in a captive environment. They are not common in open markets, but can be found among thieves guilds and other black markets.
Apothecary
Most major cities will have an apothecary for medical supplies and potions; however, these businesses rely heavily on local resources. It is possible to get semi-common items from a nearby city, but if something is unavailable in the area, then it is rare for such things to be shipped from afar. Further, supplies on hand are not guaranteed and may take some time to fill. There are many other potions and alchemical solutions available in the world. The ones listed here are known well enough to have a chance of being in a local store.
Item | Quality | Store | Nearby City | On-Hand | Days to Fill | Potency |
---|---|---|---|---|---|---|
Acid Splash (1 use) | Fine | 75 | 150 | 2d6-3 | 2d4-5 | 3 months |
Anointing Spirits (1 dose) | High | 50 | 75 | 2d4-3 | 2d6-5 | 3 months |
Bardwear (1 use) | Fine | 30 | 60 | 2d6-3 | 2d4-5 | 1 month |
Belladonna (1 tablespoon) | Common | 1 | 2 | 2d4-3 | d6-2 | 6 months |
Bonfire Blend (1 use) | Fine | 50 | 75 | 2d6-3 | 2d4-5 | 1 month |
Chakra Dram (1 dose) | Fine | 75 | 125 | 2d4-3 | d4-2 | 2 months |
Chromis Slime (1 dose) | High | 400 | 650 | d8-7 | 6d10 | 3 months |
Coma Draught (1 dose) | Fine | 75 | 125 | 2d6-3 | 2d4-5 | 3 months |
Concealer Salve (1 dose) | Fine | 200 | 450 | d6-3 | 3d12-5 | 3 months |
Drakus Flower (1 dose) | High | 400 | 650 | d8-7 | 6d10 | 3 months |
Dried Ephedra (1 dose) | High | 150 | 250 | d4-2 | 3d10 | 3 months |
Emetic Sap (1 drachm) | Fine | 3 | 6 | 3d10-5 | d6-2 | 1 month |
Ent-Draught (1 oz) | Fine | 25 | 40 | d8-3 | 2d8-4 | 1 year |
Ethyl Alcohol (1 pint) | Fine | 1 | 2 | 2d6-4 | d12-5 | 1 year |
Explosive Oil (1 flask) | Fine | 25 | 50 | 3d4-3 | d6 | 6 months |
Fennel Silk (1 dose) | High | 150 | 250 | d4-2 | 3d10 | 3 months |
Firebreather's Oil (1 use) | High | 5 | 10 | 2d8-2 | d3 | 1 year |
Frankincense (1 tablespoon) | Common | 2 | 3 | 2d4-3 | d6-2 | 6 months |
Healing Salve (1 dose) | High | 100 | 175 | 1d4-3 | 2d6-5 | 6 months |
Hemlock (1 tablespoon) | Fine | 12 | 25 | d4-2 | 2d6-5 | 6 months |
Holy Water (1 dose) | High | 50 | 75 | 1d4-3 | 2d6-5 | 3 months |
Iocane Powder (1 tablespoon) | Common | 8 | 16 | 2d4-3 | d6-2 | 6 months |
Iodine solution (1 pint) | Fine | 7 | 1 5 | 2d4-3 | d6-2 | 6 months |
Invigoration Potion (1 dose) | High | 50 | 75 | 2d4-3 | 2d6-5 | 3 months |
Jaffray (1 tablespoon) | Common | 4 | 7 | 2d4-3 | d6-2 | 6 months |
Lady-Luck Fungus (1 tablespoon) | Common | 5 | 10 | 2d4-3 | d6-2 | 6 months |
Laishaberries (1 tablespoon) | Fine | 12 | 25 | 1d4-2 | 2d6-5 | 6 months |
Laumspur (1 tablespoon) | Common | 4 | 7 | 2d4-3 | d6-2 | 6 months |
Lekhan Oil (1 dose) | High | 150 | 275 | 1d4-3 | 3d6-5 | 1 month |
Lungwort (1 tablespoon) | Fine | 10 | 20 | 1d4-2 | 2d6-5 | 6 months |
Maiden’s Heart (1 tablespoon) | Common | 4 | 7 | 2d4-3 | d6-2 | 6 months |
Mana Cake (1 dose) | High | 150 | 275 | 1d4-3 | 3d6-5 | 1 month |
Mandrake Berry (1 dose) | High | 75 | 125 | d6-4 | 3d6 | 2 weeks |
Maruera (1 tablespoon) | Fine | 12 | 25 | 1d4-2 | 2d6-5 | 6 months |
Moly (1 tablespoon) | Common | 5 | 10 | 2d4-3 | d6-2 | 6 months |
Myrrh (1 oz) | Fine | 3 | 6 | 4d4-6 | 3d6-5 | 6 months |
Olive Oil (1 gallon) | Common | 1 | 2 | 6d10-9 | d6-2 | 6 months |
Oil of Flame Suppression | High | 20 | 45 | 6d10-9 | d6-2 | 3 months |
Panacea (1 dose) | High | 400 | 750 | d4-3 | d6-4 | 6 months |
Pattran (1 tablespoon) | Common | 3 | 5 | 2d4-3 | d6-2 | 6 months |
Poison, deathbane (1 dose) | High | 125 | 200 | 1d4-3 | 2d6-4 | 1 year |
Poison, nightvine (1 dose) | High | 100 | 175 | 1d4-3 | 2d6-4 | 1 year |
Poison, tears of doubt (1 dose) | High | 160 | 250 | 1d6-5 | 3d6-7 | 1 year |
Poison, venomooze (1 dose) | High | 150 | 225 | 1d4-3 | 2d6-4 | 1 year |
Potion of Flowering (1 dose) | Fine | 60 | 100 | 2d4-3 | d4-2 | 1 month |
Preservation Powder (1 dose) | Fine | 400 | 750 | d4-3 | 3d4-3 | 5 years |
Quicksilver (1 oz) | Fine | 2 | 3 | d8-4 | 2d6-4 | 1 year |
Realgar (1 oz) | Fine | 10 | 15 | d8-3 | 2d6-4 | 1 year |
Red Mercury (1 oz) | Fine | 30 | 50 | d8-4 | 3d6-5 | 1 year |
Rose Oil (1 pint) | Common | 2 | 4 | 4d10-7 | d6-2 | 6 months |
Slow-fall Draught (1 dose) | Fine | 90 | 150 | d6-4 | d4-2 | 2 weeks |
Smelling Salts (1 use) | Fine | 25 | 30 | d8-4 | 2d6-4 | 1 year |
Somantox (1 use) | High | 175 | 250 | d4-3 | 2d6-8 | 2 months |
Sorcerer's Oil (1 use) | High | 250 | 500 | d4-3 | 2d6-8 | 2 months |
Sternopowder (1 bulb) | High | 100 | 200 | d8-5 | 3d4+5 | 1 year |
Subsistence Cube (1 use) | High | 75 | 125 | 2d6-3 | 2d4-5 | 1 month |
Sun Oil (1 use) | Fine | 30 | 60 | d8-4 | 2d6-4 | 3 months |
Thick Smoke (1 globe) | Fine | 90 | 150 | d6-3 | 3d4-4 | 3 months |
Venus Flora (1 tablespoon) | Common | 3 | 5 | 2d4-3 | d6-2 | 6 months |
Wyrmtongue (1 dose) | High | 1,000 | 2,000 | d12-11 | 8d10 | 3 months |
Urea, Dried (1 oz) | Fine | 3 | 5 | 2d4-3 | d4-2 | 1 year |
Wizard Glue (1 use) | High | 75 | 150 | d6-3 | 3d4-5 | 20 years |
Ylang-ylang Oil (1 pint) | Common | 2 | 4 | 4d10-7 | d6-2 | 6 months |
On-Hand: This is a calculation to know how many are currently available. If the die-formula is zero or negative, it will take time to get more. Most likely, this will be priced as a nearby-city expense.
Days to Fill: When more are ordered than are locally available, then this is a formula to determine the number of days for the apothecary to acquire. If the time is zero or negative, then it is in a local storehouse but not immediately available in the store.
Potency: Potions and medicinal items will not last forever. This is a time that the ingredient or item is potent. After this time, it will expire and may not work.
Acid Splash: This is a glass globe filled with an acidic solution. It can be thrown at a target from up to 20 feet to inflict d4 point of corrosive (alchemical) damage to the Body. To strike it must hit the opponent's AC or it can be smashed like a touch-attack; however, in the latter case it will also splash upon the wielder. If thrown, then standard “throwing an item“ rules apply for applicable skills. The globe will remain potent for 3 months after its creation.
Anointing Spirits: This blessed concoction is designed to be are splashed on a target and allows the recipient to choose to be at advantage (or neutralize disadvantage) on any one roll for one instance of the recipient's choice within the next hour. Its viability is about one month.
Bardwear: This is a gelatin bead about two inches in diameter. When someone breaks the bead, places his or her face and upper body in the resulting colored smoke, and thinks about the kind of cosmetic treatment he or she desires, it will be instantly accomplished. One person per bead, cosmetic effect only (not an actual disguise).
Bonfire Blend: This mixture can be poured on a bundle of leaves and sticks, prepared for a campfire to start a small fire within 4d10 seconds. If it is poured or impacts something not combustible, it will ignite only 10% of the time. Therefore, it can technically be thrown to inflict a point of fire damage, but it must strike the target's AC and still will not take effect for the 4d10 seconds after impact - and then only 10% of the time. Thus, it is an ineffective weapon but a possible one. The shelf life for this liquid is only one month.
Chakra Dram: Unlike the more popular salves, this potion is imbibed. However, it has a bit of a gamble and randomness to it, which accounts for its popularity and price being lower. It will heal any type of damage, including necrotic, poison and smite. It may also heal Mind and Spirit, but it could be detrimental to those scores as well. The recipient rolls straight 2d20 against DC:8; for each successful roll, 2 Body points are restored for a potential of four points. Then a d20 roll (DC:8) is rolled for Mind, as is a d20 (DC:8) for Spirit. For Mind and Spirit, if the rolls are successful, then those scores are also healed by d2 points; however, if failing for Mind or Spirit, then a point is lost. Further, this amber liquid only lasts for around 2 months.
Chromis Slime: An emulgent used by alchemists.
Coma Draught: This potion remains potent for three months. When imbibed, one sleeps twice as effectively for four hours, heals and recovers as if eight hours had passed. It effectively allows for a long rest in only four hours. However, it is very difficult to wake someone under its effects and requires inflicting a point of Body damage to do so during the sleep. There is a psychological component to this, requiring the imbiber to know and understand what will happen for the effects to manifest; therefore, it cannot be used on unwilling or unsuspecting victims.
Concealer Salve: A thick, creamy-oily concoction, which may be in virtually any type of container. If a quantity is used to cover a scar, within a few days the scar will slough off and the skin will appear to be exactly like the skin around it.
Drakus Flower: An emulgent used by alchemists.
Dried Ephedra: An emulgent used by alchemists.
Ent-Draught: The sap from a duskwood tree.
Explosive Oil: This is combustible mixture of oil and alcohol which has a flash point that results in a fiery explosion. Molotov cocktails are the method of deliver for this oil when used as a weapon. If holding an open flame, such as a torch or candle, and also prepared with wicks, then one can light and hurl in the same action. To attack, one rolls a d20 as range, hurling the 8oz flask at the target successfully striking the target based on their AC. If missing the target, the use the rules of friendly fire to determine if anyone else was struck. Even if missing everyone, consider the terrain for combustibility. If successfully striking the target, the victim suffers d4 points of fire damage, plus must make an Agility preservation save using a DC at 20 minus the AC. If failing, the oil continues to burn over the victim, which will inflict d2 additional points of fire damage at the end of each of the victim's turns. An inflamed victim can use a full action to stop, drop and roll to extinguish the flames; however, it requires an Agility feat save (DC:6) to be successful. Moreover, to throw a Molotov cocktail of explosive oil, only three can be carried on one's person safely; however, a pile could be placed at one's feet, causing a loss of 2 points of initiative to reach down to get one for the action. Keeping them in a metal box at one's feet and closing the lid between throws is also possible; however, that comes at the sacrifice being able to throw every other round, with the action in between being used for closing and securing the box. All of that said, if the attacker suffers any fire damage or is exposed to a fiery effect while being in possession of these cocktails, then each explodes upon the owner.
Fennel Silk: An emulgent used by alchemists.
Firebreather Oil: This is a form of paraffin, similar to kerosene, that is used by performers, held in their mouths and spit into a flame for a pyrotechnic effect. It is stronger that lamp oil with a lower flash point. This means it could be used as a weapon in some cases, although it is not very reliable. If one uses it to attack, spitting a mouthful past an open flame (such as a candle, tindertwig, or torch) to ignite it, then it could harm a target 5 feet away (or in an adjacent hex). This is different than standard rules for “throwing an item.“ One rolls a d20 as range and must strike an AC10, regardless of the target's actual AC. If rolling a natural 1, then the attacker accidentally inhales or swallows some of the fuel, leaving the attacker nauseated (as the restriction) until the start of his or her next turn. If successfully striking the target, the victim then makes a Resilience preservation save with the DC being 20 minus the true AC value. If the DC becomes less than 2, remember than a natural 1 always fails. If failing the save, the target suffers d3 points of Body damage due to fire.
Healing Salve: This pasty mud is applied to wounds and instantly restores 2d4 Body points, even if the recipient is in negative values. However, it can only heal physical wounds, not those caused by necrotic, poison or smite. The muddy substance only stays usable for about six months.
Holy Water: The blessed waters become a holy weapon against undead and some fiends. The vial is thrown and allows d20s to be rolled for successful striking with ranged fighting and hurling; however, the smiting damage is limited to a d4 regardless of the number of dice used; those are only for determining success. The shelf-life of Holy Water is approximately a month.
Invigoration Potion: Similar to a healing salve, when drinking this holy mixture, the imbiber gains d4 points of Spirit without exceeding the maximum score. This cannot be used cumulatively on the same target in the same day. The potion will become unusable after one month of its creation.
Lekhan Oil: When rubbing this oil on an object or creature, the sounds emanating from the subject are greatly dissipated. While not perfect silence, a person shouting would be at the volume of a whisper. If used in conjunction with a sneak attack or perhaps backstab, this would cause a -2 to the target’s Perception roll. Rubbing the oil requires an action during combat. The oil remains viable for about 2 months.
Mana Cake: This thin bread flake is placed on the tongue and absorbed into the system. It restores 1 point of Mind, which cannot exceed the maximum score. However, another cake cannot be consumed again by the same recipient before a long rest; if doing so, the cake is useless.
Mandrake Berry: An emulgent used by alchemists.
Oil of Flame Suppression: This is the oil used to treat a Bishop Robe to add the bonus to Fire AC. It must be used during the fashioning of a leather armor. However, it can also be used with an action to extinguish a combusted person or item.
Panacea: An imbibed solution more potent than a healing salve. When consumed, Panacea instantly heals from 3d4 Body points, 3d4 Mind points, and 3d4 Spirit points. Further, if 9 points or higher for all three attributes occur, then the panacea will also remove any disease infecting the guzzler. Panacea has a long shelf-life compared to other potions, remaining usable for around 6 months.
Poisons: Use of poison against members of society is illegal; however, as there are legitimate uses for ranchers and big game hunters, these can be found at times on the open market. For more details, see the Poisons section.
Potion of Flowering: This simple green solution causes a flower grow, blossom, a seed pod open, or a leaf bud bloom at a magically fast rate. A small shoot can become a full flower in only 24 hours. However, it will only work on non-monstrous plants. It will remain potent for 30 days after the mixture is created.
Preservation Powder: While this could be used as a very expensive salt to preserve food, its more useful purpose is to drop into liquid potions and mis with cream salves to ensure that the mixed concoction will remain unchanged and protected from exposure of time. Doing this will allow the shelf-life of an alchemical substance to become triple its normal time. However, it is ineffective on the same potion twice. It could also be used to preserve exotic ingredients so that they will not deteriorate, such as the heart of a cyclops or moon-spider eye.
Slow-Fall Draught: This potion is consumed, allowing a slow and safe fall up to 50 feet to occur during the next ten minutes. When falling, it is too late to imbibe; however, it can be used as a safe transport for jumping from heights or short-term protection for climbing something specific. While in the vial and unused, this potion will remain practical for two weeks.
Smelling Salts: This mixture is created and dried out into a sealed package. When used on as unconscious creature (by restriction or Body score zero), it will instantly revive the being. This does not affect health, merely causes the recipient to awaken. Further, it will not work on a creature with negative Body points. Smelling salts have a nice longevity, lasting up to a year.
Somantox: This acts as an anti-venom procedure when applied directly to the wound sight, requiring an action to use. It will only neutralize poisons that required a body save and only those that are delivered by injury.
Sorcerer's Oil: This solution can be combined with the casting of several sorcery axioms for greater effect. If it is at the ready, such as on the belt, it can be used in the same action as casting the spell. The various adjustments occur as follow:
• Burning Hands: This delivers d4+2 points of fire damage
• Fire Dart: Gains +3 on the “to hit” attack roll.
• Fire Blast: Increases the blast from 15-ft to 20-ft radius (37 hexes).
Sternopowder: Sometimes referred to as a sneeze-slug. This is a power, wrapped in a tissue paper. It can be thrown using the standard “throwing an item“ rules, or it can be launched from a sling or similar mechanical device. If striking an opponent’s AC, the victim must make a Resilience save (DC:14) or suffer a sneezing fit. The sneezing will last until the victim’s next turn. This will not hamper physical melee attacks; however, ranged attacks will be made at disadvantage. Further, if concentration for magic use was being performed, it is instantly disrupted. Additionally, fey magickery and sorcery are unavailable for use during the sternutation. Divine incantations can be performed; however, they must be cast as if using the “silent prayers” method. Lastly, anything requiring precise speaking will require a Muse save (DC:9). Subsistence Cube: This is a small sugar cube. When consumed, it allows recipient to go without food, water, and sleep for 48 hours. However, the body must safely recover from the subsistence effect before consuming another one. If a person consumes a second one within a week's span, the effect lasts for half the time, but immediately inflicts one degree of exhaustion. If taken yet again, the time continues to halve and exhaustion degrees increase. A full week per cube consumed must pass before the recursion stops and it the cube can be safely used again. That said, this is also known as a potion drug of abuse for recreation in social circles that can afford it.
Sun Oil: When poured on an object or person, the item or recipient will radiate bright light for 30 feet and another 10 feet of dim light beyond that. The brilliance lasts for ten hours. When applying the oil, if the employer does not have foul-play or another skill that allows poison-use, then there might be a spill beneath the application. To see, an Agility save (DC:6) is made. If failing, then beneath where it was applied will also glow for the next ten hours. Attempts to split this to two separate objects by "accidental spill" will result in an automatic spillage to the ground (or inert object) and the duration of the intended application will only last for four hours.
Thick Smoke: Encased in a glass globe is this navy-colored liquid can be thrown with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release the smoke in a 10-ft diameter (or one hex surrounded by six adjacent ones). This is an area of effect and does not use standard “throwing an item“ rules. The smoke will linger in that area for 1 minute (6 combat rounds). All creatures relying on sight, including darkvision, cannot see into, out of, or within that area. The mixture stays potent for 3 months.
Wizard Glue: this is creation of a bond that will hold one relatively flat substance to another: a picture to a wall, a mirror to a door, a rug to the floor, a light fixture to a ceiling, etc. The glue is quite strong but it can only support 20 pounds per vial up to a maximum of 5 vials (or 100 lbs). Brittle items, like a mirror, would break if they were forced from the wall when held by this glue. Body weight converts to support weight it a living thing is held in/by the glue. Disrupt magic can neutralize the bond. The area to be closed/held cannot exceed 20 square feet per dose. Doors can be glued shut, as well as chests, etc. But once the bond is broken the glue no longer adheres. A brute force action can break the bond but it will act as DC:21, but each additional application used to the same surface will add +1.
Wyrmtongue: An emulgent used by alchemists.
Armor
In the Game Starter, there were the typical leather and iron armors with listed AC values. However, there are better forging materials and higher skilled creators who can offer better than standard wares. Anything superior will unlikely be in the market and will be arranged directly with the smith. It is also possible that no products of such high-quality are even available, but if they are, the list below gives an idea of the economy for such things.
Most villages will have only a leatherworker and might have a brigandine brought in by a caravan, but it will be unlikely small populations can offer much more. And the village will not have steel materials unless they are there for an explicit reason. Towns will have armor up to chain shirts, and on occasion a town blacksmith may have the uncommon lamellar suit or chain mail. Material of steel is perhaps a 1 in 10 chance. Obviously armors like dwarven scale and gryf padding will only be found in communities of the appropriate species unless venturing into a city. And in populations about 10,000, the odds of steel armors are around 1 in 6. However, steel armors could be commissioned to be made by the talent found in these larger communities. As for the elfin hauberk, it would require trade in a grand city to have even a 2% chance to find one being sold. Of course, black markets may exist in any size community, but this will likely be more of a plot element than standard use of the price list. Lastly, those coveted stonewood shields might be found in a city and probably in a grand city; much of that would depend on the proximity to a stonewood forest.
Item | Quality | AC | At Smith | Local Market | Trade-In | Maintenance |
---|---|---|---|---|---|---|
Padded Armor | Good | 11 | 25 | 35 | 10 | None |
Padded Armor, Small Biped | 14 | 20 | 4 | None | ||
Leather Armor | Good | 11 | 50 | 65 | 15 | 2 |
Croc,Shark,Stingray | Fine | 200 | 250 | 100 | 3 | |
Leather Armor, Small Biped | Good | 25 | 35 | 8 | 1 | |
Croc,Shark,Stingray | Fine | 100 | 125 | 50 | 2 | |
Bishop Robe | Good | 11* | 65 | † 250 | None | 3 |
Croc,Shark,Stingray | Fine | 150 | † 475 | None | 4 | |
Bishop Robe, Small Biped | Good | 35 | † 200 | None | 3 | |
Croc,Shark,Stingray | Fine | 125 | † 375 | None | 4 | |
Goluka Armor | Superior | 11* | 400 | 500 | 200 | None |
Archbishop Robe | Superior | 11* | 300 | † 750 | None | 2 |
Archbishop Robe, Small Biped | 225 | † 600 | None | 2 | ||
Studded Leather | Good | 12 | 100 | 150 | 40 | 3 |
Croc,Shark,Stingray | Fine | 300 | 425 | 135 | 4 | |
Studded Leather, Small Biped | Good | 60 | 90 | 30 | 3 | |
Croc,Shark,Stingray | Fine | 150 | 325 | 120 | 4 | |
Brigandine Armor | Good | 12* | 155 | 205 | 60 | 5 |
Steel Plates | Superior | 13* | 675 | 805 | 130 | 7 |
Brigandine Armor, Small Biped | Good | 12* | 80 | 105 | 30 | 5 |
Steel Plates | Superior | 13* | 400 | 485 | 125 | 7 |
Gryf Padding | Good | 12 | 75 | 125 | 30 | 2 |
Heavy-Padded | Good | 13* | 130 | 150 | 90 | 1 |
Iron-skin Leather | Superior | 13 | 1,000 | 1,200 | 700 | 15 |
Iron-skin Leather, Small Biped | 750 | 900 | 500 | 15 | ||
Elfin Hauberk | Superior | 13* | n/a | † 3,900 | † 2,200 | 5 |
Jack of Plates | Common | 13 | n/a | 30 | None | 4 |
Chain Shirt | Fine | 14 | 170 | 225 | 80 | 6 |
Steel | Superior | 15 | 870 | 1,030 | 195 | 8 |
Chain Shirt, Small Biped | Fine | 14 | 90 | 120 | 40 | 6 |
Steel | Superior | 15 | 600 | 845 | 150 | 8 |
Lamellar Armor | Fine | 14* | 305 | 380 | 145 | 8 |
Steel | Superior | 15* | 1,375 | 1,610 | 325 | 10 |
Lamellar Armor, Small Biped | Fine | 14* | 150 | 200 | 70 | 8 |
Steel | Superior | 15* | 705 | 845 | 190 | 10 |
Ring Mail | Fine | 15 | 234 | 300 | 120 | 6 |
Steel | Superior | 16 | 1,320 | 1,545 | 325 | 10 |
Ring Mail, Small Biped | Fine | 15 | 150 | 180 | 60 | 6 |
Steel | Superior | 16 | 645 | 760 | 200 | 10 |
Dark Ring | Superior | 15* | 800 | 1,200 | 500 | 8 |
Breastplate | Fine | 15 | 310 | 385 | 155 | 5 |
Steel | 16 | 1,760 | 2,050 | 435 | 12 | |
Breastplate, Small Biped | 15 | 160 | 190 | 75 | 5 | |
Steel | 16 | 1,760 | 2,050 | 435 | 12 | |
Dwarven Scale | Fine | 15* | 475 | 575 | 245 | 10 |
Steel | Superior | 16* | 2,150 | 2,500 | 540 | 12 |
Brigantine Chain | Fine | 16 | 400 | 485 | 190 | 12 |
Steel | 17 | 1975 | 2425 | 800 | 18 | |
Brigantine Chain, Small Biped | 16 | 210 | 235 | 80 | 12 | |
Steel | 17 | 1010 | 1280 | 440 | 18 | |
Chain Mail | Fine | 16 | 340 | 420 | 185 | 5 |
Steel | Superior | 17 | 2,025 | 2,355 | 520 | 15 |
Chain Mail, Small Biped | Fine | 16 | 175 | 210 | 65 | 5 |
Steel | Superior | 17 | 1,050 | 1185 | 405 | 15 |
Splint Mail | Fine | 17 | 425 | 515 | 225 | 10 |
Steel | Superior | 18 | 2,535 | 2,945 | 650 | 20 |
Splint Mail, Small Biped | Fine | 17 | 210 | 265 | 115 | 10 |
Steel | Superior | 18 | 1,315 | 1,485 | 505 | 20 |
Plate Mail | Fine | 18 | 500 | 600 | 200 | 12 |
Steel | Superior | 19 | 3,000 | 3,500 | 865 | 25 |
Plate Mail, Small Biped | Fine | 18 | 275 | 325 | 100 | 12 |
Steel | Superior | 19 | 1,600 | 1,775 | 600 | 25 |
Shield | ||||||
Shield | Fine | +2 | 95 | 135 | 70 | 3 |
Stonewood | Superior | +3 | 500 | 600 | 300 | None |
Helmet | ||||||
Leather Cap | Good | n/a | 8 | 15 | n/a | 1 |
Bronze Galea | Fine | n/a | 30 | 50 | 10 | 2 |
Bascinet | Fine | n/a | 50 | 100 | 20 | 3 |
Barding | ||||||
Leather | Dog | 12 | 60 | 75 | 15 | 1 |
Goat, Terrac | 12 | 80 | 100 | 20 | 1 | |
Horse | 12 | 125 | 180 | 45 | 2 | |
Lepuus | 12 | 100 | 120 | 25 | 1 | |
Llama | 12 | 90 | 115 | 20 | 1 | |
Mule | 12 | 80 | 100 | 20 | 1 | |
Oxen | 12 | 150 | 200 | 50 | 2 | |
Timber Elk | 12 | 100 | 140 | 35 | 2 | |
Chain | Elephant | 15 | 800 | 1200 | 225 | 8 |
Horse | 15 | 350 | 500 | 90 | 5 | |
Lizard Steed | 15 | 450 | 700 | 100 | 5 | |
Oxen | 15 | 450 | 700 | 80 | 5 | |
Timber Elk | 15 | 250 | 400 | 65 | 5 | |
Plate | Elephant | 18 | 2000 | 3000 | 500 | 20 |
Horse, Draft | 18 | 800 | 1200 | 200 | 10 |
* Better armor class against certain types of damage - see All Armors
† Almost never sold in the open market; this is a black market price.
Arms & Weapons
The same odds of steel for weapons in different community sizes are about the same as it is for armor. Villages will likely only have polearms, various axes, small hammers, daggers and maybe a gladius. Also bows and slings can be found in villages. However, to find nicer weapons: the various swords, maces and other crafted bludgeons, then the markets in the town are where one will need to be. Blackjack, bolas, chalikars, crossbows, garrotes, gnomish slingers, sai, shuriken, spiked chains, tridents and whips are likely only to be found in a city-sized market. Even then, species-specific weapons, like jossals and ulas, may be difficult to locate on demand. Strength bows might be in a city; however, better luck would be had in a grand city for such a specialty item. Enchanted ores and weapons made from them occasionally hit the markets in grand cities.
Item | Quality | At Smith | Local Market | Trade-In | Maintenance | Note |
---|---|---|---|---|---|---|
Axe | Fine | 45 | 75 | 35 | 2 | |
Steel | Superior | 400 | 485 | 180 | 2 | +1 to hit normal weapon |
Silvered | Enhanced | 190 | 250 | 185 | 4 | silver weapon |
Electrum | Extraordinary | 2,100 | 2,500 | 1,700 | 5 | +1 to hit silver weapon |
Bastard Sword | Fine | 95 | 135 | 75 | 6 | |
Steel | Superior | 975 | 1,150 | 470 | 8 | +1 to hit normal weapon |
Silvered | Enhanced | 235 | 300 | 225 | 8 | silver weapon |
Electrum | Extraordinary | 5,400 | 6,300 | 4,300 | 12 | +1 to hit silver weapon |
Battle Axe | Fine | 65 | 100 | 50 | 4 | |
Steel | Superior | 620 | 740 | 290 | 4 | +1 to hit normal weapon |
Silvered | Enhanced | 205 | 270 | 200 | 5 | silver weapon |
Electrum | Extraordinary | 3,400 | 4,000 | 2,600 | 8 | +1 to hit silver weapon; |
Blackjack | Good | 8 | n/a | n/a | None | potential stun attack |
Bolas | Good | n/a | 25 | 8 | 1 | chance to restrain |
Bullet-Bow | Fine | 175 | 250 | 75 | 10 | |
Bullets 10-bore, lead (6) | Fine | 3 | 4 | None | None | |
Bullets 10-bore, steel (6) | Superior | 40 | 65 | None | 1 | +1 to hit normal weapon |
Bullets 10-bore, silver (6) | Enhanced | 90 | 125 | None | 3 | silver weapon |
Chalikar | Good | n/a | 75 | 15 | 1 | neck protection |
Crossbow | Fine | 125 | 175 | 75 | 8 | |
Bolts (12) | Fine | 5 | 8 | None | 1 | |
Bolts, Steel (12) | Superior | 54 | 65 | None | 2 | +1 to hit normal weapon |
Bolts, Silvered (12) | Enhanced | 155 | 180 | None | 5 | silver weapon |
Dagger | Fine | 30 | 60 | 25 | 1 | |
Steel | Superior | 250 | 315 | 110 | 3 | +1 to hit normal weapon |
Silvered | Enhanced | 175 | 230 | 175 | 3 | silver weapon |
Electrum | Extraordinary | 1,300 | 1,600 | 1,000 | 3 | +1 to hit silver weapon; |
Flail | Fine | 60 | 95 | 45 | 3 | |
Steel | Superior | 545 | 655 | 255 | 5 | +1 to hit normal weapon |
Silvered | Enhanced | 200 | 260 | 195 | 5 | silver weapon |
Electrum | Extraordinary | 3,000 | 3,500 | 2,300 | 8 | +1 to hit silver weapon; |
Garrote | Superior | 25 | n/a | n/a | None | |
Gladius | Fine | 55 | 90 | 45 | 2 | |
Steel | Superior | 530 | 635 | 255 | 6 | +1 to hit normal weapon |
Silver | Enhanced | 200 | 260 | 195 | 6 | silver weapon |
Electrum | Extraordinary | 2,900 | 3,400 | 2,300 | 8 | +1 to hit silver weapon; |
Glaive | Fine | 55 | 90 | 45 | 4 | |
Steel | Superior | 475 | 575 | 220 | 6 | +1 to hit normal weapon |
Silvered | Enhanced | 200 | 260 | 195 | 6 | silver weapon |
Electrum | Extraordinary | 2,600 | 3,100 | 2,000 | 6 | +1 to hit silver weapon |
Gnomish Slinger | Fine | 120 | 200 | 100 | 8 | |
Great Axe | Fine | 85 | 125 | 70 | 6 | |
Steel | Superior | 865 | 1,020 | 415 | 8 | +1 to hit normal weapon |
Silvered | Enhanced | 225 | 290 | 220 | 8 | silver weapon |
Electrum | Quality | 4,800 | 5,600 | 3,800 | 12 | +1 to hit silver weapon |
Halberd | Fine | 70 | 105 | 55 | 6 | |
Steel | Superior | 695 | 825 | 325 | 7 | +1 to hit normal weapon |
Silvered | Enhanced | 215 | 280 | 205 | 7 | silver weapon |
Hammer | Fine | 45 | 75 | 35 | 1 | |
Steel | Superior | 415 | 505 | 190 | 4 | +1 to hit normal weapon |
Silvered | Enhanced | 190 | 250 | 185 | 4 | silver weapon |
Orichalcum | Extraordinary | 3,000 | 3,500 | 2,400 | 20 | |
Meteore | Extraordinary | 7,100 | 8,200 | 5,700 | 25 | |
Hand Crossbow | Fine | 150 | 200 | 75 | 8 | |
Jossal | Fine | 120 | 175 | 50 | 12 | Unique hurling weapon |
Long Bow | Fine | 100 | 125 | 50 | 6 | |
Arrows (12) | Fine | 4 | 7 | None | 1 | |
Arrows, Steel (12) | Superior | 44 | 54 | None | 2 | +1 to hit normal weapon |
Arrows, Silvered (12) | Enhanced | 150 | 180 | None | 6 | silver weapon |
Arrows, Daintwood (12) | Superior | 9 | 16 | None | 2 | 20% greater distances |
Arrows, Daintwood, Steel (12) | Superior | 55 | 75 | None | 4 | 20% greater distances; +1 to hit |
Arrows, Daintwood, Silver (12) | Superior | 175 | 210 | None | 7 | 20% greater distances; silver |
Long Spear | Fine | 40 | 75 | 35 | 1 | |
Steel | Superior | 375 | 460 | 75 | 3 | +1 to hit normal weapon |
Silvered | Enhanced | 215 | 275 | 185 | 3 | silver weapon |
Longsword | Fine | 75 | 110 | 60 | 3 | |
Steel | Superior | 760 | 900 | 360 | 8 | +1 to hit normal weapon |
Silvered | Enhanced | 220 | 280 | 210 | 8 | silver weapon |
Electrum | Extraordinary | 3,700 | 4,300 | 3,500 | 10 | +1 to hit silver weapon |
Meteore | Extraordinary | 12,150 | 14,000 | 10,000 | 20 | +2 to hit magic weapon |
Mace | Fine | 40 | 70 | 32 | 1 | |
Steel | Superior | 365 | 445 | 165 | 3 | +1 to hit normal weapon |
Silvered | Enhanced | 185 | 240 | 180 | 3 | silver weapon |
Electrum | Extraordinary | 1,900 | 2,300 | 1,500 | 4 | +1 to hit silver weapon |
Net | Common | n/a | 15 | None | None | |
Ranseur | Fine | 60 | 95 | 45 | 3 | |
Steel | Superior | 555 | 665 | 255 | 5 | +1 to hit normal weapon |
Silvered | Enhanced | 200 | 260 | 195 | 5 | silver weapon |
Sai | Fine | 30 | 60 | 25 | 1 | |
Steel | Superior | 270 | 340 | 120 | 3 | +1 to hit normal weapon |
Silvered | Enhanced | 180 | 240 | 175 | 3 | silver weapon |
Short Spear | Fine | 30 | 60 | 25 | 1 | |
Steel | Superior | 240 | 305 | 45 | 3 | +1 to hit normal weapon |
Silvered | Enhanced | 205 | 265 | 175 | 3 | silver weapon |
Electrum | Extraordinary | 1,300 | 1,600 | 1,000 | 8 | +1 to hit silver weapon |
Shuriken (1) | Fine | 5 | 10 | 4 | None | |
Steel (1) | Superior | 53 | 68 | 27 | 2 | +1 to hit normal weapon |
Silvered (1) | Enhanced | 40 | 60 | 40 | 2 | silver weapon |
Sling | Good | n/a | 8 | None | None | |
Bullet, stone | Common | n/a | n/a | None | None | |
Bullets variable-size, lead (6) | Fine | 2 | 3 | None | None | |
Spiked Chain | Good | 20 | 30 | 8 | 2 | |
Staff | Fine | 15 | 20 | None | None | |
Stonewood | Superior | 110 | 125 | 35 | None | |
Strength Bow | Superior | 1,000 | 1,500 | 500 | 10 | |
Trident | Fine | 55 | 90 | 45 | 1 | |
Steel | Superior | 540 | 650 | 255 | 6 | +1 to hit normal weapon |
Silvered | Enhanced | 200 | 260 | 195 | 5 | silver weapon |
Ula | Fine | 15 | 25 | 5 | 1 | |
War Maul | Fine | 90 | 125 | 70 | 4 | |
Steel | Superior | 905 | 1,070 | 435 | 8 | +1 to hit normal weapon |
Silvered | Enhanced | 230 | 290 | 220 | 6 | silver weapon |
Electrum | Quality | 5,000 | 5,800 | 3,900 | 10 | +1 to hit silver weapon |
Meteore | Extraordinary | 14,500 | 16,750 | 12,000 | 25 | +2 to hit magic weapon |
Whip, Leather | Fine | n/a | 10 | None | None |
Church
Imbued and infused items can be sold via the church. Not all churches and temples will sell to the public. Some other allow their wares to be available for the faithful. The GM can give more details as to which allow things to become available; however, if the church down regulate sales, then occasionally the same items may be found in black markets at higher prices; also the days remaining for black market items are usually fewer than 15 (3d6 days rolled by GM).
Item | Quality | At Church | Black Market |
---|---|---|---|
Acclimate Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Anti-venom Trinket | Superior | 2,000 + 20 per day remaining | 5,000 + 50 per day remaining |
Banner Trinket | Superior | 1,800 + 20 per day remaining | 4,000 + 50 per day remaining |
Bless Meal Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Blood Lust Trinket | Superior | 2,000 + 20 per day remaining | 5,000 + 50 per day remaining |
Bolt Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Branding Smite Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Bread Crumbs Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Burden Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Chain of Eyes Trinket | Superior | 700 + 5 per day remaining | 1,800 + 10 per day remaining |
Create Flame Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Damage Ward Trinket | Superior | 700 + 5 per day remaining | 1,800 + 10 per day remaining |
Darkvision Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Decompose Ward Trinket | High | 700 + 5 per day remaining | 1,800 + 10 per day remaining |
Detect Magic Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Discern Language Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Downpour Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Favor Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Fog of War Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Gentle Repose Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Grace Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Guard Spirit Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Infusion of (Fire/Ice/Lightning) Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Lift Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Mask Spirit Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Mystic Prayer Beads (per bead) | Superior | 250 | 300 |
Perceive Insanity Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Poison Ward Trinket | Superior | 1,800 + 20 per day remaining | 4,000 + 50 per day remaining |
Protective Tattoos Service | High | 3,000 | Unknown |
Re-preserve Trinket | High | 700 + 5 per day remaining | 1,800 + 10 per day remaining |
Resist (Fire/Ice/Lightning) Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Reveal Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
River Eyes Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Showers Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Spineless Trinket | Superior | 1,800 + 20 per day remaining | 4,000 + 50 per day remaining |
Spirit Sight Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Sustenance Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Thick Air Trinket | Superior | 1,800 + 20 per day remaining | 4,000 + 50 per day remaining |
Thicket Trinket | Superior | 700 + 5 per day remaining | 1,800 + 10 per day remaining |
Torch Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Water Breathing Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Weapon of Doubt Trinket | Superior | 1,600 + 15 per day remaining | 4,000 + 40 per day remaining |
Sustenance Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Weapon of Nonsense Trinket | High | 600 + 5 per day remaining | 1,500 + 10 per day remaining |
Clothing
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Belt, leather iron buckle | Common | 1 | 1 5 | 3 | 6 | With Standard |
Boots, leather | Common | 10 | 15 | 30 | 60 | With Standard |
Boots, Dress, leather | Fine | 45 | 60 | 120 | 250 | 5 |
Breeches, linen | Common | 1 | 2 | 4 | 8 | |
Breeches, silk | Fine | 25 | 40 | 80 | 150 | 1 |
Breeches, thick cotton | Fine | 3 | 5 | 10 | 20 | |
Breeches, thin cotton | Fine | 2 | 4 | 8 | 15 | |
Breeches, wool | Good | 6 | 10 | 20 | 40 | |
Button, ivory | Fine | 6 | 9 | 18 | 36 | |
Button, wood | Common | 3 | 5 | 1 | 1 5 | |
Cape, linen | Good | 10 | 15 | 30 | 60 | |
Cape, thick cotton | Good | 11 | 16 | 30 | 60 | |
Cape, thin cotton | Common | 8 | 12 | 25 | 50 | |
Cloak, heavy wool | Fine | 20 | 30 | 60 | 120 | |
Cloak, wool | Good | 11 | 16 | 30 | 60 | |
Coat, beaver fur | Fine | 90 | 135 | 270 | 540 | 5 |
Coat, goose-down | Common | 12 | 18 | 35 | 70 | |
Coat, leather | Good | 35 | 50 | 100 | 200 | 5 |
Coat, leather | Fine | 50 | 70 | 130 | 250 | 5 |
Coat, fox fur | Fine | 150 | 225 | 450 | 900 | 1 |
Coat, lynx fur | Fine | 180 | 270 | 550 | 1000 | 2 |
Coat, rabbit fur | Good | 55 | 75 | 150 | 300 | 5 |
Collar, leather | Good | 8 | 1 2 | 2 5 | 4 5 | |
Dress, linen | Common | 3 | 5 | 10 | 20 | |
Dress, linen | Good | 7 | 10 | 20 | 40 | |
Dress, Fancy, linen | Good | 60 | 90 | 180 | 350 | 1 |
Dress, Fancy, silk | Fine | 150 | 225 | 450 | 900 | 2 |
Dress, thick cotton | Good | 9 | 15 | 30 | 60 | |
Dress, thin cotton | Common | 6 | 8 | 15 | 30 | |
Dress, wool | Good | 2 | 4 | 8 | 15 | |
Gloves, leather | Common | 4 | 7 | 15 | 30 | |
Gloves, wool | Common | 1 | 2 5 | 4 | 10 | With Standard |
Handkerchief, linen per sq-inch | Common | 6 | 9 | 1 6 | 4 | |
Handkerchief, linen per sq-inch | Good | 9 | 1 5 | 3 | 6 | |
Hat, beaver fur | Fine | 9 | 15 | 30 | 60 | |
Hat, rabbit fur | Good | 6 | 9 | 18 | 35 | |
Hat, Fancy, beaver fur | Fine | 18 | 30 | 60 | 125 | |
Hat, wool | Common | 1 | 2 | 3 | 5 | |
Jacket, leather (formalwear) | Fine | 90 | 135 | 260 | 525 | |
Jacket, linen (formalwear) | Good | 38 | 55 | 110 | 200 | |
Jacket, silk (formalwear) | Fine | 150 | 250 | 500 | 1000 | 1 |
Jacket, thick cotton (formalwear) | Fine | 70 | 110 | 200 | 350 | 5 |
Jacket, thin cotton (formalwear) | Fine | 50 | 75 | 150 | 300 | 5 |
Jacket, wool (formalwear) | Good | 32 | 48 | 95 | 180 | |
Mittens, wool | Common | 5 | 8 | 2 | 4 | |
Sandals, leather | Common | 3 | 5 | 10 | 20 | |
Sandals, wool | Common | 2 | 3 | 6 | 12 | |
Scarf, silk | Fine | 18 | 30 | 60 | 120 | |
Scarf, wool | Common | 2 5 | 4 3 | 8 | 15 | With Standard |
Shirt, linen | Common | 6 | 8 | 16 | 32 | |
Shirt, silk | Fine | 40 | 60 | 120 | 240 | 1 |
Shirt, Gamboissed, thick cotton | Fine | 10 | 15 | 30 | 60 | |
Shirt, thin cotton | Good | 7 | 11 | 22 | 45 | |
Shirt, wool | Common | 5 | 8 | 16 | 32 | With Standard |
Shirt, Gamboissed, wool | Good | 8 | 12 | 24 | 48 | |
Shoes, leather | Good | 7 | 11 | 20 | 40 | |
Shoes, Dress, leather | Fine | 30 | 45 | 90 | 180 | |
“Soft Shoes” | Fine | 40 | 60 | 125 | 250 |
“Soft Shoes”: Specially made shoes of gnomish invention, having a wider outline and cushioned-padding for a sole. These look a bit like small snow shoes. Because of their design, anyone wearing them suffer -10 feet from base movement; however, they grant a special bonus on stealthy movement. Of the dice used to set the DC, any “natural 1” rolled become a value as if a “2” had been rolled.
Crime
While not exactly things to purchase, there are fines for certain crimes. Below is an average expense if convicted.
Crime | Fine | Jail Time | |
---|---|---|---|
Assault, Minor | 250 | or | 6 months |
Assault, Major | 1,000 | and | 3 years |
Disturbing the Peace | 50 | ||
Drunk and Disorderly | 25 | and | 1 day (Drunk Tank) |
Murder | Death | ||
Theft, Armed/Mugging | 2,500 | or | 5 years |
Theft, By Confidence | 500 | ||
Theft, Petty (under 50 bits) | 250 | or | 6 months |
Theft, Grand | 500 | and | 2 years |
Vandalism, Minor | 100 | or | 3 months |
Vandalism, Major | 2,000 | and | 1 year |
Assault: This is an attack upon a reasonably defenseless person. Challenged and accepted duels are not considered legal assault.
Exotic
Often adventurers find “strange” treasures. They return to metropolitan areas to see for what they can sell things. This often requires a merchant or a fence depending on the nature of the item. Therefore, if the roles are reversed and the adventurers wish to buy something they've heard has made its way into the market, then the mark-up is typically 20% for the merchant’s efforts in the arrangement. Depending on the item, a GM might spin up an adventure around the sale as different parties might be interested in acquiring, stealing or killing for it. On the flip side, some are esoteric, meaning there might not be any interest for the object.
Item | Selling | Buying |
---|---|---|
Acid Ant Gland | 25 | 30 |
Anzû Feather | 50 | 60 |
Basilisk Egg | 25 | 30 |
Bugbear Skull | 8 | 10 |
Center Eye of Eye Horror | 1,600 | 2000 |
Cyclops Heart | 75 | 100 |
Doppleganger Hide | 4 | 5 |
Harpy Feather | 40 | 50 |
Hippogryph Egg | 200 | 250 |
Hydra Liver | 170 | 200 |
Moon-spider Eye | 75 | 100 |
Octopus Ink Sack | 2 | 3 |
Popobawa Eyeball | 75 | 100 |
Pseugodragon Stinger | 4 | 5 |
Rakshasa Blood | 1,250 | 1,500 |
Strix Egg | 15 | 20 |
Unicorn Horn | 1500 | 2000 |
Cyclops Heart: The mystical quality only lasts four hours after removal unless magically preserved.
Moon-spider Eye: The eye will rot after three days.
Food
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Ale (1 gal) | Good | 8 | 1 1 | 2 1 | 3 9 | |
Almonds (1 lb) | Good | 5 | 8 | 1 5 | 2 8 | |
Applejack (1 pint) | Good | 2 | 3 | 6 | 12 | |
Apples (1 bushel) | Common | 3 6 | 4 4 | 8 6 | 15 | |
Apples (1 lb) | Common | ¾ | 1 | 2 | 4 | |
Beef (1 lb) | Good | 5 | 7 | 1 3 | 2 6 | |
Beef, Corned (1 lb) | Good | 1 2 | 1 6 | 3 1 | 6 | |
Beef, Salted (1 lb) | Good | 2 | 3 | 6 | 12 | |
Beef, Sausage (1 lb) | Good | 5 | 7 | 1 3 | 2 6 | |
Beer (1 gal) | Good | 1 4 | 2 1 | 4 1 | 8 | |
Beets, Pickled (1 lb) | Good | 2 | 3 | 6 | 12 | |
Bread, Rye (8 oz) | Common | 4 | 5 | 1 | 2 | |
Bread, Wheat (8 oz) | Good | 5 | 6 | 1 1 | 2 2 | |
Butter, Salted (1 lb) | Good | 1 2 | 1 8 | 3 5 | 7 | |
Caviar (1 oz) | Good | 5 | 8 | 15 | 30 | |
Cheese (1 lb) | Good | 1 2 | 1 5 | 2 8 | 5 3 | |
Chevon (1 lb) | Good | 4 | 7 | 1 3 | 2 6 | |
Chicken (1 lb) | Common | 2 | 3 | 6 | 1 | |
Cider, Hard (1 gal) | Good | 3 2 | 4 2 | 8 5 | 17 | |
Cider, Sweet (1 gal) | Good | 2 | 2 6 | 5 | 9 | |
Clams, In Shell (8 lbs) | Good | 4 | 6 | 1 2 | 2 4 | |
Clams, In Shell (1 lb) | Good | ½ | 1 | 2 | 4 | |
Cockles (dozen) | Good | 4 | 7 | 1 5 | 3 | |
Cloves (1 lb) | Good | 5 | 7 5 | 15 | 30 | |
Corn Meal (1 lb) | Common | 2 | 6 | 1 2 | 2 4 | |
Corn, Feed (1 bushel) | Common | 4 2 | 5 2 | 10 3 | 20 | |
Corn, Feed (1 lb) | Common | ¾ | 1 | 2 | 4 | |
Crab Legs | Good | 3 | 5 | 7 | 1 3 | |
Duck (1 lb) | Good | 3 | 5 | 7 | 1 3 | |
Eggs, Chicken (1 dozen) | Common | 6 | 8 | 1 4 | Spoiled | |
Eel, Fresh (1 lb) | Good | 3 | 5 | 9 | Spoiled | |
Figs, Dried (1 lb) | Common | 8 | 1 | 2 | 4 | |
Fish, Fresh (5 lbs) | Good | 1 | 1 3 | 2 8 | Spoiled | |
Fish, Fresh (1 lb) | Good | 2 | 3 | 7 | Spoiled | |
Fish, Salted (1 lb) | Good | 8 | 1 1 | 2 | 4 | |
Flour, Rye (1 lb) | Common | 3 | 4 | 8 | 1 5 | |
Flour, Wheat (1 lb) | Common | 5 | 6 | 1 1 | 2 1 | |
Ginger (1 lb) | Good | 1 5 | 2 3 | 4 5 | 9 | |
Grain, Barley (10 lbs) | Good | 2 7 | 3 4 | 6 7 | 14 | |
Grain, Wheat (1 lb) | Common | 3 | 4 | 7 | 1 5 | |
Grapes (1 bushel) | Good | 7 2 | 9 5 | 19 | 40 | |
Grapes (1 lb) | Good | 2 | 3 | 4 | 9 | |
Ham, Sugar Cured (12 lbs) | Good | 12 5 | 18 9 | 37 5 | 75 | |
Hay (1 ton) | Common | 25 | 30 | 60 | Spoiled | |
Honey (8 oz) | Good | 1 | 1 5 | 3 | 6 | |
Lobster | Good | 5 | 8 | 1 | 2 | |
Milk, In-Season (1 gal) | Common | ¾ | 1 | 2 | Spoiled | |
Milk, Out-of-Season (1 gal) | Good | 3 | 4 | 8 | Spoiled | |
Molasses, black strap (1 gal) | Good | 6 | 9 | 18 | 36 | |
Molasses, sweet (1 gal) | Good | 4 | 6 | 12 | 24 | |
Mustard, seed (1 lb) | Good | 5 | 8 | 1 5 | 3 | |
Mutton (1 lb) | Good | 4 | 6 | 1 2 | 2 5 | |
Oatmeal (1 lb) | Common | 3 | 4 | 8 | 1 5 | |
Olive Oil (1 gal) | Good | 7 | 10 3 | 21 | 40 | |
Olives, Pickled (1 lb) | Good | 6 | 9 | 16 | 32 | |
Pepper, black (1 lb) | Good | 6 | 9 | 18 | 36 | |
Pickles, Malt Vinegar (1 lb) | Good | 2 | 3 | 6 | 12 | |
Pickles, Wine Vinegar (1 lb) | Good | 5 | 8 | 1 5 | 30 | |
Pork (1 lb) | Common | 2½ | 3 | 6 | 13 | |
Port, Salted (1 lb) | Common | 1 | 1 3 | 2 5 | 5 | |
Raisins (1 lb) | Good | 7 | 1 | 2 | 4 | |
Ration, Dairy Cow (1 day, 18 lbs) | Hay | 2½ | 3 | 5 | 1 | |
Ration, Horse (1 day, 20 lbs) | Oats | 1¼ | 2 | 5 | 10 | |
Ration, Ox (1 day, 36 lbs) | Hay | 4 | 6 | 1 1 | 2 | |
Ration, Sow (1 day, 6 lbs) | Corn | 4 | 6 | 1 1 | 2 | |
Ration, Warhorse (1 day, 25 lbs) | Oats and Hay | 3 | 5 | 10 | 20 | |
Rations, Military Person (1 day) | Hardtack, Pork | 1 | 1 3 | 3 | 5 | |
Rum (1 gal) | Common | 4 | 7 | 15 | 30 | |
Rum (1 gal) | Fine | 6 | 10 | 18 | 35 | |
Salt, Rock (1 lb) | Good | 3 | 4 | 7 | 1 3 | |
Salt, Rock, refined (1 lb) | Good | 5 | 8 | 1 5 | 3 | |
Salt, Sea, raw (1 lb) | Good | 2 | 3 | 6 | 1 2 | |
Salt, Sea, refined (1 lb) | Good | 4½ | 7 | 1 4 | 2 8 | |
Salt, Spring, raw (1 lb) | Good | 5 | 8 | 1 5 | 3 | |
Shrimp, Whole, raw (1 lb) | Good | 4 | 7 | 1 5 | 3 | |
Strawberry jam (1 lb) | Common | 1½ | 2 | 4 | 8 | |
Sugar (1 lb) | Good | 1 | 1 5 | 3 | 6 | |
Sugar, refined (1 lb) | Good | 1 5 | 2 3 | 4 5 | 9 | |
Turkey (1 lb) | Good | 2½ | 4 | 8 | 1 5 | |
Venison (1 lb) | Good | 3 | 5 | 1 | 2 | |
Venison, Dried (1 lb) | Good | 6 | 9 | 2 | 4 | |
Venison, Smoked (1 lb) | Good | 6 | 9 | 2 | 4 | |
Vinegar, Cider (1 gal) | Good | 3 5 | 5 2 | 10 5 | 21 | |
Vinegar, Malt (1 gal) | Common | 9 | 1 3 | 2 6 | 5 | |
Vinegar, Wine (1 gal) | Good | 5 | 7 5 | 15 | 30 | |
Wine (1 gal) | Good | 5 4 | 7 1 | 14 3 | 30 | |
Wine (1 gal) | Fine | 9 | 15 | 30 | 60 |
Furnishings
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Bed, Child | Common | 10 | 16 | 30 | 60 | |
Bed, Full | Common | 20 | 30 | 50 | 100 | |
Bed, Queen-Sized | Good | 60 | 70 | 180 | 350 | |
Blanket, Wool | Good | 3 | 5 | 9 | 16 | With Standard |
Bookshelf (7ft x 3ft x 1ft) | Good | 40 | 50 | 100 | 180 | |
Caldron, Iron (2 gal) | Good | 8 | 12 | 15 | 25 | |
Caldron, Iron (4 gal) | Good | 11 | 17 | 30 | 50 | |
Hour glass, clear | Fine | 15 | 22 5 | 45 | 90 | |
Desk, Writing, mahogany | Fine | 225 | 340 | 680 | 1360 | |
Dice, lead (pair) | Good | 5 | 8 | 1 5 | 3 | |
Hunting Horn, brass | Good | 10 | 15 | 30 | 60 | |
Hunting Horn, ram’s horn | Good | 4 | 6 | 12 | 20 | |
Ink, Black (1 oz) | Good | 1 | 1 5 | 3 | 6 | |
Lamp, Oil, brass | Good | 5 | 7 5 | 15 | 30 | |
Lock, Standard, iron | Good | 6 | 9 | 18 | 35 | |
Lock, Advanced, steel | Good | 15 | 22 5 | 45 | 90 | |
Mirror, polished brass (3in-diam) | Good | 1 2 | 1 8 | 3 6 | 7 2 | |
Mirror, silvered (4in-diam, handle) | Fine | 20 | 25 | 50 | 100 | |
Pillow, linen, goose-down | Good | 1 2 | 2 | 4 | 8 | |
Razor, Straight, steel | Fine | 22 | 35 | 50 | 70 | |
Rug, bearskin | Good | 8 | 15 | 30 | 60 | |
Table, wood (15in x 40in, 18in tall) | Good | 25 | 40 | 75 | 150 | |
Table, Dining, oak (8ft x 3ft) | Good | 50 | 75 | 150 | 300 | |
Table, Pedestal, wood (1ft-diam) | Good | 6 | 10 | 20 | 35 | |
Tent, 1-Person, canvas | Good | 5 | 10 | 20 | 30 | 2 |
Wardrobe (8ft x 3ft x 2ft) | Fine | 60 | 90 | 150 | 300 |
Magic
The items listed here are by no means considered to be in stock or available. However, these are items that might be found in a local market and the price of what one might expect to pay to acquire such pieces. Typically, these will be sold on unofficial markets or even by a thieves' guild.
Unless there is a specific person who is a retired adventurer or important to the plot, a village will not have any magic items. Perhaps the councilman of the village or a merchant leader would have a baking stone or equestrian saddle. A town will likely have a general store or antique shop that will have a few random items that are be magical. Also some alchemical substances will be there or in an small apothecary. Possibly a local even brews potions with the distillery skill. Items costing over 4,000 bits are not likely to be in a town. However, in a city, there are probably ten to fifteen items available to buy -- somewhere in all the market. As stated previously, shopping to find a new sword could be an all-day ordeal. Finding a magical item may take several days. Of course, all these things can be role-played, but the GM and players may just choose just to assume the time.
Item | Quality | Local Market |
---|---|---|
Antibug Carving | High | 500 |
Axiom as new spell, 1 Mind Point | n/a | 200 |
Axiom as new spell, 2 Mind Point | n/a | 500 |
Axiom as new spell, 3 Mind Point | n/a | 1,000 |
Axiom as new spell, 4 Mind Point | n/a | 2,000 |
Axiom as new spell, 5 Mind Point | n/a | 3,000 |
Axiom as new spell, 6 Mind Point | n/a | 4,000 |
Arrow-Catching Shield | High | 8,500 |
Baking Stone | High | 1,500 |
Belt of Vigor | High | 4,000 |
Bird Chain | High | 750 |
Black Cigar | High | 200 |
Black Scarab | High | 500 |
Blindfold of Etherealness | High | 10,000 |
Boots of Freedom | High | 7,000 |
Boots of Stealth | High | 6,000 |
Brazier of Fire Elementals | High | 15,000 |
Cloak of Protection | High | 4,000 |
Dimensional Shackles | High | 25,000 |
Dollhouse | High | 12,000 |
Dose of Dispatch | High | 250 |
Eclipsed Fire | High | 2,000 |
Efficient Quiver | High | 10,000 |
Elemental Sphere | High | 4,000 |
Elixir of Bravery | High | 200 |
Equestrian Saddle | High | 1,250 |
Everbreath | High | 175 |
Everburning Lamp | High | 1,500 |
Flat Canvas | High | 3,500 |
Fork of Alarm | High | 500 |
Glamoured Studded Leather | High | 3,000 |
Grapple of Climbing | High | 2,000 |
Hidden Sheath Wrap | High | 2,000 |
Hood of Breathing | High | 5,000 |
Hotpan | High | 500 |
Ink Pin | High | 12,500 |
Insulated Bottle | High | 500 |
Invisible Paint | High | 300 |
Junk Drawer | High | 8,000 |
Lady’s Fan | High | 500 |
Mariner’s Armor | High | 5,000 |
Mirror of Light | High | 4,000 |
Portable Seat | High | 600 |
Potion of Gallantry | High | 300 |
Powder of No-Frosting | High | 200 |
Purse of Silence | High | 1,500 |
Quenchthimble | High | 1,200 |
Quill of Truth | High | 4,000 |
Ring of Evasion | High | 7,500 |
Ring of The Hunt | High | 3,500 |
Ring of Lost Shadows | High | 3,500 |
Runebrush | High | 500 |
Shield from Hate | High | Varies |
Sleep Smoke | High | 175 |
Smoke of Restraint | High | 350 |
Solution of Shock | High | 150 |
Staff of Withering | High | 7,500 |
Sternopowder (1 bulb) | High | 100 |
Strength Snuff | High | 150 |
Stitch Needle | High | 500 |
Sweeper | High | 500 |
Tepid Blanket | High | 750 |
Thieves' Gloves | High | 7,500 |
Thick Smoke | High | 100 |
Twig of Animals | High | 200 |
Valet Figurine | High | 1,000 |
Wand of Lightning | High | 12,000 |
Webbed Gloves of Dew | High | 4,000 |
Whistle of Alarm | High | 1,500 |
Wolfsbane Solution | High | 500 |
Zombie Key | High | 1,500 |
Antibug Carving: An intricately carved mahogany miniature bed in a bag of woven string. When placed underneath a bed, it drives away all bedbugs and mosquitoes.
Axiom Purchase: When acquiring a new axiom, it must be purchased in karma to have the ability to birth the spell. However, the economic factor of buying it from someone is still a component. These are the standard market prices to learn a spell from a neutral party.
Baking Stone: A flat oval stone, about half an inch thick and four inches long. When placed against the skin of a living being, the stone becomes very warm. Moreover, this stone is able to remove the frozenness of a cone-of-cold victim. Using an action to hold it against the victim, the thawing will become complete by the start of the user’s next turn.
Belt of Vigor: A mystic belt, when worn, permits its possessor to roll any body feat save with advantage.
Bird Chain: This is a very small flexible strip of metal. When placed around the leg of a bird, its magic prevents the bird from getting out of the building it occupies, except when carried out by someone. The band is too small to fit any bird larger than a hawk or a macaw.
Black Cigar: This smoke requires a specific action to light if performed in a circumstance tracking time specifically. However, this is often done inconspicuously as part of a normal social behavior. Twenty seconds after beginning to smoke the cigar (or on the smoker's turn 2 rounds after lighting), the cigar creates a 15-foot radius cloud of smoke, spreading from the smoker. Yet, most importantly, the chemicals of the cigar allow the smoker to see through visual blockage while all others in the cloud act as though blinded. It will even block darkvision. The duration of the smoke will remain for 3 combat-rounds. This rolled product can remain unsmoked for a year and remain effective. After one lighting once, it can still be smoked, but will not produce the same effect.
Black Scarab: Anyone with this person on his or her person will not be bitten or stung by common insects.
Blindfold of Etherealness: When worn, one can strike non-corporeal creatures as if they had physical form; the downside is that the wearer cannot see.
Boots of Freedom: These bestow immunity from claustrophobia to the wearer. Further, they allow free movement, meaning the wearer cannot be affected by spells such as windstorm or immobilize.
Cheater’s Coin: This token will give whatever result the owner wishes. Although it is usually a coin, some forms come in the shape of dice.
Dose of Dispatch: This liquid is swallowed on an action and allows the guzzler to increase in speed. His or her base movement increases by 6 hexes. Additionally, attack speed increases, allowing an additional d20 attack, whether melee or range, but items, spells and divine abilities are not increased. Also, the 5d20 rule cannot be overcome. However, this increased speed does not come with an increased perception to operate with the enhanced velocity, and thus, takes on a penalty of -3 per strike. While sitting in the vial, waiting to be consumed, this mixture remains potent for about 2 months.
Eclipsed Fire: This small onyx carving can be thrown down to become a campfire; however, its flames are black and translucent, meaning that it cannot be seen in visible light. Those with darkvision will be able to note the blaze, however. Things that are combusted from magical fire are ignited by normal, visible fire.
Elixir of Bravery: This powerful potion grants the imbiber +4 on all spirit preservation, feat and competition saves against fear effects. This bonus lasts 12 combat rounds. The shelf life for this lilac liquid lasts for around 3 months.
Equestrian Saddle: This magic saddle enables a novice rider to use a horse at top speed with no movement penalty. Of course, this assumes the rider is in control of his own faculties.
Everburning Lamp: This appears as an ordinary oil lamp. This lamp, however, needs no oil in order to burn indefinitely; however, it must be manually lit and snuffed.
Everbreath: This gas is contained in a corked vial, but when inhaled, the breather can hold his or her breath for 20 minutes. This protects him from alchemical and magical gases as if he were a creature that does not breathe, and further the chemical permits travel underwater. The viability of the gas in the vial lasts for 4 months.
Flat Canvas: This is a canvas stretched on an ordinary artist’s frame. The canvas can magically take on the dimensional space which allows up to 30 cubic feet of material to be placed in it, provided that no single object is more than five feet long. This container offers no reduction in the weight of the materials carried, however. It can be removed from the frame for easier carrying, but that effort requires rough two minutes. Nothing can be entered or removed unless the canvas is stretched over a frame. Should the canvas become cut or torn, then all the contents spill out and the item is ruined.
Fork of Alarm: These are two metal tuning forks four inches long each. When one fork is struck, the sound is reproduced from the other fork, provided they are no more than three miles apart.
Grapple of Climbing: This hook grants +4 to roll against any Climbing Difficulty.
Hotpan: A round, iron 9-inch pan which will automatically heat anything placed therein to frying temperature.
Ink Pin: This item looks very much like a standard quill with the exception that it has a needle at the end of it. When piercing any single instrument of writing: a scroll, a book, etc., the quill will steal and hold all the words from it. This can later be transferred to another blank page or book. This will work against both magical and non-magical writings. To transfer a magical writing, the time of transference is equivalent to the duration of the original work. For non-magical works, one hour per page is required to reconstruct it. Either way, the transference requires the hand of the one who stole the writing.
Insulated Bottle: A dark green glass bottle, about the size of a half-gallon milk carton, with a screw top. Any liquid placed in the bottle will maintain its current temperature indefinitely while inside.
Invisible Paint: This topical solution can be splashed or poured on a subject. Performed as an action, it will spread and completely cover a medium-sized being at the start of the pourer's next turn. This makes the target completely invisible for the next 2 minutes (12 rounds). Moreover, as this is a chemical process, the affected being can attack and remain invisible; thus attacks from and against the target acts as if under the “invisibility” restriction for the duration. The effectiveness of the paint remains valid for 2 months after its creation.
Junk Drawer: A wooden drawer, about 12 by 18 by 9 inches high, which may be inserted into a suitable desk, wall, etc. When anyone who opens the drawer speaks the name of an object inside it, the object pops up at the front of the drawer, within easy reach. If several similar objects, such as sheets of paper, are placed in the drawer, the person placing them may speak a word which becomes the code word for one particular object in the group. The drawer’s magic works only when it is in a proper receptacle of the correct size. This kind of item has obvious uses in a kitchen or closet, but could also be useful to a thief. It will not work in extremes of heat or cold, however.
Lady’s Fan: With a command word, the fan will continue to move in the same pattern it was moving in just before the word was spoken; typically, to continue to fan the user while one attends to other things.
Mirror of Light: This covered mirror comes with a small chain attached. When swung overhead as an action the mirror absorbs ambient light, resulting in a 20 sphere of darkness, lasting 30 seconds, which slowly becomes equalized by the ambient light over following next 30 seconds. Later, the mirror can be uncovered to allow the light back out again. It can hold up to 1 minute (or 6 rounds) of light. Further, special properties of light are preserved, such as moonlight can induce lycanthropy.
Portable Seat: A carved miniature wooden chair, which upon command will expands to a full-size chair.
Potion of Gallantry: This potion, when consumed, will add a d20 to combat, including martial arts and pole-arms. It works with any style of fighting; however, it cannot exceed 5d10 rule. The duration of the effect in only 1 minute (6 rounds).
Powder of No-Frosting: Sprinkling this blue powder over a recipient, the target receives the power of resistance to cold. A person gains 50° Fahrenheit to cold temperatures that would inflict harm or exhaustion. The shelf-life of this powder is longer than most, persisting for nearly one year.
Purse of Silence: A leather drawstring purse about the size of a small fist. Whether it is full of coins or holds only a few, no noise emanates from the purse.
Quenchthimble: This is a bronze miniature bucket. If the thimble is brandished at a fire, as though water were being thrown from it, the fire acts as though a normal bucket of water had been thrown on it. It will also extinguish Greek fire. The bucket can be used repeatedly on the fire; however, it will only produce an effect as an action.
Quill of Truth: This is a gold-colored metal pen with a replaceable quill tip. Only statements believed to be true by the writer can be written with this pen
Runebrush: A rune-covered brush of dragon-bone and animal bristles. The brush will begin to groom the hair of the speaker.
Shield from Hate: This is a quality of enchantment added to peculiar shield or armor, forged from orichalcum or more valuable metal. This enchantment provides a special protection from a particular type of creature; sometimes it is orcs; other times it is undead; and in some cases, it protects from very specific types such as female minotaur born in the Black Badlands. Whatever the specific, when it attacks the enchantment causes grants +1 to the AC against this type.
Sleep Smoke: This is a small gray nugget enclosed in a glass globe. It can be thrown with “close-enough” accuracy up to 20 feet, where upon the globe will burst and release the smoke in a 5-ft diameter or one hex. The smoke will linger in that area for 30 seconds (or 3 combat rounds). A creature in that location, capable of being affected by sleep, will roll a mind preservation save (DC:8). Failing the save, the being will have its mind score reduced by 1 point as well as becoming unconscious for 1 round. Remaining in the smoke does not create a cumulative effect for those failing the save, but those making the save and remaining in it must continue to roll preservation saves while remaining in the area. The globed smoke will remain potent for about 2 months after creation.
Smoke of Restraint: This greenish fluid is encased in a glass globe, which can be hurled with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release a green smoke in a 5-ft diameter (or one hex), which typically indicates a single target, but the GM may allow exceptions. Within an instant of the impact, the smoke will attack creature(s) in the area by solidifying around them in a greenish goop. This acts as a grappling attack as if the smoke has a body score of 6 (d12+3) and is immune to any environmental conditions for size; however, rain (normal or magical) does present a -2 penalty against the smoke's roll. The alchemical hold will last for 3 rounds if the victim is not able to escape. The mixture stays potent for 3 months.
Solution of Shock: When consumed, the imbiber gains an electrical shock to his or her touch passing through any weaponry used as if under the effects of an infusion of lightning invocation. It is also possible to merely touch someone (touch-based attack), forcing the target to make a body preservation save (DC:10) or suffer 1 point of lightning damage. With this potion, no reaction is required to deliver the shock after the successful touch. The potency of this liquid lasts for around 3 months.
Sternopowder: Sometimes referred to as a sneeze-slug. This is a power, wrapped in a tissue paper. It can be thrown using the standard “throwing an item“ rules, or it can be launched from a sling or similar mechanical device. If striking an opponent’s AC, the victim must make a Resilience save (DC:14) or suffer a sneezing fit. The sneezing will last until the victim’s next turn. This will not hamper physical melee attacks; however, ranged attacks will be made at disadvantage. Further, if concentration for magic use was being performed, it is instantly disrupted. Additionally, fey magickery and sorcery are unavailable for use during the sternutation. Divine incantations can be performed; however, they must be cast as if using the “silent prayers” method. Lastly, anything requiring precise speaking will require a Muse save (DC:9). Strength Snuff: Snorting this powder will grant the consumer great strength. All body preservations, feats, competitions and bonuses to hit act as if one had a body modifier of +3. On the character sheet if the actual mod is lower than 3 then make up the difference in the extra-mod box. This is above and beyond any values gained in that box from protections, etc. However, any strength or body buffs from other magical devices will not combine. If that character has +3 or greater as a body modifier, then the snuff does not do anything.
Stitch Needle:An ordinary-looking needle, but it will continue to sew a stitch on a straight line until ordered to stop.
Sweeper: This is a normal-looking straw broom. Upon the utterance of the proper command word, it will sweep out the room it occupies. It does not operate outdoors. It will attempt to sweep out all unprocessed organic material such as dirt, leaves, and living and dead animals and insects, even humans. The broom can be commanded to stop.
Tepid Blanket: This blanket automatically maintains a comfortable temperature for anyone sleeping under it. It cannot maintain a temperature difference of more than 30 degrees, however, from the ambient atmosphere. Moreover, it cannot preserve the controlled temperature it it is moving or wrapped around a being who is moving.
Thick Smoke: Encased in a glass globe is this navy-colored liquid can be thrown with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release the smoke in a 10-ft diameter (or one hex surrounded by six adjacent ones). The smoke will linger in that area for 1 minute (6 combat rounds). All creatures relying on sight, including darkvision, cannot see into, out of, or within that area. The mixture stays potent for 3 months.
Twig of Animals: Soaking sticks in this solution for two weeks results in this unappetizing treat that when chewed up and eaten grants the consumer the ability to speak with animals. Animals are not typically very smart and have their own perspective which is often limited to food and survival; however, information about recent passersby, weather or even the location of certain general places can be learned. Communication is possible for ten minutes. An uneaten twig will remain viable for 3 months.
Valet Figurine: A small totem which can cast a valet cantrip spell once per hour.
Webbed Gloves of Dew: The wearer of these gloves ring can treat air as if it had the consistency of water. The effected can “fly” by swimming through the air; however, under the effects air is too thick to breath. Even water-breathing spells will not overcome this; thus, asphyxiation rules apply when worn too long. Further, other water penalties apply for combat while these are worn.
Wolfsbane Solution: This concoction can be consumed by someone cursed by lycanthropy in hopes of preventing transformation. It can be imbibed, but also, it can be weaponized as an injury poison to use against werewolves to reverse their transformation. If striking a changed lycanthrope, the beast makes a body preservation-save (DC:14) or reverts back to a normal form. The solution is difficult to make, expensive and lasts only 1 month after its creation.
Zombie Key: This mystical item can unlock any mechanical lock, but it cannot be removed until the mechanism is returned to its original state and relocked.
Music
Villages might have a few simple items, like drums or a few pan flutes, but more sophisticated instruments are likely only to be found in a municipality with an arts district.
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Bagpipes | Good | 28 | 42 | 84 | 168 | 2 |
Cello | Fine | 55 | 75 | 150 | 300 | 5 |
Cittern (Lute Family) | Good | 30 | 60 | 100 | 200 | 3 |
Clarinet (Woodwind) | Good | 40 | 65 | 125 | 250 | 4 |
Cornet, brass | Good | 35 | 55 | 115 | 225 | 4 |
Drum, wood and skin (10in-diam) | Good | 18 | 27 | 54 | 108 | 1 |
Flute, brass | Good | 32 | 48 | 96 | 192 | 3 |
Gittern (Lute Family) | Fine | 65 | 100 | 200 | 375 | 8 |
Harp | Fine | 75 | 135 | 275 | 500 | 8 |
Harpsichord | Fine | 90 | 135 | 270 | 600 | 1 |
Hurdy-Gurdy | Fine | 65 | 110 | 200 | 350 | 8 |
Lute | Fine | 60 | 90 | 180 | 360 | 6 |
Lyre, wood (8-string) | Fine | 45 | 70 | 135 | 270 | 5 |
Oboe (Woodwind) | Good | 45 | 70 | 140 | 275 | 4 |
Pan Flute, wooden | Good | 16 | 24 | 48 | 96 | |
Pipe Organ | Fine | 160 | 225 | 450 | 900 | 1 5 |
Slide Trumpet | Good | 50 | 80 | 150 | 300 | 6 |
Trumpet, brass | Good | 40 | 60 | 120 | 250 | 4 |
Viola | Fine | 45 | 65 | 130 | 275 | 5 |
Xylophone | Fine | 60 | 100 | 200 | 350 | 1 |
Real Estate
Item | Quality | At Source | Local Market | Money Down | 50-yr Month | Maintenance |
---|---|---|---|---|---|---|
Bungalow, 300 sq-ft | Common | 2400 | 2640 | 500 | 24 | 9 |
Casita, 500 sq-ft | Good | 4200 | 4620 | 1200 | 56 | 10 |
Cottage, 1000 sq-ft | Good | 9000 | 9900 | 3000 | 100 | 12 |
Townhome, 1500 sq-ft | Fine | 14,000 | 15,400 | 4500 | 175 | 15 |
Villa, 2000 sq-ft | Fine | 19,200 | 21,120 | 8000 | 225 | 18 |
Chateau, 2500 sq-ft | Fine | 25,000 | 27,500 | 12,000 | 250 | 24 |
Mansion, 3000 sq-ft | Fine | 30,000 | 33,000 | 15,000 | 300 | 30 |
Manor, 5000 sq-ft | Fine | 55,000 | 60,500 | 30,000 | 500 | 60 |
Land, Farming (1 acre) | Good | 300 | 330 | n/a | n/a | |
Land, Estate (1 acre) | Fine | 500 | 550 | n/a | n/a | |
Rental, Bungalow 300 sq-ft | Common | 20 | 30 | n/a | n/a | |
Rental, Casita, 500 sq-ft | Good | 30 | 45 | n/a | n/a | |
Rental, Cottage, 1000 sq-ft | Good | 60 | 75 | n/a | n/a | |
Rental, Townhome, 1500 sq-ft | Fine | 90 | 120 | n/a | n/a | |
Boarding Room (1 month) | Common | 35 | n/a | n/a | n/a | 2-occ |
Boarding Room Private (1 month) | Good | 60 | n/a | n/a | n/a | Single occ |
Purchasing property is a difficult thing. Interest rates are around 2% monthly with a third to half collateral for loans. Even then, mortgages rarely run under 50 years. Even when someone is willing to buy an entire lot or home in cash, the seller will typically add a 5-year mortgage for the final 10% to ensure it is being used for the purpose stated in the contract. More than one legal battle has ensured over breach of contract, not because of failure of payment, but failure of declared intent, whereby damages often reach close to the amount paid to date, sometimes more.
While there are no real estate agents per se, it is not uncommon to have a pitchman or bank representative for the owner, as owners are often away and unable to manage the sale. Further, one quick note on the sale of a manor: if purchasing one, a minimum of 5 acres will be included.
Also, concerning boarding rooms. There are basically two forms. The first is a double occupancy where each pay around 35 bits per month. The other is a single room, which obviously costs more. Traveling priests, when no temple is available, and other types often use boarding when having business in a location for a few weeks or even perhaps a few years. However, this is a considered short-term rental agreement. Most other agreements are for long-term or life rental of a homestead.
Services
Item | At Source | Local Market | Shortage | Strike | |
---|---|---|---|---|---|
Anti-Venom (incantation) | 250 | n/a | n/a | n/a | |
Banquet (per person) | 10 | 12 | 24 | 48 | |
Burial, Ceremony | 10 | n/a | n/a | n/a | |
Burial, Headstone | 15 | n/a | 50 | n/a | |
Burial, Unmarked Grave | 2 | n/a | n/a | n/a | |
Casting, Sorcery, One-Time (1-point) | 50 | n/a | n/a | n/a | |
Casting, Sorcery, One-Time (2-point) | 125 | n/a | n/a | n/a | |
Casting, Sorcery, One-Time (3-point) | 250 | n/a | n/a | n/a | |
Casting, Sorcery, One-Time (4-point) | 400 | n/a | n/a | n/a | |
Casting, Sorcery, One-Time (5-point) | 600 | n/a | n/a | n/a | |
Casting, Sorcery, One-Time (6-point) | 1,000 | n/a | n/a | n/a | |
Cartage, Land (per barrel per day) | 2 | 3 | 6 | 12 | |
Court Lawyer (per day) | 5 | n/a | n/a | n/a | |
Fortune-Telling, (1 reading) | 2 | 3 | 6 | 12 | |
Carriage Service (per mile) | 5 | 7 | 2 | 4 | |
Discern Language (per page) | 25 | n/a | 60 | 120 | |
Exorcism | 1,000 | n/a | n/a | n/a | |
Free Curse | 500 | n/a | n/a | n/a | |
Gentle Repose (per corpse) | 100 | n/a | n/a | n/a | |
Invocation, Generic, One-Time (per Spirit Point) | 50 | Use for divine power casting if not listed by specific spell | |||
Labor, General (per day) | 2 | n/a | n/a | n/a | |
Labor, Brick Layer (per day) | 2 5 | n/a | n/a | n/a | |
Labor, Masonry (per day) | 3 8 | n/a | n/a | n/a | |
Labor, Foreman (Management) | 5 | n/a | n/a | n/a | |
Labor, Director (Project Bureaucracy) | 7 5 | n/a | n/a | n/a | |
Legal Contract | 6 | n/a | n/a | n/a | |
Legal Deed | 8 | n/a | n/a | n/a | |
Lodging, Common (each) | 1 | 1 5 | 4 | 8 | |
Lodging, Double Occupancy (each) | 2 8 | 4 2 | 9 | 18 | |
Lodging, Quad Occupancy (each) | 2 2 | 3 3 | 7 | 14 | |
Lodging, Religious Hostel (single) | 2 | 3 | 6 | 12 | |
Magical Detection (per item) | 100 | n/a | 250 | 500 | |
Marriage, Ceremony (Simple) | 20 | n/a | n/a | n/a | |
Messenger (per mile) | 1 | 2 | 3 | 6 | |
Metalworking, Iron (per day) | 5 | n/a | n/a | n/a | |
Metalworking, Steel/Silver (per day) | 8 | n/a | n/a | n/a | |
Metalworking, Enchanted Ore (per day) | 35 | n/a | n/a | n/a | |
Necrosayance (per question) | 100 | n/a | n/a | n/a | |
Remove Disease (incantation) | 300 | n/a | n/a | n/a | |
Scribe (per hour) | 2 | 3 | 6 | 12 | |
Sculpt Incantation (per 10 cu ft) | 100 | n/a | n/a | n/a | |
Shipping, Sea (per barrel per day) | 1 5 | 2 3 | 5 | 10 | |
Shoeing, Horse (4 shoes) | 18 | 30 | 60 | 120 | |
Stabling, with feed (per day) | 8 | 1 | 2 | 4 | |
Street Prostitute | n/a | 5 | 20 | 50 | |
Translator (per day) | 2 | 4 | 10 | 20 | |
Travel, By Coach (per day) | 10 | 15 | 30 | 60 | |
Travel, By Ship (per day) | 12 | 18 | 36 | 75 | |
Treat Body (per casting) | 50 | n/a | n/a | n/a | |
Valet (per day) | 7 | 1 | 2 | 4 |
Services should rarely be acquired outside the local market, unless managed under special circumstances controlled by the GM. Perhaps one of the player’s characters is a fortune-teller. However, churches and lawyers would likely be treated as “at source”.
Moreover, it simply makes no sense to go to another city to get services for a different location. However, there may be a worker shortage, which would force up the price. It is also possible there could be a great fear to perform the service from a perceived curse or perhaps some sort of organized strike where those performing the service might be endangered by threat of reputation or even physical harm.
Further, the difference between purchasing through the local market and hiring someone directly is exactly that description. Quite often, if a resident of the area, payments will be directly to the source. However, if a visitor to another city, using an agent to plan for services is not uncommon.
Lodging: Various businesses and taverns offer lodging to travelers. Many will have a common room where every sleeps. Typically, there is not a bed for anyone bur rather various furnishings and floor space. To acquire a private room, a double occupancy or four-person room can be provided; however, these are less common and not all inns will have them. If not paying for all occupancy slots, there is a high probability, the inn will lodge a stranger to fill the extra bed and collect funds.
Religious Hostel: These are private rooms offered by churches and temples. These have limited availability and are typically offered to those of the faith first. Often a traveling priest or monk will be staying in an area for a few weeks but will require privacy. This can be found at the hostel of his or her faith. Occasionally, a mission will require months of extended stay. In these cases, the expense might be offset by bartering some simple services in exchange. This would usually include acting as a desk agent for part of the time or perhaps cleaning and cooking at the church.
Shoeing, Horse: When shoeing a horse, it permits the beast of burden to carry an additional 100 pounds of burden. However, there are also small risks of damaging the beast. These are explained under the farrier skill.
Storage
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Backpack, leather (1¼ cu feet) | Good | 5 | 8 | 15 | 30 | With Standard |
Backpack, leather (3½ cu feet) | Good | 7 | 10 | 20 | 30 | |
Backpack, oiled leather (1¼ cu feet) | Fine | 8 | 12 | 24 | 45 | |
Backpack, suede (2¾ cu feet) | Fine | 10 | 15 | 30 | 60 | |
Bag, buckskin (1½ cu feet) | Good | 3 | 5 7 | 10 | 15 | |
Bag, hemp canvas (1½ cu feet) | Common | 2 | 3 5 | 5 | 8 | |
Barrel, cedar (15 gal) | Good | 4 | 8 | 15 | 20 | |
Barrel, oak (15 gal) | Good | 5 | 10 | 20 | 30 | |
Barrel, pine (15 gal) | Common | 4 | 6 | 12 | 20 | |
Barrel, oak (20 gal) | Good | 7 | 12 | 24 | 40 | |
Barrel, oak (40 gal) | Good | 8 | 15 | 30 | 50 | |
Basket, ash-wicker (½ cu foot) | Good | 2 | 3 | 5 | 10 | |
Basket, bamboo-plaited (1 cu foot) | Good | 5 | 7 | 15 | 30 | |
Basket, oak-plaited (1¼ cu foot) | Good | 3 4 | 5 5 | 10 | 20 | |
Basket, straw-plaited (200 cu in) | Common | 1 | 2 | 4 | 8 | |
Basket, willow-wicker (¼ cu foot) | Common | 2 4 | 4 | 7 | 12 | |
Basket, wool-coiled (3 quarts dry) | Good | 5 | 7 | 12 | 20 | |
Basket, wool-coiled (6 gal. dry) | Good | 15 | 20 | 40 | 75 | |
Bottle, clear glass, quart | Fine | 8 | 1 5 | 3 | 6 | |
Bottle, green glass, quart | Good | 4 | 6 | 1 2 | 2 4 | With Standard |
Canteen, wood cork-stopper (quart) | Good | 2 | 3 | 6 | 12 | |
Coin purse, canvas | Common | 3 | 5 | 1 | 2 | With Standard |
Coin purse, suede | Good | 4 | 6 | 1 2 | 1 4 | |
Coin purse, felt-covered | Fine | 1 | 1 5 | 3 | 6 | |
Jug, stoneware (1 gal) | Good | 1 | 3 | 5 | 8 | |
Pot, earthenware (1 gal) | Common | 5 | 9 | 2 | 3 5 | |
Pot, porcelain (1 gal) | Fine | 1 5 | 2 2 | 4 | 7 | |
Pot, stoneware (1 gal) | Good | 1 | 1 8 | 3 5 | 6 | |
Quiver, leather | Good | 2 5 | 3 8 | 7 5 | 15 | |
Saddlebags, leather (6 gal dry) | Good | 10 | 15 | 30 | 60 | |
Scabbard, Longsword, leather | Good | 5 | 7 8 | 15 | 30 | |
Sheathe, Dagger, leather | Good | 2 | 3 | 6 | 12 | |
Waterskin (1 gal) | Common | 2 | 3 | 5 | 8 | With Standard |
Substances
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Adamantine, Ore (1 lb) | Ore | 5,000 250 gold | n/a | n/a | n/a | |
Algidum (1 lb) | Ore | 4,000 200 gold | n/a | n/a | n/a | |
Ambergris (1 oz) | Good | 45 | 65 | 125 | 250 | |
Amethyst (1 carat) | Fine | 25 | 40 | 60 | 80 | |
Beeswax (5 lb) | Good | 1 5 | 2 5 | 4 | 6 | |
Brass (1 lb) | Alloy | n/a | 25 | n/a | n/a | |
Brick (9in x 5in x 3 in) | Good | ½ | ¾ | 1½ | 3 | |
Brimstone, Powder (1 oz) | Good | 1 | 2 | 4 | 8 | |
Bronze (1 lb) | Alloy | n/a | 20 | n/a | n/a | |
Buckskin (1 sq yard) | Good | 4 | 6 | 12 | 24 | |
Coal, Heating (1 ton) | Common | 15 | 23 | 38 | 60 | |
Coal, Smithing (500 lbs) | Good | 7 | 11 | 18 | 30 | |
Copper, Ore (1 lb) | Ore | 30 | 50 | n/a | n/a | |
Down, Goose (1 lb) | Common | 1 | 1 5 | 3 | 5 | |
Electrum (1 lb) | Ore | 400 | 500 | n/a | n/a | |
Explosive Oil (1 flask) | High | 6 | 10 | 20 | 40 | |
Firebreather's Oil (1 flask) | High | 3 | 5 | 10 | 20 | |
Firewood (cord) | Common | 10 | 12 3 | 22 | 33 | |
Firewood (per day) | Common | 1½ | 2 | 5 | 9 | |
Fleece (1 lb) | Common | 2 | 2 4 | 5 | 10 | |
Gold, Ore (1 lb) | Ore | 1,800 90 gold | 2000 100 gold | n/a | n/a | |
Hide, Cow (1 sq yard) | Common | ¾ | 1 | 2 | 4 | |
Hide, Lamb (1 sq yard) | Common | 1 2 | 1 8 | 3 6 | 7 2 | |
Hide, Horse (1 sq yard) | Good | 4 | 6 | 12 | 24 | |
Iron, Ore (1 lb) | Ore | 5 | n/a | n/a | n/a | |
Ivory, Elephant (1 pound) | Good | 90 | 150 | 300 | 600 | |
Lambskin (1 sq yard) | Good | 7 | 11 | 21 | 42 | |
Lead, Ore (1 lb) | Ore | 3 | n/a | n/a | n/a | |
Leather, Cow (1 sq yard) | Good | 4 8 | 6 6 | 13 | 26 | |
Leather, Cow (full hide) | Good | 20 | 26 6 | 54 | 110 | |
Lumber (200 board ft) | Good | 15 | 23 | 45 | 90 | |
Magnesium, (1 oz) | Good | 8 | 15 | 30 | 60 | |
Meteore, Ore (1 lb) | Ore | 800 40 gold | n/a | n/a | n/a | |
Mythril, Ore (1 lb) | Ore | 4,500 225 gold | n/a | n/a | n/a | |
Oil, hemp seed (1 gal) | Fine | 3 | 5 | 8 | 15 | |
Oil, linseed (1 gal) | Fine | 2 | 4 | 6 | 10 | |
Oil, whale (1 gal) | Good | 1 | 2 | 4 | 8 | |
Oil, whale (1 gal) | Fine | 2 | 3 | 6 | 12 | |
Papyrus (1 ft x 1 ft) | Good | 6 | 9 | 1 8 | 3 6 | |
Parchment, lambskin (1 ft x 1 ft) | Good | 1 | 1 5 | 3 | 6 | |
Pearl, Baroque | Good | 22 | 33 | 66 | 140 | |
Pearl, Button (6mm) | Fine | 190 | 285 | 570 | 1,140 | |
Pearl, Round (6mm) | Fine | 500 | 750 | n/a | n/a | |
Pearlash (1 lb) | Good | 4 | 6 | 12 | 24 | |
Pelt, Beaver | Good | 4 5 | 6 | 12 | 24 | |
Pelt, Fox | Good | 5 | 7 5 | 15 | 30 | |
Pelt, Mink | Good | 8 | 1 | 2 | 4 | |
Pelt, Rabbit | Good | 5 | 6 | 1 2 | 2 5 | |
Phosphorus, Powder (1 oz) | Good | 2 | 3 | 6 | 12 | |
Pigskin (1 sq yard) | Good | 3 | 4 | 8 | 16 | |
Platinum, Ore | Ore | 320 | 400 | n/a | n/a | |
Quicksilver (1 oz) | Fine | 2 | 3 | 6 | 10 | |
Rope, Cotton (50 ft) | 150lb-Rating | 6 | 10 | 20 | 40 | With Standard |
Rope, Hemp (50 ft) | 250lb-Rating | 12 | 18 | 35 | 70 | |
Rope, Hemp Double-Thick (50 ft) | 900lb-Rating | 35 | 50 | 100 | 200 | |
Rope, Silk (50 ft) | 500lb-Rating | 15 | 25 | 50 | 90 | |
Rope Ladder, Cotton (20 ft) | 225lb-Rating | 7 | 12 | 24 | 28 | |
Rope Ladder, Hemp (20 ft) | 375lb-Rating | 10 | 15 | 30 | 60 | |
Rope Ladder, Silk (20 ft) | 750lb-Rating | 12 | 18 | 35 | 70 | |
Seed, Tobacco (oz per 4 acres) | Good | 60 | 90 | 180 | 360 | |
Silver, Ore (1 lb) | Ore | 300 15 gold | 400 20 gold | n/a | n/a | |
Soap, Hard (1 lb) | Good | 8 | 1 2 | 2 5 | 5 | |
Steel, Alloy (1 lb) | Alloy | n/a | 20 | n/a | n/a | |
Tin, Ore (1 lb) | Ore | 10 | n/a | n/a | n/a | |
Tobacco, Chewing | Common | 1 | 1 5 | 3 | 5 | |
Tobacco, Smoking | Good | 1 3 | 1 9 | 4 | 8 | |
Zinc, Ore (1 lb) | Ore | 15 | n/a | n/a | n/a |
Adamantine: The sparse pitch-black ore is very heavy and offers amazing protection in armors. Some consider this a metal while others a stone. The truth is it is a little of each. Adamantine can only be smelted with special tools and skills. Further, one cannot use standard forging methods to work with this particular substance, as it also grows in a crystalline structure which has to be controlled properly during any forging using cold metallurgy. This obsidian-colored mineral in found deep in the earth, often close to volcanic sources. When raw adamantine is mined, usually only small deposits are found.
Algidum: This is a very peculiar metal that cannot be forged in fire, but rather requires the rare skill of cold-metallurgy to fashion.
Brass: Adding zinc to the smelting process of copper will produce brass. This alloy is used in decorative finishing, locking mechanisms, even the mechanics of crossbows. There have been applications for brass in plumbing and plating for musical instruments. In agriculture, brass has been used for gears and bearings in some of the more sophisticated engineering.
Bronze: This is an alloy, but not naturally occurring. It is created by the melting copper and tin together. It is highly resistant to corrosion, especially that of water and sea salt. Further, bronze may offer a shielding to psionic and other mental attacks. It is not mined by manufactured.
Copper: This metal has several purposes. It can be mixed with zinc to create brass. It can also be combined with tin to produce bronze. One of the most common uses for copper is to press it into coins. By weight, 500 coins equal one pound of copper.
Gold: While silver may set the currency standard, gold is probably the most recognized of all the previous metals. Gold coins are the heaviest of all coins, due to both their size and density. Stacking 100 gold coins on a scale will equate to one pound. It is sold from mines 3.5 million bits per ton or around 1800 per pound. The exchange rate is 1 gold coin equals 20 silver bits equals 200 coppers. However, by weight one pound of gold equals about 5 pounds of silver equals nearly 40 pounds of copper.
Electrum: This naturally occurring greenish metal is not uncommon to find; however, it exists in less abundance than platinum. In Enchanted Realms, it should not be confused with the real-world alloy of gold and silver. It is rare and thus occasionally people have used it as a coin because it tends to smelt well with other metals.
Iron: This is the core metal of most weapon-making. However, iron offers much more than the art of war. Many tools, such as sickles and ploys are made from iron, which allow for growing food in tougher soils. Further, picks and drills make use of iron, permitted salts and other minerals to be extracted from the earth in ways not possible with bronze or stone. Combined with charcoal and quenched by various cooling techniques, iron can be forged into a steel alloy. Mined in bulk, iron sells for around 10,000 bits per ton.
Lead: This soft and heavy metal is sometimes used in armors and shields, but it is the least effective of the metals for this purpose. However, lead has a fairly low melting point, making it a wonderful ore to use a welding joints. Its value is a little less than iron, fetching 6000 bits per ton. Also, remember that plumbum is denser than iron. A cubic inch of lead will weigh just under half a pound, but a cubic inch of iron only 4 ounces.
Meteore: A very rare metal with limited uses. Primarily weapons and armors are its chief purpose, which still makes it a rather coveted ore to have. It is a natural alloy arriving in chunks of metal fallen from the skies, which may be why it has been called by other names, such as Thunder-Metal and Sky-Ore. Of course, not every meteorite contains the special ore. In fact, only around 1 in 20 that do reach the ground consist of this special metal. The average rock contains between 3 and 30 pounds; however, major craters of several tons have been discovered. Its rarity both increases and decreases its value, as there really is not enough to establish a solid trade commodity. Combined with its limited use, a generally agreed value has been placed around 800 silver bits per pound.
Mythril: This is a quite unusual ore, in all sorts of environments – sometimes when a geological formation of ore would not seem to make sense. Mythril deposits have been discovered in other mines, but also in swamps and arctic terrains. Its properties make it very durable, but also very light. In fact, a cubic foot of mythril weight around 150 pounds, compared to about 500 pounds of iron occupying the same volume. As such, it often requires less material; however, it will take up around three times the physical space by weight. The current exchange for this ore is 4500 bits per pound.
Platinum: A platinum rod weighs one-fourth of a pound. This means that by weight, platinum is not much more valuable than silver. This fact confuses a lot of people considering how the exchange rate works. Perhaps money-crafters of the past made a mistake by offering the rod of platinum. However, the mining price of platinum is set about 320 silver bits per pound.
Silver: This is the metal used as the standard for currency exchange. When minted into coins, they are flat discs with a hole in the center. A silver bit’s outer circumference is close to that of a US Dime. However, due to its missing center, it requires around 400 bits to make a pound of silver.
Tin: As a light metal, tin is an excellent addition to other metals to create alloy variants in the smelting process.
Zinc: A less-often-considered metal in the fantasy world, but a very important one for many of the productions of the world. It is also a quiet profit-maker, as it is sold for more than iron and can rival copper from time to time is some markets. Zinc is priced at 30,000 silver bits per ton.
As final note on substances, there are several not listed here which have additional properties and a hyper-normal nature. Among these are duskwood, orichalcum, scarletite, stonewood, and others. Further details about these materials can be found in the Game Master section.
Tools
Item | Quality | At Source | Local Market | Nearby City | Distant City | Maintenance |
---|---|---|---|---|---|---|
Abacus | Fine | 6 | 9 | 18 | 36 | |
Auger Drill, manual | Good | 15 | 23 | 45 | 90 | 1 |
Book, Parchment, leather (24-pg) | Good | 30 | 45 | 90 | 180 | |
Cage, Rabbit Trap | Good | 16 | 24 | 48 | 96 | |
Calligraphy Pens | Fine | 8 | 12 | 24 | 48 | |
Chisel, wood and iron | Good | 2 | 3 | 6 | 12 | |
Fishing Pole, with line | Good | 1 2 | 1 8 | 3 5 | 7 | |
Grappling Hook, iron | Good | 4 | 6 | 12 | 24 | |
Grappling Hook, steel | Superior | 56 | 75 | 150 | 300 | |
Hoe, wood and iron | Common | 1 | 1 5 | 3 | 6 | |
Jewelers Tools | Fine | 30 | 45 | 90 | 180 | 2 |
Lawn Mower, manual | Fine | 60 | 90 | 180 | 360 | 1 |
Lock Picks, steel | Fine | 18 | 30 | 60 | 120 | 1 |
Magnifying glass (3in-diam) | Fine | 12 | 18 | 36 | 72 | |
Manacles (Iron) | Good | 15 | 20 | 40 | 80 | |
Medical Kit | Superior | 40 | 65 | 100 | 150 | 8 |
Pick, Mining, steel | Good | 20 | 30 | 60 | 120 | |
Pitchfork, iron | Common | 3 | 5 | 10 | 20 | |
Plow, Iron/Wood | Good | 18 | 27 | 52 | 90 | |
Plow, Steel | Fine | 190 | 240 | 450 | 750 | 1 |
Quill (qty 3) | Good | ¾ | 1 | 2 | 4 | |
Scale, Balance, bronze, 3in-disks | Fine | 30 | 45 | 90 | 180 | 1 |
Scissors, iron | Good | 6 | 9 | 18 | 36 | |
Shears, iron | Good | 7 | 11 | 22 | 44 | |
Shears, steel | Fine | 45 | 60 | 120 | 240 | |
Shovel, wood and iron | Good | 4 | 6 | 12 | 20 | |
Sickle, iron | Good | 5 | 9 | 15 | 30 | |
Signet Ring, brass | Fine | 10 | 15 | 30 | 60 | |
Spyglass, brass | Fine | 22 | 35 | 70 | 140 | |
Torch, wood tallow | Common | 2 | 3 | 5 | 1 | With Standard |
Torch, wood wax | Good | 4 | 6 | 1 | 2 | |
Whetstone | Good | 8 | 1 | 2 | 4 | |
Wound Kit | Fine | 20 | 30 | 50 | 100 | 1 |
Lawnmower: This is a simple mechanical device, taking advantage of brass bearings, engineering, and other advancements in machinery to spin rotating blades as a person pushes it from behind. It will effectively cut a clear path in grass and other flora.
Medical Kit: This is a leather pouch containing cautery tools, cupping vessels, herbs, forceps, mild narcotics, stitching and tubes. While maintenance keeps this fully stocked, if spending significant time away from civilization, no more than 14 treatments can be performed.
Plows: In both iron and steel varieties, the plow is hooked up to horses or oxen, used to cut furrows in the soil. The steel ploy will work terrains that are rougher and have more difficult soil.Wound Kit: This is a canvas bag containing bandages, ointment syringes and splints.
Transportation
Item | Quality | At Source | Local Market | Maintenance | Capacity |
---|---|---|---|---|---|
Carriage, 2-axle | Fine | 300 | 500 | 8 | 4,000 lbs up to 4 humans |
Cart, Mule, wooden 1-axle | Common | 30 | 45 | 4 annually | 800 lbs |
Cart, Mule, wooden, 2-axles | Good | 40 | 60 | 6 annually | 1,500 lbs |
Cart. Push, wooden, 1-axle | Common | 25 | 38 | 2 annually | 300 lbs |
Chariot, 1-axle | Fine | 500 | 800 | 8 | 2,000 lbs 1 - 2 humans |
Clockwork Vehicle | Superior | Custom | n/a | Special | Custom |
Dog Sled | Good | 40 | 60 | 1 | 600 lbs |
Necro-Tank | Fine | Custom | n/a | Special | Custom |
Keelboat | Good | 2,000 | 3,000 | 20 | 5 tons up to 6 passengers |
Rowboat | Good | 30 | 50 | 8 | 250 lbs 1 - 3 humans |
Sail, Brigantine | Superior | 15,000 | 22,500 | 110 | 100 tons |
Sail, Caravel | Fine | 7,500 | 10,000 | 65 | 30 tons |
Sail, Clipper | Superior | 25,000 | 35,000 | 140 | 150 tons |
Sail, Cog | Fine | 3,000 | 4,000 | 25 | 10 tons |
Sail, Galleon | Superior | 50,000 | 75,000 | 180 | 250 tons |
Wagon, Cargo, wooden, canvas | Good | 500 | 750 | 5 | 8,000 lbs up to 10 humans |
Clockworks: These are gnomish engineering with various designs; perhaps one-person “insect walkers” or tread-based delicate wagons. They are as scarce as magic carpets and such magical transports. However, with engineering or a specially-trained skill, anyone can operate one.
Keelboat: This is basically a 40-foot rowboat, manned by 8 to 16 oarsmen. These can carry up to six passengers beyond the crew. One travels an average of 1 MPH.
Necro-Tank: This is vehicle which uses undead to power it. Perhaps it is a keelboat with skeletal oarsman or it could be a large carriage with zombies enclosed in the wheels that push it forward, slowly but without the need for fuel. This is all good until the undead has to be replaced.
Rowboat: This vehicle can move at an average speed of 1½ MPH. Rowing can occur for a number of hours equal to one’s Strength score.
Sailing ships: Such vessels average speed of 2½ MPH; however, with a proper crew and favorable conditions speed up to 3 MPH can be maintained.