Rules

Enchanted Realms Rulebook

 
 Complete Rules 
 Economy 
 The Marketplace

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.

ItemAt SourceLocal MarketNearby CityDistant CityTrade-InMaintenance
Borgaaz300 n/an/an/aNone20
Camel125 175 350 700 50 18
Chicken, Broiler5 7 1 5 3 NoneNone
Canivox90 150 n/an/a30 5
Dog, Attack, trained65 100 200 375 5 5
Dog, Hunting, trained35 55 110 200 4 4
Elephant2,000 3,000 5,000 10,000 850 50
Giant Eagles2,000 4,000 6,000 7,500 1200 25
Goat5 7 5 15 30 NoneNone
Gryphon5,000 7,500 10,000 15,000 2,000 100
Hog15 23 45 90 NoneNone
Horse, Draft150 210 420 850 15 None
Horse, Riding100 150 300 600 12 None
Horse, War250 375 750 1,500 25 None
Lamb12 18 36 72 NoneNone
Lepuus240 n/an/an/aNone8
Lizard Steed110 160 320 700 35 6
Llama90 130 300 450 45 3
Mule90 135 270 400 40 8
Osprider250 375 750 1,500 35 175
Ox120 180 360 750 50 6
Pony75 105 200 375 30 4
Rabbit1 2 4 None8 None
Shocker Lizard85 125 n/a n/a None1
Steer60 85 170 350 30 1
Stog25 35 70 100 NoneNone
Terrac Riding Goat85 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.

ItemQualityStoreNearby CityOn-HandDays to FillPotency
Acid Splash (1 use)Fine75 1502d6-32d4-53 months
Anointing Spirits (1 dose)High50 75 2d4-32d6-53 months
Bardwear (1 use)Fine30 60 2d6-32d4-51 month
Belladonna (1 tablespoon)Common1 2 2d4-3d6-26 months
Bonfire Blend (1 use)Fine50 75 2d6-32d4-51 month
Chakra Dram (1 dose)Fine75 125 2d4-3d4-22 months
Chromis Slime (1 dose)High400 650 d8-76d103 months
Coma Draught (1 dose)Fine75 125 2d6-32d4-53 months
Concealer Salve (1 dose)Fine200 450 d6-33d12-53 months
Drakus Flower (1 dose)High400 650 d8-76d103 months
Dried Ephedra (1 dose)High150 250 d4-23d103 months
Emetic Sap (1 drachm)Fine3 6 3d10-5d6-21 month
Ent-Draught (1 oz)Fine25 40 d8-32d8-41 year
Ethyl Alcohol (1 pint)Fine1 2 2d6-4d12-51 year
Explosive Oil (1 flask)Fine25 50 3d4-3d66 months
Fennel Silk (1 dose)High150 250 d4-23d103 months
Firebreather's Oil (1 use)High5 10 2d8-2d31 year
Frankincense (1 tablespoon)Common2 3 2d4-3d6-26 months
Healing Salve (1 dose)High100 175 1d4-32d6-56 months
Hemlock (1 tablespoon)Fine12 25 d4-22d6-56 months
Holy Water (1 dose)High50 75 1d4-32d6-53 months
Iocane Powder (1 tablespoon)Common8 16 2d4-3d6-26 months
Iodine solution (1 pint)Fine7 1 5 2d4-3d6-26 months
Invigoration Potion (1 dose)High50 75 2d4-32d6-53 months
Jaffray (1 tablespoon)Common4 7 2d4-3d6-26 months
Lady-Luck Fungus (1 tablespoon)Common5 10 2d4-3d6-26 months
Laishaberries (1 tablespoon)Fine12 25 1d4-22d6-56 months
Laumspur (1 tablespoon)Common4 7 2d4-3d6-26 months
Lekhan Oil (1 dose)High150 275 1d4-33d6-51 month
Lungwort (1 tablespoon)Fine10 20 1d4-22d6-56 months
Maiden’s Heart (1 tablespoon)Common4 7 2d4-3d6-26 months
Mana Cake (1 dose)High150 275 1d4-33d6-51 month
Mandrake Berry (1 dose)High75 125 d6-43d62 weeks
Maruera (1 tablespoon)Fine12 25 1d4-22d6-56 months
Moly (1 tablespoon)Common5 10 2d4-3d6-26 months
Myrrh (1 oz)Fine3 6 4d4-63d6-56 months
Olive Oil (1 gallon)Common1 2 6d10-9d6-26 months
Oil of Flame SuppressionHigh2045 6d10-9d6-23 months
Panacea (1 dose)High400 750 d4-3d6-46 months
Pattran (1 tablespoon)Common3 5 2d4-3d6-26 months
Poison, deathbane (1 dose)High125200 1d4-32d6-41 year
Poison, nightvine (1 dose)High100175 1d4-32d6-41 year
Poison, tears of doubt (1 dose)High160250 1d6-53d6-71 year
Poison, venomooze (1 dose)High150225 1d4-32d6-41 year
Potion of Flowering (1 dose)Fine60 100 2d4-3d4-21 month
Preservation Powder (1 dose)Fine400 750 d4-33d4-35 years
Quicksilver (1 oz)Fine2 3 d8-42d6-41 year
Realgar (1 oz)Fine10 15 d8-32d6-41 year
Red Mercury (1 oz)Fine30 50 d8-43d6-51 year
Rose Oil (1 pint)Common2 4 4d10-7d6-26 months
Slow-fall Draught (1 dose)Fine90 150 d6-4d4-22 weeks
Smelling Salts (1 use)Fine25 30 d8-42d6-41 year
Somantox (1 use)High175 250d4-32d6-82 months
Sorcerer's Oil (1 use)High250 500d4-32d6-82 months
Sternopowder (1 bulb)High100 200d8-53d4+51 year
Subsistence Cube (1 use)High75 125 2d6-32d4-51 month
Sun Oil (1 use)Fine30 60 d8-42d6-43 months
Thick Smoke (1 globe)Fine90 150 d6-33d4-43 months
Venus Flora (1 tablespoon)Common3 5 2d4-3d6-26 months
Wyrmtongue (1 dose)High1,000 2,000 d12-118d103 months
Urea, Dried (1 oz)Fine3 5 2d4-3d4-21 year
Wizard Glue (1 use)High75 150 d6-33d4-520 years
Ylang-ylang Oil (1 pint)Common2 4 4d10-7d6-26 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.

ItemQualityACAt SmithLocal MarketTrade-InMaintenance
Padded ArmorGood1125 35 10 None
Padded Armor, Small Biped  14 20 4 None
Leather ArmorGood1150 65 15 2
 Croc,Shark,StingrayFine 200 250 100 3
Leather Armor, Small BipedGood 25 35 8 1
 Croc,Shark,StingrayFine 100 125 50 2
Bishop RobeGood11*65 † 250 None3
 Croc,Shark,StingrayFine 150 † 475 None4
Bishop Robe, Small BipedGood 35 † 200 None3
 Croc,Shark,StingrayFine 125 † 375 None4
Goluka ArmorSuperior11*400 500 200 None
Archbishop RobeSuperior11*300 † 750 None2
Archbishop Robe, Small Biped  225 † 600 None2
Studded LeatherGood12100 150 40 3
 Croc,Shark,StingrayFine 300 425 135 4
Studded Leather, Small BipedGood 60 90 30 3
 Croc,Shark,StingrayFine 150 325 120 4
Brigandine ArmorGood12*155 205 60 5
 Steel PlatesSuperior13*675 805 130 7
Brigandine Armor, Small BipedGood12*80 105 30 5
 Steel PlatesSuperior13*400 485 125 7
Gryf PaddingGood1275 125 30 2
Heavy-PaddedGood13*130 150 90 1
Iron-skin LeatherSuperior131,000 1,200 700 15
Iron-skin Leather, Small Biped  750 900 500 15
Elfin HauberkSuperior13*n/a† 3,900 † 2,200 5
Jack of PlatesCommon13n/a30 None4
Chain ShirtFine14170 225 80 6
 SteelSuperior15870 1,030 195 8
Chain Shirt, Small BipedFine1490 120 40 6
 SteelSuperior15600 845 150 8
Lamellar ArmorFine14*305 380 145 8
 SteelSuperior15*1,375 1,610 325 10
Lamellar Armor, Small BipedFine14*150 200 70 8
 SteelSuperior15*705 845 190 10
Ring MailFine15234 300 120 6
 SteelSuperior161,320 1,545 325 10
Ring Mail, Small BipedFine15150 180 60 6
 SteelSuperior16645 760 200 10
Dark RingSuperior15*800 1,200 500 8
BreastplateFine15310 385 155 5
 Steel 161,760 2,050 435 12
Breastplate, Small Biped 15160 190 75 5
 Steel 161,760 2,050 435 12
Dwarven ScaleFine15*475 575 245 10
 SteelSuperior16*2,150 2,500 540 12
Brigantine ChainFine16400 485 190 12
 Steel 171975 2425 800 18
Brigantine Chain, Small Biped 16210 235 80 12
 Steel 171010 1280 440 18
Chain MailFine16340 420 185 5
 SteelSuperior172,025 2,355 520 15
Chain Mail, Small BipedFine16175 210 65 5
 SteelSuperior171,050 1185 405 15
Splint MailFine17425 515 225 10
 SteelSuperior182,535 2,945 650 20
Splint Mail, Small BipedFine17210 265 115 10
 SteelSuperior181,315 1,485 505 20
Plate MailFine18500 600 200 12
 SteelSuperior193,000 3,500 865 25
Plate Mail, Small BipedFine18275 325 100 12
 SteelSuperior191,600 1,775 600 25
 Shield
ShieldFine+295 135 70 3
 StonewoodSuperior+3500 600 300 None
 Helmet
Leather CapGoodn/a8 15 n/a 1
Bronze GaleaFinen/a30 50 10 2
BascinetFinen/a50 100 20 3
 Barding
LeatherDog1260 75 15 1
Goat, Terrac1280 100 20 1
Horse12125 180 45 2
Lepuus12100 120 25 1
Llama1290 115 20 1
Mule1280 100 20 1
Oxen12150 200 50 2
Timber Elk12100 140 35 2
ChainElephant15800 1200 225 8
Horse15350 500 90 5
Lizard Steed15450 700 100 5
Oxen15450 700 80 5
Timber Elk15250 400 65 5
PlateElephant182000 3000 500 20
Horse, Draft18800 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.

ItemQualityAt SmithLocal MarketTrade-InMaintenanceNote
AxeFine45 75 35 2  
 SteelSuperior400 485 180 2  +1 to hit normal weapon
 SilveredEnhanced190 250 185 4  silver weapon
 ElectrumExtraordinary2,100 2,500 1,700 5  +1 to hit silver weapon
Bastard SwordFine95 135 75 6  
 SteelSuperior975 1,150 470 8  +1 to hit normal weapon
 SilveredEnhanced235 300 225 8  silver weapon
 ElectrumExtraordinary5,400 6,300 4,300 12  +1 to hit silver weapon
Battle AxeFine65 100 50 4  
 SteelSuperior620 740 290 4  +1 to hit normal weapon
 SilveredEnhanced205 270 200 5  silver weapon
 ElectrumExtraordinary3,400 4,000 2,600 8  +1 to hit silver weapon;
BlackjackGood8 n/an/aNone potential stun attack
BolasGoodn/a25 8 1 chance to restrain
Bullet-BowFine175250 75 10  
 Bullets 10-bore, lead (6)Fine3 4 None None 
 Bullets 10-bore, steel (6)Superior40 65 None 1 +1 to hit normal weapon
 Bullets 10-bore, silver (6)Enhanced90 125 None 3 silver weapon
ChalikarGoodn/a75 15 1 neck protection
CrossbowFine125 175 75 8  
 Bolts (12)Fine5 8 None 1  
 Bolts, Steel (12)Superior54 65 None 2  +1 to hit normal weapon
 Bolts, Silvered (12)Enhanced155 180 None 5  silver weapon
DaggerFine30 60 25 1  
 SteelSuperior250 315 110 3  +1 to hit normal weapon
 SilveredEnhanced175 230 175 3  silver weapon
 ElectrumExtraordinary1,300 1,600 1,000 3  +1 to hit silver weapon;
FlailFine60 95 45 3  
 SteelSuperior545655 255 5  +1 to hit normal weapon
 SilveredEnhanced200 260 195 5  silver weapon
 ElectrumExtraordinary3,000 3,500 2,300 8  +1 to hit silver weapon;
GarroteSuperior25 n/an/aNone  
GladiusFine55 90 45 2  
 SteelSuperior530 635 255 6  +1 to hit normal weapon
 SilverEnhanced200 260 195 6  silver weapon
 ElectrumExtraordinary2,900 3,400 2,300 8  +1 to hit silver weapon;
GlaiveFine55 90 45 4  
 SteelSuperior475 575 220 6  +1 to hit normal weapon
 SilveredEnhanced200 260 195 6  silver weapon
 ElectrumExtraordinary2,600 3,100 2,000 6  +1 to hit silver weapon
Gnomish SlingerFine120 200 100 8  
Great AxeFine85 125 70 6  
 SteelSuperior865 1,020 415 8  +1 to hit normal weapon
 SilveredEnhanced225 290 220 8  silver weapon
 ElectrumQuality4,800 5,600 3,800 12  +1 to hit silver weapon
HalberdFine70 105 55 6  
 SteelSuperior695 825 325 7  +1 to hit normal weapon
 SilveredEnhanced215 280 205 7  silver weapon
HammerFine45 75 35 1  
 SteelSuperior415 505 190 4  +1 to hit normal weapon
 SilveredEnhanced190 250 185 4  silver weapon
 OrichalcumExtraordinary3,000 3,500 2,400 20  
 MeteoreExtraordinary7,100 8,200 5,700 25  
Hand CrossbowFine150 200 75 8  
JossalFine120 175 50 12 Unique hurling weapon
Long BowFine100 125 50 6  
 Arrows (12)Fine4 7 None 1  
 Arrows, Steel (12)Superior44 54 None 2  +1 to hit normal weapon
 Arrows, Silvered (12)Enhanced150 180 None 6  silver weapon
 Arrows, Daintwood (12)Superior9 16 None2  20% greater distances
 Arrows, Daintwood, Steel (12)Superior55 75 None4  20% greater distances; +1 to hit
 Arrows, Daintwood, Silver (12)Superior175 210 None7  20% greater distances; silver
Long SpearFine40 75 35 1  
 SteelSuperior375 460 75 3  +1 to hit normal weapon
 SilveredEnhanced215 275 185 3  silver weapon
LongswordFine75 110 60 3  
 SteelSuperior760 900360 8  +1 to hit normal weapon
 SilveredEnhanced220 280 210 8  silver weapon
 ElectrumExtraordinary3,700 4,300 3,500 10  +1 to hit silver weapon
 MeteoreExtraordinary12,150 14,000 10,000 20  +2 to hit magic weapon
MaceFine40 70 32 1  
 SteelSuperior365 445 165 3  +1 to hit normal weapon
 SilveredEnhanced185 240 180 3  silver weapon
 ElectrumExtraordinary1,900 2,300 1,500 4  +1 to hit silver weapon
NetCommonn/a15 None None  
RanseurFine60 95 45 3  
 SteelSuperior555 665 255 5  +1 to hit normal weapon
 SilveredEnhanced200 260 195 5  silver weapon
SaiFine30 60 251 
 SteelSuperior270 340120 3  +1 to hit normal weapon
 SilveredEnhanced180 240 175 3 silver weapon
Short SpearFine30 60 25 1  
 SteelSuperior240 305 45 3  +1 to hit normal weapon
 SilveredEnhanced205 265 175 3  silver weapon
 ElectrumExtraordinary1,300 1,600 1,000 8  +1 to hit silver weapon
Shuriken (1)Fine5 10 4 None  
 Steel (1)Superior53 68 27 2  +1 to hit normal weapon
 Silvered (1)Enhanced40 60 40 2  silver weapon
SlingGoodn/a8 None None  
 Bullet, stoneCommonn/an/aNone None  
 Bullets variable-size, lead (6)Fine2 3 None None 
Spiked ChainGood20 30 8 2  
StaffFine15 20 None None  
 StonewoodSuperior110 125 35 None  
Strength BowSuperior1,000 1,500 500 10  
TridentFine55 90 451 
 SteelSuperior540 650255 6  +1 to hit normal weapon
 SilveredEnhanced200 260 195 5 silver weapon
UlaFine15 25 5 1  
War MaulFine90 125 70 4  
 SteelSuperior905 1,070 435 8  +1 to hit normal weapon
 SilveredEnhanced230 290 220 6  silver weapon
 ElectrumQuality5,000 5,800 3,900 10  +1 to hit silver weapon
 MeteoreExtraordinary14,500 16,750 12,000 25  +2 to hit magic weapon
Whip, LeatherFinen/a 10 NoneNone  

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).

ItemQualityAt ChurchBlack Market
Acclimate TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Anti-venom TrinketSuperior2,000 + 20 per day remaining5,000 + 50 per day remaining
Banner TrinketSuperior1,800 + 20 per day remaining4,000 + 50 per day remaining
Bless Meal TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Blood Lust TrinketSuperior2,000 + 20 per day remaining5,000 + 50 per day remaining
Bolt TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Branding Smite TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Bread Crumbs TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Burden TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Chain of Eyes TrinketSuperior700 + 5 per day remaining1,800 + 10 per day remaining
Create Flame TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Damage Ward TrinketSuperior700 + 5 per day remaining1,800 + 10 per day remaining
Darkvision TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Decompose Ward TrinketHigh700 + 5 per day remaining1,800 + 10 per day remaining
Detect Magic TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Discern Language TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Downpour TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Favor TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Fog of War TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Gentle Repose TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Grace TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Guard Spirit TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Infusion of (Fire/Ice/Lightning) TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Lift TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Mask Spirit TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Mystic Prayer Beads (per bead)Superior250 300
Perceive Insanity TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Poison Ward TrinketSuperior1,800 + 20 per day remaining4,000 + 50 per day remaining
Protective Tattoos ServiceHigh3,000 Unknown
Re-preserve TrinketHigh700 + 5 per day remaining1,800 + 10 per day remaining
Resist (Fire/Ice/Lightning) TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Reveal TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
River Eyes TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Showers TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Spineless TrinketSuperior1,800 + 20 per day remaining4,000 + 50 per day remaining
Spirit Sight TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Sustenance TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Thick Air TrinketSuperior1,800 + 20 per day remaining4,000 + 50 per day remaining
Thicket TrinketSuperior700 + 5 per day remaining1,800 + 10 per day remaining
Torch TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Water Breathing TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Weapon of Doubt TrinketSuperior1,600 + 15 per day remaining4,000 + 40 per day remaining
Sustenance TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining
Weapon of Nonsense TrinketHigh600 + 5 per day remaining1,500 + 10 per day remaining

Clothing

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
Belt, leather iron buckleCommon1 1 5 3 6 With Standard
Boots, leatherCommon10 15 30 60 With Standard
Boots, Dress, leatherFine45 60 120 250 5
Breeches, linenCommon1 2 4 8
Breeches, silkFine25 40 80 150 1
Breeches, thick cottonFine3 5 10 20
Breeches, thin cottonFine2 4 8 15
Breeches, woolGood6 10 20 40
Button, ivoryFine6 9 18 36
Button, woodCommon3 5 1 1 5
Cape, linenGood10 15 30 60
Cape, thick cottonGood11 16 30 60
Cape, thin cottonCommon8 12 25 50
Cloak, heavy woolFine20 30 60 120
Cloak, woolGood11 16 30 60
Coat, beaver furFine90 135 270 540 5
Coat, goose-downCommon12 18 35 70
Coat, leatherGood35 50 100 200 5
Coat, leatherFine50 70 130 250 5
Coat, fox furFine150 225 450 900 1
Coat, lynx furFine180 270 550 1000 2
Coat, rabbit furGood55 75 150 300 5
Collar, leatherGood8 1 2 2 5 4 5
Dress, linenCommon3 5 10 20
Dress, linenGood7 10 20 40
Dress, Fancy, linenGood60 90 180 350 1
Dress, Fancy, silkFine150 225 450 900 2
Dress, thick cottonGood9 15 30 60
Dress, thin cottonCommon6 815 30
Dress, woolGood24 8 15
Gloves, leatherCommon4 7 15 30
Gloves, woolCommon1 2 5 4 10 With Standard
Handkerchief, linen per sq-inchCommon6 9 1 6 4
Handkerchief, linen per sq-inchGood9 1 5 3 6
Hat, beaver furFine9 15 30 60
Hat, rabbit furGood6 9 18 35
Hat, Fancy, beaver furFine18 30 60 125
Hat, woolCommon1 2 3 5
Jacket, leather (formalwear)Fine90 135 260 525
Jacket, linen (formalwear)Good38 55 110 200
Jacket, silk (formalwear)Fine150 250 500 1000 1
Jacket, thick cotton (formalwear)Fine70 110 200 350 5
Jacket, thin cotton (formalwear)Fine50 75 150 300 5
Jacket, wool (formalwear)Good32 48 95 180
Mittens, woolCommon5 8 2 4
Sandals, leatherCommon3 5 10 20
Sandals, woolCommon2 3 6 12
Scarf, silkFine18 30 60 120
Scarf, woolCommon2 5 4 3 8 15 With Standard
Shirt, linenCommon6 8 16 32
Shirt, silkFine40 60 120 240 1
Shirt, Gamboissed, thick cottonFine10 15 30 60
Shirt, thin cottonGood7 11 22 45
Shirt, woolCommon5 8 16 32 With Standard
Shirt, Gamboissed, woolGood8 12 24 48
Shoes, leatherGood7 11 20 40
Shoes, Dress, leatherFine30 45 90 180
“Soft Shoes”Fine40 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.

CrimeFine Jail Time
Assault, Minor250 or6 months
Assault, Major1,000 and3 years
Disturbing the Peace50  
Drunk and Disorderly25 and1 day (Drunk Tank)
Murder  Death
Theft, Armed/Mugging2,500 or5 years
Theft, By Confidence500  
Theft, Petty (under 50 bits)250 or6 months
Theft, Grand500 and2 years
Vandalism, Minor100 or3 months
Vandalism, Major2,000 and1 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.

ItemSellingBuying
Acid Ant Gland25 30
Anzû Feather50 60
Basilisk Egg25 30
Bugbear Skull8 10
Center Eye of Eye Horror1,600 2000
Cyclops Heart75 100
Doppleganger Hide4 5
Harpy Feather40 50
Hippogryph Egg200 250
Hydra Liver170 200
Moon-spider Eye75 100
Octopus Ink Sack2 3
Popobawa Eyeball75 100
Pseugodragon Stinger4 5
Rakshasa Blood1,250 1,500
Strix Egg15 20
Unicorn Horn1500 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

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
Ale (1 gal)Good8 1 1 2 1 3 9
Almonds (1 lb)Good5 8 1 5 2 8
Applejack (1 pint)Good2 3 6 12
Apples (1 bushel)Common3 6 4 4 8 6 15
Apples (1 lb)Common¾ 1 2 4
Beef (1 lb)Good5 7 1 3 2 6
Beef, Corned (1 lb)Good1 2 1 6 3 1 6
Beef, Salted (1 lb)Good2 3 6 12
Beef, Sausage (1 lb)Good5 7 1 3 2 6
Beer (1 gal)Good1 4 2 1 4 1 8
Beets, Pickled (1 lb)Good2 3 6 12
Bread, Rye (8 oz)Common4 5 1 2
Bread, Wheat (8 oz)Good5 6 1 1 2 2
Butter, Salted (1 lb)Good1 2 1 8 3 5 7
Caviar (1 oz)Good5 8 15 30
Cheese (1 lb)Good1 2 1 5 2 8 5 3
Chevon (1 lb)Good4 7 1 3 2 6
Chicken (1 lb)Common2 3 6 1
Cider, Hard (1 gal)Good3 2 4 2 8 5 17
Cider, Sweet (1 gal)Good2 2 6 5 9
Clams, In Shell (8 lbs)Good4 6 1 2 2 4
Clams, In Shell (1 lb)Good½ 1 2 4
Cockles (dozen)Good4 7 1 5 3
Cloves (1 lb)Good5 7 5 15 30
Corn Meal (1 lb)Common2 6 1 2 2 4
Corn, Feed (1 bushel)Common4 2 5 2 10 3 20
Corn, Feed (1 lb)Common¾ 1 2 4
Crab LegsGood3 5 7 1 3
Duck (1 lb)Good3 5 7 1 3
Eggs, Chicken (1 dozen)Common6 8 1 4 Spoiled
Eel, Fresh (1 lb)Good3 5 9 Spoiled
Figs, Dried (1 lb)Common8 1 2 4
Fish, Fresh (5 lbs)Good1 1 3 2 8 Spoiled
Fish, Fresh (1 lb)Good2 3 7 Spoiled
Fish, Salted (1 lb)Good8 1 1 2 4
Flour, Rye (1 lb)Common3 4 8 1 5
Flour, Wheat (1 lb)Common5 6 1 1 2 1
Ginger (1 lb)Good1 5 2 3 4 5 9
Grain, Barley (10 lbs)Good2 7 3 4 6 7 14
Grain, Wheat (1 lb)Common3 4 7 1 5
Grapes (1 bushel)Good7 2 9 5 19 40
Grapes (1 lb)Good2 3 4 9
Ham, Sugar Cured (12 lbs)Good12 5 18 9 37 5 75
Hay (1 ton)Common25 30 60 Spoiled
Honey (8 oz)Good1 1 5 3 6
LobsterGood5 8 1 2
Milk, In-Season (1 gal)Common¾ 1 2 Spoiled
Milk, Out-of-Season (1 gal)Good3 4 8 Spoiled
Molasses, black strap (1 gal)Good6 9 18 36
Molasses, sweet (1 gal)Good4 6 12 24
Mustard, seed (1 lb)Good5 8 1 5 3
Mutton (1 lb)Good4 6 1 2 2 5
Oatmeal (1 lb)Common3 4 8 1 5
Olive Oil (1 gal)Good7 10 3 21 40
Olives, Pickled (1 lb)Good6 9 16 32
Pepper, black (1 lb)Good6 9 18 36
Pickles, Malt Vinegar (1 lb)Good2 3 6 12
Pickles, Wine Vinegar (1 lb)Good5 8 1 530
Pork (1 lb)Common3 6 13
Port, Salted (1 lb)Common1 1 3 2 5 5
Raisins (1 lb)Good7 1 2 4
Ration, Dairy Cow (1 day, 18 lbs)Hay3 5 1
Ration, Horse (1 day, 20 lbs)Oats2 5 10
Ration, Ox (1 day, 36 lbs)Hay4 6 1 1 2
Ration, Sow (1 day, 6 lbs)Corn4 6 1 1 2
Ration, Warhorse (1 day, 25 lbs)Oats and Hay3 5 10 20
Rations, Military Person (1 day)Hardtack, Pork1 1 3 3 5
Rum (1 gal)Common47 15 30
Rum (1 gal)Fine610 18 35
Salt, Rock (1 lb)Good3 4 7 1 3
Salt, Rock, refined (1 lb)Good5 8 1 5 3
Salt, Sea, raw (1 lb)Good2 3 6 1 2
Salt, Sea, refined (1 lb)Good7 1 4 2 8
Salt, Spring, raw (1 lb)Good5 8 1 5 3
Shrimp, Whole, raw (1 lb)Good4 7 1 5 3
Strawberry jam (1 lb)Common2 4 8
Sugar (1 lb)Good1 1 5 3 6
Sugar, refined (1 lb)Good1 5 2 3 4 5 9
Turkey (1 lb)Good4 8 1 5
Venison (1 lb)Good3 5 1 2
Venison, Dried (1 lb)Good6 9 2 4
Venison, Smoked (1 lb)Good6 9 2 4
Vinegar, Cider (1 gal) Good3 5 5 2 10 5 21
Vinegar, Malt (1 gal)Common9 1 3 2 6 5
Vinegar, Wine (1 gal)Good5 7 5 15 30
Wine (1 gal)Good5 4 7 1 14 3 30
Wine (1 gal)Fine9 15 30 60

Furnishings

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
Bed, ChildCommon10 16 30 60
Bed, FullCommon20 30 50 100
Bed, Queen-SizedGood60 70 180 350
Blanket, WoolGood3 5 9 16 With Standard
Bookshelf (7ft x 3ft x 1ft)Good40 50 100 180
Caldron, Iron (2 gal)Good812 15 25
Caldron, Iron (4 gal)Good11 17 30 50
Hour glass, clear Fine15 22 5 45 90
Desk, Writing, mahoganyFine225 340 680 1360
Dice, lead (pair)Good5 8 1 5 3
Hunting Horn, brassGood10 15 30 60
Hunting Horn, ram’s hornGood4 6 12 20
Ink, Black (1 oz)Good1 1 5 3 6
Lamp, Oil, brassGood5 7 515 30
Lock, Standard, ironGood6 9 18 35
Lock, Advanced, steelGood15 22 5 45 90
Mirror, polished brass (3in-diam)Good1 2 1 8 3 6 7 2
Mirror, silvered (4in-diam, handle)Fine20 25 50 100
Pillow, linen, goose-downGood1 2 2 4 8
Razor, Straight, steelFine2235 50 70
Rug, bearskinGood8 15 30 60
Table, wood (15in x 40in, 18in tall)Good25 40 75 150
Table, Dining, oak (8ft x 3ft)Good50 75 150 300
Table, Pedestal, wood (1ft-diam)Good6 10 20 35
Tent, 1-Person, canvasGood5 10 20 30 2
Wardrobe (8ft x 3ft x 2ft)Fine60 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.

ItemQualityLocal Market
Antibug CarvingHigh500
Axiom as new spell, 1 Mind Pointn/a200
Axiom as new spell, 2 Mind Pointn/a500
Axiom as new spell, 3 Mind Pointn/a1,000
Axiom as new spell, 4 Mind Pointn/a2,000
Axiom as new spell, 5 Mind Pointn/a3,000
Axiom as new spell, 6 Mind Pointn/a4,000
Arrow-Catching ShieldHigh8,500
Baking StoneHigh1,500
Belt of VigorHigh4,000
Bird ChainHigh750
Black CigarHigh200
Black ScarabHigh500
Blindfold of EtherealnessHigh10,000
Boots of FreedomHigh7,000
Boots of StealthHigh6,000
Brazier of Fire ElementalsHigh15,000
Cloak of ProtectionHigh4,000
Dimensional ShacklesHigh25,000
DollhouseHigh12,000
Dose of DispatchHigh250
Eclipsed FireHigh2,000
Efficient QuiverHigh10,000
Elemental SphereHigh4,000
Elixir of BraveryHigh200
Equestrian SaddleHigh1,250
EverbreathHigh175
Everburning LampHigh1,500
Flat CanvasHigh3,500
Fork of AlarmHigh500
Glamoured Studded LeatherHigh3,000
Grapple of ClimbingHigh2,000
Hidden Sheath WrapHigh2,000
Hood of BreathingHigh5,000
HotpanHigh500
Ink PinHigh12,500
Insulated BottleHigh500
Invisible PaintHigh300
Junk DrawerHigh8,000
Lady’s FanHigh500
Mariner’s ArmorHigh5,000
Mirror of LightHigh4,000
Portable SeatHigh600
Potion of GallantryHigh300
Powder of No-FrostingHigh200
Purse of SilenceHigh1,500
QuenchthimbleHigh1,200
Quill of TruthHigh4,000
Ring of EvasionHigh7,500
Ring of The HuntHigh3,500
Ring of Lost ShadowsHigh3,500
RunebrushHigh500
Shield from HateHighVaries
Sleep SmokeHigh175
Smoke of RestraintHigh350
Solution of ShockHigh150
Staff of WitheringHigh7,500
Sternopowder (1 bulb)High100
Strength SnuffHigh150
Stitch NeedleHigh500
SweeperHigh500
Tepid BlanketHigh750
Thieves' GlovesHigh7,500
Thick SmokeHigh100
Twig of AnimalsHigh200
Valet FigurineHigh1,000
Wand of LightningHigh12,000
Webbed Gloves of DewHigh4,000
Whistle of AlarmHigh1,500
Wolfsbane SolutionHigh500
Zombie KeyHigh1,500

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.

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
BagpipesGood28 42 84 168 2
CelloFine55 75 150 300 5
Cittern (Lute Family)Good30 60 100 200 3
Clarinet (Woodwind)Good40 65 125 250 4
Cornet, brassGood35 55 115 225 4
Drum, wood and skin (10in-diam)Good18 27 54 108 1
Flute, brassGood32 48 96 192 3
Gittern (Lute Family)Fine65 100 200 375 8
HarpFine75 135 275 500 8
HarpsichordFine90 135 270 600 1
Hurdy-GurdyFine65 110 200 350 8
LuteFine60 90 180 360 6
Lyre, wood (8-string)Fine45 70 135 270 5
Oboe (Woodwind)Good45 70 140 275 4
Pan Flute, woodenGood16 24 48 96
Pipe OrganFine160 225 450 900 1 5
Slide TrumpetGood50 80 150 300 6
Trumpet, brassGood40 60 120 250 4
ViolaFine45 65 130 275 5
XylophoneFine60 100 200 350 1

Real Estate

ItemQualityAt SourceLocal MarketMoney Down50-yr MonthMaintenance
Bungalow, 300 sq-ftCommon2400 2640 500 24 9
Casita, 500 sq-ftGood4200 4620 1200 56 10
Cottage, 1000 sq-ftGood9000 9900 3000 100 12
Townhome, 1500 sq-ftFine14,000 15,400 4500 175 15
Villa, 2000 sq-ftFine19,200 21,120 8000 225 18
Chateau, 2500 sq-ftFine25,000 27,500 12,000 250 24
Mansion, 3000 sq-ftFine30,000 33,000 15,000 300 30
Manor, 5000 sq-ftFine55,000 60,500 30,000 500 60
Land, Farming (1 acre)Good300 330 n/an/a
Land, Estate (1 acre)Fine500 550 n/an/a
Rental, Bungalow 300 sq-ftCommon20 30 n/an/a
Rental, Casita, 500 sq-ftGood30 45 n/an/a
Rental, Cottage, 1000 sq-ftGood60 75 n/an/a
Rental, Townhome, 1500 sq-ftFine90 120 n/an/a
Boarding Room (1 month)Common35 n/an/an/a 2-occ
Boarding Room Private (1 month)Good60 n/an/an/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

ItemAt SourceLocal MarketShortageStrike
Anti-Venom (incantation)250 n/an/an/a
Banquet (per person)10 12 24 48
Burial, Ceremony10 n/an/an/a
Burial, Headstone15 n/a50 n/a
Burial, Unmarked Grave2 n/an/an/a
Casting, Sorcery, One-Time (1-point)50 n/an/an/a
Casting, Sorcery, One-Time (2-point)125 n/an/an/a
Casting, Sorcery, One-Time (3-point)250 n/an/an/a
Casting, Sorcery, One-Time (4-point)400 n/an/an/a
Casting, Sorcery, One-Time (5-point)600 n/an/an/a
Casting, Sorcery, One-Time (6-point)1,000 n/an/an/a
Cartage, Land (per barrel per day)2 3 6 12
Court Lawyer (per day)5 n/an/an/a
Fortune-Telling, (1 reading)2 3 6 12
Carriage Service (per mile) 5 7 2 4
Discern Language (per page)25 n/a60 120
Exorcism1,000 n/an/an/a
Free Curse500 n/an/an/a
Gentle Repose (per corpse)100n/an/an/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/an/an/a
Labor, Brick Layer (per day)2 5 n/an/an/a
Labor, Masonry (per day)3 8 n/an/an/a
Labor, Foreman (Management)5 n/an/an/a
Labor, Director (Project Bureaucracy)7 5 n/an/an/a
Legal Contract6 n/an/an/a
Legal Deed8 n/an/an/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/a250 500
Marriage, Ceremony (Simple)20 n/an/an/a
Messenger (per mile)1 2 3 6
Metalworking, Iron (per day)5 n/an/an/a
Metalworking, Steel/Silver (per day)8 n/an/an/a
Metalworking, Enchanted Ore (per day)35 n/an/an/a
Necrosayance (per question)100 n/an/an/a
Remove Disease (incantation)300 n/an/an/a
Scribe (per hour)2 3 6 12
Sculpt Incantation (per 10 cu ft)100 n/an/an/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 Prostituten/a5 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/an/an/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

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
Backpack, leather (1¼ cu feet)Good5 8 15 30 With Standard
Backpack, leather (3½ cu feet)Good7 10 20 30
Backpack, oiled leather (1¼ cu feet)Fine8 12 24 45
Backpack, suede (2¾ cu feet)Fine10 15 30 60
Bag, buckskin (1½ cu feet)Good3 5 7 10 15
Bag, hemp canvas (1½ cu feet)Common2 3 5 5 8
Barrel, cedar (15 gal)Good4 8 15 20
Barrel, oak (15 gal)Good5 10 20 30
Barrel, pine (15 gal)Common4 6 12 20
Barrel, oak (20 gal)Good7 12 24 40
Barrel, oak (40 gal)Good8 15 30 50
Basket, ash-wicker (½ cu foot)Good2 3 5 10
Basket, bamboo-plaited (1 cu foot)Good5 7 15 30
Basket, oak-plaited (1¼ cu foot)Good3 4 5 5 10 20
Basket, straw-plaited (200 cu in)Common1 2 4 8
Basket, willow-wicker (¼ cu foot)Common2 4 4 7 12
Basket, wool-coiled (3 quarts dry)Good5 7 12 20
Basket, wool-coiled (6 gal. dry)Good15 20 40 75
Bottle, clear glass, quartFine8 1 5 3 6
Bottle, green glass, quartGood4 6 1 2 2 4 With Standard
Canteen, wood cork-stopper (quart)Good2 3 6 12
Coin purse, canvasCommon3 5 1 2 With Standard
Coin purse, suedeGood4 6 1 2 1 4
Coin purse, felt-coveredFine1 1 5 3 6
Jug, stoneware (1 gal)Good1 3 5 8
Pot, earthenware (1 gal)Common 5 9 2 3 5
Pot, porcelain (1 gal)Fine1 5 2 2 4 7
Pot, stoneware (1 gal)Good1 1 8 3 5 6
Quiver, leatherGood2 5 3 8 7 5 15
Saddlebags, leather (6 gal dry)Good10 15 30 60
Scabbard, Longsword, leatherGood5 7 8 15 30
Sheathe, Dagger, leatherGood2 3 6 12
Waterskin (1 gal)Common2 3 5 8 With Standard

Substances

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
Adamantine, Ore (1 lb)Ore5,000
250 gold
n/an/an/a
Algidum (1 lb)Ore4,000
200 gold
n/an/an/a
Ambergris (1 oz)Good45 65 125 250
Amethyst (1 carat)Fine25 40 60 80
Beeswax (5 lb)Good1 5 2 5 4 6
Brass (1 lb)Alloyn/a25 n/an/a
Brick (9in x 5in x 3 in)Good½ ¾ 3
Brimstone, Powder (1 oz)Good1 2 4 8
Bronze (1 lb)Alloyn/a20 n/an/a
Buckskin (1 sq yard)Good4 6 12 24
Coal, Heating (1 ton)Common15 23 38 60
Coal, Smithing (500 lbs)Good7 11 18 30
Copper, Ore (1 lb)Ore30 50 n/an/a
Down, Goose (1 lb)Common1 1 5 3 5
Electrum (1 lb)Ore400 500 n/an/a
Explosive Oil (1 flask)High6 10 2040
Firebreather's Oil (1 flask)High3 5 1020
Firewood (cord)Common10 12 3 22 33
Firewood (per day)Common2 5 9
Fleece (1 lb)Common2 2 4 5 10
Gold, Ore (1 lb)Ore1,800
90 gold
2000
100 gold
n/an/a
Hide, Cow (1 sq yard)Common¾ 1 2 4
Hide, Lamb (1 sq yard)Common1 2 1 8 3 6 7 2
Hide, Horse (1 sq yard)Good4 6 12 24
Iron, Ore (1 lb)Ore5 n/an/an/a
Ivory, Elephant (1 pound)Good90 150 300 600
Lambskin (1 sq yard)Good7 11 21 42
Lead, Ore (1 lb)Ore3 n/an/an/a
Leather, Cow (1 sq yard)Good4 8 6 6 13 26
Leather, Cow (full hide)Good20 26 6 54 110
Lumber (200 board ft)Good15 23 45 90
Magnesium, (1 oz) Good8 15 30 60
Meteore, Ore (1 lb)Ore800
40 gold
n/an/an/a
Mythril, Ore (1 lb)Ore4,500
225 gold
n/an/an/a
Oil, hemp seed (1 gal)Fine3 5 8 15
Oil, linseed (1 gal)Fine2 4 6 10
Oil, whale (1 gal)Good1 2 4 8
Oil, whale (1 gal)Fine2 3 6 12
Papyrus (1 ft x 1 ft)Good6 9 1 8 3 6
Parchment, lambskin (1 ft x 1 ft)Good1 1 5 3 6
Pearl, BaroqueGood22 33 66 140
Pearl, Button (6mm)Fine190 285 570 1,140
Pearl, Round (6mm)Fine500 750 n/an/a
Pearlash (1 lb)Good4 6 12 24
Pelt, BeaverGood4 5 6 12 24
Pelt, FoxGood5 7 5 15 30
Pelt, MinkGood8 1 2 4
Pelt, RabbitGood5 6 1 2 2 5
Phosphorus, Powder (1 oz) Good2 3 6 12
Pigskin (1 sq yard)Good3 4 8 16
Platinum, OreOre320 400 n/an/a
Quicksilver (1 oz)Fine2 3 6 10
Rope, Cotton (50 ft)150lb-Rating6 10 20 40 With Standard
Rope, Hemp (50 ft)250lb-Rating12 18 35 70
Rope, Hemp Double-Thick (50 ft)900lb-Rating35 50 100 200
Rope, Silk (50 ft)500lb-Rating15 25 50 90
Rope Ladder, Cotton (20 ft)225lb-Rating7 12 24 28  
Rope Ladder, Hemp (20 ft)375lb-Rating10 15 30 60  
Rope Ladder, Silk (20 ft)750lb-Rating12 18 35 70  
Seed, Tobacco (oz per 4 acres)Good60 90 180 360
Silver, Ore (1 lb)Ore300
15 gold
400
20 gold
n/an/a
Soap, Hard (1 lb)Good8 1 2 2 5 5
Steel, Alloy (1 lb)Alloyn/a20 n/an/a
Tin, Ore (1 lb)Ore10 n/an/an/a
Tobacco, ChewingCommon1 1 5 3 5
Tobacco, SmokingGood1 3 1 9 4 8
Zinc, Ore (1 lb)Ore15 n/an/an/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

ItemQualityAt SourceLocal MarketNearby CityDistant CityMaintenance
AbacusFine6 9 18 36
Auger Drill, manualGood15 23 45 90 1
Book, Parchment, leather (24-pg)Good30 45 90 180
Cage, Rabbit TrapGood16 24 48 96
Calligraphy PensFine8 12 24 48
Chisel, wood and ironGood2 3 6 12
Fishing Pole, with lineGood1 2 1 8 3 5 7
Grappling Hook, ironGood4 6 12 24
Grappling Hook, steelSuperior56 75 150 300
Hoe, wood and ironCommon1 1 5 3 6
Jewelers ToolsFine30 45 90 180 2
Lawn Mower, manualFine60 90 180 360 1
Lock Picks, steelFine18 30 60 120 1
Magnifying glass (3in-diam)Fine12 18 36 72
Manacles (Iron)Good15 20 40 80
Medical KitSuperior40 65 100 150 8
Pick, Mining, steelGood20 30 60 120
Pitchfork, ironCommon3 5 10 20
Plow, Iron/WoodGood18 27 52 90
Plow, SteelFine190 240 450 750 1
Quill (qty 3)Good¾ 1 2 4
Scale, Balance, bronze, 3in-disksFine30 45 90 180 1
Scissors, ironGood6 9 18 36
Shears, ironGood7 11 22 44
Shears, steelFine45 60 120 240
Shovel, wood and ironGood4 6 12 20
Sickle, ironGood5 9 15 30
Signet Ring, brassFine10 15 30 60
Spyglass, brassFine22 35 70 140
Torch, wood tallowCommon2 3 5 1 With Standard
Torch, wood waxGood4 6 1 2
WhetstoneGood8 1 2 4
Wound KitFine20 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

ItemQualityAt SourceLocal MarketMaintenanceCapacity
Carriage, 2-axleFine300 500 8 4,000 lbs
up to 4 humans
Cart, Mule, wooden 1-axleCommon30 45 4  annually800 lbs
Cart, Mule, wooden, 2-axlesGood40 60 6  annually1,500 lbs
Cart. Push, wooden, 1-axleCommon25 38 2  annually300 lbs
Chariot, 1-axleFine500 800 8 2,000 lbs
1 - 2 humans
Clockwork VehicleSuperiorCustomn/aSpecialCustom
Dog SledGood40 60 1 600 lbs
Necro-TankFineCustomn/aSpecialCustom
KeelboatGood2,000 3,000 20 5 tons
up to 6 passengers
RowboatGood30 50 8 250 lbs
1 - 3 humans
Sail, Brigantine Superior15,000 22,500 110 100 tons
Sail, CaravelFine7,500 10,000 65 30 tons
Sail, ClipperSuperior25,000 35,000 140 150 tons
Sail, CogFine3,000 4,000 25 10 tons
Sail, GalleonSuperior50,000 75,000 180 250 tons
Wagon, Cargo, wooden, canvasGood500 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.