Powers and Perils

Equipment List

In general, only civilized cultures deal with coins - their trade networks are large enough and the social level complex enough to require a method of trade beyond simple barter. Barbarian cultures that trade with civilized cultures ("Allies", in the Culture Book) will also accept coin. Barbarian cultures that are isolated (no trade) or only trade with barbarian cultures do not deal in coin - the best you can hope for is that they will accept gold or silver coin at a reduced value for the metal alone.

In the Perilous Lands, gold is very scarce, silver less so but still hard to find. Copper is actually fairly plentiful, and in general too common and too much in demand to be used as a unit of value (barbarian cultures require copper to make bronze for armor, weapons and tools). The civilized world, therefore, operates on a "silver standard" since silver is the most common of the precious metals.

The most commonly encountered coins are obviously the "Brass Bit" and the "Copper Coin". The CC is not 100% copper, but actually a coin made from a mix of copper and silver, in a ratio of 9:1. Such coins weigh 50 to the pound and are about the same size as a U.S. quarter. The BB is little more then a cubical bead of polished brass about a quarter-inch in size and weighing 100 to the pound.

The "Silver Coin" (SC) is similar in size and weight to the CC, composed completely of silver. It is also about the size of a U.S. quarter and weighs 50 to the pound.

Gold has a normal value 20 times that of silver, so the "Gold Coin" (GC) is smaller, about the size of a U.S. penny and also weighs 50 to the pound.

When characters make purchases or sales most change returned will be in the form of CC and BB. They may get 1SC for every 100CC worth of change (i.e. a character sells something for 7GC value. 7GC=700CC, 700/100 = 7. So they would get 7SC and 630CC from the merchant). For gold the ratio is a bit better - for every 50SC, 1 GC may be gained. In the above example, the character would not get any gold since he is no where near the conversion ratio. His load of loot would weigh in at 12.74 pounds. GC may only be gained from transactions in cities, SC only gained from transactions in towns (By the map, in fortresses or while traveling along a road in civilized lands) or cities.

Barbarian cultures that do not normally take coins will take payment in gold or silver at a trade rate of 1 extra coin per 10, rounded up (i.e. paying a Shaman 45SC for a load of trade goods means an extra 5SC must be paid).

Gold Coins (GC) have a value of 10 Silver Coins (SC), 1 Silver Coin has a value of 10 Copper Coins (CC), and 1 Copper Coin has a value of 10 Brass Bits (bb). For simplicity, all prices are noted in copper coins - costs in brass bits are marked with a "b".

Availability Notes

AAvailable in all Civilized or Barbarian markets (for weapons and armor, only if a preferred item)
CCCities only
CCities mainly, increased cost in Towns
TTowns or Cities mainly, increased cost in Villages
VVillages mainly, increased cost in Towns or Cities
TVTowns or Villages mainly, increased cost in Cities
BBarbarian lands (where normally used)
PPort or coastal areas only, increased cost or unavailable inland
FForested regions only, increased cost in lands without forest terrain
EElven Fiefdoms only, increased cost in cities of cultures that trade with elves.
DDwarven Strongholds only, increased cost in cities of cultures that trade with dwarves.
WWild cultures only

Armor

ArmorAvailAVCostWTDRNotes
Quilted ClothA18CC410Armor made from thick, padded cloth.
LeatherA110CC615Hardened leather armor, studded with metal.
Quilted RingT,B290CC1215Quilted cloth with flat metal rings sewn onto it, resembling chainmail.
RingmailT,B2120CC1420Leather armor with flat metal rings sewn onto it, resembling chainmail.
Banded RingT,B2150CC1625Ringed leather with leather straps sewn over the rings.
ScaleC3250CC2030Leather with thin metal scales sewn or riveted to the outside. Adds +1 to attack priority.
BrigandineC3350CC2535Padded linen with small leather plates riveted to the inside, each leather plate sandwiching steel strips. Adds +1 to attack priority.
ChainmailCC3500CC4045A long-sleeved coat that hangs to the wearer's knees, made of interlocking links of wire. Adds +2 to attack priority.
Plate MailCC41,500CC7050Chainmail with steel plates in strategic positions. Adds +2 to attack priority.
Plate ArmorCC53,000CC9070Plate sections covering chainmail, with plate gauntlets Adds +3 to attack priority.
Elven ScaleE31,800CC1040Treated leather with hardened wood plates sewn into it. Native Elves may purchase for 300CC.
Dwarven ChainmailD45,000CC4570As for Chainmail, but more rugged. Native Dwarves may purchase for 3,000CC. Adds +2 to attack priority.
Dwarven PlateD520,000CC8075As for Plate Mail, but more rugged. Native Dwarves may purchase for 9,000CC. Adds +2 to attack priority.
Dwarven Plate ArmorD645,000CC100100As for Plate Armor, but more rugged. Native Dwarves may purchase for 20,000CC. Adds +3 to attack priority.

NOTE - Armor is damaged by any hits that affect the wearer. Once the DR is reduced to 0 the armor no longer provides protection.

NOTE - A revised version of this table is available.

HelmetsAvailAVCostWTDRNotes
Cloth HatA+13CC18A thick cloth skullcap or turban.
Leather helmA+14CC210A heavy leather helm with cloth padding.
Metal HelmT,B+220CC420A heavy leather helm reinforced with metal strips, studs or rings and a metal skullcap.
Full HelmC+3*100CC825A metal helm that covers the entire head and face. *Reduce AV to 2 if not used with Plate Mail or Plate Armor.
Dwarven Full HelmD+4*1,000CC930As for Full Helm. Native Dwarves may purchase for 500CC.

NOTE - Helmets are destroyed if the DR is exceeded on a single severe or deadly hit. If the damage done exceeds 1/2 the original DR, the DR of the helmet is reduced by 1.

ShieldsAvailAVCostWTNotes
BucklerA56CC4Small leather and wooden shield.
Small ShieldA620CC7Small wooded shield.
Banded ShieldT,B840CC10Round wooden shield banded with metal.
Metal ShieldC13100CC12All metal round shield.
Dwarven Round ShieldD15450CC13Very durable all-metal shield. Native Dwarves may purchase for 200CC.
Shield SpikeT,B10CC+2May be added to metal or banded shields. Allows a shield strike (WSB -1) that does killing damage.

NOTE - Shields are destroyed if the AV is exceeded on a single shield hit. If the damage done exceeds 1/2 the original AV, the AV of the shield is reduced by 1. Shield skill may be used to increase the AV of the shield, to resist damage or breakage (but not at the same time it is used for defense).

CapesAvailAVCostWTDRNotes
Light CapeT23CC 1/2 15A half-length cape used to parry weapon attacks. Requires the Cape Parry skill and increases DCV by 1.
Full CapeT45CC125As above, but a full-sized cape. Increases DCV by 2.

NOTE - Capes are damaged by any "shield" hits done by an edged attack. Once the DR is reduced to 0 the cape is in tatters and cannot be used.

Weapons

DaggersAvailWSBCostWTFVSkillNotes
Stone KnifeW-13CC 1/24DaggerUsed by primitive or wild cultures.
Throwing DaggerT,B-16CC 1/25DaggerSmall blade balanced for throwing.
Fighting DaggerA020CC16Dagger
Secret KnifeC-210CC 1/26DaggerSmall knife disguised as a snuffbox, ornament, article of clothing, etc. Usually used with poison due to it's low damage.
Elven LongknifeE0100CC1 9DaggerA thin, light blade made from Elvish Aell-metal. Native Elves may purchase for 40CC.

NOTE - Melee weapons may be broken if the damage inflicted exceeds DOUBLE the FV and the damage roll ends in "1" ("1" or "2" if FV is zero or less). FV is always reduced by 1 if damage inflicted exceeds the FV of the weapon. Weapon damage only applies on targets with at least AV2. All weapons break on parry if damage exceeds FV, and FV is reduced if damage exceeds 1/2 FV (round up).

SwordsAvailWSBCostWTFVSkillNotes
Short SwordT,B030CC1 1/27Sword+10 on roll to hit when thrown
SwordT,B050CC29SwordAs for Short Sword
ScimitarT,B0 (+1)80CC29ScimitarParenthesized WSB apples when used from a charging mount.
TulwarT,B+1 (+2)100CC310ScimitarAs for Scimitar
BroadswordT,B+1 (0)130CC410Hv SwordParenthesized WSB applies when charging on foot. No restriction when mounted.
Bastard SwordT,B+1 (0)160CC5 1/2 12Hv SwordParenthesized WSB applies when charging on foot. +5 on attack roll when used while mounted.
Great SwordT,B+2 (+1)240CC713Hv SwordTwo-handed weapon. Parenthesized WSB applies when charging on foot. Not usable while mounted.
Sword CaneC-140CC27SwordConcealed as a walking stick or large baton. Disguised enough to pass casual inspection but not a close look.
Elven RapierE+1750CC215SwordA long, thin sword made from Elvish Aell-metal. Native Elves may purchase for 300CC.
AxesAvailWSBCostWTFVSkillNotes
Stone AxeW010CC2 1/2 7AxeUsually only used by primitive or wild cultures.
Throwing AxeT,B-140CC1 1/27AxeRequires Throwing Axe skill to be thrown effectively.
Hand AxeA020CC28Axe
AxeA+1 (0)70CC49AxeParenthesized WSB applies when charging on foot. No restriction when mounted.
Battle AxeT,B+2 (+1)120CC611Hv AxeTwo-handed weapon. Parenthesized WSB applies when charging on foot. Not usable while mounted.
Dwarven AxeD+1 (0)400CC4 1/213AxeParenthesized WSB applies when charging on foot. No restriction when mounted. Dwarves may purchase for 150CC.
Dwarven War AxeD+2 (+1)900CC516Hv AxeParenthesized WSB applies when charging on foot. Not usable while mounted. Native Dwarves may purchase for 350CC.
PolearmsAvailWSBCostWTFVSkillNotes
GlaiveT,B+2 (0)150CC1011PolearmsTwo-handed weapon. Parenthesized WSB applies when charging on foot. Not usable while mounted. DOUBLE WSB when used against a charging, mounted opponent.
Halberd (Poleaxe)T,B+3 (+1)220CC1214PolearmsAs for Glaive
PikeT,B+1180CC912SpearAs for spear. DOUBLE WSB when used by a stationary footman against a charging mounted opponent. Not usable while mounted.
Spears and LancesAvailWSBCostWTFVSkillNotes
SpearA070CC49Spear+5 on roll when charging on foot. Increase WSB by 1 when used by a stationary footman against a charging, mounted opponent.
JavelinA-120CC1 1/2 6Spear
LanceA-1 (+1)15CC1 1/2 7LanceParenthesized WSB applies when used from a charging mount. Increase the effective WSB by 1 against charging, mounted opponents
Heavy LanceA0 (+2)80CC610Hv LanceParenthesized WSB applies when used from a charging mount. Not usable by footmen. DOUBLE WSB against charging, mounted opponents
Clubs, Flails & StavesAvailWSBCostWTFVSkillNotes
QuarterstaffA06CC26StaffOnly usable on foot. +5 on attack rolls when charging on foot. Increase WSB by 1 on Deadly Hits.
WarstaffA+110CC38StaffAs for Quarterstaff.
SapA04CC15MaceCanvas or leather bag in the shape of a short club, filled with lead shot. Only does subdual damage and cannot be used to parry with.
ClubA0 (-1)12CC410MaceParenthesized WSB applies when used from a charging mount. Increase the effective WSB by 1 on Deadly and Severe Hits.
MaceT,B+1 (0)70CC511MaceAs for Club
FlailA0 (-1)35CC57MaceAs for Club. Increase WSB by 1 when charging and mounted.
Ball & ChainT,B+1 (0)150CC79MaceAs for Flail.
Great HammerT,B+2 (+1)230CC810Hv MaceTwo-handed weapon, may not be used while mounted. As for Club.

NOTE - Flails and Ball & Chains are Difficult to parry - any even-numbered shield hit becomes a hit. Blocking with a shield is unchanged.

Other WeaponsAvailWSBCostWTFVSkillNotes
CestusT010CC 1/28HtHA Leather glove with metal-fronted knuckles. Allows Killing damage in Hand-to-Hand.
Heavy CestusT+125CC112HtHAs for Cestus
Wire GarroteT-15b1/4--HtHTwo-handed, wire with loops or handles. Requires a successful grapple first. While grappled does a normal hit of subduel damage until unconscious, then fatal damage.
Infantry Caltrops (10)C01CC15--Per 10' area. Used to slow infantry advances to a PMR of 1 or risk a 10% chance of 1d6 damage to feet (takes a phase to remove from foot, MR reduced by 2). Area may be over-saturated for increased chance of damage.
Cavalry Caltrops (5)C02CC 2 7--Per 10' area. Used to break cavalry charges to a PMR of 2 or less or risk a 10% chance of 1d6 damage to hooves (horse is hobbled, takes a turn to remove from hoof, MR reduced by 6). Area may be over-saturated to increase chance of damage.
Bows & CrossbowsAvailWSBCostWTFVSkillNotes
ShortbowT-160CC1--BowTwo Handed Weapon. 1 Phase to reload. A smaller bow, favored in cities due to it's size (easier to conceal). Often called a "court bow" in Salaqi regions.
BowA0100CC1 1/2--BowTwo Handed Weapon. 1 Phase to reload.
LongbowF+1270CC2 1/2 --BowAs for Bow. Not usable while mounted.
Composite BowA0400CC2--BowAs for Bow.
Light CrossbowT,B+1 (0)180CC2 1/2--CrossbowTwo Handed to load, may be fired one handed. 2 phases to reload. Parenthesized WSB applies at Extreme range
Heavy CrossbowT,B+2 (+1)250CC4--CrossbowAs for Light Crossbow, but 3 phases to reload.
ArbalestC+4 (+2)480CC6--CrossbowAs for Light Crossbow, but requires 4 phases to reload and cannot be fired one handed.
Arrows (12)A+025b1 1/2 6--Used with Bows
Blunt Arrows (12)A-18b1 1/2 6--Used with Bows, only does subduel damage
Barbed Arrows (12)T+075b1 1/2 6--Used with bows, does additional 1d3 damage when removed.
Signal Arrows (3)A--5b 1/2----Used with Bows, does no damage but whistles as travels
Quarrels (20)T,B+06CC2 1/2 5--Used with Crossbows
Arbalest Bolts (10)C+08CC38--Used with Arbalest
BowstringA--6b------
Crossbow stringA--1CC------
Elven SelfbowE+11,000CC1--BowAs for Bow. Native Elves may purchase for 400CC
Dwarven Repeating CrossbowD0 (-1)1,500CC4--Rp CrossbowAs for Light Crossbow, but 8 phases to fully reload (may be fired once per phase for 5 phases) and parenthesize WSB applies at Long range. Native Dwarves may purchase for 500CC
Darts (5)D-13b1/44--Used with Dart-shooting Repeating Crossbow
Pellets (5)D+04b1/4 ----Used with Pellet-shooting Repeating Crossbow

NOTE - Bows are not normally used to parry with - doing so will ruin the weapon. If required, Shortbows and Bows can be considered to have an FV of 2, Light Crossbows and Repeating Crossbows an AV of 4, Heavy Crossbows an AV of 5 and Arbalests an AV of 6. The weapon is unusable if FV is exceeded and breaks if DOUBLE FV is exceeded. Whether it breaks or not, the weapon ALWAYS loses 1 point of FV.

SlingsAvailWSBCostWTFVSkillNotes
SlingA0 (+1)4CC 1/2--SlingTwo hands required to load, may be used one handed. Parenthesized WSB applies on Deadly Hits.
Handle SlingA+1 (+2)10CC1 1/2 --SlingTwo-handed Weapon. Parenthesized WSB applies on Deadly Hits.
Incendiary FirepotT--5CC1----Thrown by handle sling or by hand. Used to start fires.
Sling Projectile (5)A08b 1/2 ----Used with slings. Small stones may also be used for free, decreasing WSB by 1.

Animals and Animal Equipment

Work & RidingAvailCostUpkeepNotes
Riding Horse ITV400CC7FPNon-combat mount (poor quality). Carries 140(30) lbs, pulls 250 lbs.
Riding Horse IITV800CC8FPNon-combat mount (average quality). Carries 160(40) lbs, pulls 275 lbs.
Riding Horse IIITV1,600CC9FPNon-combat mount (good quality). Carries 180(45) lbs.
Riding Horse IVTV3,000CC10FPNon-combat mount (superior quality) Carries 170(45) lbs.
Warhorse ITV500CC8FPCombat mount (poor quality). Carries 160(40) lbs.
Warhorse IITV1,000CC10FPCombat mount (average quality). Carries 200(50) lbs.
Warhorse IIITV2,500CC12FPCombat mount (good quality). Carries 225(60) lbs.
Warhorse IVTV5,000CC14FPCombat mount (superior quality)
Riding CamelTV450CC6FPNon-combat mount used in desert lands.
Skirmish CamelTV2,000CC9FPCombat mount used in desert lands.
PuppyA3CC 1/2 FPUntrained, for companionship.
Hunting DogA30CC2FPTracking., Guard dog. 1d3 verbal Commands.
Guard DogA70CC2FPGuard dog. War trained. 1d6 Verbal Commands.
War DogT200CC2FPHighly trained War dog. 1d6+4 Verbal Commands
Sled DogA35CC2FPA heavy dog trained to pull sleds or wagons. Pulls 50 lbs.
Donkey/BurroTV40CC2FPUsed for carrying loads, riding. May forage. Carries 120(30) lbs, pulls 150 lbs.
MuleTV90CC3FPUsed for carrying loads, riding. May forage. Carries 180(50) lbs, pulls 300 lbs.
Draft HorseTV200CC10FPUsed to carry and pull loads. Carries 225(60 lbs, pulls 350 lbs.
OxTV300CC12FPUsed for carrying loads, riding or pulling. May forage. Pulls 450 lbs.
LlamaTV250CC5FPUsed for carrying loads in mountainous lands.
ElephantTV2,000CC40FPUsed as beast of burden. Carries 500(100) lbs or pulls 1,000lbs. Only available in lands south of the sea of tears that contain grasslands.
Falcon ChickT50CC1/4 FPUntrained. For hunting or companionship
FalconT300CC1FPHunting. Per Strategic Turn used, 80% chance of gaining 1d6FP.
HawkT500CC2FPHunting. Per Strategic Turn used, 80% chance of gaining 1d10FP.
EagleC800CC3FPHunting. Per Strategic Turn used, 80% chance of gaining 2d6FP.
War EagleCC1,000CC3FPCombat. May not be used to hunt.

NOTE - Herbivores may forage in pastures or in the wild for their food needs, at 2FP/hour under good conditions, 1FP/hour in drier or rougher terrain (obviously, Horses on the move will require grain unless the party is willing to cut their travel rate in HALF or worse, to allow them to forage). Draft Horses or Oxen that are heavily worked will need an additional 2FP in grain

Food AnimalsAvailCostUpkeepNotes
CowTV120CC10FPFood animal. Produces 5FP/day (milk) or 250FP if slaughtered.
CalfTV25CC4FPFood animal. Produces 75FP if slaughtered.
GoatTV30CCNoneFood animal. Produces 2FP/day (milk) or 30FP if slaughtered. Requires 3FP if forage is not available.
SheepTV40CC4FPFood animal. Produces 2FP/day (milk) or 40FP is slaughtered.
LambTV5CC2FPFood animal. Produces 10FP if slaughtered.
ChickenTV3bNoneFood animal. Produces 1FP/week (eggs) or 5FP if slaughtered. Requires 1FP if forage is not available.
GooseTV5bNoneFood animal. Produces 1FP/week (eggs) or 10FP if slaughtered. Requires 1 1/2FP if forage is not available.

NOTE - Animals with upkeep may forage in pastures or in the wild for their food needs, at 2FP/hour under good conditions, 1FP/hour in drier or rougher terrain. Milk-bearing animals need at least HALF their requirements in grain.

Companion AnimalsAvailCostUpkeepNotes
CatA2CC1FPCompanionship, detection of some creatures.
Small BirdT6b 1/2 FPCompanionship, detection of some dangers.
ParrotT2CC 1/2 FPColorful bird, favored by seamen. Only available in lands containing jungles or forests south of the sea of tears.
Speaking ParrotC7CC 1/2 FPAs for Parrot, but capable of learning and speaking about 3d6 words or phrases (1 second of phrase counts as 2 words). Much more expensive for greater vocabularies (3x price for each additional 3d6).
MonkeyT5CC1FPCapuchin or other small monkey. Larger monkeys will cost more. Only available in lands containing jungles or in forests bordering the south shores of the sea of tears. 1d3 Verbal commands
FerretT3CC1FPCompanionship, can perform tricks. 1d2 Verbal Commands.
Animal EquipmentAvailCostWTNotes
Leather BardingC100CC30AV 1 armor for War or Riding Horses. (DV is 30).
Ringmail BardingC750CC70AV 2 armor for War or Riding Horses. (DV is 40).
Chainmail BardingCC3,000CC200AV 3 armor for War Horses. (DV is 70)
Plate BardingCC7,500CC350AV 4 armor for Warhorse II and up. (DV is 90)
War LeatherC15CC5AV 1 armor for Guard and War Dogs. (DV is 12)
War MailC150CC12AV 2 armor for Guard and War Dogs. (DV is 17)
Falcon HoodT4b--Control hood.
Falconer's GauntletsT10CC 1/2Protect arm from landing birds.
Hawk HoodT1CC--Control hood.
Eagle HoodT2CC--Control hood for Eagle and War Eagle
Dog HarnessA7CC2Allows dog to pull small sledge or carry weight on its back. Not used by Dogs II or III.
Horse HarnessA30CC6Allows horse to pull wagon or sledge. Used with Draft Horse, Mule, Riding Horses I or II.
Donkey/Burro HarnessA10CC3Allows Donkey or Burro to pull small wagon or carry loads.
Ox YokeA20CC12Allows Ox to pull Wagon or Sledge.
BridleA5CC1 1/2 Used to control mount.
SaddleA50CC6Allows Mount to carry a rider and small loads.
GoadA1CC1Used to handle large animals.
SpursA3CC1/4Used to influence recalcitrant animals.
WhipA6CC1Used on stubborn animals and as an instrument of punishment.
BolasA10CC2Used to capture run away creatures. Specific training (Misc Throwing Weapons - Bolas) required.
BlindersA3b 1/2Restricts animal's vision to what is directly in front of him.
WhistleT2b--Used to recall a trained bird or Dog.
JessesA3b--Leather straps for control and location of trained bird.

Travel Equipment & Supplies

Travel ExpensesAvailCostWTNotes
Travel Rations*A7CC10One week (at 2FP/day) of dried meat and fruit, cheese and bread. 3CC for Poor rations. Good for up to three weeks.
Tavern Eating*V2CC--One week (at 2FP/day) eating at inns or taverns, average quality food. 5b for scraps, 1CC for poor food, 3CC for good food, 7CC for fine food, 20CC for superior food. Increase cost for unusual food or preparation (Good or better quality only)
Grain*V6CC10One week of grain (at 10FP/day) of grain, bagged. Usable for mounts or herbivores. 4CC if cut with hay.
Wineskin RefillTV2b2Per quart of beer. 3b for Ale, 4b for Cheap wine, 1CC for Good wine.
Lodging (poor)T1CC--One week's lodging in cramped dormitory quarters (2b for a single night) in roadside hostel or flophouses in the poor district of cities.
Lodging (fair)T3CC--One week's dormitory lodging (5b for a single night) in roadside inn or cheap inns within poor or merchant districts of cities. x3 price or more for a group (4-5 people) room, if available.
Lodging (average)C5CC--One week's group lodging (1CC for a single night) in an average inn within merchant districts of cities. x2 price or more for a dual room (2 people), if available.
Lodging (good)C15CC--One week's dual lodging (3CC for a single night) in a good inn within the merchant districts of cities. x2 price or more for a single room, if available.
Lodging (fine)C35CC--One week's single room lodging (7CC for a single night) in a fine inn within the merchant or noble districts of a city. x3 price or more for a small suite, if available.
Lodging (superior)C50CC--One weeks lodging in a small suite (10CC for a single night) in a fine hotel within the noble districts of a city. x4 price or more for a large suite, if available.
StablingT4b--Stabling for 1 horse for one night
Stabling and FeedT7CC--Stabling and feed for 1 horse for one week (1CC for a single night)
SecurityCx0.01--Daily cost for security over large cargos stored at inns, multiply by base value of goods declared.
Road Station*1b--Tariff levied per person on foot, usually performed on roads at fords, bridges or border crossings. Horse 4b; Cart 1b; Wagon 4b; single animal (sheep, goats) 1b; Ox 2b. Actual price may vary widely per culture
CaravanC2b--Per hex of travel, for man on foot. Horseman 7b; Cart 1CC; Wagon 2CC, HALF cost for actual merchants. All payment in advance.
Land FreightC2b--Per 100 lbs of goods, per hex of travel.
Merchant ShipP1CC--Per hex of travel, for cabin space, food extra. HALF price for steerage. Payment in advance.
Other ShipPVaries-- As negotiated with the captain.
Ship CharterP2CC--Price per ton of capacity per day.
Ship Meal*3b--2FP of average quality food from ships stores, 1b for poor quality, 5b for good quality. Not paid if you provide your own food.
Ship CargoP1b--Per 200 lbs of inanimate cargo transported, per hex of travel.
-- LivestockP2CC--Per animal transported, price increased if over horse size. Food grain available at 2b per 1FP/day for herbivores. Carnivore transport costs 4CC for bear size or less, plus 1CC per 1FP/day.
WharfageP4b--Per foot of ship per day. HALF price if the ship is registered for that port.

NOTE - *Pro-rate actual cost by the Food Point requirements of the individual.

ContainersAvailCostWTNotes
Belt Pouch/PurseA1bb--Carrying Capacity 2(5) (2lb when held, 5lb when attached to belt)
SackA2bb--Carrying Capacity 10(20) (10lb when held, 20lb when attached to a back rack)
BagA3bb--Carrying Capacity 20(50). As for Sack.
Large BagA5bb1/4 Carrying Capacity 30(75). As for Sack
Bag StrapA1bb--Attaches to ONE bag or sack for carrying over the shoulder.
Back RackT10CC 1/2 Will hold 2 large bags, 3 bags or 5 sacks. The cost includes the straps necessary for its use. May be attached to a saddle.
BasketA3b1/4 Woven stick or reed basket, holds one bushel or grain, Weighs 50 lbs when full.
BucketA1CC1Leather strapped wooden bucket, holds 1 gallon. Weighs 10 lbs when full.
Skin IA3bb1/4 One pint waterskin with cap. Weighs 1 lb when full.
Skin IIA5bb1/4 One quart waterskin with cap. Weighs 2 lb when full.
Skin IIIA1CC 1/2 Five quart waterskin with cap. Weighs 10 lb when full.
Skin IVA2CC1Fifteen quart waterskin with cap. Weighs 30 lb when full.
Glass VialC5b--One ounce glass container with cork.
Glass FlaskC8b1/4 Four ounce glass container with cork. Weighs 1/2 lb when full.
Metal FlaskT2CC 1/2 Eight ounce metal container with cap. Weighs 1 lb when full.
Small JarT1CC1Ceramic or fired clay, with cover. Holds 1 quart and weighs 3 lbs when full.
Large JarT18b2Ceramic or fired clay, with cover. Holds 2 quarts and weighs 6lbs when full.
Keg IA12b2 1/2 Ten quart keg, with cork. Weighs 23 lbs when full.
Keg IIA2CC4Twenty quart keg, with cork. Weighs 45 lbs when full.
Keg IIIA35b8Forty quart keg, with cork. Weighs 90 lbs when full.
Keg IVA9CC30One-hundred quart keg, with cork. Weighs 230 lbs when full.
Leather Map CaseA6b1/4Waxed leather, 1' wide. Will protect up to 3' of hide, 10' of parchment or 15' of vellum scroll or map.
Bone Map CaseC3CC 1/2As for Leather Map Case, but more resistant to tears, liquids and damage.
Small BoxT1CC1Small wooden box (100 cubic inch capacity)
Large BoxT5CC10Heavy wooden box (600 cubic inch capacity)
Spice BoxT4CC1Small wooden box, lined and sealed to protect up to 1 lb of spice from moisture.
LockC2CC1/4Used to lock boxes and chests. Tougher locks will cost much more.
LightingAvailCostWTNotes
Candle (5)A5b1/4Tallow candle, burns for 1 hour. Very smokey and smelly.
Candle, Beeswax (5)T2CC1 1/2Beeswax candle, burns for 2 hours.
Candle, CalibratedT2CC1/4Beeswax candle, burns evenly for 8 hours.
Candle LanternT2CC 1/2Tin or covered wood. Holds one candle.
TarC,P1CC3One quart, container extra. Used in lighting, warfare or as a protective/waterproofing agent.
TorchA5b 1/2Tar-coated hardwood, burns for 30 minutes but harder to put out in bad weather then a candle.
OilC1CC1/4Four ounces, container extra. Used for lighting.
Oil LampC3CC 1/2Holds four ounces of oil. Provides light for 4 hours.
Oil LanternC5CC1Holds eight ounces of oil, Provides light for 8 hours. Shuttered.
WickA1b--Replacement wick for oil lantern, required after a month of use.
Flint and SteelA5b1/4Used to light combustible material.
Flints (2)A4b1/4Replacement flints, replaced after a month of use.
TinderboxA1CC 1/2Holds 2 ounces of dry tinder for lighting fires.
Camp GearAvailCostWTNotes
BedrollA4b2Blankets and bedding for sleeping.
BlanketA2b1Extra blanket, for colder nights.
Heavy BlanketA4b3Extra heavy blanket, for really cold nights.
One Man TentA6b3Waterproof canvas shelter, 5' by 6', forms tent 6' long by 2' high by 2' wide.
Two Man TentA1CC4As for One Man tent, but an 8' by 6' sheet, forms a tent 6' long by 4' wide by 3' high.
Four Man TentA4CC8Waterproof canvas yurt, 8' diameter at base pointed to 10' high at center with smoke opening.
PavilionT50CC200Large shelter at least 20' by 20' in area. Can be multi room.
Tent PolesA1b2Poles for One and Two man tents. Two required.
A2b5Poles for Four man tents. Three required.
A3b7Poles for Pavilion. At least six required.
Hide ConstructionAx0.8x1.1Any tent can be purchased in Hide. Round up when cost and weight modifications are made.
Cloth ConstructionTx4.0x0.8Pavilions can be made in fine, light cloth.
Stakes (6)A1b1 1/2Used for putting up tents. Requires one set for One and Two man tents, two sets for Four man tents.
Spikes (6)A3b3Used for pavilions. Requires three sets.
MalletA5b1Small wooden hammer, used to pound in/remove stakes.
SpadeA1CC1Small shovel, used for minor digging in camp
BowlA3b 1/2Small wooden bowl, holds 1 pint of soup or stew.
CupA2b1/4Small wooden cup, holds eight ounces of liquid.
Drinking GlassC3CC 1/2Small, thick-walled glass for wines. Holds eight ounces.
GobletT1CC1Pewter goblet for drinking. Holds eight ounces.
PlateA2b 1/2One-foot diameter plate for eating on.
Tin PlateT7b 1/2Nine-inch diameter tin plate for eating.
SpoonA4b--Simple wooden spoon
TankardA4b1Wooden tankard, holds one pint.
Pewter TankardC7b1Pewter tankard, holds 1 pint.
SkilletT3CC2Medium iron skillet for cooking.
PotT20CC15Beaten iron cauldron for cooking, holds 1 gallon.
Cooking OilA8b1One pint, container extra. Used for cooking.
Climbing SuppliesAvailCostWTNotes
Rope, 1/4" CordA2b1/4Per 10', suitable for binding and tying only (holds 90 lbs)
Rope, 1/2"A5b 1/2Per 10' of 1/2" rope suitable for climbing and binding (holds 300 lbs)
Rope, 1" HeavyA2CC1Per 10' of heavy rope suitable for climbing and rigging (holds 1000 lbs).
Rope, 1/2" Fine ClimbingT1CC1/4Per 10' of strong climbing rope. (holds 400 lbs)
Grappling HookT3CC1May be attached to rope to grab protuberances.
Climber's HammerT10CC1 1/2Used to pound spikes.
Iron SpikeT2b1/4Per spike, has various uses.

Home, Work and Personal Items

Wages and Services

NPC WagesAvailWeeklyMonthlyNotes
BearerA2CC10CCFor general carrying and lifting. Can move 500 pound/miles per site per day (250 pound/miles for a single direction of carrying), maximum of 50 pounds at a single load.
ThatcherTV3CC15CCCan create up to 1,300 pounds of thatching per day.
QuarrymanTV3CC15CCCan quarry up to 3,300 pounds of stone rubble. or up to 600 pounds of cut stone per day
LumberjackTV4CC20CCCan produce up to 100 board-feet of lumber per day (160 pounds)
BrickmakerTV5CC25CCCan produce up to 50 cubic feet of fired brick per day (6,000 pounds), provided he has a kiln. Can also produce 100 cubic-feet of dried mud block per day (9,600 pounds)
CarpenterA8CC40CC
MasonT10CC50CCCan create stone walls
ArchitectC40CC200CCRequired to oversee any construction project, at least 1 per 100 craftsmen.
SoldierT4CC20CCBasic Warrior I, provides primary weapon and basic armor.
ScoutTV3CC16CCBasic Scout I
Sol, Archer or CrossbowmanF+2CC+10CCSkilled in Bow or Composite Bow
Sol, Longbowman or ArbalisteerF+3CC+15CCSkilled in Longbow
Sol, Slinger or Spearman-- +1CC+5CCSkilled in sling or throwing spear
Sol, Light CavalrymanC+10CC+50CCTrained for scouting or light skirmish on horseback
Sol, Heavy CavalrymanC+15CC+75CCTrained in horsemanship in combat
LaborerA2CC10CCUsed for menial tasks

Burton Choinski

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Equipment List

Equipment list

Design: Burton Choinski