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
A | Available in all Civilized or Barbarian markets (for weapons and armor, only if a preferred item) |
CC | Cities only |
C | Cities mainly, increased cost in Towns |
T | Towns or Cities mainly, increased cost in Villages |
V | Villages mainly, increased cost in Towns or Cities |
TV | Towns or Villages mainly, increased cost in Cities |
B | Barbarian lands (where normally used) |
P | Port or coastal areas only, increased cost or unavailable inland |
F | Forested regions only, increased cost in lands without forest terrain |
E | Elven Fiefdoms only, increased cost in cities of cultures that trade with elves. |
D | Dwarven Strongholds only, increased cost in cities of cultures that trade with dwarves. |
W | Wild cultures only |
Armor
Armor | Avail | AV | Cost | WT | DR | Notes |
Quilted Cloth | A | 1 | 8CC | 4 | 10 | Armor made from thick, padded cloth. |
Leather | A | 1 | 10CC | 6 | 15 | Hardened leather armor, studded with metal. |
Quilted Ring | T,B | 2 | 90CC | 12 | 15 | Quilted cloth with flat metal rings sewn onto it, resembling chainmail. |
Ringmail | T,B | 2 | 120CC | 14 | 20 | Leather armor with flat metal rings sewn onto it, resembling chainmail. |
Banded Ring | T,B | 2 | 150CC | 16 | 25 | Ringed leather with leather straps sewn over the rings. |
Scale | C | 3 | 250CC | 20 | 30 | Leather with thin metal scales sewn or riveted to the outside. Adds +1 to attack priority. |
Brigandine | C | 3 | 350CC | 25 | 35 | Padded linen with small leather plates riveted to the inside, each leather plate sandwiching steel strips. Adds +1 to attack priority. |
Chainmail | CC | 3 | 500CC | 40 | 45 | A long-sleeved coat that hangs to the wearer's knees, made of interlocking links of wire. Adds +2 to attack priority. |
Plate Mail | CC | 4 | 1,500CC | 70 | 50 | Chainmail with steel plates in strategic positions. Adds +2 to attack priority. |
Plate Armor | CC | 5 | 3,000CC | 90 | 70 | Plate sections covering chainmail, with plate gauntlets Adds +3 to attack priority. |
Elven Scale | E | 3 | 1,800CC | 10 | 40 | Treated leather with hardened wood plates sewn into it. Native Elves may purchase for 300CC. |
Dwarven Chainmail | D | 4 | 5,000CC | 45 | 70 | As for Chainmail, but more rugged. Native Dwarves may purchase for 3,000CC. Adds +2 to attack priority. |
Dwarven Plate | D | 5 | 20,000CC | 80 | 75 | As for Plate Mail, but more rugged. Native Dwarves may purchase for 9,000CC. Adds +2 to attack priority. |
Dwarven Plate Armor | D | 6 | 45,000CC | 100 | 100 | As 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.
Helmets | Avail | AV | Cost | WT | DR | Notes |
Cloth Hat | A | +1 | 3CC | 1 | 8 | A thick cloth skullcap or turban. |
Leather helm | A | +1 | 4CC | 2 | 10 | A heavy leather helm with cloth padding. |
Metal Helm | T,B | +2 | 20CC | 4 | 20 | A heavy leather helm reinforced with metal strips, studs or rings and a metal skullcap. |
Full Helm | C | +3* | 100CC | 8 | 25 | A metal helm that covers the entire head and face. *Reduce AV to 2 if not used with Plate Mail or Plate Armor. |
Dwarven Full Helm | D | +4* | 1,000CC | 9 | 30 | As 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.
Shields | Avail | AV | Cost | WT | Notes |
Buckler | A | 5 | 6CC | 4 | Small leather and wooden shield. |
Small Shield | A | 6 | 20CC | 7 | Small wooded shield. |
Banded Shield | T,B | 8 | 40CC | 10 | Round wooden shield banded with metal. |
Metal Shield | C | 13 | 100CC | 12 | All metal round shield. |
Dwarven Round Shield | D | 15 | 450CC | 13 | Very durable all-metal shield. Native Dwarves may purchase for 200CC. |
Shield Spike | T,B | | 10CC | +2 | May 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).
Capes | Avail | AV | Cost | WT | DR | Notes |
Light Cape | T | 2 | 3CC | 1/2 | 15 | A half-length cape used to parry weapon attacks. Requires the Cape Parry skill and increases DCV by 1. |
Full Cape | T | 4 | 5CC | 1 | 25 | As 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
Daggers | Avail | WSB | Cost | WT | FV | Skill | Notes |
Stone Knife | W | -1 | 3CC | 1/2 | 4 | Dagger | Used by primitive or wild cultures. |
Throwing Dagger | T,B | -1 | 6CC | 1/2 | 5 | Dagger | Small blade balanced for throwing. |
Fighting Dagger | A | 0 | 20CC | 1 | 6 | Dagger | |
Secret Knife | C | -2 | 10CC | 1/2 | 6 | Dagger | Small knife disguised as a snuffbox, ornament, article of clothing, etc. Usually used with poison due to it's low damage. |
Elven Longknife | E | 0 | 100CC | 1 | 9 | Dagger | A 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).
Swords | Avail | WSB | Cost | WT | FV | Skill | Notes |
Short Sword | T,B | 0 | 30CC | 1 1/2 | 7 | Sword | +10 on roll to hit when thrown |
Sword | T,B | 0 | 50CC | 2 | 9 | Sword | As for Short Sword |
Scimitar | T,B | 0 (+1) | 80CC | 2 | 9 | Scimitar | Parenthesized WSB apples when used from a
charging mount. |
Tulwar | T,B | +1 (+2) | 100CC | 3 | 10 | Scimitar | As for Scimitar |
Broadsword | T,B | +1 (0) | 130CC | 4 | 10 | Hv Sword | Parenthesized WSB applies when charging on
foot. No restriction when mounted. |
Bastard Sword | T,B | +1
(0) | 160CC | 5 1/2 | 12 | Hv Sword | Parenthesized WSB applies when charging on
foot. +5 on attack roll when used while mounted. |
Great Sword | T,B | +2 (+1) | 240CC | 7 | 13 | Hv Sword | Two-handed weapon. Parenthesized WSB applies
when charging on foot. Not usable while mounted. |
Sword Cane | C | -1 | 40CC | 2 | 7 | Sword | Concealed as a walking stick or large baton.
Disguised enough to pass casual inspection but not a close look. |
Elven Rapier | E | +1 | 750CC | 2 | 15 | Sword | A long, thin sword made from Elvish Aell-metal.
Native Elves may purchase for 300CC. |
Axes | Avail | WSB | Cost | WT | FV | Skill | Notes |
Stone Axe | W | 0 | 10CC | 2 1/2 | 7 | Axe | Usually only used by primitive or wild
cultures. |
Throwing Axe | T,B | -1 | 40CC | 1 1/2 | 7 | Axe | Requires Throwing Axe skill to be thrown
effectively. |
Hand Axe | A | 0 | 20CC | 2 | 8 | Axe | |
Axe | A | +1
(0) | 70CC | 4 | 9 | Axe | Parenthesized WSB applies when charging on
foot. No restriction when mounted. |
Battle Axe | T,B | +2 (+1) | 120CC | 6 | 11 | Hv Axe | Two-handed weapon. Parenthesized WSB applies
when charging on foot. Not usable while mounted. |
Dwarven Axe | D | +1 (0) | 400CC | 4 1/2 | 13 | Axe | Parenthesized WSB applies when charging on
foot. No restriction when mounted.
Dwarves may purchase for 150CC. |
Dwarven War Axe | D | +2 (+1) | 900CC | 5 | 16 | Hv Axe | Parenthesized WSB applies when charging on
foot. Not usable while mounted. Native Dwarves may purchase for 350CC. |
Polearms | Avail | WSB | Cost | WT | FV | Skill | Notes |
Glaive | T,B | +2 (0) | 150CC | 10 | 11 | Polearms | Two-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) | 220CC | 12 | 14 | Polearms | As for Glaive |
Pike | T,B | +1 | 180CC | 9 | 12 | Spear | As for spear. DOUBLE WSB when used by a
stationary footman against a charging mounted opponent. Not usable while mounted. |
Spears and Lances | Avail | WSB | Cost | WT | FV | Skill | Notes |
Spear | A | 0 | 70CC | 4 | 9 | Spear | +5 on roll when charging on foot. Increase WSB by 1 when used by a
stationary footman against a charging, mounted opponent. |
Javelin | A | -1 | 20CC | 1 1/2 | 6 | Spear | |
Lance | A | -1 (+1) | 15CC | 1 1/2 | 7 | Lance | Parenthesized WSB applies when used from a
charging mount. Increase the
effective WSB by 1 against charging, mounted opponents |
Heavy Lance | A | 0 (+2) | 80CC | 6 | 10 | Hv Lance | Parenthesized WSB applies when used from a
charging mount. Not usable by footmen.
DOUBLE WSB against charging, mounted opponents |
Clubs, Flails & Staves | Avail | WSB | Cost | WT | FV | Skill | Notes |
Quarterstaff | A | 0 | 6CC | 2 | 6 | Staff | Only usable on foot. +5 on attack rolls when
charging on foot. Increase WSB by 1
on Deadly Hits. |
Warstaff | A | +1 | 10CC | 3 | 8 | Staff | As for Quarterstaff. |
Sap | A | 0 | 4CC | 1 | 5 | Mace | Canvas 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. |
Club | A | 0 (-1) | 12CC | 4 | 10 | Mace | Parenthesized WSB applies when used from a
charging mount. Increase the
effective WSB by 1 on Deadly and Severe Hits. |
Mace | T,B | +1 (0) | 70CC | 5 | 11 | Mace | As for Club |
Flail | A | 0
(-1) | 35CC | 5 | 7 | Mace | As for Club. Increase WSB by 1 when charging
and mounted. |
Ball & Chain | T,B | +1 (0) | 150CC | 7 | 9 | Mace | As for Flail. |
Great Hammer | T,B | +2 (+1) | 230CC | 8 | 10 | Hv Mace | Two-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 Weapons | Avail | WSB | Cost | WT | FV | Skill | Notes |
Cestus | T | 0 | 10CC | 1/2 | 8 | HtH | A Leather glove with metal-fronted
knuckles. Allows Killing damage in
Hand-to-Hand. |
Heavy Cestus | T | +1 | 25CC | 1 | 12 | HtH | As for Cestus |
Wire Garrote | T | -1 | 5b | 1/4 | -- | HtH | Two-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) | C | 0 | 1CC | 1 | 5 | -- | 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) | C | 0 | 2CC | 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 & Crossbows | Avail | WSB | Cost | WT | FV | Skill | Notes |
Shortbow | T | -1 | 60CC | 1 | -- | Bow | Two
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. |
Bow | A | 0 | 100CC | 1 1/2 | -- | Bow | Two
Handed Weapon. 1 Phase to reload. |
Longbow | F | +1 | 270CC | 2 1/2 | -- | Bow | As
for Bow. Not usable while mounted. |
Composite
Bow | A | 0 | 400CC | 2 | -- | Bow | As
for Bow. |
Light
Crossbow | T,B | +1 (0) | 180CC | 2 1/2 | -- | Crossbow | Two
Handed to load, may be fired one handed. 2 phases to reload. Parenthesized
WSB applies at Extreme range |
Heavy
Crossbow | T,B | +2 (+1) | 250CC | 4 | -- | Crossbow | As
for Light Crossbow, but 3 phases to reload. |
Arbalest | C | +4 (+2) | 480CC | 6 | -- | Crossbow | As
for Light Crossbow, but requires 4 phases to reload and cannot be fired one
handed. |
Arrows
(12) | A | +0 | 25b | 1 1/2 | 6 | -- | Used
with Bows |
Blunt
Arrows (12) | A | -1 | 8b | 1 1/2 | 6 | -- | Used
with Bows, only does subduel damage |
Barbed
Arrows (12) | T | +0 | 75b | 1 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 | +0 | 6CC | 2 1/2 | 5 | -- | Used
with Crossbows |
Arbalest
Bolts (10) | C | +0 | 8CC | 3 | 8 | -- | Used
with Arbalest |
Bowstring | A | -- | 6b | -- | -- | -- | |
Crossbow
string | A | -- | 1CC | -- | -- | -- | |
Elven
Selfbow | E | +1 | 1,000CC | 1 | -- | Bow | As
for Bow. Native Elves may purchase for 400CC |
Dwarven
Repeating Crossbow | D | 0 (-1) | 1,500CC | 4 | -- | Rp Crossbow | As
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 | -1 | 3b | 1/4 | 4 | -- | Used
with Dart-shooting Repeating Crossbow |
Pellets
(5) | D | +0 | 4b | 1/4 | -- | -- | 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.
Slings | Avail | WSB | Cost | WT | FV | Skill | Notes |
Sling | A | 0 (+1) | 4CC | 1/2 | -- | Sling | Two
hands required to load, may be used one handed. Parenthesized WSB applies on
Deadly Hits. |
Handle
Sling | A | +1 (+2) | 10CC | 1 1/2 | -- | Sling | Two-handed
Weapon. Parenthesized WSB applies on Deadly Hits. |
Incendiary
Firepot | T | -- | 5CC | 1 | -- | -- | Thrown
by handle sling or by hand. Used to
start fires. |
Sling
Projectile (5) | A | 0 | 8b | 1/2 | -- | -- | Used
with slings. Small stones may also be
used for free, decreasing WSB by 1. |
Animals and Animal Equipment
Work & Riding | Avail | Cost | Upkeep | Notes |
Riding
Horse I | TV | 400CC | 7FP | Non-combat
mount (poor quality). Carries 140(30) lbs, pulls 250 lbs. |
Riding
Horse II | TV | 800CC | 8FP | Non-combat
mount (average quality). Carries 160(40) lbs, pulls 275 lbs. |
Riding
Horse III | TV | 1,600CC | 9FP | Non-combat
mount (good quality). Carries 180(45) lbs. |
Riding
Horse IV | TV | 3,000CC | 10FP | Non-combat
mount (superior quality) Carries 170(45) lbs. |
Warhorse
I | TV | 500CC | 8FP | Combat
mount (poor quality). Carries 160(40) lbs. |
Warhorse
II | TV | 1,000CC | 10FP | Combat
mount (average quality). Carries 200(50) lbs. |
Warhorse
III | TV | 2,500CC | 12FP | Combat
mount (good quality). Carries 225(60) lbs. |
Warhorse
IV | TV | 5,000CC | 14FP | Combat
mount (superior quality) |
Riding
Camel | TV | 450CC | 6FP | Non-combat
mount used in desert lands. |
Skirmish
Camel | TV | 2,000CC | 9FP | Combat
mount used in desert lands. |
Puppy | A | 3CC | 1/2 FP | Untrained,
for companionship. |
Hunting
Dog | A | 30CC | 2FP | Tracking.,
Guard dog. 1d3 verbal Commands. |
Guard
Dog | A | 70CC | 2FP | Guard
dog. War trained. 1d6 Verbal Commands. |
War
Dog | T | 200CC | 2FP | Highly
trained War dog. 1d6+4 Verbal Commands |
Sled
Dog | A | 35CC | 2FP | A
heavy dog trained to pull sleds or wagons. Pulls 50 lbs. |
Donkey/Burro | TV | 40CC | 2FP | Used
for carrying loads, riding. May
forage. Carries 120(30) lbs, pulls
150 lbs. |
Mule | TV | 90CC | 3FP | Used
for carrying loads, riding. May
forage. Carries 180(50) lbs, pulls
300 lbs. |
Draft
Horse | TV | 200CC | 10FP | Used
to carry and pull loads. Carries
225(60 lbs, pulls 350 lbs. |
Ox | TV | 300CC | 12FP | Used
for carrying loads, riding or pulling. May forage. Pulls 450 lbs. |
Llama | TV | 250CC | 5FP | Used
for carrying loads in mountainous lands. |
Elephant | TV | 2,000CC | 40FP | Used
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
Chick | T | 50CC | 1/4 FP | Untrained.
For hunting or companionship |
Falcon | T | 300CC | 1FP | Hunting.
Per Strategic Turn used, 80% chance of gaining 1d6FP. |
Hawk | T | 500CC | 2FP | Hunting.
Per Strategic Turn used, 80% chance of gaining 1d10FP. |
Eagle | C | 800CC | 3FP | Hunting.
Per Strategic Turn used, 80% chance of gaining 2d6FP. |
War
Eagle | CC | 1,000CC | 3FP | Combat.
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 Animals | Avail | Cost | Upkeep | Notes |
Cow | TV | 120CC | 10FP | Food
animal. Produces 5FP/day (milk) or 250FP if slaughtered. |
Calf | TV | 25CC | 4FP | Food
animal. Produces 75FP if slaughtered. |
Goat | TV | 30CC | None | Food
animal. Produces 2FP/day (milk) or 30FP if slaughtered. Requires 3FP if forage is not available. |
Sheep | TV | 40CC | 4FP | Food
animal. Produces 2FP/day (milk) or 40FP is slaughtered. |
Lamb | TV | 5CC | 2FP | Food
animal. Produces 10FP if slaughtered. |
Chicken | TV | 3b | None | Food
animal. Produces 1FP/week (eggs) or 5FP if slaughtered. Requires 1FP if
forage is not available. |
Goose | TV | 5b | None | Food
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 Animals | Avail | Cost | Upkeep | Notes |
Cat | A | 2CC | 1FP | Companionship,
detection of some creatures. |
Small
Bird | T | 6b | 1/2 FP | Companionship,
detection of some dangers. |
Parrot | T | 2CC | 1/2 FP | Colorful
bird, favored by seamen. Only
available in lands containing jungles or forests south of the sea of tears. |
Speaking
Parrot | C | 7CC | 1/2 FP | As
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). |
Monkey | T | 5CC | 1FP | Capuchin
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 |
Ferret | T | 3CC | 1FP | Companionship,
can perform tricks. 1d2 Verbal Commands. |
Animal Equipment | Avail | Cost | WT | Notes |
Leather
Barding | C | 100CC | 30 | AV 1
armor for War or Riding Horses. (DV
is 30). |
Ringmail
Barding | C | 750CC | 70 | AV 2
armor for War or Riding Horses. (DV
is 40). |
Chainmail
Barding | CC | 3,000CC | 200 | AV 3
armor for War Horses. (DV is 70) |
Plate
Barding | CC | 7,500CC | 350 | AV 4
armor for Warhorse II and up. (DV is
90) |
War
Leather | C | 15CC | 5 | AV 1
armor for Guard and War Dogs. (DV is
12) |
War
Mail | C | 150CC | 12 | AV 2
armor for Guard and War Dogs. (DV is
17) |
Falcon
Hood | T | 4b | -- | Control
hood. |
Falconer's
Gauntlets | T | 10CC | 1/2 | Protect
arm from landing birds. |
Hawk
Hood | T | 1CC | -- | Control
hood. |
Eagle
Hood | T | 2CC | -- | Control
hood for Eagle and War Eagle |
Dog
Harness | A | 7CC | 2 | Allows
dog to pull small sledge or carry weight on its back. Not used by Dogs II or
III. |
Horse
Harness | A | 30CC | 6 | Allows
horse to pull wagon or sledge. Used with Draft Horse, Mule, Riding Horses I
or II. |
Donkey/Burro
Harness | A | 10CC | 3 | Allows
Donkey or Burro to pull small wagon or carry loads. |
Ox
Yoke | A | 20CC | 12 | Allows
Ox to pull Wagon or Sledge. |
Bridle | A | 5CC | 1 1/2 | Used
to control mount. |
Saddle | A | 50CC | 6 | Allows
Mount to carry a rider and small loads. |
Goad | A | 1CC | 1 | Used
to handle large animals. |
Spurs | A | 3CC | 1/4 | Used
to influence recalcitrant animals. |
Whip | A | 6CC | 1 | Used
on stubborn animals and as an instrument of punishment. |
Bolas | A | 10CC | 2 | Used
to capture run away creatures. Specific training (Misc Throwing Weapons -
Bolas) required. |
Blinders | A | 3b | 1/2 | Restricts
animal's vision to what is directly in front of him. |
Whistle | T | 2b | -- | Used
to recall a trained bird or Dog. |
Jesses | A | 3b | -- | Leather
straps for control and location of trained bird. |
Travel Equipment & Supplies
Travel Expenses | Avail | Cost | WT | Notes |
Travel
Rations* | A | 7CC | 10 | One
week (at 2FP/day) of dried meat and fruit, cheese and bread. 3CC for Poor
rations. Good for up to three weeks. |
Tavern
Eating* | V | 2CC | -- | 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* | V | 6CC | 10 | One
week of grain (at 10FP/day) of grain,
bagged. Usable for mounts or herbivores. 4CC if cut with hay. |
Wineskin
Refill | TV | 2b | 2 | Per
quart of beer. 3b for Ale, 4b for
Cheap wine, 1CC for Good wine. |
Lodging
(poor) | T | 1CC | -- | 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) | T | 3CC | -- | 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) | C | 5CC | -- | 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) | C | 15CC | -- | 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) | C | 35CC | -- | 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) | C | 50CC | -- | 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. |
Stabling | T | 4b | -- | Stabling
for 1 horse for one night |
Stabling
and Feed | T | 7CC | -- | Stabling
and feed for 1 horse for one week (1CC for a single night) |
Security | C | x0.01 | -- | 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 |
Caravan | C | 2b | -- | Per
hex of travel, for man on foot. Horseman 7b; Cart 1CC; Wagon 2CC, HALF cost
for actual merchants. All payment in advance. |
Land
Freight | C | 2b | -- | Per
100 lbs of goods, per hex of travel. |
Merchant
Ship | P | 1CC | -- | Per
hex of travel, for cabin space, food extra. HALF price for steerage. Payment
in advance. |
Other
Ship | P | Varies | -- | As
negotiated with the captain. |
Ship
Charter | P | 2CC | -- | 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
Cargo | P | 1b | -- | Per
200 lbs of inanimate cargo transported, per hex of travel. |
-- Livestock | P | 2CC | -- | 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. |
Wharfage | P | 4b | -- | 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.
Containers | Avail | Cost | WT | Notes |
Belt
Pouch/Purse | A | 1bb | -- | Carrying
Capacity 2(5) (2lb when held, 5lb when attached to belt) |
Sack | A | 2bb | -- | Carrying
Capacity 10(20) (10lb when held, 20lb
when attached to a back rack) |
Bag | A | 3bb | -- | Carrying
Capacity 20(50). As for Sack. |
Large
Bag | A | 5bb | 1/4 | Carrying
Capacity 30(75). As for Sack |
Bag
Strap | A | 1bb | -- | Attaches
to ONE bag or sack for carrying over the shoulder. |
Back
Rack | T | 10CC | 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. |
Basket | A | 3b | 1/4 | Woven
stick or reed basket, holds one bushel or grain, Weighs 50 lbs when full. |
Bucket | A | 1CC | 1 | Leather
strapped wooden bucket, holds 1 gallon. Weighs 10 lbs when full. |
Skin
I | A | 3bb | 1/4 | One
pint waterskin with cap. Weighs 1 lb
when full. |
Skin
II | A | 5bb | 1/4 | One
quart waterskin with cap. Weighs 2 lb when full. |
Skin
III | A | 1CC | 1/2 | Five
quart waterskin with cap. Weighs 10 lb when full. |
Skin
IV | A | 2CC | 1 | Fifteen
quart waterskin with cap. Weighs 30 lb when full. |
Glass
Vial | C | 5b | -- | One
ounce glass container with cork. |
Glass
Flask | C | 8b | 1/4 | Four
ounce glass container with cork.
Weighs 1/2 lb when full. |
Metal
Flask | T | 2CC | 1/2 | Eight
ounce metal container with cap. Weighs 1 lb when full. |
Small
Jar | T | 1CC | 1 | Ceramic
or fired clay, with cover. Holds 1 quart and weighs 3 lbs when full. |
Large
Jar | T | 18b | 2 | Ceramic
or fired clay, with cover. Holds 2 quarts and weighs 6lbs when full. |
Keg I | A | 12b | 2 1/2 | Ten
quart keg, with cork. Weighs 23 lbs when full. |
Keg
II | A | 2CC | 4 | Twenty
quart keg, with cork. Weighs 45 lbs when full. |
Keg
III | A | 35b | 8 | Forty
quart keg, with cork. Weighs 90 lbs when full. |
Keg
IV | A | 9CC | 30 | One-hundred
quart keg, with cork. Weighs 230 lbs when full. |
Leather
Map Case | A | 6b | 1/4 | Waxed
leather, 1' wide. Will protect up to 3' of hide, 10' of parchment or 15' of
vellum scroll or map. |
Bone
Map Case | C | 3CC | 1/2 | As
for Leather Map Case, but more resistant to tears, liquids and damage. |
Small
Box | T | 1CC | 1 | Small
wooden box (100 cubic inch capacity) |
Large
Box | T | 5CC | 10 | Heavy
wooden box (600 cubic inch capacity) |
Spice Box | T | 4CC | 1 | Small
wooden box, lined and sealed to protect up to 1 lb of spice from moisture. |
Lock | C | 2CC | 1/4 | Used
to lock boxes and chests. Tougher
locks will cost much more. |
Lighting | Avail | Cost | WT | Notes |
Candle
(5) | A | 5b | 1/4 | Tallow
candle, burns for 1 hour. Very smokey and smelly. |
Candle,
Beeswax (5) | T | 2CC | 1 1/2 | Beeswax
candle, burns for 2 hours. |
Candle,
Calibrated | T | 2CC | 1/4 | Beeswax
candle, burns evenly for 8 hours. |
Candle Lantern | T | 2CC | 1/2 | Tin
or covered wood. Holds one candle. |
Tar | C,P | 1CC | 3 | One
quart, container extra. Used in lighting, warfare or as a
protective/waterproofing agent. |
Torch | A | 5b | 1/2 | Tar-coated
hardwood, burns for 30 minutes but harder to put out in bad weather then a
candle. |
Oil | C | 1CC | 1/4 | Four
ounces, container extra. Used for lighting. |
Oil
Lamp | C | 3CC | 1/2 | Holds
four ounces of oil. Provides light for 4 hours. |
Oil
Lantern | C | 5CC | 1 | Holds
eight ounces of oil, Provides light for 8 hours. Shuttered. |
Wick | A | 1b | -- | Replacement
wick for oil lantern, required after a month of use. |
Flint
and Steel | A | 5b | 1/4 | Used
to light combustible material. |
Flints
(2) | A | 4b | 1/4 | Replacement
flints, replaced after a month of use. |
Tinderbox | A | 1CC | 1/2 | Holds
2 ounces of dry tinder for lighting fires. |
Camp Gear | Avail | Cost | WT | Notes |
Bedroll | A | 4b | 2 | Blankets
and bedding for sleeping. |
Blanket | A | 2b | 1 | Extra
blanket, for colder nights. |
Heavy
Blanket | A | 4b | 3 | Extra
heavy blanket, for really cold nights. |
One
Man Tent | A | 6b | 3 | Waterproof
canvas shelter, 5' by 6', forms tent 6' long by 2' high by 2' wide. |
Two
Man Tent | A | 1CC | 4 | As
for One Man tent, but an 8' by 6' sheet, forms a tent 6' long by 4' wide by 3' high. |
Four
Man Tent | A | 4CC | 8 | Waterproof
canvas yurt, 8' diameter at base pointed to 10' high at center with smoke
opening. |
Pavilion | T | 50CC | 200 | Large
shelter at least 20' by 20' in area.
Can be multi room. |
Tent
Poles | A | 1b | 2 | Poles
for One and Two man tents. Two required. |
| A | 2b | 5 | Poles
for Four man tents. Three required. |
| A | 3b | 7 | Poles
for Pavilion. At least six required. |
Hide
Construction | A | x0.8 | x1.1 | Any
tent can be purchased in Hide. Round
up when cost and weight modifications are made. |
Cloth
Construction | T | x4.0 | x0.8 | Pavilions
can be made in fine, light cloth. |
Stakes
(6) | A | 1b | 1 1/2 | Used
for putting up tents. Requires one
set for One and Two man tents, two sets for Four man tents. |
Spikes
(6) | A | 3b | 3 | Used
for pavilions. Requires three sets. |
Mallet | A | 5b | 1 | Small
wooden hammer, used to pound in/remove stakes. |
Spade | A | 1CC | 1 | Small
shovel, used for minor digging in camp |
Bowl | A | 3b | 1/2 | Small
wooden bowl, holds 1 pint of soup or stew. |
Cup | A | 2b | 1/4 | Small
wooden cup, holds eight ounces of liquid. |
Drinking
Glass | C | 3CC | 1/2 | Small,
thick-walled glass for wines. Holds eight ounces. |
Goblet | T | 1CC | 1 | Pewter
goblet for drinking. Holds eight ounces. |
Plate | A | 2b | 1/2 | One-foot
diameter plate for eating on. |
Tin Plate | T | 7b | 1/2 | Nine-inch
diameter tin plate for eating. |
Spoon | A | 4b | -- | Simple
wooden spoon |
Tankard | A | 4b | 1 | Wooden
tankard, holds one pint. |
Pewter
Tankard | C | 7b | 1 | Pewter
tankard, holds 1 pint. |
Skillet | T | 3CC | 2 | Medium
iron skillet for cooking. |
Pot | T | 20CC | 15 | Beaten
iron cauldron for cooking, holds 1 gallon. |
Cooking
Oil | A | 8b | 1 | One
pint, container extra. Used for cooking. |
Climbing Supplies | Avail | Cost | WT | Notes |
Rope,
1/4" Cord | A | 2b | 1/4 | Per
10', suitable for binding and tying only (holds 90 lbs) |
Rope,
1/2" | A | 5b | 1/2 | Per
10' of 1/2" rope suitable for climbing and binding (holds 300 lbs) |
Rope,
1" Heavy | A | 2CC | 1 | Per
10' of heavy rope suitable for climbing and rigging (holds 1000 lbs). |
Rope,
1/2" Fine Climbing | T | 1CC | 1/4 | Per
10' of strong climbing rope. (holds 400 lbs) |
Grappling
Hook | T | 3CC | 1 | May
be attached to rope to grab protuberances. |
Climber's Hammer | T | 10CC | 1 1/2 | Used
to pound spikes. |
Iron Spike | T | 2b | 1/4 | Per
spike, has various uses. |
Home, Work and Personal Items
Wages and Services
NPC Wages | Avail | Weekly | Monthly | Notes |
Bearer | A | 2CC | 10CC | For
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. |
Thatcher | TV | 3CC | 15CC | Can
create up to 1,300 pounds of thatching per day. |
Quarryman | TV | 3CC | 15CC | Can
quarry up to 3,300 pounds of stone rubble. or up to 600 pounds of cut stone
per day |
Lumberjack | TV | 4CC | 20CC | Can
produce up to 100 board-feet of lumber per day (160 pounds) |
Brickmaker | TV | 5CC | 25CC | Can
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) |
Carpenter | A | 8CC | 40CC | |
Mason | T | 10CC | 50CC | Can
create stone walls |
Architect | C | 40CC | 200CC | Required
to oversee any construction project, at least 1 per 100 craftsmen. |
Soldier | T | 4CC | 20CC | Basic
Warrior I, provides primary weapon and basic armor. |
Scout | TV | 3CC | 16CC | Basic
Scout I |
Sol,
Archer or Crossbowman | F | +2CC | +10CC | Skilled
in Bow or Composite Bow |
Sol,
Longbowman or Arbalisteer | F | +3CC | +15CC | Skilled
in Longbow |
Sol,
Slinger or Spearman | -- | +1CC | +5CC | Skilled
in sling or throwing spear |
Sol,
Light Cavalryman | C | +10CC | +50CC | Trained
for scouting or light skirmish on horseback |
Sol,
Heavy Cavalryman | C | +15CC | +75CC | Trained
in horsemanship in combat |
Laborer | A | 2CC | 10CC | Used
for menial tasks |
Burton Choinski