Inventory

Armor and Weapons #

ItemPriceDescription
Helm20s+1 to Evasion
Shield35s+2 to Evasion
Braces and Greaves15s+1 to Evasion if wearing medium or heavy armor
Light Armor30sA leather Jerkin, linothorax, or a gambeson, +1 to Evasion
Medium Armor90sA lamellar or a cuirass, +2 to Evasion, –4 to Moving Silently
Heavy Armor150sA chainmail hauberk or a panoply, +4 to Evasion, –6 to Moving Silently
Dagger10s10m throwing range, 1d6 damage, 2d6 damage in a grapple
Axe15s(1d6 + Thews) may splinter shields and sever wooden weapon shafts
Bludgeon15s(1d6 + Thews) may stun or knock down foes
Spear15s(1d6 + Thews) may be thrown or attack from the second rank
Heavy/Great Weapons30s(2d6 + Thews) Can’t be used in a grapple
Arming Sword200sAll swords have +1 to hit and damage and treat 1’s as 6’s in damage rolls if using both hands.
Greatsword300s
Arrow5s15 pieces
Bow50sRange of 30m indoors and 90m outdoors, deals 1d6 and ignores armor, but not shields.
Quiver10sHolds up to 20 arrows

Sleep while wearing armor is impossible and further donning armor takes considerable time, enough that if a camp is ambushed it is likely impossible to do so before combat begins. A character rising from sleep can arm themselves with two of the following within a single combat round a weapon, a quiver, a helm, or a shield.

A character fighting unarmed deals their Thews modifier in damage with a successful attack.

Thrown weapons deal 1d6 only in damage, but thrown spears add their wielder’s Thews modifier to damage. With exception to daggers, thrown weapons have a range of 20m indoors and 30m outdoors. Daggers may be thrown up to 10m.

Tools and Utilities #

ItemPriceDescription
3m wooden pole10s
Alpinist rope10s/1m30m per slot, lighter and more resistant to snapping
Caltrops15sA bag, enough to cover a 4m square, three bags are enough to set up a 1m wide circular perimeter with a 5m radius.
Charcoal20s1 sack’s worth, can be used to make markings, or start a fire in wet conditions.
Climbing Pick10s
Climbing Piton1shammer into sheer surfaces to climb up
Cooking Pot20s
Fine Tools175sAllow one to open a lock or disable a trap, those untrained in their use risk breaking them inside of locks or setting off traps prematurely.
Heavy hook5sCan be paired with a rope for climbing or hammered into trees
Iron Spike2sRequires a mallet
Oiled-Bag30sProtects items from the rain
Oiled-Cloak30sProtects against the rain
Padded Boots20sQuieter movement
Polished Mirror40sreflects light and allows one to look beyond corners
Rope5s/1m15m per slot
Rucksack15s+ 5 slots to person
Satchel15s+ 5 slots to person
Shovel10s6 cubic ft. per hour, one grave in 3 hours
Snow Shoes20s
Tent for 225stakes up 3 slots
Torch3s10m radius of light for 2 hours
Warm Furs30s

Chalkfor writing on stone. It’s common and the cost is negligible unless you’re buying a sack.

Easier to make the items below than buy for smaller quantities. Large quantities, around 10L or so, is faster bought at civilization. Roughly 15s per container.

  • Grease wards off water and lubricates objects, allowing things to slip.
  • Hide Glue is an easily made adhesive along with Pitch.

Sustenance #

ItemPriceDescription
1 Week of Dried Food10s
Waterskin/Airbladder5s4L in capacity, 2 days’ worth of water
Wineskin15scontains enough wine for 8 people to drink their fill

Foodstuff is a day’s worth of raw food for cooking over fire in a pot. The price depends on the relative rarity of ingredients.

Flora and Medicine #

May be bought from an apothecary or Witch for varying prices, availability subject to seasons and geography. These are foraged in the wilderness and crafted with time.

Ephedra Tincture is able to rouse a man from unconsciousness or end paralysis.

Aglofotis is able to be rubbed into a wound to counter act the effects of venom or purify imbibed poison.

Monkshood is a possibly sub-lethal poison which if swallowed cools the flesh, slows the pulse and breathing to near imperceptible levels allowing the imbiber to mimic being death. Frail men risk death upon imbibing it.

Nightshade is a poison potent enough to kill a horse if swallowed or kill a man when smeared on a weapon or arrowhead.

Deathsbane wards off death, allowing those who imbibe it to ignore wounds and fatigue.

A tincture brewed from three deathsbane would let a disemboweled man to fight on.

Civilization Equipment #

A Tome contains lore about a subject, a character may spend 4 hours to pour over a tome to find an answer to a question about its topic.

Beasts of Burden #

ItemPriceDescription
Pack Horse50all horses carry 15 slots
Riding Horse150for riding quickly over far distances
Hunter Horse450trained for combat
War-charger Horse1500trained for combat and to trample over others
Donkey25scarries 10 slots, draft animal, but not as hardy
Ox40scarries 25 slots, draft animal
Camel125scarries 20 slots, riding or pack animal
Cart75sallows for 80 slots while hitched to a draft beast
Wagon150sallows for 250 slots while hitched to a draft beast

Animals hitched may pull 4x their slots, but require a road to pass through mountains, forests, swamps, or dessert terrain.

Beasts of Burden require 4x as much water and 2x as much food as a man. Camels can forgo both for 2 weeks.

Storage #

ItemPriceDescription
Barrel20s20 slots or 40 slots (80L) of liquid
Sack12stakes up 10 slots, holds 20 slots inside

Vessels #

The prices for these vary wildly depending on the quality of the ship, the type of wood used, the reputation of the guild craftsman, and many other reasons!

Water Vessels are able to travel across four horizons per day at sea or down-river and two horizons per day up-river.

Fishing Boats can be sailed by a single man or rowed by two men, and are able to carry a total of 5 men.

Small Ships can be sailed by a five man crew or rowed by ten men, and are able to carry a total of 25 men.

Large Ships can be sailed by a ten man crew or rowed by twenty men, and are able to carry a total of 50 men.

Hiring Men #

Men are hired for a minimum of a month of service, requiring payment upfront.

Workers require 5 silver a week.

Mercenaries require 10 silver per week.

Double these payments if hired men go into danger or if housing and food would not be provided. Mercenaries expect spoils of war and additional payment if they would lead a charge. The capacity of hired men to endure unreasonable demands is determined by their morale.