Armor and Weapons #
|Helm||20s||+1 to Evasion|
|Shield||35s||+2 to Evasion|
|Braces and Greaves||15s||+1 to Evasion if wearing medium or heavy armor|
|Light Armor||30s||A leather Jerkin, linothorax, or a gambeson, +1 to Evasion|
|Medium Armor||90s||A lamellar or a cuirass, +2 to Evasion, –4 to Moving Silently|
|Heavy Armor||150s||A chainmail hauberk or a panoply, +4 to Evasion, –6 to Moving Silently|
|Dagger||10s||10m throwing range, 1d6 damage, 2d6 damage in a grapple|
|Axe||15s||(1d6 + Thews) may splinter shields and sever wooden weapon shafts|
|Bludgeon||15s||(1d6 + Thews) may stun or knock down foes|
|Spear||15s||(1d6 + Thews) may be thrown or attack from the second rank|
|Heavy/Great Weapons||30s||(2d6 + Thews) Can’t be used in a grapple|
|Arming Sword||200s||All swords have +1 to hit and damage and treat 1’s as 6’s in damage rolls if using both hands.|
|Bow||50s||Range of 30m indoors and 90m outdoors, deals 1d6 and ignores armor, but not shields.|
|Quiver||10s||Holds 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 #
|3m wooden pole||10s|
|Alpinist rope||10s/1m||30m per slot, lighter and more resistant to snapping|
|Caltrops||15s||A bag, enough to cover a 4m square, three bags are enough to set up a 1m wide circular perimeter with a 5m radius.|
|Charcoal||20s||1 sack’s worth, can be used to make markings, or start a fire in wet conditions.|
|Climbing Piton||1s||hammer into sheer surfaces to climb up|
|Fine Tools||175s||Allow 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 hook||5s||Can be paired with a rope for climbing or hammered into trees|
|Iron Spike||2s||Requires a mallet|
|Oiled-Bag||30s||Protects items from the rain|
|Oiled-Cloak||30s||Protects against the rain|
|Padded Boots||20s||Quieter movement|
|Polished Mirror||40s||reflects light and allows one to look beyond corners|
|Rope||5s/1m||15m per slot|
|Rucksack||15s||+ 5 slots to person|
|Satchel||15s||+ 5 slots to person|
|Shovel||10s||6 cubic ft. per hour, one grave in 3 hours|
|Tent for 2||25s||takes up 3 slots|
|Torch||3s||10m radius of light for 2 hours|
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.
|1 Week of Dried Food||10s|
|Waterskin/Airbladder||5s||4L in capacity, 2 days’ worth of water|
|Wineskin||15s||contains 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 #
|Pack Horse||50||all horses carry 15 slots|
|Riding Horse||150||for riding quickly over far distances|
|Hunter Horse||450||trained for combat|
|War-charger Horse||1500||trained for combat and to trample over others|
|Donkey||25s||carries 10 slots, draft animal, but not as hardy|
|Ox||40s||carries 25 slots, draft animal|
|Camel||125s||carries 20 slots, riding or pack animal|
|Cart||75s||allows for 80 slots while hitched to a draft beast|
|Wagon||150s||allows 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.
|Barrel||20s||20 slots or 40 slots (80L) of liquid|
|Sack||12s||takes up 10 slots, holds 20 slots inside|
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.