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Wares

From Traverse Fantasy’s Normalizing Skerples’s Medieval Price List

Prices in silver pennies (sp).

Adventuring Expenses

Item Price
Bedroll 1
Block & Tackle 3
Caltrops 4
Chisel 1
Drill 5
Fishing Gear 1
Grappling Hook 3
Lantern 5
Lockpick set 10
Lodging + Meal, 1 night 5
Oil flask (10 uses) 5
Passage between places (by land or sea; per farsa per person) 6
Pick 5
Pole (10’) 1
Rations (3 uses) 3
Rope (50’) 3
Shovel 3
Tent (Fits 1) 5
Tent (Fits 3) (bulky) 10
Torches (3 uses) 1
Waterskin 1

Clothing

Item Price
Furs 50
General 5
Noble 30
Poor 1
Winter 7

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Magic Gear

Item Price
Book (Grimoire) 300
Book, Blank 30
Parchment, blank (10 sheafs, petty) 2
Scroll Case 1
Spell ink (1 use) 70

Example Focuses

d12 The object and its origin
1 Orb created by a giant clam
2 Orb made from the crystalized eyeball of an unknown monster
3 Orb of amber containing a fang from an unknown monster
4 Orb of obsidian from the heart of a volcano
5 Staff carved from a tree branch struck by lightning
6 Staff carved from the thigh bone of a fossilized monster
7 Staff of coral from a merfolk garden
8 Staff of driftwood that washed ashore from the underworld
9 Wand carved from a stake that killed a vampire
10 Wand carved from the rib of a forgotten saint
11 Wand carved from the wooden spoon of a witch
12 Wand of antler of an elk who has visited Faerie

Example Magic Wards

d12 The object and how it was found
1 A bundle of herbs that never wither, picked from a sacred grove
2 A chain with a wedding ring from a happy marriage, given willingly
3 A coal that is always warm to the touch, found on the pyre of a dead heretic
4 A coin placed over an eye of a heretic who awoke from the dead, found at their burial plot
5 A doll made of straw, given as a gift
6 A finger bone of a wise healer in the wilderness, given willingly
7 A hag stone found washed up on a shore
8 A lock that cannot be opened, given willingly by a thief
9 A scapular of a forgotten saint found at a place of worship
10 A seed found in a dead and salted land
11 A tiny bell given willingly by a traveling stranger
12 A vial of holy water blessed by a monastic

Animals

Animal Price
Animal Feed (x6, 1 slot each) 1
Cattle 8
Dog (hunting) 10
Donkey, Mule 70
Hawk 100
Hog 3
Horse (basic) 200
Ox 90
Sheep 70

Horses

Adapted from Giddy-up for Horses by Lars Huijbregts / Dice Goblin.

At any given stable, there are 1d4+2 horses for sale of varying quality.

1d6 Coat Color Mane & Tail Color Body Markings
1 Chestnut White White socks
2 Palomino Black White blaze
3 Black Chestnut White spots
4 White Gray Star
5 Gray Flaxen Snip
6 Dun Palomino Stripe

A basic horse with the price of 200 sp has the following stats: STR 16, DEX 12, CTRL 5, and 3 GD

To generate a new horse, roll on the table below.

Attribute Generate
STR 2d4+10
DEX 4d6, drop the lowest value
CTRL 3d6, drop the highest value
GD 1d4

Determine the price of the horse by referring to the table below and adding up the totals based on the attribute values.

Value STR DEX CTRL
2 +30
3 +30 +40
4 +30 +50
5 +30 +60
6 +40 +80
7 +40 +100
8 +40 +120
9 +40 +160
10 +50 +200
11 +50 +400
12 +40 +60 +600
13 +50 +60
14 +60 +110
15 +70 +120
16 +80 +240
17 +480 +500
18 +800 +600

The referee will also have a d100 list of pregenerated horses.

Vehicles

Adventurers can operate the following vehicles without hirelings: Carts (30sp), Rafts (30sp), and Wagons (100sp).

Vessel Stats Crew Size Weapons Scale Price (sp)
Skiff 3 GD, 8 STR, 13 DEX, 9 CTRL 2-10   Detachment 50
Fishing Trawler 6 GD, 12 STR, 11 DEX, 8 CTRL 2-10   Detachment 5,000
Cargo Ship / Merchant Vessel 7 GD, 12 STR, 11 DEX, 10 CTRL, Armor 1 8-12 Mangonels d6+d6 Ship-scale 3,000
Large Galley 10 GD, 13 STR, 10 DEX, 12 CTRL, Armor 1 30-120 Catapult d8+d8, mangonels d6+d6 Ship-scale 8,000
Longship (broad hull) 8 GD, 13 STR, 10 DEX, 10 CTRL 20-50   Ship-scale 2,000
Longship (can be carried) 5 GD, 10 STR, 15 DEX, 8 CTRL 8-24   Detachment 1,000

Other Prices

  • Common tools: 1d4 sp
  • Specialty tools: 2d6 sp
  • Common ingredients: 1d4 sp
  • Specialty ingredients: 2d6 sp
  • Luxury goods: 10 + 2d10
  • Anything else: 1d10 sp
  • Common gear packs: 5sp per slot
  • Specialty gear packs: 10sp per slot

Wealth Management

The content here is duplicated from the SRD, with the addition of specific banks.

Banks can safely hold onto your silver and important items. Certificates of Deposit or Bank Notes (petty) can be carried to cash out at other branches of the bank.

Bank Withdrawn From Withdrawal Fee
Same bank, same branch 1%, minimum 1 silver
Same bank, different branch 2%, minimum 1 silver
Different bank 5% or 20 silver, whichever is higher

Any unsecured and unhidden caches of wealth will be targeted every downtime cycle by local thieves. Flashing wealth can attract unwanted attention.

Banking

For storing treasure and coin, the following bankers are available on Isurholm (but only in major settlements):

  • De Sapo House, a Hopplander bank and merchant house. Present throughout the world, except in the Aegerlaw and Luden.
  • Grenouille Rouge, a Hopplander merchant and lending guild. Present in Luden and other coastal settlements on the Continent.
  • Deep Rock, a Dwarrow bank backed by the mines of the Anfwin Mountains. Present in the Myrdoom and in Luden.
  • Gewisse Treasury, the royal treasury which only issues loans and accepts deposits of over 5,000 sp. Present throughout the Gewisse Kingdom, including Luden.

Borrowing

Borrowing silver may be necessary for major activities or upkeep. Payment are collected monthly at an offered interest rate. Most banks won’t take on high-risk loans like those to adventurers. Some examples follow:

Lender Interest Rate Term Maximum Penalty
Bank, standard 5% 1 year Debtors’ prison
Bank, adventurer rate 10% 3 months Loss of collateral
Loan shark 15% 6 months 1d6 STR damage
Pawn shop 5% 1 month Loss of collateral

Pawn shops can also accept collateral for short term loans at 1/3 the value of the collateral.

Taxation

Tax farmers patrol the major settlements for coin and harass smaller settlements for tithes in livestock or produce. The Church and the state both extract wealth from the populace. The lawlessness of Luden often dissuades most tax farmers, but when taxes are exacted, expect a flat rate of 5% of any wealth in a bank. Tax days occur quarterly on the first day of a season and can be ignored easily with little consequence to the game. Once adventurers gain renown and are rumored to have substantial wealth, tax collectors may become more of a problem. Bribes also go a long way.