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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).
Naval Vessels
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.