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Gear & Services

Alchemical concoctions (anodynes, incendiaries, medicine, nostrums, poisons, and tonics) are listed under Alchemy, along with the rules for buying them from an alchemist.

Kits

Kits are ready-made bundles for new characters, priced at the sum of their contents (rounded down by pocket change), so buying the pieces separately costs the same. Each is stocked for a first expedition. Weapons, armor, clothing, and foci are bought separately. Specialist kits pack into the Adventurer's Pack; items listed with a slot are carried there instead.

Kit Contents Price
Adventurer's Pack Traveler's backpack [16] (winter blanket, tinderbox, 10 iron rations); 5 torches (lashed outside); waterskin (Hip) 38 sp
Burglar's Kit In pack: thieves' picks, silk string spool, flour pouch, sewing needle, signal whistle; crowbar (Shoulder) 39 sp
Climber's Kit In pack: grappling hook, 10 pitons, hammer; 50 ft hemp rope (Shoulder, coiled) 26 sp
Dungeoneer's Kit In pack: ox horn lantern, 8 tallow candles, small metal mirror, 5 chalk, 3 black ink, quill; map case (Shoulder) with 3 leaves of parchment 66 sp
Forager's Kit In pack: iron pot, 10 dry rations, silk string spool (snares), medium sack, 1 lb salt 14 sp
Healer's Kit In pack: 20 Healing Supplies (Serf), 4 Healing Supplies (Peasant) 66 sp
Scholar's Kit In pack: codex, 1 Scribe Supplies, 2 black ink, quill, 2 tallow candles; scroll case (Belt) with 3 leaves of vellum 150 sp
Smith's Kit In pack: 4 repair kits, hammer, whetstone 108 sp
Traveler's Kit On the animal: pack saddle, saddle blanket, halter, panniers [16] (9 horse bread, small tent) 78 sp
Traveler's Kit, with Mule As the Traveler's Kit, plus a donkey or mule 162 sp

Containers

Containers serve a variety of purposes, allowing bulky or valuable goods to be protected and transported over large distances. Rules for carrying containers, slots, capacity, and quick items are in the Encumbrance section.

Ammunition Pouch. A leather pouch that holds 1 sheaf (24) of sling bullets or darts of one type. Can be affixed to the belt or hip.

Arm Sheath. A leather sheath with a mechanism that allows the wearer to drop a small knife, such as an ear dagger or kunai into their hand. (Quick Item: 1 Dagger)

Backpack, Canvas. Heavy duty canvas backpack that holds 40 lbs. or up to 2 ft.3 of materials. Can be worn on the back. Can hold 8 light objects, 4 medium objects, or 2 heavy objects. Has 1 outside slot for gear lashed to the pack.

Backpack, Traveler's. Heavy duty canvas backpack that holds 80 lbs. or up to 3 ft.3 of materials. Can be worn on the back. Can hold 16 light objects, 8 medium objects, or 4 heavy objects. Has 2 outside slots for gear lashed to the pack.

Bandolier. A leather strap worn across the chest and around the back that allows the wearer to quickly use items from inside. (Quick Item: 6 slots)

Barrel, Large Oak. Large wooden barrel that can hold about 60 gallons of volume or capacity of 480 lbs. Can hold 96 light objects, 48 medium objects, or 24 heavy objects.

Barrel, Medium Oak. Medium wooden barrel that can hold about 30 gallons of volume or capacity of 240 lbs. Can hold 48 light objects, 24 medium objects, or 12 heavy objects.

Barrel, Small Oak. Small wooden barrel that can hold about 15 gallons of volume or capacity of 120 lbs. Can hold 24 light objects, 12 medium objects, or 6 heavy objects.

Container Enc / Weight Capacity Price Slots
Ammunition Pouch L / .5 lb. 1 sheaf 1 sp Belt, Hip
Arm Sheath* L / .5 lb. 1 Dagger 1 ss Forearm
Backpack, Canvas L / 1 lb. 8 3 sp Back
Backpack, Traveler's L / 3 lbs. 16 1 ss Back
Bandolier* L / 3 lbs. 6 quick 1 sf Shoulder
Barrel, Large Oak 11 / 110 lbs. 96 1 ss Not carried
Barrel, Medium Oak 8 / 78 lbs. 48 1 st Not carried
Barrel, Small Oak 5 / 50 lbs. 24 3 sp Not carried
Basket, Large Hempen L / 4 lbs. 18 3 sp Held
Basket, Medium Hempen L / 2 lbs. 8 1 sp Held
Basket, Small Hempen L / 1 lb. 6 1 sh Held
Belt Pouch, Large L / .5 lb. 4 1 sp Belt, Hip
Belt Pouch, Small* L / .2 lb. 4 quick 1 sh Belt, Hip
Bottle, Glass L / 10 lbs. 1 ga 4 sp Held, Back
Bracer Pouch* L / .5 lb. 2 quick 1 sg Forearm
Bucket L / 10 lbs. 1 ga 1 cf Held
Chest, Large Oak 8 / 80 lbs. 48 2 ss Not carried
Chest, Medium Oak 5 / 50 lbs. 24 10 sp Not carried
Chest, Small Oak H / 40 lbs. 16 5 sp Not carried
Frog L / .5 lb. 1 weapon 1 sg Hip
Map Case L / 2 lbs. 3 maps 2 sg Hip, Shoulder, Back
Quarrel Case L / 1 lb. 1 sheaf 1 sp Hip, Shoulder, Leg
Quiver L / 1 lb. 1 sheaf 1 sp Hip, Shoulder
Sack, Large L / 2 lbs. 6 1 sp Held
Sack, Medium L / 1 lb. 4 1 sh Held
Sack, Small L / .5 lb. 2 1 cf Held
Saddle Bags, Large M / 12 lbs. 8 1 sf Mount
Saddle Bags, Medium L / 8 lbs. 4 1 ss Mount
Saddle Bags, Panniers M / 12 lbs. 16 1 st Mount
Saddle Bags, Small L / 4 lbs. 2 1 st Mount
Scabbard, Leather L / 1 lb. 1 melee weapon 1 ss Hip, Shoulder, Back
Scabbard, Ornate L / 1 lb. 1 melee weapon 10 gs Hip, Shoulder, Back
Scroll Case* L / 2 lbs. 3 scrolls 2 sg Belt, Hip, Shoulder
Shield Pouch* L / 1 lb. 2 quick 1 sg On a shield
Waterskin L [2] / 5 lbs. .5 ga 1 sh Belt, Hip

* Quick Item Container, see description

Basket, Large Hempen. Open heavy woven basket that can hold about 8 ft.3 or 90 lbs, but must be held in both hands when filled. Can hold 18 light objects, 9 medium objects, or 4 heavy objects.

Basket, Medium Hempen. Open heavy woven basket that can hold about 4 ft.3 or 50 lbs, but must be held in both hands when filled. Can hold 8 light objects, 4 medium objects, or 2 heavy objects.

Basket, Small Hempen. Open heavy woven basket that can hold about 2 ft.3 or 30 lbs, but must be held in both hands when filled. Can hold 6 light objects, 3 medium objects, or 1 heavy object.

Belt Pouch, Large. Large leather pouch that can hold 1 ft.3 of material or 20 lbs. Can hold 4 light objects, 2 medium objects, or 1 heavy object.

Belt Pouch, Small. Small leather pouch for items you need at hand. (Quick Item: 4 slots)

Bottle, Glass. Glass bottle that can hold 1 gallon of liquid.

Bracer Pouch. A leather pouch strapped to the outer forearm, keeping small items within easy reach. (Quick Item: 2 slots)

Bucket. Wooden bucket that can hold 1 gallon of liquid, but must be held in a hand when filled.

Chest, Large Oak. Large oaken chest that can hold about 4 ft.3 of material or about 240 lbs. Interior measures 16" by 24" by 18". Can hold 48 light objects, 24 medium objects, or 12 heavy objects.

Chest, Medium Oak. Medium oaken chest that can hold about 2 ft.3 of material or about 120 lbs. Interior measures 12" by 18" by 16". Can hold 24 light objects, 12 medium objects, or 6 heavy objects.

Chest, Small Oak. Small oaken chest that can hold about 1.5 ft.3 of material or about 80 lbs. Interior measures 12" by 16" by 14". Can hold 16 light objects, 8 medium objects, or 4 heavy objects.

Frog. A leather loop or bracket fixed to a belt that holds a hafted weapon, such as an axe, mace, or hammer.

Map Case. A case made from wood wrapped in leather that is designed to hold maps, protecting them from the elements.

Quarrel Case. Simple leather case that can hold 1 sheaf (24) of crossbow quarrels of one type. Can be affixed to the hip, shoulder, or leg.

Quiver. Simple leather quiver that can hold 1 sheaf (24) of arrows of one type. Can be affixed to the shoulder or hip.

Sack, Large. Large linen sack that can hold 30 lbs or about 3 ft.3 of material, but must be held in a hand when filled. Can hold 6 light objects, 3 medium objects, or 1 heavy object.

Sack, Medium. Medium linen sack that can hold 20 lbs or about 2 ft.3 of material, but must be held in a hand when filled. Can hold 4 light objects, 2 medium objects, or 1 heavy object.

Sack, Small. Small linen sack that holds 10 lbs or about 1 ft.3 of material, but must be held in a hand when filled. Can hold 2 light objects or 1 medium object.

Saddle Bags, Large. Large leather saddle bags capable of holding up to 4 ft.3 of goods or 50 lbs. Requires a pack saddle. Can hold 8 light objects, 4 medium objects, or 2 heavy objects.

Saddle Bags, Medium. Medium leather saddle bags capable of holding up to 2 ft.3 of goods or 25 lbs. Requires a riding or war saddle. Can hold 4 light objects, 2 medium objects, or 1 heavy object.

Saddle Bags, Panniers. Hempen panniers capable of holding up to 6 ft.3 of goods or 80 lbs. Requires a pack saddle. Can hold 16 light objects, 8 medium objects, or 4 heavy objects.

Saddle Bags, Small. Small leather saddle bags capable of holding up to 1 ft.3 of goods or 12 lbs. Requires a riding or war saddle. Can hold 2 light objects or 1 medium object.

Scabbard, Leather. A rigid, leather sheath designed to protect the blade of a weapon. Can be affixed to the hip, shoulder, or back.

Scabbard, Ornate. A rigid, decorative sheath designed to protect the blade of a weapon. Can be affixed to the hip, shoulder, or back.

Scroll Case. A case made from wood wrapped in leather that is designed to hold scrolls, protecting them from the elements while also providing quick access by the user. (Quick Item: 3 Scrolls)

Shield Pouch. A small pouch affixed to the back of a shield that can hold about .25 ft.3 and allows the wielder to quickly use items from inside. (Quick Item: 2 slots)

Waterskin. Holds up to 1/2 gallon of liquid, or enough liquid for half a day. Non-encumbering when empty, but weighs 5 lbs. when full and considered a Light object.

Textiles and Clothing

Clothing not only protects you from the elements but also serves as a status symbol. Silks, fine wools, and embroidery are expected from higher classes and a lack of these finer elements is a sign that someone is of a lower class. First impressions can go a long way in determining how PCs and NPCs are treated in social situations. Worn clothing is non-encumbering. Carried clothing counts as one Light object for every 5 pieces, unless the table lists its own encumbrance. Garments without a description are what their names suggest.

Broadcloth, Fine. Dense plain wool, spun into a fine, thinner cloth usually with an ornate weave, such as twill.

Broadcloth, Plain. Dense plain wool spun into a plain, coarse cloth for general use usually with a plain weave.

Broadcloth, Scarlet. The finest wool broadcloth, heavily fulled and shorn until dense and smooth, then dyed with kermes, the costliest dye of all. Scarlet names the cloth rather than its color, and a scarlet can be red, blue, black, or green.

Canvas. Hemp spun cloth, usually in a plain weave. Used for utilitarian objects like tents and bags.

Cloth of Gold. Silk woven with gold thread: a narrow strip of silver, gilded on its surface and wound around a silk or linen core. The gold thread usually forms the weft, over a warp of fine yellow silk or wool. The price varies with the fineness of the silk, the weave, and how much metal it carries.

Cloth of Gold, Pure. Cloth of gold woven with strips of nearly pure gold rather than gilded silver. The older way of making it, and the heaviest and costliest of the gold cloths.

Cloth of Gold, Raised. Cloth of gold woven with an extra gold weft, raised in loops so that the gold stands up from the surface. It carries far more metal than plain cloth of gold, and takes far longer to weave.

Cloth of Silver. Fabric woven with threads of silver. The threads can be linen or silk that are then wrapped in a narrow strip of almost pure silver. Linen produces a thicker thread and silk produces a finer thread, being more expensive. These threads are woven into a fabric, usually comprising the weft, oftentimes the warp being fine white wool or silk. The price can vary depending on the quality of the materials used, the type of weave, and the purity of the silver.

Linen, Fine. Linen spun from flax into a softer, thinner cloth that might have an ornate weave. Dyes might be applied for an additional cost, but it can also be its natural color.

Textile Quantity Price
Broadcloth, Fine Yard 2 10 sg
Broadcloth, Plain Yard 2 25 sp
Broadcloth, Scarlet Yard 2 1 sc
Canvas Yard 2 1 ep
Cloth of Gold Yard 2 5 gm
Cloth of Gold, Pure Yard 2 10 gs
Cloth of Gold, Raised Yard 2 25 gn
Cloth of Silver Yard 2 3 gs
Linen, Fine Yard 2 1 ss
Linen, Plain Yard 2 1 st
Silk, Fine Yard 2 35 sg
Silk, Plain Yard 2 25 sg
Velvet, Fine Yard 2 70 sg
Velvet, Plain Yard 2 3 sc
Wool, Fine Yard 2 7 st
Wool, Thick Yard 2 3 st
Clothing Enc / Weight Price
Belt .5 lb. 1 sh
Blanket, Winter L / 3 lbs. 1 ss
Boots, Fine 1 lb. 6 ss
Boots, Riding 2 lbs. 3 ss
Boots, Hide 2 lbs. 1 ss
Boots, Wool 1 lb. 2 ss
Breeches, Plain Linen 1 lb. 8 sp
Cloak, Fine Fur 6 lbs. 3 gs
Cloak, Good Wool 4 lbs. 6 sf
Cloak, Linen 2 lbs. 2 sp
Girdle .5 lb. 1 sf
Gloves, Wool .2 lb. 1 ss
Gown, Common 2 lbs. 3 ss
Gown, Fashionable 6 lbs. 10 gs
Hat, Cloth Cap .2 lb. 1 cf
Jacket, Fine Silk 3 lbs. 35 ss
Jacket, Plain Silk 3 lbs. 25 ss
Robe, Common 1 lb. 1 ss
Robe, Embroidered 2 lbs. 1 gs
Sash .2 lb. 2 sp
Shoes, Fine 1 lb. 6 sp
Shoes, Simple 2 lbs. 5 sh
Tabard 1 lb. 3 st
Tunic, Fine Linen 1 lb. 3 st
Tunic, Plain Linen 1 lb. 1 ss
Vest 1 lb. 2 sp

Linen, Plain. Hempen linen is generally more coarse with a broader weave. Low-cost dyes might be applied for an additional cost, but it is often its natural color.

Silk, Fine. Fine silk almost always includes ornate weaves, and can be brocaded, embroidered, and usually dyed rich colors.

Silk, Plain. Plain silk is usually defined by the plainness of the weave and the lack of patterning.

Tabard. A tabard is a piece of cloth worn over armor to help keep rain, mud, blood, and other grime off in order to keep the armor from rusting. Knights also wear tabards to display their colors or sigil.

Velvet, Fine. Fabric with a pile made of silk thread. Fine velvet is made with complex weaves or patterns, is often dyed with rich colors, and is always backed with silk.

Velvet, Plain. Fabric with a pile made of silk thread. Plain velvet is made with simple weaves, is unadorned, and may be backed with cheaper fabrics, such as wool.

Wool, Fine. Fabric woven of finer fibers of wool that creates a softer, "hairier" cloth. Less durable, but a much finer fabric with a less noticeable weave.

Wool, Thick. Fabric woven of thicker fibers of wool that creates a sturdy cloth. The weave is generally more visible than finer types of wool.

Adventuring Gear

There is a variety of items that are useful to adventurers and travelers of all types. Some items are invaluable and expensive. In many cases the odds of lower classes being able to afford the essentials for traveling safely are simply beyond their means. These items represent some of the key items that adventurers must have on hand to ensure their prolonged welfare in dangerous environments.

Adventuring Gear Enc [Stack] / Weight Price
Ball Bearings (1,000) L / 8 lbs. 1 ss
Block and Tackle L / 5 lbs. 1 sg
Bola L / 2 lbs. 1 sp
Caltrops L / 4 lbs. 1 st
Candle, Beeswax L [10] / 1 lb. 7 sp
Candle, Tallow L [10] / 1 lb. 2 sp
Cane L / 2 lbs. 1 sg
Chalk NE / .1 lb. 1 cf
Codex M / 19 lbs. 2 sc
Crampons L / 2 lbs. 2 ss
Cresset Lamp L / 1 lb. 1 sg
Crowbar L / 8 lbs. 1 ss
Crutch L / 4 lbs. 1 sg
Eye Patch NE / .05 lb. 1 sh
False Teeth NE / .1 lb. 1 sc
Flour Pouch NE / .5 lb. 1 sh
Glass Eye NE / .05 lb. 1 sc
Grappling Hook L / 4 lbs. 2 sp
Hammer L / 3 lbs. 10 sp
Healing Supplies (Serf) L [10] / 1 lb. 1 sp
Healing Supplies (Peasant) L [5] / 2 lbs. 1 ss
Healing Supplies (Knight) L [3] / 3 lbs. 1 sc
Healing Supplies (Burgher) L [2] / 4 lbs. 1 gs
Healing Supplies (Magnate) L [2] / 5 lbs. 2 gs
Healing Supplies (Noble) L / 6 lbs. 4 gs
Healing Supplies (Royal) L / 8 lbs. 8 gs
Hook NE / 1 lb. 1 ss
Ink, Black (Vial) L [20] / .5 lb. 1 ep
Ink, Colored (Vial) L [20] / .5 lb. 1 ss
Instrument, Bagpipe L / 8 lbs. 1 sf
Instrument, Chalumeau L / 1 lb. 1 st
Instrument, Dulcimer L / 4 lbs. 1 gn
Instrument, Flute L / 1 lb. 1 sf
Instrument, Gemshorn L / 1 lb. 1 st
Instrument, Harp L / 4 lbs. 1 gs
Instrument, Zither L / 10 lbs. 1 gm
Iron Hand NE / 3 lbs. 2 gs
Iron Pot L / 5 lbs. 2 sp
Iron Spike L [10] / 1 lb. 1 ep
Ladder, 10 ft. M / 20 lbs. 3 sp
Lantern, Ox Horn L / 2 lbs. 1 sf
Leaf of Paper L [200] / .05 lb. 1 sh
Leaf of Papyrus L [200] / .05 lb. 1 cf
Leaf of Parchment L [100] / .1 lb. 1 sh
Leaf of Vellum L [100] / .1 lb. 1 sp
Leg, Fine Wooden NE / 5 lbs. 1 sc
Lock, Swing Shackle L / 6 lbs. 1 sf
Lock, Warded Push Key L / 4 lbs. 1 sc
Merchant's Scale L / 3 lbs. 1 sc
Mirror, Small Metal L / 1 lb. 1 ss

Ball Bearings (1,000). You can spill these tiny iron balls from their pouch to cover a level, square area that is 10 feet on a side. A Large or smaller creature moving across the covered area must succeed on an Agility trial or fall prone. A creature moving through the area at half speed doesn't need to roll the trial.

Bola. A set of cords with two or three weighted balls on the ends. The bola is whirled overhead and thrown at a target's legs to entangle them. Throwing a bola costs 1 AP. Roll 2d[Physique Tier Die] to set the entanglement DC. The target makes a Strength Trial against your DC. On failure, the target advances Restricted by 1 tier. A Restricted creature can spend 1 AP to cut the bola with a bladed weapon or make a Strength Trial against the original DC to pull free. Cannot target creatures more than one size larger than you or creatures without legs. Single use until retrieved and untangled (1 minute out of combat). Range: 20/40 (second increment with Impotence).

Block and Tackle. Wooden pulley system intended for use with Hemp Rope. For the purposes of lifting or pulling objects, force is doubled for each additional pulley.

Caltrops. A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 4-pound bag of caltrops covers an area 5 feet square.

Any creature that enters the area must succeed on an Agility trial (DC 4) or stop moving this turn and take 1 Piercing damage. Taking this damage reduces the creature's movement by 10 feet for 1 exploration round. A creature moving through the area at half speed doesn't need to roll the trial.

Candle, Beeswax. Candles made from beeswax, which are usually associated with a pleasant smell. Lasts about 2 hours and provides 10 feet of light and 10 feet of ambient light. Can be placed in a lantern to avoid snuffing it out due to wind or rain.

Candle, Tallow. Candles made from animal fat, which have a distinctly unpleasant smell that sometimes attracts beasts or predatory creatures. Lasts about 2 hours and provides 10 feet of light and 10 feet of ambient light. Can be placed in a lantern to avoid snuffing it out due to wind or rain.

Cane. A walking stick of ash or oak. A character with a lost foot or broken leg can move with a cane (see Combat, Trauma Table).

Chalk. A small chunk of chalk that is useful for marking passageways to avoid getting lost, inform other adventurers of dangers, or pass other valuable information.

Codex. A bound book used by practitioners of magic and alchemy to record spells, prayers, recipes, or observations. A codex measures 18 x 12 inches with half-inch wooden covers protected by leather. The vellum is alchemically treated to resist vitiation, yielding 100 leaves (200 pages) per inch. It is not uncommon for metalwork to protect the corners, spine, or add definition to the cover. Additional vellum can be bound in by a skilled bookbinder, or the practitioner can start a second volume.

Pages Vellum Covers Total Thickness Weight
200 1" 1" 2" (starter) ~19 lbs
400 2" 1" 3" ~32 lbs
600 3" 1" 4" ~46 lbs
800 4" 1" 5" ~59 lbs
1000 5" 1" 6" (maximum) ~72 lbs

The amount of content per spell varies by tradition. An occult grimoire requires 1 page per magan. A theurgic prayer book requires 1-2 pages per prayer. A gnomish compendium requires 2 pages per magan. An alchemist's recipe requires 1 page, and a legendary nostrum 5.

The listed price reflects an empty starter codex. The value increases by 2 sc for each additional inch of vellum, which is not representative of its value when it contains magical knowledge.

Crampons. A spiked iron or steel framework attached to the bottom of a shoe or boot to prevent slipping when walking or climbing on ice and snow.

Cresset Lamp. A shallow dish with a short linen wick and a reservoir for oil. With a flask of lamp oil, these lamps provide 20 feet of light and an additional 10 feet of ambient light for 1 hour. They are delicate, and if dropped, bumped, or tipped roll a d2: on a 1, it goes out; on a 2, it bursts into flames.

Crowbar. Also called an iron crow, a 3-foot iron bar with one end bent and sharpened to a beak. Trials to pry or force open doors, chests, and similar objects gain Dominance.

Crutch. A padded wooden crutch that takes weight off an injured leg. Functions as a cane.

Eye Patch. A cloth or leather patch tied over a lost or ruined eye. It has no effect beyond appearance.

False Teeth. Teeth of bone, ivory, or the dead, pinned to a strip of gold alloy. Removes the effects of Teeth Knocked Out.

Flour Pouch. A small pouch that contains flour. Often carried by thieves or adventurers to locate hidden doors or find invisible enemies.

Glass Eye. A painted eye of enamel or glass, fitted to the socket. It restores the look of an eye, not its sight.

Grappling Hook. A large hook made from iron that is usually attached to a rope or chain and is useful for securing it to battlements, ledges, or similar locations.

Hammer. A heavy hammer used for blacksmithing. Additionally, it can be used for pounding pitons, spikes, or similar labor.

Healing Supplies (Serf). A basic collection of bandages, herbs, poultices, and splints. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Unskilled Trade mastery. Supply tier: T1. Supply dice: 2d2.

Healing Supplies (Peasant). Clean linen bandages, dried medicinal herbs, rendered animal fat salves, and whittled splints. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Untrained Trade mastery. Supply tier: T2. Supply dice: 2d3.

Healing Supplies (Knight). Prepared poultices, antiseptic herbal washes, bone needles with sinew thread for suturing, and fitted splints. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Basic Trade mastery. Supply tier: T3. Supply dice: 2d4.

Healing Supplies (Burgher). Cauterizing irons, refined herbal tinctures, steel surgical needles, gut sutures, and boiled linen dressings. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Skilled Trade mastery. Supply tier: T4. Supply dice: 3d6.

Healing Supplies (Magnate). Distilled antiseptic compounds, precision surgical instruments, rare medicinal herbs, treated catgut sutures, and silk dressings. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Expert Trade mastery. Supply tier: T5. Supply dice: 4d8.

Healing Supplies (Noble). Alchemically purified reagents, masterwork surgical tools, exotic botanical extracts, and woven dressings treated with curative oils. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Master Trade mastery. Supply tier: T6. Supply dice: 5d10.

Healing Supplies (Royal). The finest medicinal arts have to offer: surgically precise instruments of tempered steel, reagents distilled through dozens of refinements, and dressings woven from fibers cultivated specifically for wound care. Used with the Healer discipline of the Trade skill to treat wounds, injuries, traumas, and conditions. Requires at least Grand Master Trade mastery. Supply tier: T7. Supply dice: 6d12.

Hook. An iron hook on a leather cuff strapped to the forearm. Lets a character who has lost a hand hold a strapped shield or carry a held item, such as a lantern or sack. It cannot wield a weapon or take a two-handed grip.

Adventuring Gear Cont. Enc [Stack] / Weight Price
Net, Weighted L / 4 lbs. 1 sf
Oil, Lamp (Flask) L / 1 lb. 1 sp
Peg Leg NE / 4 lbs. 1 ss
Pickaxe L / 3 lbs. 5 sp
Piton L [20] / .5 lb. 1 sp
Pole, 10 ft. L / 6 lbs. 1 ep
Quill NE / .01 lb. 1 cf
Rations, Dry L [20] / .5 lb. 1 sh
Rations, Iron L [10] / 1 lb. 1 sp
Rations, Standard L [6] / 1.5 lbs. 1 sh
Reading Stone NE / .5 lb. 1 gn
Repair Kit L [2] / 5 lbs. 1 sf
Rope, Hemp (50 ft.) L / 10 lbs. 1 sg
Scribe Supplies L [10] / .5 lb. 1 ss
Sewing Needle NE / .01 lb. 1 sh
Signal Whistle NE / .2 lb. 2 sg
Silk String, Spool (50 ft.) L / .1 lb. 1 st
Slow Match (10 ft.) L / .5 lb. 1 sp
Spell Component (Serf) L [40] / .25 lb. 10 sp
Spell Component (Peasant) L [40] / .25 lb. 10 ss
Spell Component (Knight) L [40] / .25 lb. 10 sf
Spell Component (Burgher) L [40] / .25 lb. 10 sc
Spell Component (Magnate) L [40] / .25 lb. 10 gs
Spell Component (Noble) L [40] / .25 lb. 20 gs
Spell Component (Royal) L [40] / .25 lb. 40 gs
Tent, Large M / 20 lbs. 1 sf
Tent, Pavilion 5 / 50 lbs. 1 gn
Tent, Small L / 10 lbs. 1 ss
Thieves' Picks L / 3 lbs. 1 ss
Tinderbox L / 1 lb. 1 sp
Torch L [5] / 2 lbs. 1 sh
Torch (Waterproof) L [5] / 2 lbs. 1 sg
Whetstone L / 1 lb. 1 ep

Ink, Black (Vial). Black ink made from water, galls from an oak tree, ferrous sulphate, and gum arabic. One vial of ink is enough to write about 500 words or one side of a page.

Ink, Colored (Vial). Colored inks are made from a variety of sources, including cinnabar, lapis lazuli, verdigris, ochre, saffron, or combinations thereof. One vial of ink is enough to write about 500 words or one side of a page.

Instrument, Bagpipe. A set of bagpipes minimally consists of an air supply, a bag, a chanter, and usually at least one drone.

Instrument, Chalumeau. A simple rustic reed-pipe with 6 to 8 finger-holes.

Instrument, Dulcimer. A shallow closed box over which are stretched wires to be struck with 2 wooden hammers held in the player's hands.

Instrument, Flute. A wind instrument made of wood. Either side-blown or end-blown.

Instrument, Gemshorn. A type of flute made from the horn of a chamois or ox. Softer sound than other flutes.

Instrument, Harp. An open frame over which is stretched a graduated series of strings, which are vibrated by plucking with the fingers.

Instrument, Zither. A flat wooden soundbox over which are stretched four or five melody strings, and up to thirty-seven accompanying strings. The melody strings are plucked by a plectrum on the right thumb. The accompanying strings are plucked by fingers of either hand.

Iron Hand. A mechanised hand of sheet iron, built by a locksmith and an armourer. The fingers move in pairs and are set into position with the other hand. Lets a character who has lost a hand grip a weapon or shield, restoring two-handed grips. Penalty −2 on trials using fine tools with that hand.

Iron Pot. Required for cooking dry rations and provides a +1 bonus to trials required for cooking all other foods in the wilderness.

Iron Spike. A 10-inch-long iron wedge that is often used to secure lead lines, anchor a tent, or even as an improvised weapon (Dagger at 1d3 piercing). It also makes for an excellent wedge to hold a door in a pinch, imposing a -2 penalty on trials to open it from the other side if enough are used. Requires a hammer.

Ladder, 10 ft. A heavy-duty ash or hickory ladder capable of holding up to 300 lbs.

Lantern, Ox Horn. A white ox horn affixed with a handle and hollowed to allow a candle to be placed inside, the lantern protecting the candle from being snuffed out. Requires a candle.

Leaf of Paper. Paper is made from plant materials, such as cotton, hemp, or linen. It is primarily used among upper class citizens.

Leaf of Papyrus. Papyrus is a labor-intensive paper that is created from reeds, but ultimately cheap to make. It is strong, but creates an uneven surface for writing.

Leaf of Parchment. Parchment is an animal skin that has been prepared for writing, usually cow, goat, or sheep. While all vellum is parchment, not all parchment is of high enough quality to be considered vellum.

Leaf of Vellum. Vellum is the skin of a young calf, goat, or lamb. It is of finer quality than other parchment. Vellum is required for scribing scrolls and is the only material used in codices. While all vellum is parchment, not all parchment is of high enough quality to be considered vellum.

Leg, Fine Wooden. A carved and jointed leg, shaped and painted to match the wearer. Functions as a peg leg. Its worth is in its craft.

Lock, Swing Shackle. A heavy, if somewhat simple iron lock that relies on a spring mechanism to keep the shackle closed. The key is a simple piece of bent iron that uncompresses the spring.

Lock, Warded Push Key. Somewhat secure lock that requires two or more springs to be compressed simultaneously to release the shackle. The key has actual teeth which must be turned at the correct angle to compress the springs.

Merchant's Scale. A simple scale to measure the weight of coins, gems, and similar valuables. Knowledge Lore trials to appraise coins, gems, and similar precious materials gain Dominance when you use a merchant's scale.

Mirror, Small Metal. A small mirror (6 inches) made from polished metal, such as bronze. Useful for looking around corners.

Net, Weighted. A woven mesh of fibrous grasses, flax, or cotton with weighted edges, usually with a 4 to 8 foot radius. Two hands are required to throw a net. Throwing a net costs 1 AP. Roll 2d[Physique Tier Die] to set the entanglement DC. The target makes a Strength Trial against your DC. On failure, the target advances Restricted by 1 tier. A Restricted creature can spend 1 AP to cut the net with a bladed weapon (destroys the net) or make a Strength Trial against the original DC to escape. You must have a sufficiently large net to target larger creatures. If thrown with a cord and missed, retrieving the net costs 2 AP. Range: 15/30 (second increment with Impotence).

Oil, Lamp (Flask). Lamp oil is usually fish, whale, olive, poppy, walnut, hazel or filbert oil. It is not very flammable, and is generally safe to use. Even when ignited in a lamp and dropped, it is not guaranteed to ignite. 1 flask in a lamp can provide about 1 hour of light.

Peg Leg. A wooden peg on a strapped cuff. Replaces a cane or crutch for a character who has lost a foot. After a year with it, the wearer moves normally (see Combat, Trauma Table).

Using lamp oil in combat requires a successful attack to cover a target in the oil and a subsequent attack to light the oil on fire, causing 2d6 points of damage in the first round and 1d6 points in the second.

Pickaxe. A digging tool, mostly used in mining to break apart rocks or to dislodge precious materials.

Piton. An iron or steel spike that can be driven into cracks or seams of cliff faces or masonry for climbing.

Pole, 10 ft. Often carried to test suspicious areas of the floor or wall or to trip traps. Can also serve as a replacement haft for various weapons.

Quill. A goose-feather pen cut to a nib, used with ink for writing and drawing maps. A small knife keeps it sharp.

Rations, Dry. One meal for 1 creature that will keep for up to three months, but requires several hours to prepare (must cook while camping).

Rations, Iron. One meal for 1 creature that will keep for up to 2 weeks before beginning to rot.

Rations, Standard. One meal for 1 creature that will keep for up to 3 days before beginning to rot.

Reading Stone. Usually crafted from quartz, these clear stones are polished and shaped to magnify whatever they are placed upon, similar to a magnifying glass. Additionally, on a sunny day, they can be used to light kindling, requiring 1 minute.

Repair Kit. A collection of metal patches, rivets, wire, leather straps, and binding compounds for field repair of armor and shields. Used with the Blacksmith discipline of the Trade skill to restore durability. Requires at least Unskilled Trade mastery and a hammer.

Rope, Hemp (50 ft.). ¾ inch rope. Safe load of 1,000 lbs, maximum load of 5,000 lbs. When loaded above its safe load, roll a d10 each time it is stressed (a climb, a lift, a fall caught). It breaks on a 1, and the breaking range increases by 1 for every 500 lbs above the safe load.

Scribe Supplies. A unit of specialized inks, alchemical reagents, and binding compounds used for scribing spells into a codex or onto a scroll. Scribing a spell consumes a number of units equal to the square of the spell's magan cost (magan²). These supplies are consumed during the scribing process and cannot be recovered.

Sewing Needle. Needle used for creating clothing or repairing torn or worn clothing. Thieves often carry needles to help disable traps, as an emergency lock pick, or as a means of delivering poison.

Signal Whistle. Small whistle that can be heard from 500 to 1,000 feet away, depending on the environment.

Silk String, Spool. Spool of silk string that can be used for repairing fabric or sewing buttons. Oftentimes, it is carried by thieves and adventurers to trip traps or construct traps or snares.

Spell Component (Serf). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 1, to a minimum of 1 magan. These components are consumed with the casting of the spell.

If you can cast spells and have Wilderness (Hunting and Foraging), you can forage for spell components (see Hunting and Foraging in Skill Mastery).

Spell Component (Peasant). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 2, to a minimum of 1 magan. These components are consumed with the casting of the spell.

If you can cast spells and have Wilderness (Hunting and Foraging), you can forage for spell components (see Hunting and Foraging in Skill Mastery).

Spell Component (Knight). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 3, to a minimum of 1 magan. These components are consumed with the casting of the spell.

If you can cast spells and have Wilderness (Hunting and Foraging), you can forage for spell components (see Hunting and Foraging in Skill Mastery).

Spell Component (Burgher). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 4, to a minimum of 1 magan. These components are consumed with the casting of the spell.

Spell Component (Magnate). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 5, to a minimum of 1 magan. These components are consumed with the casting of the spell.

Spell Component (Noble). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 6, to a minimum of 1 magan. These components are consumed with the casting of the spell.

Spell Component (Royal). Spell components that reduce the magan cost of a Priscan, Occult, Theurgic, or Telluric spell by 8, to a minimum of 1 magan. These components are consumed with the casting of the spell.

Tent, Large. Oil treated canvas tent with enough room for four occupants.

Tent, Pavilion. Oil treated canvas tent with enough room to stand upright, 25 ft by 25 ft. Sides can be raised or lowered. Usually pavilions are either for lords and ladies traveling or intended for military camps for a variety of uses.

Tent, Small. Oil treated canvas tent with enough room for one occupant.

Thieves' Picks. Thieves' picks are composed of tension wrenches, lock picks, rakes, and picklocks (or betties) to deal with a variety of locks. Required to pick a lock; improvised tools can be used instead, with Impotence.

Slow Match. Cord treated to smolder at about a foot an hour, carried lit. Its glowing tip lights fuses and primed wicks for 1 AP, but it is not a flame: anything else must be lit from a flame or with a tinderbox.

Tinderbox. A container of wood or metal that contains flint, firesteel, and tinder, such as charcloth or hemp fibers. Lighting something with a tinderbox takes 6 AP (see Combat, Interaction).

Torch. 3-4 foot ash or hickory haft with one end wrapped in wool or linen that is soaked in oil. When lit, it produces light for 10 feet and ambient light for an additional 20 feet. Burns for about 30 minutes (3 exploration rounds).

Torch (Waterproof). 3-4 foot ash or hickory haft with one end wrapped in wool or linen that is soaked in a mixture of sulfur and lime that remains lit if doused in water or briefly submerged. When lit, it produces light for 10 feet and ambient light for an additional 20 feet. Burns for about 30 minutes (3 exploration rounds).

Whetstone. A sharpening stone usually used with water or oil to sharpen bladed weapons. Necessary for weaponsmithing.

Foci

A focus is an object that channels a caster's power (see Components in Magic Mastery). Any caster can use any focus; it must be held in one hand to cast. Worn foci (pectorals, talismans) can be grasped and released freely without drawing or stowing them. Other foci are drawn and stowed like any item. A rod can be wielded as a Club and a staff as a Quarterstaff.

Focus Enc / Weight Price Carry
Astrolabe L / 3 lbs. 1 gm Belt, Hip
Bezoar NE / .2 lb. 10 gs Belt
Calipers, Brass L / 1 lb. 1 ss Belt, Hip
Censer L / 3 lbs. 1 ss Belt, Hip
Fetish NE / .5 lb. 1 sp Belt
Knucklebones NE / .2 lb. 1 cf Belt
Mask, Ritual L / 1 lb. 1 st Belt, Hip
Pectoral, Silver NE / 1 lb. 1 gn Worn
Pectoral, Wooden NE / .5 lb. 1 cf Worn
Relic NE / .5 lb. 1 gn Belt
Rod L / 2 lbs. 1 cf Short
Scourge L / 1 lb. 2 sp Belt, Hip
Sistrum L / 2 lbs. 1 sf Belt, Hip
Speculum L / 1 lb. 1 ss Belt, Hip
Staff L / 3 lbs. 1 cf Long
Talisman NE / .2 lb. 1 sg Worn

Astrolabe. A brass disc of engraved plates and a rotating sighting arm, used to reckon the hours and the positions of the stars.

Bezoar. A hard, polished stone taken from the stomach of a goat or deer, prized as a cure for poison. Counterfeits are common.

Calipers, Brass. Hinged measuring arms for taking exact distances and laying out perfect circles.

Censer. A small metal vessel on chains for burning incense, swung to fill the air with smoke.

Fetish. A small carved figure, bundle, or object believed to hold a spirit or power of its own.

Knucklebones. A set of sheep or goat ankle bones, cast to read omens.

Mask, Ritual. A carved or painted face worn to represent a spirit, an ancestor, or a numen.

Pectoral. A carved disc or emblem of a numen, hung from the neck or belt. Wooden pectorals can be damaged or destroyed, especially by fire; silver ones are more resilient.

Relic. A fragment of a revered person or object (bone, cloth, wood) housed in a small reliquary.

Rod. A short rod of wood, bone, or metal under 2½ feet long: a sceptre, a baton, a sprig or bough. Can be wielded as a Club.

Scourge. A short whip of knotted cords used for penance or bloodletting.

Sistrum. A bronze or brass frame rattle with loose metal rings, shaken to drive off spirits.

Speculum. A disc of polished obsidian or silvered glass used for scrying.

Staff. A 4- to 6-foot staff, from a shepherd's crook or a distaff to a ritual staff of olive wood like the Mandaean margna. Can be wielded as a Quarterstaff.

Talisman. A small charm, engraved stone, or medallion worn on the body and consecrated to a power.

Alchemist's Gear

Vessels and protective gear for alchemical concoctions. The concoctions themselves are described in Alchemy.

Item Enc / Weight Holds Price Carry
Field Kit (Apothecary's Satchel) L / 10 lbs. Tools + 12 phials 1 sf Hip, Shoulder
Latched Case L / 2 lbs. 2 pots 2 sg Belt, Hip
Vial, Glass L [20] / .1 lb. 1 dose 1 ep —
Vial, Pewter L [10] / .25 lb. 1 dose 1 sg —
Waxed Cloth Wrap L / .2 lb. 1 item 1 sh —

Field Kit (Apothecary's Satchel). A fitted satchel holding a small mortar and pestle, a cased scale and weights, a small pan and trivet, straining cloths, a funnel, a spatula and spoon, shears, a bleeding bowl, corks, wax, and padded places for 12 phials. Phials in their places ignore the breakage hazard. Drawing from it costs 1 AP, as an item on your body.

Latched Case. A padded, latched case for two fire-pots or grenades. While shut, its contents ignore the breakage and fire hazards (see Alchemy, Hazardous). Drawing from it costs 1 AP, as an item on your body.

Vial. A stoppered vial about the size of a finger, holding 2 oz: one dose of a concoction. Packed vials are assumed to be wrapped against breakage. Glass is cheap and fragile, and it is required for acids, which eat metal. Pewter is heavier and dearer, and it doesn't break.

Waxed Cloth Wrap. Waxed or oiled cloth that holds one item and protects it from damp. Taking the item out of the wrap costs 1 AP.

Food and Drink

Provisions are sold for cooking, trade, and the table. Items with a Meals value can be eaten as Poor meals; raw meat, fish, and eggs must be cooked first (see Cooking in Camping Roles). Liquids are sold by the gallon and require a container. Bread and fresh vegetables keep 3 days.

Item Quantity Enc / Weight Price Meals
Ale, Good Gallon L / 9 lbs. 2 sp —
Ale, Penny Gallon L / 9 lbs. 3 cf —
Apples Dozen L / 3 lbs. 1 sp 2
Beer, Small Gallon L / 8 lbs. 1 sh —
Bread Loaf L / 1 lb. 1 cf 2
Butter lb L [10] / 1 lb. 1 sp —
Cheese Wheel L / 6 lbs. 3 sp 12
Cider Tun (250 gal.) Not carried / 2,100 lbs. 400 sp —
Cinnamon lb L [10] / 1 lb. 20 sp —
Cloves lb L [10] / 1 lb. 48 sp —
Eggs Dozen L / 1 lb. 1 sp —
Figs lb L [10] / 1 lb. 3 sp —
Fish, Salted Barrel 12 / 120 lbs. 24 sp —
Fish, Sole per L / 2 lbs. 2 sp —
Flour, Rye lb L [10] / 1 lb. 1 cf —
Ginger lb L [10] / 1 lb. 28 sp —
Herbs lb L [10] / 1 lb. 1 sh —
Honey Pint L [5] / 1.5 lbs. 3 sp —
Mace lb L [10] / 1 lb. 36 sp —
Milk Gallon L / 8 lbs. 1 sp —
Nutmeg lb L [10] / 1 lb. 32 sp —
Nuts lb L [10] / 1 lb. 3 sp —
Peppercorn lb L [10] / 1 lb. 13 sp —
Rabbit per L / 3 lbs. 4 sp —
Raisins lb L [10] / 1 lb. 2 sp —
Rice lb L [10] / 1 lb. 2 sp —
Saffron lb L [10] / 1 lb. 176 sp —
Salt lb L [10] / 1 lb. 1 sh —
Sugar lb L [10] / 1 lb. 24 sp —
Vegetables, Fresh Bundle L / 2 lbs. 1 cf 2
Wine, Red Gallon L / 8 lbs. 3 sp —
Wine, Red Tun (250 gal.) Not carried / 2,100 lbs. 750 sp —

Lodging and Services

Travelers often find the need to pay for services when on the road. Sometimes, these services are as simple as lodging for the night, but could also include laundry and bathing to wash the grime of the road off. Clothing could need mending, armor repairing, weapons need fixing, and any number of similar services.

Bath. Either part of a public bath house or provided within an inn. Water is heated and brought to the vessel along with soap and towels. Places that provide baths usually provide laundry service as well for an additional fee. People who do not bathe regularly (once per week) have Impotence on Presence trials until they do.

Bearer/Porter. These individuals are laborers who will carry whatever is directed. Each is able to carry up to 50 pounds individually, or double that with a carrying pole or litter.

Blacksmith. This occupation assumes most metalworking jobs. A blacksmith might be hired to repair armor, craft a weapon, or provide other metalwork. The cost per day does not include materials that might be needed for the work.

Carpenter. This occupation assumes most woodworking jobs. A carpenter might be hired to secure a portal, fashion a chest, etc. The cost per day does not include materials that might be needed for the work.

City Rooms (Poor). Rent a small cottage, which can sleep 6. In larger cities, the cottage is likely in a poorer part of town.

City Rooms (Common). Rent a craftsman's house, which can sleep 8 and may also contain a crafting space, such as a smithy, cordwainer, apothecary, or something similar.

City Rooms (Good). Rent a well-furnished merchant's house, which can sleep 10 and may also contain a crafting space, such as a smithy, cordwainer, apothecary, or something similar. In addition, these homes sometimes have an additional residence attached.

Guide. A guide will show travelers around the city for a day, pointing out reputable merchants, taverns, and possibly sights of interest. Oftentimes, they make their living on providing instructions for copper farthings.

Healer. A healer treats one injury, trauma, or condition. Healer will also charge for the cost of medicinal supplies. Cost is per tier of supplies used.

Inn Lodging (Poor). Open room with a cot or hay on the floor that does not include meals.

Inn Lodging (Common). Closed room shared with multiple occupants, which may or may not require sharing beds and does not include meals.

Inn Lodging (Good). Closed room with a single bed, chest, and washbasin that does not include meals.

Kenneling Dog. For feed and kenneling of dogs. Rarely, other animals might be accepted for an additional fee.

Laundry. A load of laundry usually consists of a single outfit. Additional charges should be applied for cleaning/polishing boots, cleaning armor, and similar effects. People who do not launder regularly (once per week) have Impotence on Presence trials until their clothes are cleaned.

Lodging and Services Per Price
Bath Bath 1 cf
Bearer/Porter Day 1 ep
Blacksmith Day 2 sg
Carpenter Day 2 sg
City Rooms (Poor) Month 5 sp
City Rooms (Common) Month 5 sg
City Rooms (Good) Month 10 sg
Guide Day 1 sp
Healer Injury 2 sg
Inn Lodging (Poor) Night 1 sh
Inn Lodging (Common) Night 3 sp
Inn Lodging (Good) Night 1 st
Kenneling Dog Day 3 sh
Laundry Load 1 cf
Leather Worker Day 2 sg
Limner Day 1 sc
Linkboy Night 1 sp
Mason Day 2 sg
Meal (Poor) Meal 1 cf
Meal (Common) Meal 1 sh
Meal (Good) Meal 1 sp
Meal (Banquet) Meal 1 ss
Messenger Message 1 cf
Minstrel Song 1 cf
Mourner Funeral 1 cf
Pack Handler Day 1 ep
Riding Horse, Rent Day 1 ss
Scribe 400 words 2 sg
Sedan Chair, Hired Hour 1 st
Stabling Animals Day 2 sp
Stabling Large Animals Day 3 sp
Tailor Day 2 sg
Teamster Day 1 sg
Transport 1 Tun (Land) Mile 3 sh
Transport 1 Tun (Water) Mile 1 sh
Travel, Sea (Steerage) Day 2 sh
Valet/Lackey Day 1 ep

Leather Worker. This occupation is principally concerned with the fabrication of leather goods such as back packs, belts, straps, horse tack, etc. The cost per day does not include materials that might be needed for the work.

Limner. These individuals do all sign painting, drawing of heraldic devices, etc. The ability to write, draw, and perform heraldic services is rare and expensive. Extremely skilled individuals demand up to 1 gs for a day's work.

Linkboy. A linkboy is a torch or lantern bearer. They are often youngsters, but grown men also serve.

Mason. Any stonework must be done by a mason, and this occupation subsumes plasterers as well. The cost per day does not include materials that might be needed for the work.

Meal (Poor). Simple food that might include barley bread, pea pottage, rabbit or squirrel, and cup of ale.

Meal (Common). Common food, that might include bread, bean pottage, fish, and a cup of beer.

Meal (Good). Good food, that might include bread, ham pottage, cheese, custard, and a cup of beer.

Meal (Banquet). Luxurious food, that might include white bread, venison or boar, spiced vegetables, figs and dates, and wine.

Messenger. Distance will determine exact costs. If the messenger must take the whole day to travel across the city, cost would be closer to 1 sp.

Minstrel. Minstrels usually are hired to perform at certain locations, but may also perform on street corners or in taverns for tips. In general, they will take requests for pay.

Mourner. Mourners can be hired to attend a funeral, usually to increase attendance for important individuals who have died.

Pack Handler. These individuals are trained at loading, handling, and unloading beasts of burden, carts, or wagons.

Riding Horse, Rent. Rent a riding horse for the day. It is expected that the horse is fed, watered, and brushed down if necessary. If the horse is lost, stolen, or maimed, the renter is expected to reimburse the owner for the value of the horse.

Scribe. A scribe will write a single document, or 400 words. This cost does not include materials, which can increase the cost. The scribe may also be hired to include additional artistry for a similar cost.

Sedan Chair, Hired. Sedan chairs can sometimes be rented to taxi an occupant around the city. They generally charge by the hour, a minimum of 1 st. The same amount is charged for waiting, and charged again if the travel would take the chair beyond the city walls.

Stabling Animals. For feed and stabling of small or medium horses, mules, or donkeys.

Stabling Large Animals. For feed and stabling of oxen, draft horses, or war horses.

Tailor. This occupation makes and repairs clothing, bags, shield covers, etc. It also subsumes hatters. Tailors skilled in crafting with silk, velvet, and other fine materials command up to 1 sc per day. The cost per day does not include materials that might be needed for the work.

Teamster. Teamsters drive carts and wagons. They will also load and unload their vehicles. They are expert animal handlers with respect to their particular specialty of draft animal only. They have their own wagon or cart in addition to their own animal.

Transport 1 Tun (Land). Cost to transport 1 tun, (40 ft.3, 256 gallons, or 2,100 lbs.), each mile over land.

Transport 1 Tun (Water). Cost to transport 1 tun, (40 ft.3, 256 gallons, or 2,100 lbs.), each mile over water.

Travel, Sea. The cheapest means of securing passage on a ship usually entails either being cooped up in the cargo hold or on the deck in the elements for the duration. Generally speaking, the quality of a given traveler's accommodations are about half a day's wages for a given social class, with the most expensive being a private cabin at about 1 gs per day.

Valet/Lackey. This occupation subsumes the various forms of body servants and messengers.