Costs
Daily upkeep
In addition to board and lodging people will spend money during the days in town on snacks, dinner, and odd bits and bobs whilst adventurers, especially successful ones tend to spend money when they have it on enjoying themselves as well as the simple necessities such as mending armour, straightening swords, getting clothes mended or new ones, new prayer beads, spell components, lock picks, lanterns...
The amount spent will depend upon your lifestyle and is included in the costs for inns. (if you don't stay in an inn then you need to pay seperately)
Weekly upkeep* |
|
---|---|
Hovel | 1 |
Average | 5 |
Good | 25 |
Luxurious | 50 |
*Excludes lodgings
The good news is that if resting and recovering wounds you won't be out and about much so you can halve the weekly costs (excludes lodgings).
Additionally after an adventure there will be urgent repairs and replenishments (arrows, candles, broken lanterns...). This equates to an additional week's worth of expenses for roughly every 25 Hero points gained (more HP = more adventures = the harder your kit suffered).
Daily Rates for Training
Note that priests and mages charge more than the expected daily rate as a first level mage/priest has spent many years in study to reach that point, they are not the equivilant of a shepherd.
Equivalent level |
Occupation | Equivalent | Spell Level | Daily cost (Marks) | Priest cost |
Mage
cost |
---|---|---|---|---|---|---|
1 | Shepherd / Ploughman | New Trainee | 1 | 2 | 4 | 10 |
2 | Farmer | Apprentice | 3 | 6 | 15 | |
3 | Man at arms / Archer | 2 | 5 | 10 | 20 | |
4 | Parson | Journeyman | 7 | 15 | 30 | |
5 | Mounted man at arms | 3 | 10 | 20 | 50 | |
6 | Craftsman | 15 | 30 | 70 | ||
7 | Knight | 4 | 25 | 50 | 100 | |
8 | Master Craftsman | 35 | 70 | 200 | ||
9 | Baron | 5 | 50 | 100 | 300 | |
10 | 100 | 200 | 500 | |||
11 | Bishop | 6 | 150 | 300 | 750 | |
12 | Sheriff | 300 | 600 | 1500 | ||
13 | Count | 7 | 500 | 1000 | 2500 | |
14 | 1000 | 5,000 | ||||
15 | Earl | 8 | 2,000 | 10,000 | ||
20 | Duke | 9 | 10,000 | 50,000 |
Getting Wizards and Priests to cast Spells and Prayers for You
Priests and occasionally wizards may cast prayers or spells for you in your hour of need (if you pay enough). The cost will be dependent upon the spell and caster's level. Scrolls sell at the same value as it would cost to cast the spell. The standard cost is one day's pay
Wizard feeling self important, stuck up, annoyed at being disturbed and superior to mere mortals will charge a lot to cast a spell, priests and do not demand as much, especially priests of Bahrie as they get the common healing spells at lower levels. This is not the rate of pay that casters take home, it includes factors such as equipment, space and assistants.
For each reduction in spell level below a caster's maximum they reduce the cost by 1 place (not 1 spell level). Mages won't bother casting spells they feel are beneath them.
Getting Wizards to teach you spells
Wizards often have better things to do with their time than teach, but occasionally will put aside some time to train others. When they do they will charge at least their normal daily rate (based on their level not the level of the spell) and it will take 1 day per power point of the spell.
Scrolls
Selling value is daily cost.
Equipment
These are equipment costs, items can be sold at half value.
Gold Marks |
Availability |
||
---|---|---|---|
Accommodation | Inn + food (hovel) | 1 |
week = 5g |
Weekly cost = x5 | Inn + food (avg) | 3 |
Villages
week = 15g |
Horse = double cost | Inn + food (good) | 5 |
Towns
week = 25g |
Inn + food (knight) | 10 |
cities
week = 50g |
|
Rations / day | 1+ |
edible for 1 week |
|
Iron rations / day | 2 |
edible for 1 month |
|
Grain & stables (per horse) | 2 |
week = 10g |
|
Armour | Light leather | 4 |
Shelf |
Padded | 5 |
Shelf |
|
Boiled leather | 10 |
3 weeks |
|
Scale | 20 |
2 weeks |
|
Mail Hauberk | 100 |
2 months |
|
Full mail | 250 |
3 months |
|
Coat of Plates | 500 |
1 month |
|
Plate armour | 5000 |
1 year |
|
Metal breastplates | 200 |
2 weeks |
|
Bracers & greaves |
Boiled leather | 15 |
Shelf |
Metal | 50 |
2 weeks |
|
Helms |
Leather | 2 |
Shelf |
Boiled leather | 5 |
Shelf |
|
10 |
Shelf |
||
Small | 10 |
Shelf |
|
Medium | 20 |
Shelf |
|
Great | 40 |
2 weeks |
|
Bascinet | 500 |
2 months |
|
Weapons | Knife | 5s |
|
Dagger | 2 |
||
Battle-axe | 5 |
||
Arrow - Silver | 1 | Rare | |
Sword | 15 |
||
Sword - pretty | 40-80 |
Uncommon |
|
Sword - best | 250 |
Rare |
|
Travel | Pack Horse (4mph) | 80-200 |
SP = cost/10 |
Riding Horse - Rouncey (4mph) | 120-200 | SP = cost/8 | |
War Horse - Rouncey (4mph) | 1000-1500 | SP = cost/50 | |
War horse - Courser (6mph) | 2000-4000 | SP = cost/100 | |
War horse - Destrier (5mph) | 15K-25K |
SP = cost/500 |
|
Cart | 25 |
||
Citizenship | 1,000 |
Need a trade | |
Houses | Town House | 5-20,000 |
Need to be a citizen |
Shop | 10-20,000 |
||
Luxury town house | 20-100,000+ |
||
Adventure kit | Standard kit | 10 |
|
Deluxe kit | 40 |
||
Book - Normal | 50+ |
||
Book - Magic info | 100+ |
||
Candle - wax | 8s |
||
Candle - Tallow | 5d |
||
Caltrop (20 off 1") | 1 |
Uncommon |
|
Garlic & Belladonna | 5 |
||
Grappling Hook | 2 |
||
Holy Water | 5 |
||
Hourglass | 50 |
Rare |
|
Horn | 4 |
||
Lantern Bullseye | 10 |
||
Lantern Hooded | 5 |
||
Mirror - metal | 1 |
||
Mirror - Silver | 5 |
||
Oil - Lamp | 1s |
||
Oil - Greek | 5 |
Rare |
|
Rope - Hemp (50') | 2 |
||
Rope - Silk (50') | 100 |
Rare |
|
Scrollcase - Bone | 10 |
Uncommon |
|
Scrollcase - leather | 5s |
||
Spike iron x3 | 1s |
||
Waterproof (waxed) sheet | 2 |
||
Waterskin | 5s |
||
Treasure | Gem (Semi precious) | 5+ |
|
Sell at 1/2 value | Gem (precious) | 40+ |
|
Silver broach | 2+ |
||
Silver torc | 1-5 |
||
Small silver statue | 5-20 |
||
Silver goblet | 15-100 |
||
Silver bowl | 30-200 |
||
Bracelet | 5s+ |
||
Ruby ring | 15+ |
||
Diamond ring | 100+ |
||
Silver plate = 1/3 of silver |
|||
Food & Drink | Wine (cask) | 3-10 |
|
Brandy (cask) | 10-20 |
||
Beer (quart) | 1 |
||
Spices / lb | 25 |
||
Other | Cloth (bolt) | 10-30 |
|
Silk (bolt) | 20-40 |
||
Adventuring kit
Standard kit
- Knife
- Backpack
- Large pouches x2
- Candles x2
- Tinderbox
- Hooded lantern & oil
- Blanket
- Hemp Rope 50'
- Iron spikes x3
- Mirror
- Waterskin
- Rations 2 weeks
Deluxe Kit (standard plus)
- Candles are wax
- Mirror is silver
- Leather scroll case
- Holy water x1
- Greek Fire x1
- Caltrops x20
- Grappling hook
- Garlic
- Belladonna
- Waterproof waxed sheet for 1 person camping
- Greek Fire
- Greek fire is a volatile oil that comes in flasks which may be thrown. They break on impact causing damage to a creature that was struck for 3 rounds at L2/L1/L0. They have a splash area of 3', anything caught in the splash area suffers 1 level lower damage
- Caltrops
- These are 4 pointed 1" pyramidal shapes designed to cause damage to feet. 1 set will cover a 10' square area. Creatures crossing the area unaware save (no modifier) or take L1 damage (pierce) (to their feet). Creatures who are aware may walk across without harm, however running will need a dexterity save.
Quality weapons
Higher quality better balanced weapons are sometimes available, better balance means easier to swing and hit more easily. Additionally they may be made of a higer quality steel which means they penetrate armour more easily and do more damage. Smiths using the quality steels always don't badly balanced weapons so they always gain the "To Hit" bonus.
Type | To hit |
Damage |
Cost | Availability |
---|---|---|---|---|
Balanced | +1 |
x10 | Uncommon | |
+2 |
x100 | Rare | ||
& a bit sharp | +1 |
+1 |
x100 | Very Rare |
Sharp | 0 |
+1 |
x10 | Rare |
0 |
+2 |
x100 | Very Rare |
Weapons that are both balanced and sharp cost both multiples
Hiring of rooms / strongboxes
Marks / month |
||
---|---|---|
Room rent | Room (seedy) | 10 |
(empty) | Room (normal) | 15 |
Room (Good) | 25 |
|
Room (Lab / Library) | 50 |
|
Storage | Strongbox (wood) 2'x1'x1' | 1 |
Strongbox (Iron) 2'x1'x1' | 2 |
|
Storage large item | 1 |
|
Horses
Different types of horses can be trained to different levels of war skills (Mounted Combat).
Palfrey (Not war trained)
This is a well bred horse that was bred for general purpose riding. If you were a person of substance in the middle ages, this is the horse you'd most likely own, sometimes equalling the knight's destrier in price. They have a much nicer ride since they have a smooth ambling gait rather than trot.
Rouncy (level 3)
General purpose combined work/riding horses. Rouncies were common grade horses of no particular breeding or training except that they were indispensable in getting from point A to point B and did the bulk of muscle work people called upon horses to perform. Used by poor knights or squires.
Courser (level 5)
A catch-all description of a good cavalry horse in the middle ages. The courser was more common than the destrier, and preferred for hard battle as they were light, fast and strong, also steady and long winded horses.
They wouldn't be as refined or well trained as a Destrier, but then they didn't cost as much either.
Destrier (level 7)
In the middle ages this referred to a well, bred, highly trained stallion used as a war or tournament horse. This animal is a specialist mount, they were rare and very expensive even in the middle ages.
Note the skill level is also the attack level of the horse in battle.