Equipment

The following lists give suggested prices for a variety of goods and services. As always you should adjust the values to represent local circumstances. All the prices below assume that you are purchasing them in the same realm (Deadlands, Drylands etc.) that they originate in. Add +2 for each realm boundary crossed bringing the goods to where you are. For example to purchase a Night Raven (originates in the Dark Lands) in Nagash (in the Deadlands) increase the price by 6. A discount of up to 2 points is probably appropriate for seeking out the manufacturer of an item (assuming that it is not common and made everywhere). For example if you travel to the Dark Lands and seek out the Night Raven trapper you might obtain one for 14 instead of 16.

Treasures

To assign a treasure value based on the price of an item you can use the following formula.

Treasure Value = Item Price / 3 (rounding up)

If an item can be easily manufactured in numbers (this applies to breedable animals, cultivatable crops, magic items created by spells, but not those that rely on rare resources) reduce the treasure value by up to 2, depending on how widely available the means of manufacture is. Magic items created by spells should usually have their treasure value reduced by 1.

Multiple Goods

In many cases multiple goods are available for a small increase in price over the base. This is especially common in services. Paying a Scribe to copy a document is a value 4 service. Copying ten documents would likely cost only 5. If a particular good or service is affordable for you (under half your Wealth level) you can easily get 10 of it for much the same price (perhaps over a little interval). Larger quantities will cost more.

Starting Gear

This section contains some suggested gear that members of various Paths can start the game with. Add together all of the Paths that apply (remembering that most characters will have the Freeman Path.

Bonded One
Robes, Copper seal of rank, ornate weapon holder
Captain
Uniform sash, Feather headdress, lacquered baton, ornate dagger
Clerk
Fine robes, Keys, Bronze seals, silk sash for rank, stylus
Criminal
Non-descript clothing, padded socks, coil of fine rope, bronze lockpicks
Freeman
Rough clothing, eating knife, wooden bowl, leather pouch, cooking implements
Gladiator
Horn knife, leather armour, fur dyes, leather weapon cord, whetstone
Mage (Red Order)
Red Robes, Spellbook, Whetstone, medallion of the order, shoes
Mystic
Felt hat, multiple scrolls, stylus, clay tablets, leather satchel
Noble
Cloak of feathers, headdress, sandals, fine clothing, ornate eating knife
Swordmaster
Tags for weapon, bronze studded scabbard, felt hat
Tribesman
Hide clothing, herding stick, dried food, water flask, necklaces of beads
Warrior
Whetstone, scabbard, belt for bearing weapons, heavy sandals, dagger
Wizard
Spellbook, focus for casting spells
Mage (Black Order)
Black Robes, Spellbook, stylus, clay tablets, brimmed hat

Animals

Value Item
1 Akram
2 Meerkan
2 Songbird
3 Crdlu Calf
3 Braga
3 Uzan
4 Hunting Frian
5 Crdlu Cow
5 Riding Krakath
6 Crdlu Bull
8 Trained Krakath
10 Prize Crdlu Bull
12 Beastmaster trained Krakath
16 Tame Night Raven

Armour

Note that a character without at least one level of the Warfare / Armoury skill counts the load of armour with a Load over 2 as being double.

Value Item Protection Load Locations
1 Wooden Helmet 2 4 Head
2 Crdlu Hide Helmet 3 2 Head
2 Hide Kilt 2 2 Groin, legs
2 Linen Jerkin 1 1 Body, arms
3 Bronze Kilt 3 3 Groin, legs
3 Krakath Hide Jerkin 2 2 Body, arms
4 Bronze Helmet 4 4 Head
4 Heavy Hide Armour 3 4 Body
4 Crdlu Hide Jerkin 3 3 Body, arms
5 Bone Helm (skull) 2 5 Head
5 Bronze Breastplate 3 6 Body
7 Bronze Curias 4 7 Body, arms, neck
10 Iron Helmet 7 5 Head
10 Iron Raven Armour 4 5 Body, arms, groin
14 Slow Dragon Hide 6 7 Body
18 Iron Curias 7 8 Body, arms

Shields

Value Item Defence Guard Load
2 Wooden Buckler 3 +2 2
2 Wicker Shield 2 +3 2
5 Bronze Buckler 3 +2 2
4 Wood and Hide Shield 4 +3 5
6 Bronze Faced Shield 5 +3 6
10 Bronze Shield 6 +3 10
4 Large Wicker Shield 3 +5 6
9 Large Bronze Faced Shield 5 +5 9
10 Large Bronze Shield 6 +5 12
14 Iron Shield 6 +3 7

Social Armour

Value Item Protection
4 Clerk 1
6 Official Orders 3
6 Bonded-One 1
7 Aedile Title 2
8 Mage Status 2
9 Judge Title 3
10 Ruler's Seal 4

Clothing

Value Item
0 Belt or Cord
0 Rags and Scraps
1 Belt Pouch
1 Kit's shift or thong
2 Headscarf (for the desert)
2 Sandals
3 Bedding
3 Light cloth robes
3 Tough Hide Robes (Armour 1)
3 Tough Hide Sandals
4 Stone Pendant
5 Bronze Torque (a popular decoration)
5 Decorative Headscarf (for the desert)
5 Desert overclothing
5 Silk sash
6 Cheap Feather Headdress
6 Clerk's official robes
6 Jetwood Bracelet
7 Order Mage's Robes (including hat)
7 Ornate Silver Bracelet
7 Zunian Hide
9 Fine Crdlu hair robes
9 Heavy furs (for the dark side)
9 Judge's robes of office
10 Twilight Dragon Cloak (Stealth +1)
10 Zunian Fur Robe
12 Obsidian Bracelet
12 Ornate Silver Torque
12 Rare Feather Headdress
13 Fine Silk robes
15 Turquoise Bracelet

Drugs and Poisons

Prices are per dose, and assume that the purchase is being made somewhere where these drugs are acceptable. Add at least +4 if you are trying to obtain them where they are illegal. This is true of most of the poisons in most cities.

Value Item
10 Alleorn
A weapon poison distilled from the thorns of a dangerous tree guarded by giant ants in the Poison Forests. A coated weapon gains : Sting. Phys vs. 13 or D10+5 lethal. Each dose is good for one successful blow.
7 Commor
A weapon poison extracted from the skin of the Addlar Frog. A coated weapon gains : Sting. Phys vs. 13 or D10+5 stun. Each dose is good for one successful blow.
17 Devil Oil
A black liquid obtained from rocks in deep caves in the Dark Side. A single dose is enough to poison the wine or food of 100 people. Anyone who ingests it must pass a resisted Physical roll vs. a 15 or die. Only Stonetalkers can safely extract this substance, and gain 1 corruption for doing so.
7 Eorthal
Extracted from the venom sacks of the Eorthal snake, this is a blade venom good for multiple blows. A coated weapon gains : Sting. Phys vs. 13 or D6 Lethal. Each dose lasts one combat.
8 Fergrand
Made from powdered seeds. Anyone who ingests it must pass a resisted Physical roll vs. a 15 or become paralysed for 16-Physical hours.
15 Geronsic
Made from the skin of a desert lizard, and extremely hard to produce. When applied to an object and allowed to dry it forms a yellowish glaze that is deadly by touch. Pass a resisted Physical roll vs. a 12 or take 2D10 Weakening Damage.
19 Krometz
A cunning and exact mixture of 12 roots taken from the Poison Forest. Anyone who ingests it becomes weak and pale. Each day pass a resisted Physical roll vs. a 16 or take 1 Weakening Damage.
12 Mind Venom
A deep violet poison made by corrupt Stonetalkers (Difficulty 17) from the smoke extracted from a Mind Taker. Anyone who drinks a liquid mixed with Mind Venom must pass a resisted Physical vs. 14, or take D6 Int damage.
8 Nightwort Venom
A venom crafted from Night Wort leaves. This produces a sticky blue-black sap that can be applied to weapons. A coated weapon gains : Sting. Phys vs. 16 or D8 Lethal. Each dose lasts one combat.
6 Oret
A poison obtained from the distillation of the bark of a black tree in the Poison Forest. Anyone who ingests it must pass a resisted Health roll vs. a 13 or take D10 damage and be reduced to half Physical, Health and Agility for the subsequent 2 days.
17 Saridal
A substance created by corrupt Stonetalkers (Difficulty 20). It is a very fine reddish powder, which sublimates into a gas when exposed to air. If dispersed into the air anyone in the area of effect must pass a resisted Agility roll vs. a 15 or take a breath. If they do then the must pass a resisted Physical roll vs. an 18 or take 3D10 Lethal Damage! The poison quickly disperses after exposure to the air.
15 Shadow Venom
A venom extracted from Shadow Snakes. If the venom enters the blood then pass Physical vs. 15 or be paralysed for 18-Physical hours.
15 Suibet
A substance created by corrupt Stonetalkers (Difficulty 20). It is a white crystalline powder. Anyone who ingests it feels no effects for three days. On the fourth day they must pass a resisted Physical roll vs. an 18 or lose 1 Intelligence, 1 Agility and 1 Physical. Repeat each day until a save is made.
6 Vapours of Heat
This red liquid boils when exposed to air. The smoke is attracted to heat, including body heat. Anyone caught in the area of effect becomes rapidly immobilised, losing 1D on the first round, 2D the second and so on, until they are paralysed. Once paralysed they take damage instead. Pass a resisted roll of Physical vs. 12 to escape the effects.

Medicines

Value Item
4 Ninuzug
An extrememly bitter plant that grows in Twilight. Even a small taste induces vomitting. Gives +2 when trying to treat an ingested poison.
4 Nuluha Gum
A gum extracted from the stems of a Twilight plant, used as an antiseptic for inflamed gums and wounds. Gives +2 to a herbalism roll to treat such ailments.
10 White Lotus Petal
Although it is easy to extract the juice from the White Lotus flower, the Petals are very hard to collect. If picked from the flower at any time other than during a Long passing (occurs three times in a Short Year) the petals will quickly wilt, and even petals collected at this time will blacken as soon as they are touched by sunlight. Preserving them requires keeping them in the dark, or exposing them to starlight in the Ice Hills, after which they will not spoil if kept out of direct sunlight. White Lotus Petals are a powerful painkiller. Anyone taking an infusion of the petal may ignore all Intelligence, Spirit, Physical and Presence penalties incurred due to pain. Doubling the dose induces a blissful sleep. Roll Physical vs. 18 or die while sleeping.

Narcotics

Value Item
6 Dreaming Dust
An addictive and mind-altering drug made from Shade Moth scales. Mixed with alcohol and drunk it produces euphoria (Pre -4, Spi +2) followed by a prolonged low (Spi -4). Inhaled it produces a faster and more intense hit (Pre -6, Spi +4) followed by the same low, and causes d6-5 permanent Presence damage. It is very easy to become addicted (take Flaw : Dreaming Dust Addiction), and is often banned by the Orders.
3 Edol
A mildly narcotic leaf taken from a plant that grows across the Drylands and Twilight. Chewing it restores 3 fatigue per hour and gives a small high (Pre -1).
4 Mabi
A drug extracted from the seed pods of the Iceleaf, a small plant with pale furry leaves that can be found commonly in the ice hills, and less commonly all the way to the middle of the Drylands. Drinking Mabi produces a state of unnatural calmness in which all emotions are numbed (Pre -3, Fear Check +5, ignore emotional flaws, Insanity -4) for 11 - Spirit hours (min 1). Prolonged usage can reduce Spirit permanently.
4 Menik
A narcotic drug made from the heart of the Maugey cactus, which is normally cultivated in the Drylands for both fruit and to make Pulque (a mildly alcoholic drink). Menik produces a hallucinatory high (Pre -6, Int -5) for one or two hours after taking, and can be addictive (take Flaw : Menik Addiction).
5 Twilight Dragon
The common name for the juice of the White Lotus flower, an addictive narcotic. Anyone who ingests it must pass a resisted Physical roll vs. a 16 or enter a euphoric state for 16-Health hours. Afterwards they have -1 Int and -1 Pre for the same period. They must then pass a resisted Health roll vs. a 16 or crave more.

Favours (Status)

The following is a list of some suggested favours, resources and services that you might be able to gain using Status, rather than Wealth. These are just guidelines. Local politics can easily make any given resource significantly harder, or easier, to obtain.

Value Service
0 Entry into a major city
2 Borrow transport in a city
2 Enter the Bonded halls of a town or village
3 Enter the ziggurat of a city
3 Obtain travel papers
3 Send a message within a city, or to a nearby settlement
4 Borrow a couple of soldiers for a day
4 Change of mounts
4 Get temporary lodging in a town Hall
4 Obtain an audience with a low ranked Bonded One
4 Send a message between cities
5 Demand trial in front of a Bonded One
5 Get minor treatment from a Stonetalker
5 Get temporary lodging in a city ziggurat
5 Obtain a common spell (of your Order)
5 Send a message between lands
6 Get transport between cities
6 Guarded by Red Order soldiers for a week or two
6 Obtain an audience with a high ranked Bonded One
6 Small ship at your disposal for a week or two
7 Borrow a minor magic item for a day or two
7 Get major treatment from a Stonetalker
7 Obtain a rare spell (specialist or Grey Order)
8 Demand trial in front of a Mage
8 Invite to a party or noble house
9 Arrange a journey to the Drylands
9 Borrow a minor magic item for one task
9 Borrow a unit of soldiers for one task
9 Large ship at your disposal for a week or two
9 Long term bodyguard of Red Order soldiers
9 Obtain an audience with a ruling Mage
9 Obtain the assistance of a low level Mage for a day
10 Consult a private library
10 Invite to a prestigious event
11 Arrange a journey to the Deadlands or Darklands
11 Study a spell of the other Order
12 Obtain the assistance of a mid level Mage for a day
14 Command a Hundred of soldiers for one mission
14 Obtain a few low ranked Magi for one task
15 Borrow or use a major magical item
18 Obtain the assistance of a senior Mage for one task
19 Command a Five Hundred of soldiers for one mission
25 Declare War

Food

Value Item
0 Peasant Stew
1 Dubious street meal
1 Flagon of Crdlu milk Lahssi
2 Cheap street meal (barley cakes)
2 Cup of Beer
2 Gara - fried Crdlu cheese
2 Giras - a cheap mudfish
3 Full meal in an Inn
3 Kail fruits
3 Preserved desert rations for a few day's travel
3 River Catfish
3 Telor nuts
3 Summas - a bony ray fish
4 Fruit Wine (jar)
4 Kail fruits (dried)
4 Pot of Caviar
4 Nirpad - a small salty fish
4 Side of Crdlu meat
5 Amphora of Fish Sauce (iku)
5 Candied Forest Flowers
5 Gamgam - a sort of red eel
5 Ubiku - a pale fish with sharp teeth
6 Amphora of Pressed Oil
6 Fine Wine (jar - from Nistray or Derzak)
6 Zizna - a kind of caviar
8 Fire Wine (jar)
8 Harru - a rare and prized fish
10 Banquet (for 20 guests)
16 High status Banquet (for 100 guests)

Furnishings

Value Item
0 Cheap bedding
0 Rushes (for floors)
0 Tallow Candle
1 Crdlu Fat Lamp
1 Lamp oil for a day
1 Parchment Lantern
2 Cheap house furnishings
2 Pottery cookware
2 Wax Candles
2 Woven grass rug
3 Bronze Lantern
3 Wall hangings
4 Basic house furnishings
4 Bed and bedding
4 Copper cookware
4 Storage Chest
4 Storage Jars
4 Woven Crdlu hair rug
5 Fine rug
5 Strongbox (bronze and wood)
6 Fine Chest
7 Rich house furnishings
8 Strongbox (iron and wood)
11 Luxury house furnishings

Magical Items

Value Item Treasure Rating
n/a Eidolon of the Dark Ones 4
4 Red Earth 1
5 Chadlian Shining Stone 2
6 Healing Stone 2
8 Potion of Water's Invocation 2
8 Candle of Confusion 4
10 Fire Bone 3
10 Flame Arrow 4
12 Tolan's Rod 3
12 Imprinted Object 4
12 Dust of the Sun’s Circle 4
13 Annealed Armour (Bronze) 5
13 Iron Heart 6
14 Obsidian Rod 5
14 Orb of Fiery Brilliance 6
14 Seal of Order’s Authority 6
14 Crimson Eye 6
14 Sable Eye 6
15 Yoke of Passage 4
15 Sword of Night 5
15 Yoke of Potency 5
15 Helm of the Shadow Lion 4
16 Helm of Hashu 5
16 Crown of the Shadow Lions 7
16 Carnelian Crdlu 5
16 Copper Bottle of Water 4
16 Obsidian Eye 9
16 Bloodstone Heart 5
17 Chalice of Water 6
17 Gauntlets of the Dragon 6
18 Bow of Blood 6
18 Saddle of Speed 6
18 Potion of Green Fertility 6
18 Copper Hunter 5
19 Stormcloak 6
19 Sacred Stone 7
19 Raven's Egg 7
20 Dragon Stick 7
20 Mask of Deceit 8
20 Cloak of Day's Touch 8
21 Star Iron Sword 6
22 Yellow Stave 6
23 Annealed Armour (Iron) 6
24 Snowstone Blade 7
25 Arrow of Seeking 9
25 Torkinal's Hammer 9
25 Black Tongue of Brias 6
25 Obsidian Soul 10
30 Spear of Red Bronze 10
30 Staff of the Black Order 10

Miscellaneous

Value Item
1 Tigi, small reed pipe
2 Uku, small clay whistle
3 Gidim, long pipe
4 Na, flute
6 Shem, double pipes (copper)

Official Goods and Services

Value Item
0 Razor Grass Stylus
1 Tablet Frame
1 Sealing wax (coloured red)
2 Slate and Pencil
2 Stone seal
3 Bronze Stylus
4 Document Scribing (per scroll)
4 Vellum Scroll (blank)
4 Marking spell on trade exports
5 Sidral Sticks (judge's badge of office)
5 Official witnessing of a marriage
5 Satvani burial
6 Notary seal or witnessing of agreement
7 Aedile's Court Judgement
9 Judge's pronouncement

Rare Tradables

Value Item Treasure Rating
2 Krakath Hide 1
3 Devil Bird Teeth 1
4 Crown of Stars Spines 1
5 Crocodylle Hide 3
7 Slow Lizard Hide 3
7 Zunian Hide 3
8 Iron Raven Feathers 3
9 Fire Lion Pelt 4
9 Ice Lion Pelt 4
9 Twilight Dragon Hide 3
9 Wight Roots 3
9 Mind taker Smoke 4
10 Air Naga Gemstone 4
12 Earth Naga Gemstone 4
12 Light Snake Eye 5
12 Naga of the Misty Winds 5
13 Gem Naga Gemstone 5

Raw Materials

Unless otherwise mentioned prices are per Tirol, a quantity roughly equivalent to a cartload.

Value Item
3 Cloth (per bolt)
3 Common Wood (short and knotted)
3 Crdlu Hide (per dressed hide)
4 Bronze (smelted bar)
5 Building Stone
5 Copper or Tin Ore
5 Fine Wood (long beams)
6 Telor Wood (hardwood)
9 Sacred Iron (smelted bar)
9 Obsidian (raw blocks)
12 Sacred Iron Ore
13 Obsidian (worked)
15 Star Iron (one lump)

Services

Value Item
1 Cheap musical entertainment
1 Clothes washing
2 Food and grooming for a mount
2 Fur trim or decoration
2 Pay for a message boy to deliver a message
2 Repair of damaged clothes or shoes
2 Seats for an Ulama match or pit fight
3 Dyed patterns in fur
3 Guide for a day
3 Repair of damaged wooden items
4 Cheap courtesan for an hour
4 Good seats at a major Ulama match or pit fight
4 Minor treatment by a healer
4 Repair of tin, copper or bronze items
5 Deliver a message to another city.
5 Hire a minstrel to perform for an event
5 Repair of iron or stone items
5 Watchman for a day
6 Courtesan for an evening
6 Healing from a Stonetalker
8 Fine Courtesan for an evening
8 Major healing from a Stonetalker or Mage

Survival Gear

Value Item
1 Water Flask
2 Water Skin (Survival Drylands / Deadlands +1)
3 Warm bedding (Survival Nightlands +2)

Travelling

Value Item
1 Night in a cheap flophouse, or inn floor
1 Panniers
1 Trip in a water taxi in a city
2 Feed for a Krakath (per day)
2 Rope (20 legats, grass, Climb +1)
2 Trip by litter or sedan chair in a city
3 Crdlu Hide saddle
3 Night in a wayhouse or tavern
4 River passage between cities (shared cabin)
5 Cart (2 Crdlu)
5 Crude carriage
5 Night in a good quality tavern, private room
6 Passage with a Caravan (for a week)
6 River passage into the outlands
6 Rope (20 legats, silk, Climb +2)
7 Fine Carriage
7 Small Boat
8 Equipping a trip into the Drylands (small group)
10 Equipping a trip into the Dark Lands (small group)
10 Equipping a trip into the Deadlands (small group)

Weapons (one-handed)

Axe
ValueItemInitAttackDefenceParryDamageSpecial
2 Bone Axe 0 0 1 - D4 Unbalanced, Fragile
4 Stone Axe -1 0 1 - D6-1 Unbalanced
6 Bronze Axe 0 0 1 - D6+2 Unbalanced
9 Iron Axe 0 0 1 - D6+4
11 Heavy Axe -2 -1 2 - D8+1 Unbalanced
Dagger
ValueItemInitAttackDefenceParryDamageSpecial
1 Bone Knife +4 -1 1 1 D4 Parry, Fragile, Short
1 Thorn Dagger +4 0 1 1 D4 Parry, Short
2 Horn Knife +4 0 1 1 D4+2 Parry, Short
4 Bronze Knife +4 +1 1 1 D6 Parry, Short
5 Parrying Dagger +2 0 1 3 D6 Parry, Short
5 Punching Dagger 0 -1 0 - D6+2 Short
6 Obsidian Knife+3 0 1 0 D6 Parry, Short, Fragile, Sacred
7 Iron Knife +3 +1 1 1 D6+1 Parry, Short
11 Star Iron Knife+3 +1 1 1 D6+2 Parry, Short, Sacred
Mace
ValueItemInitAttackDefenceParryDamageSpecial
0 Heavy Stick -2 -1 1 - D4 Fragile
1 Wooden Club -2 -1 1 2 D4+1 Parry, Fragile
3 Stone Mace -2 0 1 - D6+2
5 Bronze Mace -2 0 1 - D6+3
5 Olenst 0 -1 2 - D6+4 Fragile
7 Bull's Head 0 0 2 2 D8+1 Parry, Mighty 1
A long hafted mace with a stylised bull's head. Can be used with staff skill.
9 Iron Mace -2 -1 1 - D8+2
Sword
ValueItemInitAttackDefenceParryDamageSpecial
2 Wooden Sword -1 -1 2 1 D4+1 Parry, Fragile
6 Bronze Sword 0 0 2 1 D6+1 Parry
7 Sickle Sword 0 0 2 2 D6+1 Parry
9 Stenon 0 0 1 1 D6+3 Parry, Fragile
A blade set with Devil Bird teeth. Critical hits do one damage more.
11 Macuahuitl 0 -1 1 2 D6+2 Parry, Fragile, Sacred
11 Iron Sword 0 0 2 2 D6+3 Parry
14 Sword of Night 0 +2 2 2 2D6 Parry, Sacred
15 Star Iron Sword+1 +2 2 2 D8+3 Parry, Sacred, Keen
Special
ValueItemInitAttackDefenceParryDamageSpecial
6 Double Mace +1 0 2 1 2D4 Unbalanced, Parry
A short staff with a mace on either end. Can be used with one or two hands.
7 Chalak 0 0 3 - D6+2 Mighty 1
A wide blade of bronze set on a short handle, sometimes bronze, sometimes wood.
7 Tarig Hive 0 0 1 - D4-1 Unbalanced
A dried Tarig Hive filled with soldier insects. Any strike covers the target with Tarig flies.
The insects inflict an automatic D4+4 damage every turn until cleared. It takes a whole round, and a successful Ag Roll to clear them.
8 Wind's Breath +1 -3 2 3 3D4 Parry, Fragile, Mighty 1
A crossed handle bears four blades, one at each tip. Used by some Derzaki Warmasters.
11 Toothed Sword -2 -4 2 1 2D6 Parry, Sacred
An elaborate iron blade with jagged edges. Wounds inflicted by a toothed sword bleed badly, inflicting 1 fatigue per round till treated.

Weapons (two-handed)

Flail
ValueItemInitAttackDefenceParryDamageSpecial
2 Threshing Flail-4 0 1 - D6 Unbalanced, Long
3 Wooden Flail -4 0 2 - D6+1 Unbalanced, Long
9 Storm Whip -2 -2 2 - 2D6 Unbalanced, Long, Mighty 1
10 Iron Flail -4 0 2 - D8 Unbalanced, Long, Mighty 2
Polearm
ValueItemInitAttackDefenceParryDamageSpecial
7 Stone Hammer -4 +1 2 - D8 Unbalanced, Long
8 Naga Axe (bronze) -1 +1 1 - D8+2 Unbalanced
8 Maul -4 +1 0 - D8+1 Unbalanced, Mighty 1
10 Glaive +2 +1 2 2 D8+2 Parry, Long
10 Iron Hammer -4 +1 3 - D8+3 Unbalanced, Long, Mighty 1
11 Solka 0 -1 2 - 2D6 Long
11 Moon's Whisker 0 +1 1 3 D6+4 Parry, Long
14 2-handed Sword-1 0 2 1 D8+2 Parry, Unbalanced, Long
20 Star Glaive +2 +1 2 3 D8+4 Parry, Long, Sacred, Mighty 2
Spear
ValueItemInitAttackDefenceParryDamageSpecial
1 Javelin +1 0 2 - D6
1 Bone Spear 0 0 3 1 D4+1 Parry, Long, Fragile
2 Horn Spear 0 0 3 1 D6 Parry, Long
2 Pike (wood) -4 -2 1 - D6+2 Very Long
4 Bronze Spear 0 0 3 1 D6+2 Parry, Long
5 Pike -4 -2 1 - D6+5 Very Long, Mighty 1
7 Iron Spear -1 0 3 1 D6+3 Parry, Long
8 Broadspear -2 -1 2 - D6+4 Long
9 Winged Spear -3 0 2 2 D6+4 Parry, Long
12 Star iron Spear 0 +2 3 2 D6+5 Parry, Long, Sacred
Staff
ValueItemInitAttackDefenceParryDamageSpecial
1 Short Staff +2 0 3 2 D4 Parry, Long
2 Long Staff +2 0 3 1 D6 Parry, Long
5 Thorn Staff 0 0 2 1 D6+2 Parry, Long
10 Bladespear +2 0 2 1 2D6 Parry, Long
11 Iron Staff -2 0 3 2 D6+2 Parry, Long
20 Dragon Stick +2 +1 3 1 D6+1 Parry, Long, Sacred
Special
ValueItemInitAttackDefenceParryDamageSpecial
8 Atalchuk -4 -1 2 - D8+2 Very Long, Mighty 3
Designed for use from the back of a Krakath. When charging use the Phys Bonus of the mount rather than the rider.
12 War Fork -2 0 2 3 2D6 Parry, Long
13 Siermath -2 -3 1 - 2D4 Long
A terrible spear with horrible curved teeth. Does the same damage when withdrawn from the wound as it does going in.

Weapons (ranged)

All Keldian ranged weapons are muscle powered. Add the weilder's Phys Bonus -1 to the range increment of the weapon. Bows must be sized for a particular bonus. Increase price by 1 for each maximum bonus over 1. Arrows are given per quiver.

Bow
ValueItemInitAccAttackDefenceDamageRangeSpecial
4 Stave -3 4 0 1 D6+1 15
6 Horn -3 4 0 1 D6+2 12
7 Longbow -4 5 0 2 D6+3 20
18 Bow of Blood -4 5 0 2 D6+6 15 Sacred
1 Wooden Arrows -3
2 Bone Arrows -2
3 Horn Arrows +0
4 Bronze Arrows +1 +0
4 Crown of Stars Arrows +1 +1
6 Obsidian Arrows -2 +0 Sacred
6 Iron Arrows +1
Dart
ValueItemInitAccAttackDefenceDamageRangeSpecial
1 Dart 0 2 +1 - D4+1 7
1 Javelin +1 1 +1 2 D6 9
3 Atl-Atl -3 2 +1 - D4+2 11
4 Bronze Spear +1 1 +1 3 D6+2 5 Long
5 Iron Spear +1 1 +1 3 D6+3 5 Long
Thrown
ValueItemInitAccAttackDefenceDamageRangeSpecial
0 Rock -2 0 0 0 D4-1 2
1 Sling 0 2 0 0 D4 5
3 Bronze Knife +2 0 0 1 D4+1 2
4 Chakram +1 0 0 2 D4+2 2
7 Throwing Iron +1 0 +1 2 D6 3
Whip
ValueItemInitAccAttackDefenceDamageRangeSpecial
2 Whip +3 0 +2 - D4 - Long
3 Bull Whip +2 0 +2 - D4+2 - Long
5 Thorn Whip +2 0 +2 - D6+1 - Long
8 Hui Tho 0 0 +1 2 D8 - Long
9 Storm Whip -2 0 -2 2 2D4 - Unbalanced, Long, Mighty 1
Special
ValueItemInitAccAttackDefenceDamageRangeSpecial
3 Net -5 1 +3 3 - 1
On a successful hit the target has their Defence reduced by 4 + your Skill. Target can roll Ag or Phys resisted by 12 to get out each round.
6 Stroketh +1 4 +1 1 D6+2 2 Sacred
Stroketh are throwing irons carved from special wood. Each Stroketh is unique, and named by it's owner.

Weapons (social)

Social Weapons are primarily abstract concepts (though they may have physical representations, like writs, proclamations or seals). They represent the major advantages you are using in a given Social Combat. On the following table the Value column is a very rough indication of how hard it is to obtain or use a given weapon. This can be a Wealth cost, Status cost, or an indication of the difficulty of a preceding roll or roleplaying attempt to obtain it.

Skill Value Item Init Attack Defence Damage Notes
Graces 5 Family Tie 0 0 3 D4 You or an ally are related to the target
Graces 6 Close Family Tie +1 +2 4 D6
Graces 6 Formal Clothing 0 0 3 D4+1 Suitable for the occasion
Graces 7 Secret Files +2 +2 2 D6 Requires Quality
Law 2 Local Law 0 0 1 D4 Relevant local law or precedent
Law 4 Ningaur's Code -2 0 0 D6 Nistray Only
Law 4 Nastrim's Code -4 1 0 D6 Not Nistray
Law 6 Aedile's Writ +1 1 3 D4+1 Judgement from a bonded court
Law 8 Mage's Writ +1 1 3 D6 Judgement from a mage's court
Politics 6 Patron 0 0 3 D4 Claim support from target's superior
Politics 7 Seal of Office 0 +2 4 D4+1 Showing your superiority
Politics 7 Secret Files +2 +2 2 D6 Requires Quality
Carouse 2 Racial Slurs +2 +1 0 D4 City or Race based insults
Carouse 2 Personal Slurs 0 +1 0 D4+2 Based on a target's Flaw Quality
Carouse 4 Round of Drinks +1 +1 3 D4+2 May have to pay more than once
Charm 4 Fine Handkerchief-2 +1 1 D4 To mop your eyes or nose
Charm - Sympathy 0 0 0 D4+1 When the target is in need
Charm 2 False Tears -1 +2 3 D4+2
Charm 7 Lavish Gift +2 +1 2 D6 Must give to the target
Command 5 Military Threats +4 +3 2 D6 Suppress dissent by force
Command 5 Rank 0 0 4 D4 Superior rank to targets
Seduce 4 Sexy Clothing +4 +1 0 D4+1
Seduce 7 Secret Files +2 +2 2 D6 Requires Quality
Deception 6 Forgeries +1 0 3 D4+1 Forged documents, Fragile
Deception 8 False Contracts 0 +1 3 D4+3 Forged contracts, bank papers
Deception 3 Loaded Dice 0 +2 0 D4 When gambling