Markets: Difference between revisions

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Civilization thrives on trade. One's local market is the leading determinator in the quality of one's life and so on. This page is a list of all the markets currently around in the world, and the price of goods in each. If an item isn't listed in a specific market, it's not available there (or it was forgotten, don't worry about asking to be sure).
Civilization thrives on trade.


As Nostrum is the trading language of the world, its coin is also almost universally accepted. As such, prices listed here are in pence.
Nostrum coinage is accepted legal tender across the world, and so prices are listed in pence.


==Broken Equipment==
=Markets=
How much damage a piece of equipment can take before it breaks varies depending on the quality of the materials. This is a rough guide. As an aside, typically something has to be explicitly targeted to be damaged, with the exception being armor, the whole point of which is keeping ''the wearer'' from being broken.
Every major city has its own market, which are variants of this one. They might have equipment not otherwise for sale, or just some things are more expensive than others.


'''Fabric''', '''copper''', and '''wood''' can take '''one''' hit before being broken.
===Luten-Augusburg===
Luten-Augusburg has two major guilds that control everything made in the city: the Blacksmiths' Guild, and the Tailors' Guild. If your character is on the wrong side of one of these guilds, then it costs twice as much to buy their goods in the city.


'''Treated wood''', '''Bronze''', and '''iron''' can take '''two''' hits before being broken.
Luten-Augusburg, like Redwine, sells armor made out of treated wood. Treated wood is as inflexible as iron, but under sufficient force still shatters like wood.


'''Steel''' can take '''three''' hits before being broken.
=Equipment=
Equipment is what a character can carry on their person. Swords, tools, poisons, whatever: if it can be stored in a backpack or fit in a hand, it's equipment.


'''Valleyman Steel''' can take '''four''' hits before being broken.
===Encumbrance===
Equipment can be heavy, especially if you're carrying too much of it. There isn't a formal system for tracking it, there's too much of that already: just remember not to bring an obscene amount of stuff with you everywhere. And if you're chasing someone down who isn't wearing a thing while you're wearing a suit of plate armor, they're getting away.


If armor is broken, the only thing that changes is that it does not protect against the next blow. Wood and treated wood objects are unique, in that they cannot be repaired and must be replaced if damaged.
===Material===
Iron is rarer in this world than it is in ours. As such, quality iron or steel equipment is highly prized, while most commonplace gear is made out of bronze or other iron alternatives.


====Repairs====
Some equipment simply cannot be made out of lesser materials well, and so an honest blacksmith won't make them out of the lesser material. This is factored into the price of some of the more advanced equipment.
In general, if an object is broken it costs half its initial price to repair. If an already broken object is damaged again, it's entirely broken and will need to be totally replaced.


Equipment with a haft (i.e. polearms, long-handled tools, axes) cost only a standard 3 pence to repair assuming it is only the wood that has broken.
===Repairs===
Equipment can be damaged. Damaged equipment offers no bonuses of any kind and cannot be sold, until it is repaired. Repairing equipment costs half as much as buying it upfront cost.


=Luten-Augusburg=
===Selling Equipment===
Luten-Augusburg is a major trading city on the Westfal-facing coast of Nostrum. Indeed, it is only a short ferry across, giving it ready access to those goods. Being located on Nostrum and its largest city, it of course enjoys easy access to all the bounty of Nostrum as well.
Equipment sells for half the cost it was to buy it.


Within the city itself, it is dominated by two large guilds: the tailors, and the blacksmiths. Neither is limited solely to the professions thus described, but if anyone wants to work as a merchant in the city or own a business, they all but have to work with one or the other. This fierce competition between the two has led the market to be rather polarized between them: favor from one side means disfavor from the other, which can mean being barred from buying certain items altogether.
==Untracked Gear==
This equipment doesn't have a listed cost, because it's so trivial that it does not warrant keeping track of. You can decide to have it or not, at your leisure.


===Materials in Luten-Augusburg===
Untracked gear is generally made of wood, copper, or iron that is so shoddy it barely classes as such.
The listed prices assume copper for any metal equipment. If bronze or iron, double the listed price. For steel, triple it. Valleyman steel is not available in Luten-Augusburg.


Treated wood is a material unique to Nostrum, a well kept secret. It is wood that has been chemically treated to be as inflexible as iron, though under sufficient force it still shatters like wood. Once pressed into shape, it will retain that shape until broken.
{|class="wikitable sortable"
!Name !! Description
|-
| Dagger || Whether a dinner knife or a long knife, it can be used as a tool or weapon, providing no bonus in either case.
|-
| Rock || A stone. It doesn't provide any kind of a bonus.
|-
| Plainclothes || Whatever the character may choose to wear.
|-
| Backpack || Backpacks, satchels, bandoliers, these are also not tracked even though they are equipment.
|-
| Stick || A stick, whether blunt or sharp, long or short. If it's a really good stick (like a quarterstaff), it provides a bonus of 1 to Prowess.
|}
 
==Tools==
Tools either make it easier to accomplish a task, or make an impossible task otherwise possible.
 
{|class="wikitable sortable"
!Name !! Price !! Description
|-
| Rope || 6 || A coil of rope, around fifteen meters in length. An essential tool for many tasks.
|-
| Handaxe || 6 || A short handaxe. For anything pertraining to chopping wood, it provides a bonus of 1d6. When attacking with Prowess, it provides a bonux of 1d4.
|-
| Medical Supplies || 3 || Bandages, ointments, stitches, gauze. One unit of medical supplies is used to heal one wound.
|}


Treated wood can only be made into armor. It only costs x1.5 the price of copper armor. The only masters who know how to make it are presently controlled by the tailors guild.
==Accomodations==
Sleeping outside is free. Otherwise, rent is due at the end of every season. Accomodations outside of cities are around half the price listed here.


===General Equipment===
{|class="wikitable sortable"
{|class="wikitable sortable"
!Name !! Guild !! Price !! Description
!Name !! Price !! Description
|-
|-
| Rope || Tailors || 6 || A length of rope, around ten meters in length. An essential tool for many tasks.
| Shared Room || 30 || The standard price for renting a room in someone else's hour.
|-
|-
| Handaxe || Blacksmiths || 6 || A short handaxe. For anything pertraining to chopping wood, it provides a bonus of 1d6. When attacking with Prowess, it provides a bonux of 1d4.
| Tiny Apartment || 60 || The mold is included in the price.
|-
|-
| Medical Supplies || Independent || 3 || Bandages, ointments, stitches, gauze. One unit of medical supplies is used to heal one wound.
| Inn Room || 90 || Breakfast is free.
|-
| Nice Apartment || 120 || The one on the good side of town, some have more than one room.
|-
| Small House || 240 || Renting a house is economically impractical for most people,
|-
| Big House || 360 || A house with more than two bedrooms.
|-
| Manor || 1200 || A house that ate its wheaties, sometimes with other, lesser houses sharing the same grounds.
|}
|}


==Weapons==
==Weapons==
Weapons come in two essential categories: personal weapons, and battlefield weapons. A personal weapon, no one would bat an eye at it being carried around town. A battlefield weapon is a weapon of war, which would certainly draw attention if carried by the wrong person.
===Personal Weapons===
{|class="wikitable sortable"
{|class="wikitable sortable"
!Name !! Guild !! Price !! Description
!Name !! Price !! Description
|-
|-
| Dagger || Blacksmiths || 6 || A dagger, providing a bonus of 1d4 when attacking with Prowess.
| Shortsword || 12 || An arming sword, messer, or other style of sword that is relatively short and made for use in one hand. Being small, it can be concealed on one's person and used with a shield. Provides a bonus of 1 to Prowess.
|-
|-
| Shortsword || Blacksmiths || 12 || A sword made for use in one hand, providing a bonus of 1d6 when attacking with Prowess.
| Sidesword || 18 || Sideswords, rapiers, and the like. Swords that are long, made for use in one hand, intended mainly for fencing. It cannot be concealed, and using it with a shield negates the bonus. Provides a bonus of 2 to Prowess.
|-
|-
| Longsword || Blacksmiths || 24 || A sword made for use in both hands,  providing a bonus of 1d6 when attacking with Prowess.
| Light Bow || 12 || Shortbows, recurve bows, flatbows, so on. A bow that is heavy enough to hunt game or injure an unarmored person.
|-
|-
| Greatsword || Blacksmiths || 60 || A sword made for use in both hands, distinguished by being too long to wear at the hip for most. Provides a bonus of 1d6 when attacking with Prowess.
| War Bow || 16 || Longbows, namely. A bow that is heavy enough to pierce most armor, and even light shields. It can only be used with a trait representing a character's training with it.
|-
|-
| Rock || Independent || Free || A stone. It is not able to pierce or damage even the lightest armor, but provides a 1d2 bonus to Prowess when thrown. Range of 10 meters.
| Spear || 6 || Everyone knows what a spear is. Can be used in one or both hands. Provides a bonus of 3 to Prowess.
|-
|-
| Javelin || Blacksmiths || 6 || Able to pierce armor of a weaker material than its own material. Cannot otherwise damage armor. Bonus of 1d4 to Prowess when thrown. Range of 15 meters.
| One-Handed Mace || 6 || Whether flanged, morning, or just a hammer, this is a mace made for use in one hand. Being short, it can be concealed on one's person and used with a shield. Provides a bonus of 1 to Prowess.
|-
|-
| Light Bow || Tailors || 12 || Only able to pierce fabric armor. Cannot otherwise damage armor. Bonus of 1d4 to Prowess when used to loose arrows. Range of 20 meters.
| One-Handed Axe || 6 || An axe made for use in one hand. Being short, it can be concealed on one's person and used with a shield. Provides a bonus of 1 to Prowess.
|}
 
===Battlefield Weapons===
{|class="wikitable sortable"
!Name !! Price !! Description
|-
|-
| War Bow || Tailors || 16 || Able to pierce armor of a weaker material than its own arrows. Cannot otherwise damage armor. Bonus of 1d4 to Prowess when used to loose arrows. Range of 40 meters.
| Longsword || 30 || Longswords, estocs, or other style of sword not as great as a greatsword but made for use in both hands and worn at the hip. Using it with a shield negates its bonus. Provides a bonus of 2 to Prowess.
|-
|-
| Longbow || Tailors || 20 || Requires the Strong trait to use. Able to pierce armor of a weaker material than its own arrows. Bonus of 1d4 to Prowess when used to loose arrows. Range of 60 meters.
| Greatsword || 90 || Greatswords, kriegmessers, and other such style of sword too long to comfortably use in one hand and far too long to wear at the hip for most. Provides a bonus of 1 to Prowess.
|-
|-
| Spear || Blacksmiths || 6 || A spear usable in one hand, providing a bonus of 1d8 when attacking with Prowess. Provides a bonus of 1d4-1 when thrown. Range of 10 meters.
| Longspear || 8 || Too large to be used in one hand, ranging in size from 3-8 meters in length. Provides a bonus of 1 to Prowess, allows the user to hit people from very far away.
|-
|-
| Longspear || Blacksmiths || 10 || A long spear only usable in both hands, providing a bonus of 1d6 when attacking with Prowess. Is able to extend the reach of the wielder to 4 meters, but cannot be used within that range.
| Polearm || 24 || Poleaxes, mauls, halberds, bec de corbins, by far the most common weapon of war with the most variation - even spears technically count. Using it with a shield negates its bonus. Provides a bonus of 2 to Prowess.
|-
|-
| One-Handed Mace || Blacksmiths || 6 || A mace usable in one hand, providing a bonus of 1d4 when attacking with Prowess.
| Light Crossbow || 30 || A crossbow with enough force to kill game or unarmored persons. Takes one action to reload. Carrying it around loaded will eventually damage the crossbow.
|-
|-
| Polearm || Blacksmiths || 12 || Any two-handed polearm with some variety of nasty damaging thing at the end of it. Provides a bonus of 1d6 when attacking with Prowess.
| Heavy Crossbow || 60 || A crossbow with enough force to pierce most armor. Cannot be reloaded mid-battle, and carrying it around loaded will eventually damage the crossbow.
|-
|-
| Long Polearm || Blacksmiths || 20 || Any two-handed polearm with some variety of nasty damaging thing at the end of it. Provides a bonus of 1d6 when attacking with Prowess. Is able to extend the reach of the wielder to 4 meters, but cannot be used within that range.
| Matchlock Pistol || 120 || A simple pistol design that uses a match to ignite the flashpowder. Cannot be reloaded mid-battle.
|-
| Firelance || 240 || A simple firelance design that uses a match to ignite the flashpowder. Cannot be reloaded mid-battle.
|}
 
===Ammunition===
Whether or not your heavy crossbow or longbow will pierce armor depends on its ammunition.
 
{|class="wikitable sortable"
!Name !! Price !! Description
|-
| Knapped Arrows || Free || Basic stone arrowheads, good enough for piercing unarmored targets. You don't need to keep track of these.
|-
| Iron Arrowheads || 3 || Will pierce armor made of copper, bronze, or fabric materials.
|-
| Steel Arrowheads || 12 || Will pierce any armor not made of steel.
|-
| Cartridges || 36 || Enough gunpowder and a lead ball sufficient for the simple kinds of firelances for sale in most places. Will pierce all but the heaviest armor.
|}
|}


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Armor raises the effective Prowess of the wearer when defending against attacks. Armor comes in a mix of layers and pieces, and a character can wear up to six pieces of armor at a time.
Armor raises the effective Prowess of the wearer when defending against attacks. Armor comes in a mix of layers and pieces, and a character can wear up to six pieces of armor at a time.


When fighting against a character wielding a heavy blunt weapon, the bonus provided by their armor is reduced by 2.
When fighting against a character wielding a heavy blunt weapon, the bonus provided by their armor is reduced by 2. Armor can be defeated in this way even by weapons that aren't of a harder material.


When fighting against a character who is able to pierce the armor, the bonus provided by their armor is reduced by 4.
When fighting against a character who is able to pierce the armor, the bonus provided by their armor is reduced by 4. Armor can only be pierced by a robust stabbing impliment: say, an estoc or piercing dagger.
 
===Material===
Armor that is made of bronze can be pierced by iron and steel impliments. Armor made out of iron can only be pierced by steel. The price of iron armor is double the listed price. The price of steel armor is triple the listed price.
 
The prices here assume bronze armor. Iron armor is double the listed price, steel armor is triple the listed price.


===Price===
===Price===
The more armor that a character has, the more expensive it becomes. These prices list the cost to go from one piece to the next, so level 2 armor would be a total of 36 pence.
The more armor that a character has, the more expensive it becomes. These prices list the cost to go from one piece to the next, so level 2 armor would be a total of 36 pence.


Armor 1. 12 pence.
*Armor I. 12 pence.
 
*Armor II. 24 pence.
Armor 2. 24 pence.
*Armor III. 48 pence.
 
*Armor IV. 96 pence.
Armor 3. 48 pence.
*Armor V. 192 pence.
 
*Armor VI. 400 pence.
Armor 4. 96 pence.
 
Armor 5. 192 pence.
 
Armor 6. 400 pence.


===Appearance===
===Appearance===
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Level 1 armor can be hidden underneath a cloak or some heavy clothes without difficulty.
Level 1 armor can be hidden underneath a cloak or some heavy clothes without difficulty.


Level 2 armor can be hidden, but a thorough examination or someone with enhanced perception would be able to see it easily.
Level 2 can be hidden, but a thorough examination or someone with enhanced perception would be able to see it easily.


Level 3 armor is at the point where it cannot be hidden any longer.
Level 3 is at the point where it cannot be hidden any longer.
 
Level 5 and level 6 armor are full plate armor.
 
===Material===
The material of the armor matters for two things: the armor a character is wearing can be broken, and armor that's made of very poor materials can be more easily pierced.


Materials of the same tier cannot pierce each other. Equipment of a higher tier can. So copper can be pierced by iron, iron can be pierced by steel, steel can be pierced by Valleyman steel, and so on.
Level 5 and level 6 is plate armor.

Revision as of 16:52, 2 February 2025

Civilization thrives on trade.

Nostrum coinage is accepted legal tender across the world, and so prices are listed in pence.

Markets

Every major city has its own market, which are variants of this one. They might have equipment not otherwise for sale, or just some things are more expensive than others.

Luten-Augusburg

Luten-Augusburg has two major guilds that control everything made in the city: the Blacksmiths' Guild, and the Tailors' Guild. If your character is on the wrong side of one of these guilds, then it costs twice as much to buy their goods in the city.

Luten-Augusburg, like Redwine, sells armor made out of treated wood. Treated wood is as inflexible as iron, but under sufficient force still shatters like wood.

Equipment

Equipment is what a character can carry on their person. Swords, tools, poisons, whatever: if it can be stored in a backpack or fit in a hand, it's equipment.

Encumbrance

Equipment can be heavy, especially if you're carrying too much of it. There isn't a formal system for tracking it, there's too much of that already: just remember not to bring an obscene amount of stuff with you everywhere. And if you're chasing someone down who isn't wearing a thing while you're wearing a suit of plate armor, they're getting away.

Material

Iron is rarer in this world than it is in ours. As such, quality iron or steel equipment is highly prized, while most commonplace gear is made out of bronze or other iron alternatives.

Some equipment simply cannot be made out of lesser materials well, and so an honest blacksmith won't make them out of the lesser material. This is factored into the price of some of the more advanced equipment.

Repairs

Equipment can be damaged. Damaged equipment offers no bonuses of any kind and cannot be sold, until it is repaired. Repairing equipment costs half as much as buying it upfront cost.

Selling Equipment

Equipment sells for half the cost it was to buy it.

Untracked Gear

This equipment doesn't have a listed cost, because it's so trivial that it does not warrant keeping track of. You can decide to have it or not, at your leisure.

Untracked gear is generally made of wood, copper, or iron that is so shoddy it barely classes as such.

Name Description
Dagger Whether a dinner knife or a long knife, it can be used as a tool or weapon, providing no bonus in either case.
Rock A stone. It doesn't provide any kind of a bonus.
Plainclothes Whatever the character may choose to wear.
Backpack Backpacks, satchels, bandoliers, these are also not tracked even though they are equipment.
Stick A stick, whether blunt or sharp, long or short. If it's a really good stick (like a quarterstaff), it provides a bonus of 1 to Prowess.

Tools

Tools either make it easier to accomplish a task, or make an impossible task otherwise possible.

Name Price Description
Rope 6 A coil of rope, around fifteen meters in length. An essential tool for many tasks.
Handaxe 6 A short handaxe. For anything pertraining to chopping wood, it provides a bonus of 1d6. When attacking with Prowess, it provides a bonux of 1d4.
Medical Supplies 3 Bandages, ointments, stitches, gauze. One unit of medical supplies is used to heal one wound.

Accomodations

Sleeping outside is free. Otherwise, rent is due at the end of every season. Accomodations outside of cities are around half the price listed here.

Name Price Description
Shared Room 30 The standard price for renting a room in someone else's hour.
Tiny Apartment 60 The mold is included in the price.
Inn Room 90 Breakfast is free.
Nice Apartment 120 The one on the good side of town, some have more than one room.
Small House 240 Renting a house is economically impractical for most people,
Big House 360 A house with more than two bedrooms.
Manor 1200 A house that ate its wheaties, sometimes with other, lesser houses sharing the same grounds.

Weapons

Weapons come in two essential categories: personal weapons, and battlefield weapons. A personal weapon, no one would bat an eye at it being carried around town. A battlefield weapon is a weapon of war, which would certainly draw attention if carried by the wrong person.

Personal Weapons

Name Price Description
Shortsword 12 An arming sword, messer, or other style of sword that is relatively short and made for use in one hand. Being small, it can be concealed on one's person and used with a shield. Provides a bonus of 1 to Prowess.
Sidesword 18 Sideswords, rapiers, and the like. Swords that are long, made for use in one hand, intended mainly for fencing. It cannot be concealed, and using it with a shield negates the bonus. Provides a bonus of 2 to Prowess.
Light Bow 12 Shortbows, recurve bows, flatbows, so on. A bow that is heavy enough to hunt game or injure an unarmored person.
War Bow 16 Longbows, namely. A bow that is heavy enough to pierce most armor, and even light shields. It can only be used with a trait representing a character's training with it.
Spear 6 Everyone knows what a spear is. Can be used in one or both hands. Provides a bonus of 3 to Prowess.
One-Handed Mace 6 Whether flanged, morning, or just a hammer, this is a mace made for use in one hand. Being short, it can be concealed on one's person and used with a shield. Provides a bonus of 1 to Prowess.
One-Handed Axe 6 An axe made for use in one hand. Being short, it can be concealed on one's person and used with a shield. Provides a bonus of 1 to Prowess.

Battlefield Weapons

Name Price Description
Longsword 30 Longswords, estocs, or other style of sword not as great as a greatsword but made for use in both hands and worn at the hip. Using it with a shield negates its bonus. Provides a bonus of 2 to Prowess.
Greatsword 90 Greatswords, kriegmessers, and other such style of sword too long to comfortably use in one hand and far too long to wear at the hip for most. Provides a bonus of 1 to Prowess.
Longspear 8 Too large to be used in one hand, ranging in size from 3-8 meters in length. Provides a bonus of 1 to Prowess, allows the user to hit people from very far away.
Polearm 24 Poleaxes, mauls, halberds, bec de corbins, by far the most common weapon of war with the most variation - even spears technically count. Using it with a shield negates its bonus. Provides a bonus of 2 to Prowess.
Light Crossbow 30 A crossbow with enough force to kill game or unarmored persons. Takes one action to reload. Carrying it around loaded will eventually damage the crossbow.
Heavy Crossbow 60 A crossbow with enough force to pierce most armor. Cannot be reloaded mid-battle, and carrying it around loaded will eventually damage the crossbow.
Matchlock Pistol 120 A simple pistol design that uses a match to ignite the flashpowder. Cannot be reloaded mid-battle.
Firelance 240 A simple firelance design that uses a match to ignite the flashpowder. Cannot be reloaded mid-battle.

Ammunition

Whether or not your heavy crossbow or longbow will pierce armor depends on its ammunition.

Name Price Description
Knapped Arrows Free Basic stone arrowheads, good enough for piercing unarmored targets. You don't need to keep track of these.
Iron Arrowheads 3 Will pierce armor made of copper, bronze, or fabric materials.
Steel Arrowheads 12 Will pierce any armor not made of steel.
Cartridges 36 Enough gunpowder and a lead ball sufficient for the simple kinds of firelances for sale in most places. Will pierce all but the heaviest armor.

Armor

Armor raises the effective Prowess of the wearer when defending against attacks. Armor comes in a mix of layers and pieces, and a character can wear up to six pieces of armor at a time.

When fighting against a character wielding a heavy blunt weapon, the bonus provided by their armor is reduced by 2. Armor can be defeated in this way even by weapons that aren't of a harder material.

When fighting against a character who is able to pierce the armor, the bonus provided by their armor is reduced by 4. Armor can only be pierced by a robust stabbing impliment: say, an estoc or piercing dagger.

Material

Armor that is made of bronze can be pierced by iron and steel impliments. Armor made out of iron can only be pierced by steel. The price of iron armor is double the listed price. The price of steel armor is triple the listed price.

The prices here assume bronze armor. Iron armor is double the listed price, steel armor is triple the listed price.

Price

The more armor that a character has, the more expensive it becomes. These prices list the cost to go from one piece to the next, so level 2 armor would be a total of 36 pence.

  • Armor I. 12 pence.
  • Armor II. 24 pence.
  • Armor III. 48 pence.
  • Armor IV. 96 pence.
  • Armor V. 192 pence.
  • Armor VI. 400 pence.

Appearance

You can flavor your armor to look however you want, with some exceptions.

Level 1 armor can be hidden underneath a cloak or some heavy clothes without difficulty.

Level 2 can be hidden, but a thorough examination or someone with enhanced perception would be able to see it easily.

Level 3 is at the point where it cannot be hidden any longer.

Level 5 and level 6 is plate armor.