Markets: Difference between revisions

From Medaevum
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| 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.
| 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.
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| Sling || 3 || A simple hunting impliment that nonetheless can be a fatal weapon in skilled hands.
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Revision as of 18:31, 13 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.

Services

  • Luten-Augusburg is overflowing with people of a violent nature. It's 20% cheaper to hire a mercenary.
  • Luten-Augusburg has two hospitals and is one of the headquarters for the Church of Serene. It's 40% cheaper to purchase medical services.

White Harbor

The capital of Westfal, it is a large city on the cost of the channel separating Nostrum and Westfal.

Gear

  • Crossbows are 20% cheaper in White Harbor.
  • Iron and steel products are 10% cheaper in White Harbor.

Illicit Goods

  • Soldier's Chocolate is 50% cheaper in White Harbor.

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.

Crafting

You can make your own gear, if you have the knowledge and means. This knowledge is typically represented as a trait.

If you choose to craft your gear, it's half the price it would have cost to buy it from an NPC.

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.
Medical Supplies Bandages, ointments, stitches, gauze. One unit of medical supplies is used to heal one wound.

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.
Sling 3 A simple hunting impliment that nonetheless can be a fatal weapon in skilled hands.

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.

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.

Services

Services are one of the more volatile sectors of the market. In some places, necromancy or grafting is illegal, while in others skilled tradesmen are so abundant that the services are much cheaper. Check the section above for the specific market you're looking to purchase services in for if the price is different.

It costs half the listed price to perform one of these services yourself, if your character knows how.

Name Price Description
Necromancy 80 Communing with the willing dead.
Ghoulification 160 A three-step process: animating a body, putting its natural processes in stasis, and then placing the soul of the willing dead into the reaniated corpse.
Simple Grafting 120 Replacing like with like, i.e. replacing a missing limb with a new one. Requires a donor.
Advanced Grafting 480 Replacing like with unlike, i.e. giving oneself a beastmen trait.
Thug 30 The cost to hire a thug for a one-off, simple job.
Mercenary 60 The cost to hire a seasoned mercenary for a one-off, simple job.

Illicit Goods

Like services, what is illegal in one place might be legal in another and so the price will fluctuate more than other common goods.

Like with gear, if your character knows how to make any of this themselves then the price to do so is half the cost listed here.

Name Price Description
Fruit of Elysium 600 The rare golden fruit from the mythical Gardens of Elysium that allows even infertile lineages to reproduce.
Soldier's Chocolate 60 Usually sold in wedges, this is the price for one wedge. Once ingested, after one round the character's base Prowess is increased by 3 while their other stats increase by 1 for the rest of the day. Ingesting two wedges will have all their stats reduce by 4 instead, and ingesting three risks death. Frequent use of this drug risks addiction.

Poisons

Name Price Description
Bleeder 80 When a character is pierced by a weapon with this poison, that character suffers one additional wound from the blow than they would have otherwise. Ingesting it does nothing.
Paralytic 120 The first round after a character is pierced by a weapon with this poison, nothing happens. The second round, their Prowess reduces by one. The third round, it is halved. The fourth round, they are paralyzed and cannot move for one minute.
Dumbifier 60 The first round after a character is pierced by a weapon with this poison, nothing happens. The second round, their Erudition is reduced by half. The third round, their Erudition is halved again. This effect lasts for one minute.