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===Material===
===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.
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.

Revision as of 01:31, 27 December 2024

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).

As Nostrum is the trading language of the world, its coin is also almost universally accepted. As such, prices listed here are in pence.

Broken Equipment

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.

Fabric, copper, and wood can take one hit before being broken.

Treated wood, Bronze, and iron can take two hits before being broken.

Steel can take three hits before being broken.

Valleyman Steel can take four hits before being broken.

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.

Repairs

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.

Luten-Augusburg

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.

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.

Materials in Luten-Augusburg

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.

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.

General Equipment

Name Guild Price Description
Rope Tailors 6 A length of rope, around ten meters in length. An essential tool for many tasks.
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.

Weapons

Name Guild Price Description
Dagger Blacksmiths 6 A dagger, providing a bonus of 1d4 when attacking with Prowess.
Shortsword Blacksmiths 12 A sword made for use in one hand, providing a bonus of 1d6 when attacking with Prowess.
Longsword Blacksmiths 24 A sword made for use in both hands, providing a bonus of 1d6 when attacking with Prowess.
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.
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.
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.
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.
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.
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.
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 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.

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.

When fighting against a character who is able to pierce the armor, the bonus provided by their armor is reduced by 4.

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 1. 12 pence. Armor 2. 24 pence. Armor 3. 48 pence. Armor 4. 96 pence. Armor 5. 192 pence. Armor 6. 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 armor 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 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.