Trade on Wyrlde is the lifeblood of the Cities, the essential service of the towns, and the necessity of the nations.

Over the decades the influence and power of the Merchants Guild has waxed and waned, but it has always been one of the most powerful of all the guilds and has long been a thorn in the side of all the rulers. It is almost as if the merchants make a game of not paying their taxes.

Trade requires several elements to function. Among them is a way to communicate, a place to stay, a way to loosen resistance, money or goods, fair prices, and exchanges, and staying clear of the troublemakers.

Anyone who sells something, be it for coin or in kind, is subject to a tax on what they have earned, and that tat tax is aid monthly. The tax is collected by Guilds, or, for those who are not part of a guild, to the Fodge of the local Noble.

In order to sell, you must have a Mark of Trade.

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Marks of Trade

Anyone who has reached a degree of proficiency in their tradecraft can apply for a Mark of trade. This is typically a symbol or seal, a way of identifying the products and works of the individual as theirs, and can found on strips of cloth, paper seals, wax seals, and engraved or stamped into materials.

These marks are assigned by the Guild, recorded in a grand ledger, and then the Guilds themselves report those marks for inclusion in the Imperial Register, which covers the seven cities.

Goods without a mark are either considered barter goods (frowned on heavily except in steadings and hamlets) or are brought under seal by a merchant and usually have a tag with the seal specifying where they came from – these are usually paper, sometimes leather, and affixed to the object in question should someone from a guild do an audit.

This is how the goods from places like Kahokia and Hyboria, Antilia and the Sea Realms are often brought in, though both Antilia and the Sea Realms have their own Marks of Trade – those are simply not entered into the Grand Ledges within the Empire.

A Mark of Trade costs 10 shillings, and this is in addition to Guild Tithe. For this reason, it is usually only those who are professionals that have a Mark of Trade.

In the Adventurers Guild, when people band together as a group, they can purchase a Mark of Trade for their group or band of people. This is a requirement for them to be able to exchange goods within he Guild itself with Guild Merchants, for example, or to sell their finds and earnings.

Marks of Trade are also used by the Banks to track and identify accounts with special properties (such as a large deposit in a special vault).

Merchants, Traders, Peddlers

In most Steadings, Hamlets, and Villages, tradesfolk engage in the daily business of retailing their wares, but all of them will give time and space to the people who do the hardest work in the industry of trade: Peddlers and Traders. They won’t trust them, mind you, but they will give them their due.

Merchants are generally local folks who focus on the bulk purchase and trade of goods at scale. They do not generally travel, instead they organize, plan, and manage. The travelers are the Traders and the Peddlers, always licensed and bonded by the Guild and anyone they happen to serve (even if it is sometimes themselves).

Traders are the middlemen between Merchants, scattered across the world. Most Merchants are Masters or Grand Masters within the Merchant’s Guild, whereas Traders are often Novice, Yeomen, or Adepts. Through the connections they establish within the guilds, they monitor goods, prices and similar items and operate using their networks of Traders to acquire and transport the goods. It is very rare that you will find a Merchant on the road – those who are these are usually Traders.

Peddlers, however, are small retailers who combine both roles, but focus on the smaller locations, the hamlets and steadings, villages and smaller towns, that may not know about or have access to a merchant in their settlement, and who still crave delicacies and rare goods and fineries. Peddlers, then, are traveling salesmen, often those who are breaking out to start on their own or who just care about the smaller places they visit. Peddlers are often unable to sell in large towns and are pretty much blocked from it in big cities, although the nature of the business allows them ways to get around that.

Trade Routes

Trade is the blood of the Empire as a whole and is part of what keeps it flowing and acts to equalize much of the distinction between the many Realms.

The major methods of Trade are, in order of importance, Water, Land, Train, and Sky.

Trade moves most commonly by water, either up rivers or around the Seas.

The Sea Trade Routes used are generally divided into the following:

Northern

Eastern

Southern

Western

Sea Realm

Secret

Savage

Sibola

Dorado

Qivira

Durango

Keris

Antilia

Hyboria

Akadia

Akadia

Aztlan

Lyonese

Islandia

Islandia

Kahokia

Akadia gets two routes because a lot of folks will tend to do a round robin, and Akadia is the primary home of the skyships, as Dorado is the home of the Train.

Islandia often acts as a clearing house for resources and materials from Duat and Thule, often captured from Duatian or Thulian ships, and Antilia, in defiance of the Empire, produces some distinct things of interest and value as well as collecting such rarities from the Dread lands through immigrants. Officially, Trade is forbidden with Antilia directly, though that only applies to the Empire – and the Sea Realms are not part of it, nor does Aztlan see itself as subject to such rules.

The Savage route leads up into the Savage lands of Hyboria and Kahokia, but an additional, rarely used route moves by sea, adding Bermuda to that mix, and enabling a degree of trade that Bermuda would love to see increased.

The Seven Seas route takes a ship along the full length of the inland seas and is mostly focused on the primary Ports that are major cities and a few Towns.

The River Routes are many in number, generally named after the realm in which they are located.

Land Trade Routes and the Train are similarly situated, with a single pointed distinction: the Train does not travel to Akadia. It runs from Dorado to Sibola and follows many of the same coastal roadways as land-based merchants.

Land trade routes are of critical importance, easily equal to that of Sea Trade, as they often connect those Villages, Hamlets, and other smaller settlements that may not be located near a navigable waterway. There is one overland trade route that follows the coast from Dorado to Akadia, and that is the only known overland trade route, as there is no passage from Sibola due to the Grimstone mountains coming right to the edge of the sea. It is noted that such is intentional, and the land route was discovered accidentally long after Akadia’s founding.

The Grand Round is the route from Akadia to Sibola, passing through all the major realms and linking the major Towns and cities along the Imperial Road. It is a fairly arduous and long trek, taking nearly two years to travel the full length, and a more average and typical year for the major stops.

The Skyships are the only Sky route, and they were a solution to a problem, but the cost associated with them is considered exorbitant even for many generally thought of Luxury goods, a problem the Mages of Akadia do not seem to worry about. Thus, much of the trade along it is trade headed to Akadia, and not so much trade headed out – it is said that it is cheaper to fly out of Akadia than to ship something out of Akadia.

The Sky Routes are much more pointed and direct, each one having a target City or town, and all of them starting in Akadia. Unlike Water or Land routes, they fly directly over the Seven Seas, crossing areas that are rumored to be extremely dangerous or untrustworthy and are only partially known, as no ship will readily travel more than 50 miles away from land, and most stay within a about 30 miles of it.

Trade Goods

Raw Goods. Raw goods are those things, including agricultural products, minerals, and metals, that are often still in a raw, unsettled format. They require refinement, often, or have to be placed into some form that is usable.

Finished Goods. Finished goods are things ready for market as they are, such as flour, livestock, or prepared goods.

Luxury Goods. There are some things that are not mined, not found, not reclaimed, not grown. They are the product of artistry and skill, of craft and cunning; they are the manufactured things, and their value and worth as goods is always worth knowing and considering.

There are a lot of goods that are traded throughout Wyrlde, and it would be a challenge to effectively list them all, but a significant number of important and common ones can be assembled and described.

Textiles

Fabric is expensive, bulky, and always in high demand, especially those that have been dyed. Most people have a single set of work clothes, a more formal set of clothing they take care of for celebrations, and if they are lucky a spare. Fashion is important in the Cities among the wealthier people, who may have as many as five possible outfits, but the typical person will have one set of clothing that includes sturdy material, such as denim. Linen is the man fabric of Sibola and Aztlan, but it can vary among the others. Dorado is fond of denim, apparently.

That clothing will be decorated – laces, bows, trims, and other fine work are very popular and in great demand. They are also pricey.

A standard bolt is 1 yard tall and 25 yards long. Some mills in Lyonese will make bolts that are 3 yards wide and 125 yards long.

Silk is made from a few different kinds of threads – from strange worms to spiders to creatures from the Fairywilde, large, small, and in between. It is especially popular among nobility and those with the money for it, as it is always in short supply. The most sought-after silk is that of large spiders who weave complex braided webs. The spiders are about 12 to 16 inches across, with a body about the size of a man’s fist. They are prized because their silk is not sticky, takes dye well, and they produce a great deal of it. The problem is they feed on small rodents and other small animals.

Another form of silk that is prized is that of Giant Silkworms, who are carnivorous and fungi eating creatures, about three feet long each, and they spin a constant stream of silk from shortly after hatching until they emerge from the eventual cocoons as predatory Bloodmoths (a hazard in the wilds and jungles).

Wool is more common in the northern Empire, shipped out and traded widely.

Cotton is more likely to be found in the western Empire and is popular – both in bulk and raw form but more so if woven into any kind of textile.

Linen is popular among the eastern Empire, and tends to be found often in the south, where it competes with Jute and Hemp fabrics. Bamboo is carefully treated and shredded for a kind of threadlike strip and woven into a special fabric used broadly.

Leather is rarely used among the wealthy but is quite common among the poorer peoples; this conflict is notable as well because the wealthy have a fondness for Fur, but not such furs as squirrel, rabbit, or bear, preferring the minks, beavers, and other more luxurious furs, especially in the north.

Paper is made in small batches, and typically will be set up on a sheet that is one yard square, then cut down to the size needed. It is made from bamboo, rice, and wood pulp, mostly sawdust.

Common Fabrics

Fabrics include Brocade, a woven style using contrasting colors of thread to create patterns; Taffeta, a treated woven silk; Satin, a weave in which the threads of the warp are caught and looped by the weft at certain intervals; Velvet, a tightly woven material with a short dense pile, giving it a soft feel; Woolsey, a tough weave with a linen warp and a woolen weft; Fusty, a linen weft and cotton warp; Kamber, a cotton weave with threads of silk or linen, cross woven on a special loom; Muslin, a basic cotton fabric; Sindlin, a linen version of muslin; Serjlin, a wool form of muslin; Canvas, a thick fabric made from hemp; Hesslin, made from jute fibers and used often in waxed fabrics for waterproofing; Wooless, a wool and jute wefted twill weave fabric treated for a waterproof uses that is warp faced; Denim, a sturdy cotton warp-faced twill weave textile in which the weft passes under two or more warp threads. Qivira has Deslin, a bamboo weft and hemp warped twill weave that is very tight and is often treated with lacquer to create a strong, dense material used in place of or alongside leather.

Clothing

There are few trades more widely practiced than those involved with clothing. Every garment is hand-spun, hand-woven, and hand-stitched, so the vast majority tend to only have a few articles of clothing. Clothing is nearly as costly as weapons – only the prices of metals keep it high, and used weapons are rarely cheaper than a single garment. By the time a person puts on even a simple apron a dozen people have been involved in making it, from collecting the fiber to spinning it out, dyeing it, Weaving it, turning the cloth into a garment, embellishing the garment, and selling the garment.

As a direct result of the cost and involvement, clothing is considered a major part of a person’s wealth, and the sale and trade of used clothing that is in good condition is common enough and broad enough that some will sell the shirt off their backs for a bit a coin for food, or the boots on their feet for a place to sleep – and get a decent amount for such.

Although style and fashion vary from Realm to Realm, as a whole, the Empire tends toward a bit of commonality under which a strong sense of the need for durability remains, on top of which has been layered the desire for decoration and embellishment. Embroidery is a dedicated guild, as is spinning, weaving, tailoring, and other related tasks. Most clothing is generalized, then when and if it can be afforded it is fit and trimmed out, and the Lace makers are always busy as the ribbon makers, especially in Aztlan, where they are quite loved.

Clothing is slow to make, but many will fashion simple pieces that are suitable within a range of kinds of clothing, according to the style and fashion of the time and place. These pieces can then be altered or fit, but clothing takes a week at minimum to fashion, and usually can be a few weeks as people often have more than one task at hand.

Clothing can be broken down into a few general categories, within which there are certain common pieces, the particular cut of which will vary from place to place.

Undergarments

Chemise: a lightweight, thigh length garment worn beneath the clothing.

Camisole: a lightweight garment of waist or hip length, worn beneath outwear.

Bloomers, a waist to mid-thigh length, lightweight garment worn beneath clothing. It is, essentially, underwear. While it is generally loose fitting in the south, bloomers are tightfitting in the north.

Petticoats, layered underskirts that rest on the hips.

Corsets, a midline support garment, often meant to shape and support, but also often worn outside garments if armored. A Corset and Stays is a combination garment meant to provide support.

Stays, a group of garments that often include a wire, meant to provide support. The Exilian call them “brahz”.

Binder, a long piece of fabric wrapped around the chest for support.

Girdles, a wide belt worn around the waist, beneath outer clothing. Girdles are generally shaped and tied for men, while Corsets are generally tied and shaped for women, but only in Sibola and Aztlan are any form of sumptuary laws around them enforced.

Footwear

Bootlets, a boot that rises to just above the ankle, or mid shin, and is pulled over the foot, not laced. They may have a heel, or may not, and that heel can be as high as four inches. Some will have a platform to the sole, while others will be more wedge shaped.

Boots, A knee high boot that is pulled over the foot, not laced, and has a heel, typically about an inch or two.

Leggers, a laced boot, mid-calf to knee in height, with or without heel, but always having a thick sole. They are considered working shoes and avoided by the wealthy.

Slippers, a light soled shoe that covers the foot, perhaps the ankle. They do not lace, only slip on.

Sandals, thick soled, open shoes that strap around the foot and are the primary footwear. Some will protect toes, most will not. They must be strapped and buckled or laced and tied.

Clogs, solid, basic shoes that come up to an ankle. Some will be made from strips of shaped wood bound by leather; others will be woven. Clogs are the most common kind of shoe, and in very wet areas, they will have a set of risers beneath them, usually to stay out of mud or puddles.

Shoes, up to the ankle, solid sided and often fashioned from layered fabric, then laced and buckled around the foot. They often have a thick, padded sole.

Headwear

Beret, any of several slightly different hats that rest on the top of the head and mostly appear to fit in so that folks have a head covering. In some places, this is the most common kind of headgear, and almost required (Lyonese).

Range Hat, a very special kind of hat that Tinghabel calls a “cowboy hat” that is worn most often in Dorado. It has a wide brin, a doubled crown, and is useful for keeping both sun and rain out of the eyes and off the face.

Cap, a tight-fitting hat that has a single broad rim in the front to keep sun and rain out of the face.

Dress Hat, usually pinned to an updo, is meant to be worn with a fancy dress, such as a gown. They can be quite dramatic and startling, and if you ask me are a waste of money, though Tinghabel loves them. I am pretty certain it is because she sits in them while spying.

Formal Hat, the equivalent of a Dress hat, but less flashy. Often with a narrow brim, and either domed or flat at the top, they are worn mostly in Sibola.

Tops

Blouse, a pullover top that is never longer that the hips. Worn by everyone who isn’t wearing a tunic.

Shirt, a laced or fastened top. Fancy ones will have buttons of horn or ivory.

Vest, a sleeveless top, fastened, sometimes worn over a tunic or camisole.

Tunic, the standard wear of pretty much everyone on Wyrlde, even among the Savage lands or the Lemurians, the Tunic is the go to default garment. A normal tunic will not have sleeves and hang to about mid-thigh. Fancy tunics will have sleeves of assorted length. Tunics are meant to be belted, and are pulled over the head, not fastened. Tunics come in three basic lengths: Calf, Thigh, and Hip. The lighter fabrics are used for Undertunics, and heavier for Overtunics, both of which are usually sleeveless or short sleeved.

Sweater, pullover tops, almost always knitted or crocheted, made from wool and tufted cotton to ensure that they stay war, often trimmed with fur. Winter clothing.

Waistcoat, an overgarment, sleeveless, laced or fastened in the back, from shoulder to waist, and normally highly ornamented.

Doublet, a laced or fastened cold weather garment worn over a chemise, usually, made similarly to a sweater otherwise. Fancy ones may be made from expensive fabrics. Doublets have fitted long sleeves that a narrow at the wrist and wide at the shoulders, sometimes even set to puff out. Winter doublets are also often padded.

Jerkin, A leather or hide doublet, without the fancy stuff.

Bottoms

Shorts, are short Breeches, usually mid-thigh, sometimes a bit shorter for the daring.

Breeches, using a loop fastener, breeches are typically just past knee length and tie beneath them, loose fitting, and fairly common among tradesfolk.

Trousers, long breeches, reaching to the ankle, that are tied along the hips and belted at the waist.

Pants, a fitted pair of trousers, usually tight fitting at the waist area and wide at the ankle area. Pants are often made of durable material and worn by working folk. They tie at the waist through a draw rope.

Tights, knitted leg coverings similar to trousers, sometimes woven of a light material such as silk instead.

Culottes, which are a kind of very loose fitting, skirt-like pair of shorts, often designed to resemble kilts.

Skirts, which all come in Fitted, Sheath, and Wide forms, and can vary in length from mid-thigh to ankle. The two most common forms are used in part to suggest married status – knee length or shorter for unmarried, and below the knee for married. Fitted skirts are popular among the nobility and the wealthy, especially for women, who need not move quickly.

Kilts, a slitted kilt may be worn by anyone, and is a particularly popular form for warriors, usually falling to the knee and composed of leather or similarly tough strips layered over one another.

Coats

Dusters, an ankle length coat, heavy fabric, durable, split from hem to waist for riding.

Sea Coats, an open front coat that fastens beneath two wide lapels, often worn by sailors and marines originally but adopted by women after it became very popular in Aztlan. Often dyed very bright colors, they have an attached broad belt. Made from velvet for the wealthy but felt is common among the merchant classes. Back in another life, we called them Peacoats.

War Coats, mid-calf length, heavy material, treated against rain, these coats are the standard issue to soldiers. Padded slightly and lined, they are meant to protect against the cold and elements and became popular following the Goblin Wars.

Envoy Coats, popularized by Envoys these are lightweight, calf length, hooded coats with multiple pockets that are only accessible from inside the coat. Broad sleeves longer than the arms and long sashes attached at the back separate them as well from the War and Sea coats. A braided cord can be tightened around the hood to hold it in place. Often white, with gold accents, they are very loose and flowing.

Surcoats, which are knee length garments, short sleeved, with open sides, belted or sashed and emblazoned (usually with braiding and embroidery) with some seal, such as a House or Liege.

Wraps

Cloak, almost a basic essential found and owned by everyone, cloaks are often heavy, warm, and padded, and always have a wide hood to them. Cloaks are long, and never split, and often have treatment for warmth and waterproofing.

Cape, from mid back to thighs in length, capes are used to cover the shoulders, often attaching via a broach or similar device at the shoulders. Capes may or may not have a hood.

Shawl, a short piece of fabric, often knitted or crocheted, to cover the shoulders.

Sarong, a wide, long piece of fabric, particularly found in the Sea Realms, used to wrap the body and affixed using a broach of some sort at one or both shoulders.

Robe, an open from, full length (often trailing along the ground) garment, typically worn by specialists as a uniform of sorts, and frequently featuring multiple pockets within the folds of the voluminous garment. Robes do not have hoods, and often are worn with cloaks – sometimes underneath them.

Caftan, longer than a Sarong, with a hole for the head, this broad piece of fabric is pulled over the head and then wrapped around the body, covering down to the knees and shins. Some catans have been known to have a hood attached. Caftans are worn mostly in Lyonese.

Dresses

Sheath, a Sheath dress is form fitted to the person, usually with extra fabric inside to enable later adjustments.

Shift, a shift dress is the most common form of dress, a single piece, pulled over the top, without shaping.

Wrap, A wrap dress is cut so it is open in the front, with wide, long sleeves. It is wrapped around the body and tied, often worn by the youthful with more than a little bit of exposure.

Laced, this is a dress that is laced, often up the front, sides, and back, though it can be in any combination, and frequently features some sort of closure as well as ties.

Kirtles, an underdress, usually joined by an Apron or coveralls. Kirtles have wide straps that go over the shoulder, and often lace along the sides.

Jackets

Shrug, a short jacket that comes to the waist or slightly above it, and ties across the chest. May have sleeves of any length.

Riding, a short jacket, usually just above the hips, that has a wide hood attached and is long sleeved, with wide sleeves that enable rain to drip away. Often waxed or otherwise treated to be rainproof.

Workwear

Apron, A work garment that has a loop to go around the back of the neck, and ties in the back, covering the entire front of a person while they work, protecting their clothes.

Coverall, a single piece combining trousers and vest, tying at the back of the neck or supported by straps over the shoulders. Used broadly in work that is very messy, made from thick, durable material.

Poncho, a large piece of fabric with a hole in the center for the head, it drapes down to the waist or so. Made of lightweight material, it is worn mostly in hot and or humid climates, sometimes with nothing beneath it. A Serape is a working version of the same, made of a thicker, more durable fabric.

Gowns

A gown is a formal garment that is cut in a feminine style, to enhance the shape and appearance of a woman. Gowns consist of five layers, starting with an underdress, then a midi-dress, then an overdress, then a jacket, and finally a wrap. They will often involve the wearing of girdles, corsets, petticoats, and stays. Gowns are exceptionally expensive, richly decorated, and made from light to heavy fabrics that are often more costly than some people’s entire homes.

A typical Gown is worn to a highly formal event or for a similar occasion, and all gowns are fitted, often very precisely. A typical gown will take two to four months to fashion and are sewn in a manner that allows them to be adjusted over time and years. A wealthy woman may often only own a single gown in her lifetime, and will spend time adding to or removing decoration, embroidery, and accessories around it in order to give it a fresh appearance, some even going so far as to die a gown multiple times and have it resewn after.

Gowns are priced in Sovereigns and Crowns, never less.

Suits

A suit is a formal garment cut in a masculine style, to enhance the shape and appearance of a man. It will include either breeches or trousers, a shirt, an overtunic, a vest, and a coat. Girdles are pretty much a requirement, as is a broad sash or belt. Shoulders are often accentuated, and the coat is considered the most important part of the whole, usually knee length with wide sleeves (though narrow sleeves are popular in Sibola).

A normal Suit will take six to eight weeks to make, is always fitted, and will be richly embroidered at each piece. Sleeves will often have lace ends, and hems will be dressed with metallic thread. Most men will have one Suit if they are moderately wealthy, and will rarely change it, preferring instead to add a new one.

Suits are priced in Sovereigns and Crowns but are rarely as expensive as Gowns or Swens are.

Swens

A Swen is a formal garment cut in a style that is neither masculine nor feminine, to enhance the shape and appearance of a nonbinary person. Like suits and gowns, a swen is richly decorated and always pricey, as well as being fitted. Undergarments are required, and because of the variety of bodies, there is never a simple design. Swens are sometimes bought for folks who are not nonbinary, and one unusual aspect is that they are sometimes cheaper than gowns or suits, although they are also always priced in crowns and sovereigns.

Adventurer Clothing

Adventurers tend to prefer useful clothing that protects them and doesn’t limit them, while allowing them movement. Most adventure clothing is custom made and designed. Some examples of it are:

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Critter Parts

There is one kind of item that many folks will speak about, but few will have the ability to acquire, and this is a major source of revenue for many. This is the gruesome and often disturbing trade in the parts and pieces of abominations, monstrosities, horrors, and other assorted creatures.

For example, Dragon’s blood is often worth several Crowns – one year Akadia’s entire tribute was derived from it. Troll bone is used to fashion hinges and flexible but strong tools. Beholder jelly is a potent tool for fashioning managems. The list is extensive and is talked about to a degree in Sheroo’s Bestiary.

Common Resources

One of the more interesting qualities to Wyrlde is that there are a variety of very common staples and core resources that are located and shared via trade and extraction throughout the Bright Lands, and that are often the target of Dread Land efforts to obtain.

Staples

There are several staple crops that make up the bulk of the available foodstuffs on Wyrlde. These crops do not always grow well across all regions, due to assorted mechanics, but are grown enough that they have an impact and are valuable trade goods.

Those mentioned are because of their value, importance, or impact. Agriculture within the Bright Lands has a complex structure to it that requires crop rotations, soil amending using composting, cultivation of particular crops both together and in a certain sequence. Nearly every farmer will have at least some strong idea of all of the plants mentioned here, and most will grow several of them over time, with a rotation on their fields that is different from the rotation in their neighbor fields. These rotations are tracked over long periods both by the farmers and by the local authority over them, and in some cases in Sibola can be traced back to before the formal founding of the city itself.

Almond

Apple

Apricot

Bamboo

Banana

Barley

Bean

Beetroot

Blueberry

Cabbage

Cacao

Carrot

Cassava

Celery

Cherry

Chick-Pea

Chicory

Citrus

Coconut

Coffee

Cucumber

Eggplant

Fava Bean

Fig

French Bean

Grape

Grapefruit

Groundout

Hops

Lentil

Lettuce

Lima Bean

Macadamia Nut

Maize

Mango

Melon

Millet

Mustard

Oats

Oil Palm

Okra

Olive

Onion

Orange

Papaya

Pea

Peach

Pear

Pepper/Chile

Pineapple

Pistachio

Plum

Potato

Potato

Radish

Rice

Rye

Sorghum

Soybean

Spinach

Squash

Sugar Cane

Sunflower

Sweet Potato

Tea

Teff

Tomato

Walnut

Wheat

Yam

Cereals

Perhaps the single most important form of these trade staples are cereals. They form a significant chunk of all agricultural effort within the Bright Lands, and represent the most basic blocks of keeping people fed.

There are five principal grain crops, each of which has a long and often storied history in and of itself. Each of these crops, in turn, has between three and a dozen different strains, varieties, and lines that all trace back to the core five that are noted in historic documents saved from the Ancient Land.

Tritia

The first of these is Tritia, which is used for a broad range of foodstuffs, but most notably bread. Hardy, comparatively easy to grow, Tritia has the position of pride as the major grain. It is used for bread, noodles, porridge, and more.

Baykern

The second one is Baykern. The oldest available records suggest that it is two things, but our actual knowledge of it shows it is just one. It produces larger kernels than Tritia’s finer style but has both a sweetness and a richness that triticale often lacks – however it does not make great bread. It is used in several different ways, including soups, roasted (it pops with an earthy scent), boiled, and ground for assorted flatbreads. It is also used as additional stock feed, in addition to the falfal and hay. Of note is that a single War Ration always includes Baykern. The grains are round, large, and grow in tight clumps within a sheath that must be peeled back.

Ryce

The next one is Ryce. Large grains, almost seedlike, that are used in much the same way as Tritia is, but with a sweetness and a lightness. It also does not form a strong dough, but flours from it blend well with the other two mentioned previously. Ryce is usually a light brown in color, and is often eaten just as it is, steamed.

Milgha

The fourth staple is Milgha, which grows like a grass to a height of around five feet, with each stalk topped by a massive forearm length cluster of small, hexagonal seeds that birds absolutely love but that is also extremely valuable and tasty. Milgha has some fifteen different varieties, bred over the years for different locations, and Qiviran Milgha is considered the richest, sweetest of all (often simply roasted lightly and then snacked on with a bit of salt).

Soya

The fifth staple is called Soya and forms small pea-like pods within which are five to seven small beans per pod. These are used in a variety of ways, even fermented, and used as an additive (soya juice) or treated to make a fine paste that is often mixed with dried fish to make a portable soup stock. Antelle says that she misses “the real thing” and claims that Soya is a hybrid plant between something called korn and a plant much like what we have, called soibein.

Tubers

There are many plants that are grown for their tubers, corms, or roots. They are, like cereals, consumed during nearly every meal, and fill many different purposes.

Taters

Taters are the most common of them, with a stunning 60 different kinds that have different growing needs and ultimately work together for a year-round yield while also functioning to help balance and stabilize the soils.

Kasiv

Kasiv is the second most common, and the one most often used for feedstock. Kasiv is often said to be bland and is one of the most common of the forms also founding the wild. It is a shallow, semispherical tuber, usually a gold with purple stripes, and grows a cluster of tall, broad leaves (usually a handspan in size) that reach about two and half feet to three feet high. A single tuber can be well over a foot in diameter at the widest part, with a rind or skin that is usually durable but not thick. They are peeled and then treated. Antelle calls them Turnavas.

Yam

The third major Tuber is the Yam. Many varieties, all of them are very sweet, and frequently are simply roasted on their own and then eaten. They grow in clumps beneath a small plant that has striking purple flowers when it prepares to go dormant for the season. The last major tuber grown is called Taroe. It is similar to Yams, but not as sweet.

Kathen

It is said that in the Dread Lands, there is a root called Kathen that is a major focus and serves as the principal crop for Agarthans and is used to feed slaves. In Akadia, they call it Bloodroot, because it requires blood to germinate properly, and it must be freshly spilled, and usually more than a person can spare.

Berries

The next major agricultural crop is sometimes called the largest, most important one. Berries are grown to serve an incredible array of purposes. Antelle says that all the Berries were intentional, that the Powers That Be chose and created them.

Wyrlde Berries can range from the fingertip sized ones to ones as large as two fists held together. Berries generally have a thin outer rind, a core, with seeds in each berry, ranging from 3 to 5 seeds per.

The plants themselves come in a huge variety of shapes and growth patterns, but the berries are always found growing in clusters of 15 to 50 small fruits. They grow year-round, adapting to all climates, and are found pretty much everywhere on the planet.

Paria tells a tale of how Berries were once many different kinds of plants and made to work more efficiently for the peoples of the world. Some used to grow on trees, with huge single pits, all green throughout, and people would take the flesh of the berry and spread it on toast.

Antelle says that it was intended that a balanced meal, meaning a meal that would truly help keep someone healthy and taste good, would be comprised of a cereal, a tuber or vejei, a few berries, and sometimes meat from the herds.

Other Crops

Other key crops are well known, but more restricted in where they can be grown. Stonefruit, Appas, Vadoes, Berries of different sorts, Seedfruit, Leafruit of course are all there.

Coffee is grown mostly in the mountain areas, and tea can be found in many different locations, with different strains of the plant producing different flavors that are then changed again by soil conditions.

Cereals are, of course, used heavily in the brewing of beer in homes, but there are Graphez which grow on enormous vines and form large clusters of berries that are often used in making wine and other beverages.

According to Antelle, the Powers That Be selected the edible plants that the world would possess, then seeded the whole planet with all the possibilities, having made sure the plants would work not only for the planet, but with each other, and be good and healthy for people.

There are no edible plants that have any kind of risk associated with eating them.

The most common “group” of plants are Berries, like Tomatoes, followed by Stalks and then Vejees, which are flowers that are eaten.

Livestock

It is hard to address staple foods within the Bright Lands without including the three kinds of livestock usually found in great numbers. Legend says they came with the Powers That Be, and it is more than one who occasionally mutters about changes. Chicory is famous for her complaints about the livestock.

Common Staple Meats Include:

Beef

Dormice

Mutton

Capybara

Elk

Pork

Chicken

Fish

Rabbit

Deer

Goat

Shellfish

   

Cheeses: Cow, Goat, Sheep, Aruk, Weg.

The three forms of livestock all have a multiplicity of importance. Although there are such wild animals as boars, deer, horses and more, it is these three that are tamed – Antelle says domesticated – and that exist to serve people.

Aruks

Aruks are large ruminants that survive on feedstock or graze the grasslands of the world. They provide milk, leather, meat, haul carts, pull plows, wool, and more. Standing about four feet high at the top of their shoulders, with broad heads capped by round tipped horns that grow down, they are huge animals that weigh several hundred pounds each. Shearing season is early autumn, and a typical Aruk will provide around 100 pounds of stiff wool that is prized for the lanolin that is in each fiber.

Milking Aruks are far more common, and the black and white patterns that are both part of their hides and match exactly the colors of their wool are often used to suggest something that is related to them. Most small families will have an Aruk as one of the most important provisions, especially when children are present, as the milk is easily tolerated and makes outstanding cheese and butter.

Aruks in mating season have a temper, however.

Fesan

Fesan are a kind of large bird, usually weighing as much as 40 pounds when full grown. They can fly, but usually not higher than a couple stories, never fast, and not for long. The record for distance for a Fesan is something along the lines of 120 yards. Fesan are brown, gray, and black in plumage, with hints of white. They have extremely strong upper leg muscles that they use to drive themselves into flight and stand two to three feet tall at the top of their head (taller for hens, shorter for cockerels).

Fesan have three layers of feathers that are shockingly easy to lose, and they grow rapidly and constantly so that they have to be groomed frequently. They do very poorly when caged, dying fast. They lay 3 to 7 eggs every three days, with any given group of ten hens laying eggs on different days. Eggs are about four inches tall, and one egg is enough for most people. The eggs have a yolk, a white, and a cren (like a secondary yolk for feeding an embryo), Cockerels are males and known to respond to the rising sun with a cry every day as a way to mark their territory, and they are territorial, each cockerel having 10 to 20 hens in a harem. The eggs are typically speckled, multicolored in browns, blues, whites, and yellows,

Fesan are seed and feedstock eaters, usually cereals, but can eat grains that people cannot and adore falfal seeds as well as millen (a feedstock grain).

Wegs

Wegs are a large, omnivorous, hoofed animal with a thick, bristly fur and extremely well-developed sense of smell. A fully grown adult Weg can weigh as much as 1500 pounds, stand three and a half feet tall, with strong teeth and powerful jaws set in a short snout, stretching out as long as five feet. They have long, curly tails that indicate their overall mood. Bacon is made from them, and their rendered fat is used in cooking alongside oilberry oil. Their meat is much lighter in color compared to the dark red of Aruk but is still deeper colored and far fattier than that of Fesen. Wegs will eat anything. Including people – but tend to want to eat at very specific times and they eat a large amount. They are often used to dispose of garden scraps, food scraps, and more.

All of these livestock are friendly to humans and comprise the majority of livestock. There are some small places that keep goats, fowl, and other animals, but they tend to be more specialized, and these are what is seen most commonly.

Minerals

Wyrlde has many metals and minerals that are of value.

Most Common Metals

Aluminum

Antimony

Arsenic

Copper

Gold

Iron

Lead

Nickel

Silver

Tin

Titanium

Zinc

Chrome

Cadmium

Vanadium

There are five alloys that each combine five of the above in equal parts.

Other Key Minerals

Limestone

Ash

Coal

Chalk

Bitumen

Gypsum

Oyster Shells

Clay

Magnesium

Phosphorous

At some point in its past, Wyrlde has an immense amount of mollusk and related sea life, several thousand times the size of that place from which current ones came, and it is common to find their remnants pretty much anywhere. Imps are known to favor them and can be bought off by offering them.

Artisans from the Mason’s Guild in Lyonese are said to be engaged in some strange new effort around the use of certain clays, limestone, lye, volcanic ash, chalk, and coal that involves burning rocks.

Bitumen

Used for waterproofing (scabbards, armor plates, clothing, fabric, etc.), shipbuilding, building and construction adhesive, embalming, mosquito repellent, lining cisterns, varnish, ink, paint, patent leather, and more.

Bluegleam

Sought by the Syndicates in Dorado, Bluegleam is of high value.

Like its similar cousin, this only appeared after the God’s War, and is a highly prized, very rare material found in the general wilds. Crystalline and flexible, it grows to about two feet long in small clumps, a fully formed crystal being for inches in diameter. Note that it reacts poorly with diamond and is very durable.

Electrum

Of the two gold mines outside of Qivira, the Arcadian mines include electrum as a naturally occurring alloy of gold and silver within the dedicated mines being one of the more common ores available on Wyrlde.

Greenschine

A strange crystalline substance that has faint glowing properties (about 3 feet in a dim light around it), greenschine is used to alloy metals, improve health, provide for magical rites, and generally improve things. It is found in the wild and has great value. Crystals grow up to two feet long, with a diameter of about four inches. It is rumored to be a part of the birth of magic in Wyrlde. It reacts poorly with diamond. The Skyewards are always interested in finds of greenschine, but, like the Posse of Eld, never really explain why.

Starstone

Another crystalline material, Starstone is sought after by many smiths and wrights because it is used in the making of both Vitredur and Crystalium, which are extremely valuable and often used materials loved for their durability. Starstone has a strange dark color in its natural form, with tiny, bright specks of white, yellow, blue, red, and green throughout the dark mass – hence the name: it looks like stars within the night sky.

Precious Stones

There are not nearly as many kinds of precious stones on Wyrlde as one might expect – not all stones are as valued here. The following table shows the particular stones (all of which can come in a variety of colors) that are given additional value and are sought after and sought for.

An exception, of course, is Pearls. Pearls are extremely valuable – even more so if they are Giant Pearls, for they can be used to fashion all manner of magical devices. Giant Pearls, however, come from Giant Oysters and their close kin, and their close kin can be, well, a bit hesitant about releasing their pearls. One might even say deadly. Of note is that while Giant Abalone shell is liked, it is not considered a precious stone – it is more a valuable mineral and while used in jewelry, has other value (such as serving places for Triton homes).

Metals

Aluminum

One of the more abundant resources, and the primary metal resources of Aztlan, aluminum is more widely used here, often alloyed with titanium or other hard metal (but very rarely iron). It surprises some of the Powers that titanium is worked with here, but when you have magic involved, the creation of malleability is much easier.

Brass & Bronze

Iron being a comparatively rare thing, the ability to create alternative alloys and materials is of immense importance. Brass and Bronze are often used and tend to be a standard structure. They are slightly lighter and stronger, some incarnates have said, in comparison to where they came from.

These are mined on Wyrlde, coming mostly from Durango and its broad open face mines. Brass is mined and smelted pretty much as is, but sometimes separated into its components. Bronze is a unique and light metal here, mined as it is. Brass shines brightly, and is composed of copper, zinc, titanium, and tin. Bronze is copper, nickel, tin, phosphorous, and silicone.

Copper

Copper is a valuable metal used for several things, all of them pricey. The most common way that people will see it is in the form of coinage or Bars. Bars are pure, coins are alloyed, usually with electrum. Qivira’s mint mines much of this and the mines of Qivira are well known for their production of not just copper, but also gold and platinum.

Gold

There are five mines, three of which are in Qivira, for gold. Considered the most noble of metals, it is a malleable, magically reactive metal available in coinage and bars.

Iron

Iron is rare on Wyrlde, seemingly as a whole. As a result, it is often alloyed with assorted other metals and refined in surprisingly complex ways. It is believed that the alloys are critical for it to reduce the impact on magic. Wyrlde has a shortage of iron of a quality decent enough to make anything. Nearly all the steel and silver in weapons and gear found today is patched and reused or derived from recycled materials. The mines continue to dig for it, so the supply is increasing, but the sources are rarer and more difficult to find. Often, people will dig in ruins and abandoned places for it – scrap iron has high value.

Fae and Fell creatures are commonly allergic to unalloyed iron, to the point that it causes them greater pain and poisons them. The specific kind is called Cold Iron, which is forged without being smelted, from raw ore, the impurities beaten out of it. Extremely expensive. Steel hurts more but isn’t poisonous. Cold Iron does not keep an edge well, rusts easily, and needs frequent repairs. As a result, it is usually confined to manacles, daggers, and arrowheads.

The most well-known source of iron is found in the mines of Lyonese, which is also where the artisans are said to produce the finest weapons and best steel. However, they tend to export most of it through the Miner’s guild, and so the supply of this steel is still rare and considered to be unique.

One odd thing is that the Smiths of Qivira make a very potent form of steel called “teal iron” and guard the secret of its make closely; as of last known count, only three people knew the secret of it. It is believed to be a highly advanced alloy, incorporating both Bluegleam and greenschine into it.

Platinum

Used exclusively for coins, platinum is considered the property of the Empire, and tribute must be delivered in this form. All the cities have mines for it, and these shipments inevitably make their way to Qivira for use in the Mint.

Silver

The primary source for Silver is Dorado.

Vitredur

This is a composite substance, a form of flexible ceramic that is able to take an extremely fine edge and require little upkeep or be used in plates that are set within different garments to add protection. It is a strange and useful material, used by those in Qivira to make many things, including strips used in armor. As a ceramic, it goes through a process of curing but once cooled and finished, polished, and edged, the thing it is most famous for is how it is used in making deadly weapons that can outlast anything else.

Steelglass

Antilian merchants have been finding a market for the peculiar material they are famous for creating. It is a transparent, clear material that looks like glass, and yet is as hard as steel and takes an edge like vitredur. It looks like glass, and rumor says that the wealthiest of Antilian leadership can be found sporting armor of it. This is striking, because one thing remains true about Steelglass – it is heavier than and less flexible than steel.

Daengeld

A peculiar metal found growing in a crystalline pattern, it is brittle when discovered, easily turned into a powder, but when smelted becomes an extremely strong, magically potent metal. The dust is used in wand making and rituals, and the metal has occasionally been forged into startling forms and uses. It is unknown where it comes from, but it is something that the Posse of Eld is always on the lookout for, without ever saying why.

Crystalium

Another material made using the highly sought after combinations of Skystone and certain metals, it is stronger than the steel that is hard to find, and difficult to fashion. It is a slightly transparent material, and warms rapidly to the body, so it liked for armor, and is sometimes called rainbow hued, because the surface reflects in many different colors, like a rainbow.

Whiteshine

A more common stronger metal is called Whiteshine, crafted through a process that the folks in Lyonese keep as quiet and to themselves as the farmers of Aztlan, the Skyewards in Akadia, the Posse of Rails in Dorado, and the Syndicate does about their carriages in Dorado. It is, by all accounts, very hard to make. It uses a blend of Nickel and other metals. It gains its name from the white appearance of the metal, that can be polished to a luster.

An odd feature of it is that once it is alloyed, it never unalloys.

Tealiron

A material very much like steel that does use iron among its parts, it is the special creation of Qiviran specialists. It is a teal-colored metal, somewhat less flexible than steel, but durable and light. Like Glassteel, it is still exceedingly rare in the larger markets.

Magical Materials

There are certain materials on Wyrlde that are often used to support, improve, store, and influence magic and the effects of magic. As a result, it should be noted that the value of these materials is exceptionally high. A small ring with but a chip of Orikal might cost several thousand shillings. A Calcifer may be worth hundreds of crowns or sovereigns.

Skystone

A pearlescent crystalline stone with metallic properties that glows with an internal light. Mined in Sibola, it is a widely sought after stone because it allows for light without heat and does not seem to scar like Radiant light (such as the Sun) can cause.

The veins also are home to a species of snake-like entity, that can and will defend the ore. The veins move. Typically, it is shaped into crystals, polished and honed, faceted to provide light. A tiny fragment of it, about the same size as a candle flame burning on a wick, casts around 3 times the light of a single candle (3 candlepower, or around 36 lumens).

It should be noted that skystone also comes from meteors, and is often intertwined with meteoric iron, to which it can bond in some circumstances, used to make a very fine, extremely durable, and extremely flexible, glowing form of steel called Katanis.

Skystones are traded broadly and are one of the major light sources among the wealthy. The light of a Skystone never goes out, you see. They can be inherited and passed down among families.

Gaulaun

This is a gray, sand-like mineral, the tiny grains of which constantly move as if impelled by some living force. It is thought to be found in Durango’s Sand Sea. When a small amount of gaulaun is burned and directed by the correct spells (such as the hypothesized Mechanical Engine), it can provide significant motive force capable of powering magical machinery.

Orikal

An exceptionally heavy, hard, impervious, pinkish or reddish crystalline metal with the unusual property of being able to absorb and store all kinds of magic. Many mages wear Orikal jewelry. A one-inch cube of the material is said to weigh 1 pound.

The most prized metal on Wyrlde, it is found primarily in Lyonese with a deposit known to be somewhere in Arcadia. It is very reactive magically, and much sought after, particularly by Mages who use weapons. It is a very rare metal, with the unusual property of being able to absorb and store all kinds of mana. Many folks wear jewelry made of Orikal and use it to contain bits and pieces of their power that they could use when needed. However, Orikal not only absorbs the magic—it hungers for it, as though the metal was hollow and eager, aching even, for power to fill it up and make it whole. You can feel the desire for more magic, for more power when using it.

It is said that the extremely rare and expensive metal has the capacity to absorb magic, to store it for use when needed, enabling it to become a kind of magical battery over time.

It is often said that this is deeper than it seems — that Orikal not only absorbs the magic, it hungers for it, as though the metal was hollow and eager, aching even, for magical power to fill it up and make it whole; some claim that they can sense this, can feel it, as an active desire on the part of the metal.

Once it is properly smelted, it can be used to store raw magical power. One Grain (0.5 grams) of it typically can take in a bit of mana each day and be available afterwards.

If the prepared metal absorbs too much mana, it melts, losing all the stored Mana, and it is the application of too much magic that causes it to melt and be able to be shaped. Melted Orikal does not have heat – it remains temperature neutral, but it is said that contact with it can drain a caster in a moment of their mana.

Orikal bonds readily and easily with assorted woods such as Rowan, Oak, Willow, Hazel, Hawthorn, and Ash, and becomes almost impossible to separate from them (one must burn the wood). For this reason, it is often used in rods, wands, staves, and similar items. Note that it must be bonded to something else in order to be ingrained or imbued. Otherwise, it just absorbs the mana.

Orikal can bond to starwood, and doing so creates a dangerous tool that not only dispels magic, it draws the mana out of the person holding it. This is often used in cuffs or collars to restrain Mages. Nulls lose their resistance when in contact.

It is found in small clusters of crystals in many different places, and legend says that there is a flowing pool of it near one of the places where magic erupted into the world, and that this pool keeps the magic in check.

Starwood

A tree that strongly resembles bamboo and grows in much the same way and the same places that has a startling property: it dispels magic. It is often treated much like bamboo and used to create a kind of woven material that is light, strong, and flexible. It is used in the creation of certain kinds of armor.

It is illegal to bring starwood into or possess it within Akadia.

Calcifers

Calcifers are strange crystals that are unpredictable in where they are found or how many or how effective they are, but one thing is said about all of them: they are solid magic. Different calcifers may contain the stored capacity for different kinds of magic. Most of the crown jewels of the assorted Realms contain at least one calcifer among them, and the imperial Crown Jewels are known to include five different ones that enable their use no matter what the affinity of the Emperor may be.

Calcifers grow smaller when they are tapped or drawn from. They have a known limit, and this makes them very difficult to set into jewelry, so will often be set up so that they can be tapped without being lost (such as in a globe).

Calcifers, however, are, like magic, sentient. And they will often have their own plans, purposes, ideas, and needs that are often detrimental to those who use them.

Calcifers were used in the creation of all the great Legendary Weapons. A calcifer can be melted into and combined with other materials, but it requires mastery of one’s craft to do it, as well as significant study into the nature of and qualities of this kind of work.

It is said that the use of a calcifer can enable a single person to perform any ritual.

Common Prices

The following list of Merchant types and items is not complete but gives a general starting point for overall value of goods and services available.

Not every hamlet, village, or town will have everything on the following lists available – that will depend on the merchants and craftsfolk who frequent the area or live in it.

Prices for goods are typically recorded on Wyrlde in shillings and pence, sometimes in bits and bucks. Most people are shocked to ever see a quid or eagle, and while it is rare to see a farthing or florin, they are around.

The following gear and equipment prices reflect access available to characters through all means necessary short of theft. These prices are not reflective of the prices in the world itself, during game play – they are only prices for initial purchase. In game play, prices can vary from place to place, from cheaper to more expensive, according to quality and make, and is determined at the time you walk into the particular shop by the DM.

These prices are for Novice level equipment. For each stage above that (Yeoman, Adept, master, Grand master) add the price again (so a Grandmaster is 5 times the price shown).

Gear can break, war out, be lost, be stolen, and all of it weighs something. Especially coins. Most people don’t carry a lot of them around and Yuzuras charge a fee for changing one coin to another. There are also Banks you can store your funds in, but interest on Wyrlde is always simple, never compounded.

Not every hamlet, village, or town will have everything on the following lists available – that will depend on the merchants and craftsfolk who frequent the area or live in it.

Lifestyle Expenses

Lifestyle

Price/Day

Lifestyle

Price/Day

Wretched / Indentured

8 sp

Comfortable / Merchantry

245 sp

Squalid / Impoverished

15 sp

Wealthy / Gentry

450 sp

Poor / Peasantry

75 sp

Aristocratic / Patrons

2,250 sp

Modest / Tradesfolk

120 sp

Noble / Nobility

4,125 sp

Housing & Meals, per day

Lifestyle

Meals

Lodging

Lifestyle

Meals

Lodging

Wretched / Indentured

2 sp

3 sp

Comfortable / Merchantry

50 sp

65 sp

Squalid / Impoverished

3 sp

7 sp

Wealthy / Gentry

70 sp

125 sp

Poor / Peasantry

20 sp

30 sp

Aristocratic / Patrons

200 sp

250 sp

Modest / Tradesfolk

30 sp

50 sp

Noble / Nobility

350 sp

500 sp

Travel Services

Service

Fee

Notes

Service

Pay Per Mile

Notes

Road Toll

1 cp

To use road, every 30 miles

Airship passage

10 sp

Next City, Servant

Gate Fee, City

5 sp

To enter City

Airship passage

20 sp

Next City, Patron

Gate Fee, Town

3 sp

To enter Town

Train passage

10 sp

Main Car

Village Fee

1 sp

To enter Village

Train passage

30 sp

Shared Cabin

Hamlet Fee

3 cp

To enter Hamlet

Train passage

50 sp

Sleeping Cabin

Messenger

1 sp

Non-guild, per mile

Ship’s passage

11 sp

Steerage

Messenger

3 sp

Guild, per mile

Ship’s passage

13 sp

Shared Cabin

Courier

20 sp

Non-Guild, per mile

Ship’s passage

15 sp

Single Cabin

Courier

20 sp

Guild, per mile

Stage Coach

2 sp*

Per Stop

   

Coach cab

5 cp *

Per Stop

Typical Staffing

Staff Role

Cost Per Month

Notes

Staff Role

Cost Per Month

Notes

Laborer

1000 sp

Unskilled

Castellan

3000 sp

 

Laborer

1500 sp

Skilled

Head Maid

2600 sp

 

Hireling

1000 sp

Unskilled

Head Butler

2600 sp

 

Hireling

1500 sp

Skilled

Maid

1800 sp

 

Artisan

1200 sp

Non-Guild

Butler

1800 sp

 

Artisan

1800 sp

Guild

Valet

2000 sp

 

Tradesman

1500 sp

Non-Guild

Chambermaid

2000 sp

 

Tradesman

2400 sp

Guild

Maidservant

1500 sp

 

Guard

2100 sp

Non-Guild

Manservant

1500 sp

 

Guard

2600 sp

Guild

House Staff

1100 sp

Untrained

Typical Services

Provision

Cost Per Use

Notes

Provision

Cost Per Use

Notes

Appraisal

250 sp

Non-Guild

Phsyic

75 sp

Non-Guild

Appraisal

350 sp

Guild

Phyisc

125 sp

Guild

Indentification

250 sp

Non-Guild

Sage

300 sp

Non-Guild

Identification

350 sp

Guild

Sage

500 sp

Guild

Feed, per animal

7 sp

Per Day

Oracle

300 sp

 

Stabling, per animal

3 sp

Per Day

Hauler, per load

3 sp

Per Day

Driver, per shift

4 sp

Per Day

Handler, per team

2 sp

Per Day

Assorted Gear

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Ladder

1 sp

25 lbs.

10 foot

Ram, portable

4 sp

35 lbs.

For Doors, not gates

Shovel

2 sp

5 lbs.

 

Grappling hook

2 sp

4 lbs.

 

Pole

.5 sp

7 lbs.

10-foot

Collapsing Pole

25 sp

15 lbs.

10 foot

        
        
Adaptive Aids

Item

Cost

Weight

Notes

Delving Chair

80 sp

15 lbs.

narrow, light wheelchair for tight spaces, not folding

Combat Wheelchair

500 sp

20 lbs.

https://drive.google.com/drive/folders/1KVW9Hv0QDPB6IiWbVY6RVi13S3W3bGuy

Arm Weapon

100 sp

5 lbs.

Club, short sword, hand axe, or hand crossbow

Leg Weapon

100 sp

8 lbs.

Short sword or spear

Eyeglasses

75 sp

1/10 lb

 

Spyglass

125 sp

2 lbs.

 

Hourglass

50 sp

2 lbs.

 

Mongery / Stalls

These are all items typically found only among common stalls in a marketplace.

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Mirror, steel

5 sp

0.5 lbs.

 

Half Mask

15 sp

0.25 lbs.

 

Bedroll

1 sp

7 lbs.

 

Full Mask

20 sp

0.25 lbs.

 

Blanket

5 sp

3 lbs.

 

Quarter Mask

10 sp

0.25 lbs.

 

Tinderbox

.25 sp

.25 lbs.

 

Dice set

1 sp

.1 lbs.

 

Pot, iron

4 sp

10 lbs.

 

Kress set

15 sp

0.5 lbs.

 

Pan, Iron

2 sp

5 lbs.

 

Playing card set

5 sp

.15 lbs.

 

Griddle, Iron

2 sp

3 lbs.

 

Domoe Set

1 sp

0.5 lbs.

 

Towel

1 sp

1.5 lbs.

 

Grand Games

.1 sp

Base Entry

Torches

1 sp

3 lbs.

3 torches

Grand Games

10 sp

Common Entry

Festival Treat

.1 sp

.1 lbs.

 

Grand Games

100 sp

Box Entry

Holiday Treat

.1 sp

.1 lbs.

 

Grand Games

500 sp

Noble Entry

Winter Treat

.1 sp

.1 lbs.

 

Clothing Bells

5 sp

.5 lbs.

6 tiny bells

Autumn Treat

.1 sp

.1 lbs.

 

Hand Bell

2 sp

.5 lbs.

 

Summer Treat

.1 sp

.1 lbs.

 

Bottle, glass

2 sp

2 lbs.

 

Spring Treat

.1 sp

.1 lbs.

 

Vial, Empty

1 sp

.1 lbs.

 
    

Perfume (vial)

20 sp

.15 lbs.

5 uses

Peasantry

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Fishing Tackle

5 sp

4 lbs.

assorted lures

Hunting Trap

5 sp

5 lbs.

 

Fishing Rod

1 sp

3 lbs.

 

Hunting Snare

1 sp

3 lbs.

 

Fishing Net

3 sp

5 lbs.

 

Farmer’s Tools

2 sp

5 lbs.

per tool

    

Shovel

2 sp

5 lbs.

 
    

Pitchfork

2 sp

5 lbs.

 

Basiner / Casker

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Small Chest

5 sp

15 lbs.

4”w / 2”h / 2’d

Cask, Mercantile

2 sp

10 lbs.

Empty

Pack Chest

10 sp

5 lbs.

8”w / 4”h / 4”d

Pack

15 sp

1 lbs.

Empty, shipping

Cart Chest

15 sp

25 lbs.

24”w / 12”h / 12”d

Bushel

20 sp

3 lbs.

Empty, shipping

Wagon Chest

20 sp

50 lbs.

36”w / 24”h / 18”d

Vat

25 sp

5 lbs.

Empty, shipping

Room Chest

25 sp

75 lbs.

48”w / 24”h / 24”d

Barrel

30 sp

10 lbs.

Empty, shipping

Basket, Woven

1 sp

1 lbs.

Woven Bamboo

Butt

35 sp

20 lbs.

Empty, shipping

Basket

1 sp

2 lbs.

Woven Straw

Shead

40 sp

30 lbs.

Empty, shipping

Basket

1 sp

1 lbs.

Woven Reed

Drum

45 sp

40 lbs.

Empty, shipping

Trunk

35 sp

100 lbs.

5’w / 3’h / 3’d

Crate

50 sp

50 lbs.

Empty, shipping

Bookery / Scribery

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Book, Ledger

25 sp

2.5 lbs.

Blank Book

Abacus

2 sp

2 lbs.

 

Magnifying Glass

100 sp

0.1 lbs.

 

Ink

10 sp

Single Phial

Spellbook, Travel

50 sp

1 lbs.

Prepared, Empty

Ink Pen

2 sp

 

Spellbook (Grimoire)

50 sp

3 lbs.

Prepared, Empty

Paper

2 sp

Single Sheet

Spellbook (Nomicon)

50 sp

3 lbs.

Prepared, Empty

Parchment

1 sp

Single Sheet

Spellbook (Apocrypha)

50 sp

3 lbs.

Prepared, Empty

Book, Topic

20 sp

3 lbs.

Single Topic

Spellbook (Picatrix)

50 sp

3 lbs.

Prepared, Empty

Ink

15 sp

.3 lbs.

Single Stick

Domesticated Beasts

Animal

Cost

Weight

Notes

Animal

Cost

Weight

Notes

Chicken

 

10 lbs.

 

Pig

 

400 lbs.

 

Sheep

 

250 lbs.

 

Aruk

 

2500 lbs.

 

Cow

 

2500 lbs.

 

Fesan

 

25 lbs.

 

Goat

 

275 lbs.

 

Weg

 

500 lbs.

 

Ox

 

3000 lbs.

 

Goat, Milking

 

70 lbs.

 

Chandler / Cooper

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Candle

2 cp

.1 lbs.

4 hours

Backpack

2 sp

5 lbs.

 

Chalk

1 cp

1 stick, white

Waterskin

2 sp

5.25 lbs.

.25 lb when empty

Sealing wax

5 cp

.1 lbs.

1 stick, 25 uses

Pouch

25 sp

1 lbs. lbs.

 

Torch

1 cp

1 lbs.

1 torch

Bag

1 sp

.25 lbs.

 

Soap

2 Bits

0.1 lbs.

1 bar

Sack

2 sp

.5 lbs.

 

Case, scroll

1 sp

.3 lbs.

 

Purse

1 sp

.25 lbs.

 

Case, map

2 sp

.3 lbs.

     

Farrier / Smith

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Chain

5 sp

10 lbs.

10’

Whetstone

.1 sp

1 lbs.

 

Piton

1 sp

.25 lbs.

 

Tinderbox

.1 sp

1 lbs.

 

Grappling Hook

2 sp

4 lbs.

 

Honing Tools

1 sp

1 lbs.

 

Shovel

2 sp

5 lbs.

 

Warming Pan

sp

2 lbs.

 

Spikes, Iron

1 sp

5 lbs.

10 spikes

Bell, hand

1 sp

.3 lbs.

 

Bucket

.5 sp

2 lbs.

 

Mending Kit

.3 sp

.5 lbs.

 

Pick, miner’s

2 sp

10 lbs.

 

Travel Anvil

10 sp

25 lbs.

 

Crowbar

2 sp

5 lbs.

 

Block and tackle

1 sp

5 lbs.

 

Hammer, builders

1 sp

3 lbs.

     

Hammer, sledge

2 sp

10 lbs.

     

Physic / Healer / Midwife

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Healer’s Draught, I

50 sp

.25 lbs.

Lesser, 1 Use, 2 hp

Flowbane

4 sp

0.1 lbs.

1 Use, Dram

Healer’s Draught, II

100 sp

.25 lbs.

Common, 1 Use, 4 hp

Notnow

5 sp

0.1 lbs.

1 Use, Dram

Healer’s Draught, III

150 sp

.25 lbs.

Greater, 1 Use, 6 hp

Padding

2 sp

.25 lbs.

7 Days

Antidote

23 sp

.25 lbs.

1 use, mineral cure

Flowease

1 sp

0.1 lbs.

1 Use, Dram

Antifungal

20 sp

.25 lbs.

1 use, fungal cure

Babenod

1 cp

0.1 lbs.

1 Use, Dram

Antitoxin

25 sp

.25 lbs.

1 use, poison cure

Kolikhush

1 cp

0.1 lbs.

1 Use, Dram

Antivenom

25 sp

.25 lbs.

1 use, venom cure

Stump Cap

sp

.25 lbs.

Copper or brass

Antibiotic

30 sp

.25 lbs.

1 use, parasite cure

Hand Hook

5 sp

3 lbs.

Wood

Antiviral

15 sp

.25 lbs.

1 use, sickness cure

False Hand

20sp

7 lbs.

Articulated Wood

Wound Treatment

50 sp

treatment, 1 hp

False Arm

35sp

10 lbs.

Articulated Wood

Healer’s Kit

10 sp

1.5 lbs.

7 uses

False Foot

10 sp

7 lbs.

Articulated Wood

Poultice

33 sp

.25 lbs.

Single use, 1 hp

Peg Leg

5 sp

10 lbs.

Wood

Wrap

50 sp

.25 lbs.

Single use, 2 hp

False Leg

20sp

10 lbs.

Articulated Wood

Clothier

Event Clothing: Price *3, Weight*2, Cold Weather Clothing: Price*4, Weight*2.

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Chemise

5 sp

.5 lbs.

 

Blouse

10 sp

1 lbs.

 

Camisole

7 sp

.5 lbs.

 

Shirt

10 sp

1 lbs.

 

Bloomers

2 sp

.5 lbs.

 

Vest

15 sp

1 lbs.

 

Petticoats

7 sp

3 lbs.

 

Tunic

5 sp

2 lbs.

 

Corsets

20 sp

2 lbs.

 

Sweater

7 sp

2 lbs.

 

Stays

10 sp

.5 lbs.

 

Waistcoat

25 sp

3 lbs.

 

Binder

7 sp

.5 lbs.

 

Doublet

20 sp

2 lbs.

 

Girdles

12 sp

2 lbs.

 

Jerkin

10 sp

1 lbs.

 

Skirt, Sheath

10 sp

1 lbs.

 

Shorts

10 sp

1 lbs.

 

Skirt, Wide

10 sp

2 lbs.

 

Breeches

10 sp

1 lbs.

 

Kilts

12 sp

2 lbs.

 

Trousers

12 sp

2 lbs.

 

Dusters

30 sp

4 lbs.

 

Pants

13 sp

2 lbs.

 

Sea Coats

35 sp

4 lbs.

 

Tights

10 sp

1 lbs.

 

War Coats

35 sp

5 lbs.

 

Culottes

12 sp

1 lbs.

 

Envoy Coats

30 sp

3 lbs.

 

Skirt, Fitted

10 sp

2 lbs.

 

Surcoats

25 sp

3 lbs.

 

Coverall

10 sp

2 lbs.

 

Cloak

20 sp

3 lbs.

 

Poncho

15 sp

3 lbs.

 

Cape

12 sp

2 lbs.

 

Caftan

15 sp

2 lbs.

 

Shawl

10 sp

1 lbs.

 

Dress, Sheath

20 sp

3 lbs.

 

Sarong

15 sp

2 lbs.

 

Dress, Shift

10 sp

3 lbs.

 

Robe

15 sp

3 lbs.

 

Dress, Wrap

20 sp

3 lbs.

 

Full Gown Set

2,000 sp

20 lbs.

Complete

Dress, Laced

25 sp

3 lbs.

 

Full Swen Set

2,000 sp

18 lbs.

Complete

Shrug

10 sp

½ lbs.

 

Full Suit Set

2,000 sp

15 lbs.

Complete

Kirtle

10 sp

2 lbs.

 

Cobblery / Hatter

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Sandals

15 sp

1.5 lbs.

 

Bonnet

5 sp

.25 lbs.

 

Slippers

8 sp

1 lbs.

 

Dress Hat

25 sp

.5 lbs.

 

Clogs

10 sp

3 lbs.

 

Formal Hat

20 sp

.5 lbs.

 

Shoes

20 sp

2 lbs.

 

Cap

7 sp

.25 lbs.

 

Bootlets

25 sp

3 lbs.

 

Witchery

10 sp

2 lbs.

 

Boots

35 sp

4 lbs.

 

Beret

8 sp

.25 lbs.

 

Leggers

30 sp

3 lbs.

 

Range Hat

12 sp

.25 lbs.

 

Sagery

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Fashioned Crystal

200 sp

1 lbs.

 

Sprig of Mistletoe

1 sp

 

Fashioned Orb

400 sp

3 lbs.

 

Wooden Staff

5 sp

4 lbs.

 

Fashioned Rod

100 sp

2 lbs.

 

Ash Wand

10 sp

.25 lbs.

 

Fashioned Staff

250 sp

4 lbs.

 

Rowan Wand

10 sp

.33 lbs.

 

Fashioned Wand

100 sp

1 lbs.

 

Pine Wand

10 sp

.20 lbs.

 

Amulet, Clerical

100 sp

1 lbs.

 

Yew Wand

10 sp

1 lbs.

 

Emblem, Clerical

100 sp

1 lbs.

 

Oak Wand

10 sp

.2 lbs.

 

Reliquary, Clerical

300 sp

2 lbs.

 

Totem, Carved,

125 sp

.1 lbs.-

Shamanic

Herbalist / Spicery

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Salt

1 sp

.25 lbs.

10 Uses

Fadeleaf

20 sp

.25 lbs.

3 uses

Peppercorns

1 sp

.25 lbs.

10 Uses

Tobacco, rolled

5 sp

.25 lbs.

3 uses

Ginger

1 sp

.25 lbs.

10 Uses

Mindnumb

10 sp

.25 lbs.

3 uses

Cloves

2 sp

.25 lbs.

10 Uses

Heartsalve

10 sp

.25 lbs.

3 uses

Cinnamon

10 sp

.25 lbs.

10 Uses

    

Saffron

64 sp

.25 lbs.

10 Uses

    

Jewelry

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Signet ring

5 sp

0.1 lbs.

Common Brass or Bronze

Troth Ring

25 sp

0.1 lbs.

Silver

Locket

5 sp

0.1 lbs.

Common Brass or Bronze

Pledge Ring

50 sp

0.1 lbs.

Electrum

Pendant

5 sp

0.1 lbs.

Common Brass or Bronze

Necklace, Light

5 sp

0.1 lbs.

Common Brass or Bronze

Earrings

5 sp

0.1 lbs.

Common Brass or Bronze

Necklace, Medi

6 sp

0.2 lbs.

Common Brass or Bronze

Circlet

7 sp

0.1 lbs.

Common Brass or Bronze

Necklace, Heavy

7 sp

0.3 lbs.

Common Brass or Bronze

Broach

5 sp

0.1 lbs.

Common Brass or Bronze

Hair Comb

3 sp

0.2 lbs.

Ivory or Wood

Bracelet

8 sp

0.1 lbs.

Common Brass or Bronze

Hair Brush

5 sp

0.3 lbs.

Ivory or Wood

    

Hand Mirror

10 sp

.5 lbs.

wood and slivered copper

Instruments

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Accordion

35 sp

8 lbs.

 

Clavichord

25 sp

10 lbs.

 

Harp

50 sp

12 lbs.

 

Bagpipes

30 sp

2 lbs.

 

Drum

6 sp

3 lbs.

 

Horn

3 sp

2 lbs.

 

Banjo

25 sp

5 lbs.

 

Dulcimer

25 sp

10 lbs.

 

Shawm

2 sp

1 lbs.

 

Bellcoat

25 sp

2 lbs.

 

Flute

2 sp

1 lbs.

 

Sitar

35 sp

5 lbs.

 

Bugle

25 sp

2 lbs.

 

Handpan

25 sp

3 lbs.

 

Tambour

25 sp

1 lbs.

 

Buisine

25 sp

2 lbs.

 

Oboe

25 sp

2 lbs.

 

Triangle

25 sp

1 lbs.

 

Castanet

25 sp

1 lbs.

 

Ocarina

25 sp

1 lbs.

 

Trumpet

25 sp

2 lbs.

 

Cithar

25 sp

2 lbs.

 

Pan Flute

12 sp

2 lbs.

 

Vielle

25 sp

2 lbs.

 

Lyre

30 sp

6 lbs.

 

Pipa

25 sp

2 lbs.

 

Viol

30 sp

2 lbs.

 

Mandolin

25 sp

4 lbs.

 

Recorder

25 sp

1 lbs.

 

Zither

25 sp

3 lbs.

 

Mouth Harp

25 sp

.5 lbs.

 

Clarinet

25 sp

2 lbs.

 

Lute

35 sp

5 lbs.

 

Signal Whistle

.3 sp

.1 lbs.

 

Clave

25 sp

2 lbs.

 

Harmonica

25 sp

.5 lbs.

 

Lockery & Mekanist

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Lock, chain

2 sp

1 lbs.

general

Lock, Simple

2 sp

1 lbs.

 

Manacles

2 sp

6 lbs.

 

Lock, Common

4 sp

1 lbs.

 

Leg irons

3 sp

10 lbs.

 

Lock, Hard

8 sp

1 lbs.

 

Chimeglass

25 sp

.5 lbs.

24 minute hourglass

Lock, Very Hard

14 sp

1 lbs.

8”w / 4”h / 4”d

Bellglass

15 sp

.3 lbs.

4 hour hourglass

Lock, Improbable

18 sp

1 lbs.

 

Ringlass

35 sp

.1 lbs.

2.4 minute hourglass

    

Lanternry

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Lamp, Dish

1 sp

.25 lbs.

Bowl with wick

Lantern, Bullseye

10 sp

2 lbs.

Oil, Shutter creates a beam

Lamp, Tradtional

3 sp

1 lbs.

Spout, handle

Lantern, Hooded

20 sp

3 lbs.

Oil, Easily Darkend

Lamp Oil,

1 sp

1 lbs.

Low Grade 10 Uses

Lantern, Pole

25 sp

4 lbs.

candle lantern on 6-foot pole

Lamp Oil,

3 sp

1 lbs.

High Grade

Lantern, Pole

30 sp

5 lbs.

oil lantern on 6-foot pole

Candle Lantern

2 sp

1 lbs.

Candle

Candle Holder, tin

.5 sp

.2 lbs.

 

Potter / Carpenter

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Bowl, ceramic

3 sp

.5 lbs.

 

Bed

125 sp

125 lbs.

 

Chamber Pot

1 sp

1 lbs.

 

Ladder (10 foot)

1 sp

25 lbs.

 

Eating Sticks, Ceramic

1 sp

.1 lbs.

 

Wardrobe

220 sp

60 lbs.

 

Flask

8 cp

1 lbs.

 

Rocking Chair

350 sp

20 lbs.

 

Jug or pitcher

6 cp

4 lbs.

 

Chair

125 sp

10 lbs.

 

Mug, Ceramic

2 sp

.3 lbs.

 

Desk

200 sp

60 lbs.

 

Plate, Ceramic

1 sp

.3 lbs.

 

Stool, folding

15 sp

5 lbs.

 

Plate, Stone

2 s

.5 lbs.

 

Stool

3 sp

3 lbs.

 

Tankard

8 cp

1 lbs.

 

Bench

15 sp

25 lbs.

 

Cutler

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Bowl, copper

4 sp

.3 lbs.

 

Cup, copper

1 sp

.2 lbs.

 

Food sticks, copper

1 cp

.1 lbs.

 

Cup, tin

1 cp

.2 lbs.

 

Fork, copper

1 cp

.1 lbs.

 

Mug, tin

2 cp

.2 lbs.

 

Knife, eating

2 cp

.1 lbs.

 

Plate, tin

3 cp

.3 lbs.

 

Mess kit

2 sp

1 lbs.

 

Skewers, copper

2 cp

.1 lbs.

 

Plate, copper

3 sp

.3 lbs.

 

Mug, copper

2 sp

.2 lbs.

 

Spoon, copper

1 cp

.1 lbs.

 

Bowl, tin

4 cp

.3 lbs.

 

Saddlery / Leathery

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Bit And Bridle

5 sp

1 lbs.

 

Quiver, Arrow,

5 sp

1 lbs.

20 Capacity

Saddle Pad

3 sp

4 lbs.

 

Quiver, Javelin

5 sp

1.5 lbs.

6 capacity

Saddle, Doric

30 sp

25 lbs.

Doradan saddle

Cinch, 10’, buckle

10 sp

5 lbs.

Leather strap

Saddle, Military

20 sp

30 lbs.

Jousting Saddle

Cinch, 6’, buckle

7 sp

3 lbs.

Leather strap

Saddle, Pack

8 sp

15 lbs.

 

Strap, 6’, tie

5 sp

2 lbs.

Leather strap

Saddle, Riding

10 sp

25 lbs.

Regular saddle

Quiver, Bolt

5 sp

1 lbs.

12 Capacity

Saddle, Side

60 sp

40 lbs.

Sibolan

    

Saddlebags

8 sp

8 lbs.

     
        

Tentery

Item

Cost

Weight

Notes

Item

Cost

Weight

Notes

Pavilion

80 sp

100 lbs.

40 ‘ square

Tent, Partition, large

125 sp

70 lbs.

4 spaces

Tent, large

20 sp

20 lbs.

8 Person

Ground Pad, woven

7 sp

3 lbs.

Woven Reeds

Tent, medium

10 sp

10 lbs.

4 Person

Ground Pad, simple

2 sp

5 lbs.

Straw-Filled

Tent, Partition, medium

75 sp

50 lbs.

3 spaces

Tent, Partition, council

500 sp

120 lbs.

1 to 6 spaces

Tent, Partition, small

30 sp

30 lbs.

2 space

Tent, Partition, very large

200 sp

90 lbs.

5 spaces

Tent, small

5 sp

5 lbs.

2-Person

Canvas square

3 sp

5 lbs.

9’ square

Tent, very large

40 sp

60 lbs.

12 Person

Ground Pad, stuffed

7 sp

7 lbs.

Cotton Or Wool

Ropery

Item

Length

Weight

Cost

Notes

Item

Length

Weight

Cost

Notes

Rope, Hemp

50’

10 lbs.

1 sp

 

Rope Ladder

25’

12 lbs.

8 sp

 

Rope, Flax

50’

12 lbs.

3 sp

 

Rope Ladder

50’

24 lbs.

13 sp

 

Rope, Silk

50’

5 lbs.

10 sp

 

Rope Ladder

75’

36 lbs.

17 sp

 

Rationer

A Ration is a thick pastry shell wrapped around a mixed filling of some sort. Some are open along one end, and the most common ones are baked in a hearth or fire. It is a strong tradition among the Empire to use rations when traveling, once made of simple things that were scrounged and carefully rationed during the Bleak Journey and are constantly being changed and improved and exchanged; often sold as street food these days Meals are simply that: packaged meals, usually meat, fruit, and root vegetable in a bundle, perhaps with cheese or bread.

Item

Cost

Weight

#

Notes

Item

Cost

Weight

#

Notes

Loaf of Bread

0.1 sp

1

1

1 Loaf

Rations, Soft

1 sp

1.5

3

1 Day’s Worth

Meal, Trail

.1 sp

.5

8

8 Meals

Rations, Crusty

1 sp

1.5

3

1 Day’s Worth

Hard Tack

.1 sp

.5

8

8 Meals

Rations, Raid

2 sp

1.5

3

1 Day’s Worth

Meal, Basic

.1 sp

.5

8

8 Meals

     
          

The three most common types of rations are Soft, Crusty, and Raid.

Soft Rations are unleavened and made using a mix of ground corn and flour of rice or buckwheat, possibly with potato. Soft rations are typically eaten in threes. They are steamed most often these days. Soft rations are usually wrapped in rice paper or leaves.

Crusty Rations are made with a dough of wheat and other flours that is leavened and often baked into handheld items with thick, hard crusts that can survive the day’s efforts. Crusty rations are often said to be best in twos, but many can only eat one. Crusty rations are usually wrapped in thick paper.

Raid Rations are made of a mix of more whole grains, held together by a syrup and starches, along with bits of berry or fruit. They are about the size of a hand, and one can suffice for a meal. Raid rations are wrapped in cloth that has been dipped in beeswax.

Food and Drink

Item

Cost

Weight

Item

Cost

Weight

Item

Cost

Weight

Bread, loaf

2 Bits

1 lbs.

Ale, mug

1 cp

.5 lbs.

Uzo, flask

3 sp

1 lbs.

Cheese, hunk

4 Bits

.5 lbs.

Ale, pint

3 cp

1 lbs.

Rum, flask

4 sp

1 lbs.

Meat, chunk (1/4 pound)

6 Bits

.25 lbs.

Ale, flagon

1 sp

2 lbs.

Gin, flask

2 sp

1 lbs.

Breakfast, meal

5 cp

2 lbs.

Mead, mug

5 cp

.5 lbs.

Vodka, flask

2sp

1 lbs.

Brunch, meal

1 sp

1 lbs.

Mead, pint

8 cp

1 lbs.

Rye, flask

1 sp

1 lbs.

Lunch, meal

5 cp

2 lbs.

Mead, flagon

3 sp

2 lbs.

Tequila, flask

5 sp

1 lbs.

Dinner, meal

5 cp

3 lbs.

Beer, mug

3 cp

.5 lbs.

Whisky, flask

7 sp

1 lbs.

Supper, meal

5 cp

2 lbs.

Beer, pint

5 cp

1 lbs.

Virale, flask

6 sp

1 lbs.

Snack, meal

1 cp

.5 lbs.

Beer, flagon

2 sp

2 lbs.

Shoju, flask

6 sp

1 lbs.

Goat’s Milk, Pint

1 Bit

.5 lbs.

Beer, jug

5 sp

4 lbs.

Makushmur, flask

5 sp

1 lbs.

Cow’s Milk, Pint

3 Bits

.5 lbs.

Cider, mug

3 sp

.5 lbs.

Brandy, Fine, flask

9 sp

1 lbs.

Wine, common, flagon

7 sp

2 lbs.

Cider, pint

5 sp

1 lbs.

Brandy, Middlin, flask

7 sp

1 lbs.

Wine, watered, flagon

2 sp

3 lbs.

Cider, flagon

7 sp

2 lbs.

Brandy, Common, flask

5 sp

1 lbs.

Wine, fine, flagon

10 sp

2 lbs.

Cider, jug

10 sp

4 lbs.

   

Mounts & Pets

Item

Cost

Speed

Capacity

Notes

Item

Cost

Speed

Capacity

Notes

Horse, Draft

50 sp

40

540

 

Seahorse, Giant

325 sp

60

200

Swimming only

Horse, Kahokian

200 sp

40

625

 

Dolphin, River

225 sp

60

Swimming only

Horse, Pack

75 sp

40

550

 

Dolphin, Sea

500 sp

60

Swimming only

Horse, Riding,

75 sp

60

480

Common

Oxen

10 sp

30

1,000

 

Horse, Riding,

125 sp

65

475

Qiviran

Elephant

800 sp

40

1,320

 

Horse, Riding

100 sp

60

500

Doradan

Camel, Pack

40 sp

40

550

 

Mule, Pack

5 sp

40

500

 

Camel, Riding

50 sp

50

480

 

Mule, Riding

8 sp

40

420

 

Dog, Guardian,

20 sp

40

Hyborian

Pony, Pack

65 sp

40

350

 

Dog, Hunting,

20 sp

40

Hyborian

Pony, Riding

30 sp

40

225

 

Dog, Mastiff

25 sp

40

195

 

Warhorse

425 sp

30

550

Azlian

Cat, Hunting,

20 sp

40

Hyborian

Warhorse

400 sp

30

540

Sibolan

Falcon, Hunting

25 sp

60

1

Kahokian, flies

Donkey, Pack

4 sp

40

500

 

Goat, Riding

10 sp

40

100

 

Donkey, Riding

8 sp

40

420

 

Goat, Hauling

7 sp

40

125

 

Tool Sets & Kits

Item

Cost

Weight

Item

Cost

Weight

Musician’s Tools

12 sp

1 lb

Glassblower’s Tools

30 Sp

5 lbs.

Alchemist’s Supplies

50 Sp

8 lbs.

Healer’s kit

5 sp

3 lbs.

Brewer’s Supplies

20 Sp

9 lbs.

Herbalism kit

5 sp

3 lbs.

Burglar’s Kit

35 sp

5 lbs.

Jeweler’s Tools

25 Sp

2 lbs.

Calligrapher’s Supplies

10 Sp

5 lbs.

Leatherworker’s Tools

5 Sp

5 lbs.

Carpenter’s Tools

8 Sp

6 lbs.

Mason’s Tools

10 Sp

8 lbs.

Cartographer’s Tools

15 Sp

6 lbs.

Navigator’s Tools

25 Sp

2 lbs.

Climber’s Kit

25 sp

12 lbs.

Painter’s Supplies

10 Sp

5 lbs.

Cobbler’s Tools

5 Sp

5 lbs.

Poisoner’s Kit

50 Sp

2 lbs.

Cook’s Utensils

1 Sp

8 lbs.

Potter’s Tools

10 Sp

3 lbs.

Diplomat’s Kit

35 sp

5 lbs.

Priest’s Kit

35 sp

6 lbs.

Disguise Kit

25 Sp

3 lbs.

Scholar’s Kit

35 sp

5 lbs.

Dungeoneer’s Kit

35 sp

10 lbs.

Smith’s Tools

20 Sp

8 lbs.

Entertainer’s Kit

35 sp

10 lbs.

Thieves’ Tools

25 Sp

1 lbs.

Explorer’s Kit

35 sp

10 lbs.

Tinker’s Tools

50 Sp

10 lbs.

Explosives Toolkit

160 Sp

15 lbs.

Weaver’s Tools

1 Sp

5 lbs.

Firearms Toolkit

100 Sp

15 lbs.

Woodcarver’s Tools

1 Sp

5 lbs.

Smth’s Tools

50 sp

35 lbs.

Farrier’s Tools

40 sp

30 lbs.

Vehicles

Vehicles use Vehicle Stat Blocks. These describe certain capabilities of vehicles.

Vehicle

Cost (sp)

 

Team

 

Type

 

Piloting

 

Propulsion

 

Size

 

Officers

 

Speed

 

Weight

 

Crew

 

Fuel

 

Armor Class

 

Passengers

 

Handling

 

Hit Points

 

Cargo

 

Acceleration

 

Threshold

 

Space

 

Turn Radius

 

Heavy Mounts

 

Medium Mounts

 

Light Mounts

 

Type: This is the Vehicle’s type:

Drawn, vehicles drawn by a single person or animal over ground.

Wagons, Vehicles which are drawn by teams of people or animals over ground.

Groundcraft, Vehicles which are powered by some form of Engine over ground.

Sandcraft, vehicles which are used on the Sand Sea.

Watercraft, vehicles which are used on the surface of the seas and rivers.

Divecraft, Vehicles which are powered by some engine and operate mostly underwater.

Skycraft, Vehicles which are magically powered and operate mostly in the air.

Demesne, which are small islands that float in the seas or in the skies.

Magical, which are vehicles empowered by spellcraft.

Size: Vehicles have a size rating.

Weight: Vehicles have a weight rating.

Armor Class: Vehicles have an AC for the body of the Vehicle. This is sometimes called a Hull.

Hit Points: Vehicles have hit points.

Damage Threshold; All vehicles have a threshold of at least 10% of their total HP. Damage less than that threshold has no effect.

Pilot: Vehicles require a Pilot.

Officers: Some vehicles have a number of officers, expressed in number of adult bodies.

Crew: Some Vehicles have a crew capacity, expressed in number of adult bodies.

Passengers: Vehicles have a passenger capacity, expressed in number of adult bodies.

Cargo: Vehicles have a cargo capacity, expressed in pounds.

Space: Vehicles have a set amount of space, expressed in either cubic feet or number of Containers.

Propulsion: the means by which the vehicle is able to move.

Fuel: Some vehicles have a fuel requirement.

Speed: Vehicles have different types of movement (wheels, propeller, wings, sails, oars, skis, team, engine) with different speeds. This is the same speed rating as given to living creatures. Speed impacts the DC of Maneuvers.

Handling: Vehicles have a handling score. A Handling score is a DC for piloting the vehicle. Certain circumstances and Maneuvers add or subtract to the Handling score, and the character has to successfully roll their piloting score against the handling DC to achieve the action. Handling represents how easy the vehicle is to pilot, and the default DC is 10.

Acceleration: one tenth the maximum speed of the Vehicle. Each round that a vehicle accelerates, it adds this number to previous speed. Vehicles reach their maximum speed in 10 rounds.

Turn Radius: space to turn around. Trying to turn too tightly will capsize the vehicle.

Weapon mounts: Vehicles have between 0 and 20 weapon mounts. Vehicle weapons make ranged attacks as normal. There are three kinds of Weapon Mounts: Light, Medium, and Heavy. Vehicle weapons have their own weapon table.

Range: The range of the Vehicle in miles per day. Range is reduced by certain maneuvers. Range is determined using the travel Speed chart, based on the Speed of the vehicle.

Drawn Vehicles

These are vehicles that are drawn by a single person or single creature.

Small Cart

Cost (sp)

125 sp

Team

1

Type

Drawn

Piloting

Propulsion

Person

Size

Big

Officers

Speed

20

Weight

500

Crew

Fuel

Armor Class

10

Passengers

Handling

20

Hit Points

35

Cargo

400

Acceleration

Threshold

3

Space

14

Turn Radius

10 ft.

Hand Cart

Cost (sp)

100 sp

Team

1

Type

Drawn

Piloting

Propulsion

Person

Size

Medium

Officers

Speed

20

Weight

300

Crew

Fuel

Armor Class

10

Passengers

Handling

20

Hit Points

35

Cargo

200

Acceleration

Threshold

2

Space

6

Turn Radius

10 ft.

Large Cart

Cost (sp)

200 sp

Team

1

Type

Drawn

Piloting

Propulsion

Person

Size

Large

Officers

Speed

15

Weight

1000

Crew

Fuel

Armor Class

10

Passengers

1

Handling

20

Hit Points

75

Cargo

600

Acceleration

Threshold

5

Space

28

Turn Radius

15 ft.

Buggy

Cost (sp)

200 sp

Team

1

Type

Drawn

Piloting

Wagon

Propulsion

Mount

Size

Big

Officers

Speed

30

Weight

600

Crew

Fuel

Armor Class

10

Passengers

2

Handling

15

Hit Points

100

Cargo

600

Acceleration

mount

Threshold

5

Space

4

Turn Radius

20 ft.

Lyonian Light Chariot

Cost (sp)

250 sp

Team

1

Type

Drawn

Piloting

Riding

Propulsion

Mount

Size

Medium

Officers

Speed

35

Weight

500

Crew

2

Fuel

Armor Class

12

Passengers

Handling

15

Hit Points

100

Cargo

Acceleration

mount

Threshold

10

Space

Turn Radius

10 ft.

Wagons

These are vehicles that are drawn by teams of Mounts.

Buckboard

Cost (sp)

125 sp

Team

2

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Huge

Officers

Speed

40

Weight

1500 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

7

Handling

10

Hit Points

100

Cargo

1200

Acceleration

mount

Threshold

20

Space

28

Turn Radius

30 feet

Bullock

Cost (sp)

150 sp

Team

2 or 4

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Huge

Officers

Speed

35

Weight

1500 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

7

Handling

10

Hit Points

100

Cargo

1200

Acceleration

mount

Threshold

20

Space

36

Turn Radius

30 feet

Carriage

Cost (sp)

300 sp

Team

2 or 4

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Huge

Officers

Speed

45

Weight

1700 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

3

Handling

12

Hit Points

120

Cargo

1200

Acceleration

mount

Threshold

20

Space

12

Turn Radius

30 feet

Coach

Cost (sp)

800 sp

Team

4 or 6

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Gigantic

Officers

Speed

45

Weight

1900 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

4

Handling

13

Hit Points

160

Cargo

600

Acceleration

mount

Threshold

20

Space

6

Turn Radius

30 feet

Heavy Mounts

Medium Mounts

Light Mounts

1

Great Coach

Cost (sp)

1,200 sp

Team

6 or 8

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Gigantic

Officers

Speed

35

Weight

2500 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

6

Handling

14

Hit Points

200

Cargo

600

Acceleration

mount

Threshold

20

Space

6

Turn Radius

30 feet

Heavy Mounts

Medium Mounts

1

Light Mounts

2

Open Wagon

Cost (sp)

200 sp

Team

2

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Huge

Officers

Speed

40

Weight

1500 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

5

Handling

10

Hit Points

100

Cargo

1200

Acceleration

mount

Threshold

15

Space

36

Turn Radius

30 feet

Covered Wagon

Cost (sp)

250 sp

Team

2 or 4

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Gigantic

Officers

Speed

35

Weight

1500 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

5

Handling

12

Hit Points

100

Cargo

1200

Acceleration

mount

Threshold

15

Space

36

Turn Radius

30 feet

Camping Wagon

Cost (sp)

300 sp

Team

4

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Gigantic

Officers

Speed

40

Weight

1800 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

3

Handling

15

Hit Points

200

Cargo

300

Acceleration

mount

Threshold

15

Space

18

Turn Radius

30 feet

Lyonian Heavy Chariot

Cost (sp)

1,000 sp

Team

4 or 6

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Gigantic

Officers

1

Speed

40

Weight

750 lbs.

Crew

1

Fuel

Armor Class

15

Passengers

Handling

16

Hit Points

100

Cargo

Acceleration

mount

Threshold

20

Space

Turn Radius

20 feet

Heavy Mounts

Medium Mounts

Light Mounts

1

Exilian Corf

Cost (sp)

1,500 sp

Team

5

Type

Wagon

Piloting

Wagon

Propulsion

Mount

Size

Gigantic

Officers

Speed

40

Weight

2500 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

5

Handling

15

Hit Points

250

Cargo

500

Acceleration

mount

Threshold

25

Space

12

Turn Radius

20 feet

Heavy Mounts

Medium Mounts

2

Light Mounts

2

Groundcraft

Self Propelled Vehicles

Durangan Auto Carriage

Cost (sp)

15,000 sp

Range

240 miles

Type

Groundcraft

Piloting

Wagon

Propulsion

Enjin

Size

Huge

Officers

Speed

130

Weight

1500 lbs.

Crew

1

Fuel

Yes

Armor Class

10

Passengers

3

Handling

9

Hit Points

100

Cargo

125

Acceleration

30

Threshold

10

Space

3

Turn Radius

10 feet

Heavy Mounts

Medium Mounts

Light Mounts

4

Sandcraft

Vehicles which travel within the Sand Sea.

Sand Sled

Cost (sp)

25 sp

Team

4 to 8

Type

Sandcraft

Piloting

Wagon

Propulsion

Mount

Size

Large

Officers

Speed

45

Weight

300 lbs.

Crew

1

Fuel

Armor Class

8

Passengers

1

Handling

13

Hit Points

50

Cargo

300

Acceleration

mount

Threshold

6

Space

6

Turn Radius

20 feet

Heavy Mounts

Medium Mounts

Light Mounts

1

Sand Skimmer

Cost (sp)

4,300 sp

Team

Type

Sandcraft

Piloting

Sail

Propulsion

Sail

Size

Huge

Officers

1

Speed

50

Weight

2500 lbs.

Crew

3

Fuel

Armor Class

10

Passengers

4

Handling

13

Hit Points

250

Cargo

1200

Acceleration

30

Threshold

10

Space

36

Turn Radius

30 feet

Heavy Mounts

2

Medium Mounts

2

Light Mounts

4

Divecraft

Vehicles designed for use underwater

Kerisian Submersible

Cost (sp)

157,000 sp

Team

Type

Divecraft

Piloting

Wagon

Propulsion

Turbine

Size

Massive

Officers

1

Speed

50

Weight

1700 lbs.

Crew

3

Fuel

Yes

Armor Class

10

Passengers

6

Handling

10

Hit Points

150

Cargo

300

Acceleration

25

Threshold

6

Space

3

Turn Radius

20 feet

Heavy Mounts

1

Medium Mounts

1

Light Mounts

2

Watercraft

Watercraft for rivers and seas.

Canoe

Cost (sp)

50 sp

Team

1 or 2

Type

Watercraft

Piloting

River

Propulsion

Oar

Size

Big

Officers

Speed

50

Weight

25 lbs.

Crew

Fuel

Armor Class

8

Passengers

1

Handling

9

Hit Points

35

Cargo

100

Acceleration

15

Threshold

2

Space

2

Turn Radius

10 feet

Kayak

Cost (sp)

50 sp

Team

1

Type

Watercraft

Piloting

River

Propulsion

Oar

Size

Medium

Officers

Speed

50

Weight

25 lbs.

Crew

Fuel

Armor Class

8

Passengers

Handling

8

Hit Points

20

Cargo

Acceleration

15

Threshold

2

Space

Turn Radius

10 feet

Dinghy

Cost (sp)

125 sp

Team

1 to3

Type

Watercraft

Piloting

River

Propulsion

Oar

Size

Big

Officers

Speed

50

Weight

100 lbs.

Crew

Fuel

Armor Class

10

Passengers

4

Handling

11

Hit Points

50

Cargo

100

Acceleration

15

Threshold

5

Space

3

Turn Radius

10 feet

Rowboat

Cost (sp)

250 sp

Team

1 to 5

Type

Watercraft

Piloting

River

Propulsion

Oar

Size

Large

Officers

Speed

50

Weight

250 lbs.

Crew

Fuel

Armor Class

10

Passengers

6

Handling

11

Hit Points

50

Cargo

250

Acceleration

15

Threshold

7

Space

5

Turn Radius

15 feet

Raft

Cost (cp)

300 sp

Team

1 to 6

Type

Watercraft

Piloting

River or Sail

Propulsion

Pole, Oar, Sail

Size

Large

Officers

Speed

50

Weight

300 lbs.

Crew

Fuel

Armor Class

10

Passengers

1 to 7

Handling

16

Hit Points

50

Cargo

600

Acceleration

15

Threshold

3

Space

10

Turn Radius

15 feet

Skif

Cost (sp)

150,000 sp

Team

Type

Watercraft

Piloting

Sail

Propulsion

Sail

Size

Gigantic

Officers

Speed

175

Weight

1500 lbs.

Crew

Fuel

Armor Class

11

Passengers

 

Handling

14

Hit Points

200

Cargo

1000

Acceleration

30

Threshold

10

Space

12

Turn Radius

18 feet

Heavy Mounts

Medium Mounts

Light Mounts

2

Fishing Boat

Cost (sp)

165,000 sp

Team

Type

Watercraft

Piloting

Sail

Propulsion

Sail

Size

Gigantic

Officers

1

Speed

200

Weight

2500 lbs.

Crew

8

Fuel

Armor Class

10

Passengers

Handling

14

Hit Points

250

Cargo

1200

Acceleration

30

Threshold

10

Space

24

Turn Radius

20 feet

Heavy Mounts

Medium Mounts

Light Mounts

2

Merchant Galleon

Cost (sp)

250,000 sp

Team

Type

Watercraft

Piloting

Sail

Propulsion

Sail

Size

Massive

Officers

3

Speed

250

Weight

5500 lbs.

Crew

12

Fuel

Armor Class

12

Passengers

 

Handling

20

Hit Points

400

Cargo

3500

Acceleration

30

Threshold

20

Space

360

Turn Radius

20 feet

Heavy Mounts

1

Medium Mounts

2

Light Mounts

4

Yacht

Cost (sp)

250,000 sp

Team

Type

Watercraft

Piloting

Sail

Propulsion

Sail

Size

Humongous

Officers

1

Speed

200

Weight

6000 lbs.

Crew

5

Fuel

Armor Class

11

Passengers

8

Handling

16

Hit Points

300

Cargo

1200

Acceleration

30

Threshold

20

Space

100

Turn Radius

30 feet

Heavy Mounts

Medium Mounts

2

Light Mounts

4

Barge

Cost (sp)

50,000 sp

Team

Type

Watercraft

Piloting

Sail or River

Propulsion

Pole or Sail

Size

Massive

Officers

1

Speed

100

Weight

5000 lbs.

Crew

2

Fuel

Armor Class

10

Passengers

4

Handling

18

Hit Points

400

Cargo

2400

Acceleration

30

Threshold

20

Space

1000

Turn Radius

20 feet

Heavy Mounts

Medium Mounts

1

Light Mounts

2

Skycraft

Vehicles which travel through the sky.

Sky Skimmer

Cost (sp)

35,000 sp

Team

Type

Skyship

Piloting

Sky

Propulsion

Turbine

Size

Massive

Officers

Speed

55

Weight

000000 lbs.

Crew

1

Fuel

Armor Class

10

Passengers

2

Handling

10

Hit Points

100

Cargo

60

Acceleration

25

Threshold

5

Space

3

Turn Radius

60 feet

Private Akashik Airship

Cost (sp)

85,000 sp

Team

 

Type

Skyship

Piloting

Sky

Propulsion

Turbine

Size

Humongous

Officers

1

Speed

110

Weight

000000 lbs.

Crew

4

Fuel

Armor Class

10

Passengers

4

Handling

10

Hit Points

200

Cargo

600

Acceleration

50

Threshold

5

Space

12

Turn Radius

90 feet

Heavy Mounts

Medium Mounts

Light Mounts

2

Mounted Weapons

Weapon

Type

Cost

Die

Damage

Range

Min Range

AC

HP

Notes

Ballista

Light

 

d24

piercing

120 / 480

12

11

40

 

Mangonel

Light

 

d30

bludgeoning

100 / 400

60

11

70

 

Harpoon

Light

 

d20

slashing

60 / 120

5

9

25

 

Grappling Line

Light

 

grappling

60

15

10

30

On hit, grapples target.

Ballista

Medium

 

2d24

piercing

180 / 710

25

13

50

 

Mangonel

Medium

 

2d30

bludgeoning

200 / 600

60

13

80

 

Harpoon

Medium

 

2d20

slashing

120 / 240

5

11

30

 

Ballista

Heavy

 

3d24

piercing

240 / 940

50

15

60

 

Mangonel

Heavy

 

3d30

bludgeoning

300 / 800

60

15

90

 

Harpoon

Heavy

 

3d20

slashing

180 / 360

5

13

35

 
Mounted Weapon Ammunition

Item

Cost

Weight

Quantity

Weapon

Notes

Bolt, Light

10 sp

10 lbs.

5

Ballista

 

Bolt, Medium

10 sp

10 lbs.

5

Ballista

 

Bolt, Heavy

10 sp

10 lbs.

5

Ballista

 

Stone

10 sp

10 lbs.

3

Ballista

 

Shot, Waxed

10 sp

10 lbs.

3

Ballista

Separates on firing, doing 2d6 to targets in a 30 foot cone

Shot, Fire

10 sp

10 lbs.

3

Ballista

Bursts on impact, spreading fire in 10’ circle

Stone, Light

10 sp

10 lbs.

3

Mangonel

 

Stone, Medium

10 sp

10 lbs.

3

Mangonel

 

Stone, Heavy

10 sp

2 lbs.

3

Mangonel

 

Stone, Scored

10 sp

10 lbs.

3

Mangonel

Separates on firing, doing 2d6 to targets in a 30 foot cone

Stone, Cored

10 sp

10 lbs.

3

Mangonel

Bursts on impact, spreading fire in 10’ circle

Harpoon, Light

10 sp

10 lbs.

3

  

Harpoon, Medium

10 sp

10 lbs.

3

  

Harpoon, Heavy

10 sp

10 lbs.

3

  

Armor & Shields

Armor on Wyrlde is categorized according to: Standard, Light, Medium, and Heavy. Each type has an impact on your overall abilities, and in some cases may drastically impact your ability to do things like cast spells. Armor can penalize mages on rolls when casting spells due to constriction of movement for the somatic aspects.

Armor Training is needed to be able to properly wear any armor. Proficiency penalties apply to all actions worn while wearing armor one is not proficient in. Armor also takes time to put on and take off.

Category

Don

Doff

Standard

1 Minutes

1 Minute

Light Armor

2 minutes

1 minute

Medium Armor

3 Minutes

2 Minutes

Heavy Armor

5 Minutes

3 Minutes

Shield

1 Action

1 Action

Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Armor is still uncommon on Wyrlde. Many Adventurers claim that they do not need it, that they are so capable that armor does them little good and yet there are those who will splurge for custom armor built for their character, providing a means to accentuate their overall appearance. IN truth, one of the key aspects around Armor is that iron is rare, expensive, and so rarely used for armor outside of an additive. Aluminum, tin, copper, and other metals are used in the making of alloys that are then used in armor – and it is hot, dangerous, poisonous work.

Those who have served in a garrison at some outlying Fort or Keep will often have a preference for armor, but many will find it constricting and limiting if they seek to use magic.

Standard Armor

Armor

Cost

Weight

Armor Class (AC)

Stealth

Light Buckskin Armor

15 sp

5 lbs.

10 + Dex Modifier

Padded Cloth Armor

10 sp

8 lbs.

10 + Dex Modifier

Disadvantage

Glazed Leather Armor

25 sp

10 lbs.

10 + Dex Modifier

Duric Pocket Armor

20 sp

18 lbs.

10 + Dex Modifier

Heavy Buckskin Armor

40 sp

5 lbs.

11 + Dex Modifier

Hide Armor

50 sp

12 lbs.

11 + Dex Modifier

Korinthian Leather

75 sp

10 lbs.

11 + Dex Modifier

Light Armor

Armor

Cost

Weight

Armor Class (AC)

Stealth

Hyborian Beast Armor

60 sp

11 lbs.

12 + Dex Modifier

Kahokian Woven Armor

70 sp

12 lbs.

12+Dex Modifier

Qiviran Lacquered Armor

75 sp

15 lbs.

13 + Dex Modifier

Disadvantage

Studded Hide Armor

See Below

15 lbs.

13 + Dex Modifier

Studded Leather Armor

See Below

13lbs

12 + Dex Modifier

Medium Armor

Medium Armor

Cost

Weight

Armor Class (AC)

Strength

Stealth

Speed

Aztic Scale Mail

200 sp

20 lbs.

14 + Dex (max 3)

STR 9

Disadvantage

Chain Tunic

150 sp

20 lbs.

14 + Dex (max 2)

STR 11

Disadvantage

Exilian Chain Vest

160 sp

10 lbs.

13 + Dex (max 2)

STR 10

Lyonian Light Plate

325 sp

35 lbs.

16 + Dex (max 2)

STR 12

Disadvantage

-5

Scale Mail

165 sp

20 lbs.

13 + Dex (max 3)

STR 10

Seascale Mail

230 sp

15 lbs.

13 + Dex (max 3)

STR 9

Piecemeal (Scale)

See Below

See Below

See Below

2 + Below

See Below

See Below

Piecemeal (Chain)

See Below

See Below

See Below

2 + Below

See Below

See Below

Heavy Armor

Heavy Armor

Cost

Weight

Armor Class (AC)

Strength

Stealth

Speed

Bead Mail

450 sp

30 lbs.

16

STR 10

Disadvantage

-5

Chain Mail Suit

550 sp

45 lbs.

16

STR 11

Disadvantage

-5

Lyonian Half Plate

600 sp

45 lbs.

16

STR 10

Disadvantage

-5

Heavy Piecemeal

See Below

See Below

See Below

See Below

See Below

See Below

Armor Pieces (Piecemeal)

Armor Pieces are sections of Armor. A Cuirass covers the shoulders but does not include Pauldrons; a Bustier does not cover the shoulders. Armor pieces are a very common way to armor up, and Don or Doff time moves down only one level if a full set is not used. Armor pieces cannot be worn over other armor.

Piece

Cost

Weight

Type

Covers

Adds to AC

Strength

Stealth

Speed

Base Garment

20 sp

1 lbs.

Standard

Body, Required

1

 

Torso

15 sp

3 lbs.

Standard

Torso

3

 

Neck

5 sp

1 lbs.

Standard

Neck

1

 

Shoulders

10 sp

2 lbs.

Standard

Shoulders

1

 

Bracers

20 sp

1 lbs.

Standard

Forearms

1

 

Groin

8 sp

2 lbs.

Standard

Groin, Buttocks

1

 

-1

Greaves

7 sp

1 lbs.

Standard

Shins

1

 

Boots

25 sp

2 lbs.

Standard

Feet, to Knee

1

 

-1

 

Cuirass

115 sp

6 lbs.

Medium, Scale

Torso, Over Shoulders

5

+1

Disadvantage

-3

Bustier

112 sp

5 lbs.

Medium, Scale

Torso, Under Shoulders

5

+1

Disadvantage

-2

Bracers

57 sp

1 lbs.

Medium, Scale

Arms

1

+1

-1

Kilt

75 sp

3 lbs.

Medium, Scale

Hip to Knee

2

+1

-1

Greaves

57 sp

1 lbs.

Medium, Scale

Legs

1

+1

-2

Boots

58 sp

4 lbs.

Medium, Scale

Feet, to Knee

1

+1

-2

 

Cuirass

115 sp

6 lbs.

Medium, Chain

Torso, Over Shoulders

5

+1

Disadvantage

-3

Bustier

112 sp

5 lbs.

Medium, Chain

Torso, Under Shoulders

5

+1

Disadvantage

-2

Bracers

80 sp

1 lbs.

Medium, Chain

Arms

2

+1

-1

Kilt

75 sp

3 lbs.

Medium, Chain

Hip to Knee

2

+1

-1

Greaves

80 sp

1 lbs.

Medium, Chain

Legs

2

+1

-2

Boots

100 sp

4 lbs.

Medium, Chain

Feet, to Knee

2

+1

-2

 

Cuirass

165 sp

15 lbs.

Heavy, Brass

Torso, Over Shoulders

5

+3

Disadvantage

-3

Bustier

115 sp

11 lbs.

Heavy, Brass

Torso, Under Shoulders

5

+2

Disadvantage

-2

Bracers

35 sp

5 lbs.

Heavy, Brass

Arms

2

+1

-1

Kilt

75 sp

3 lbs.

Heavy, Brass

Hip to Knee

3

+2

Greaves

35 sp

7 lbs.

Heavy, Brass

Legs

2

+1

-1

Boots

50 sp

5 lbs.

Heavy, Brass

Feet, to Knee

3

+2

-1

Shields

Armor

Cost

Weight

Armor Class (AC)

Strength

Stealth

Arm Shield

10 sp

3 lbs.

+1

Battle Shield

15 sp

6 lbs.

+2

Str 9

Buckler

15 sp

5 lbs.

+1

Formation Shield

20 sp

10 lbs.

+2

Str 10

Disadvantage

Sibolan Wall Shield

25 sp

23 lbs.

+3

Str 12

Disadvantage

Spell Shield

250 sp

3 lbs.

+1

Str 6

Disadvantage

A Spell Shield is Made from rare clay, a special tool developed for use by mages used as a base for assorted defensive spells. It is a small, 1 foot diameter shield worn on the off arm.

Sibolan Shields are full body shields that prove partial cover.

Weapons

Weapons are grouped according to Simple, Common, Adept, Expert, and Specialist. These groupings determine the degree of skill and training needed to use them effectively, and so what types of weapons are available. This does not mean that one cannot simply pick up a weapon and use it – this is about the facility and skill to use it well enough to defend and attack in a manner that allows it to cause damage. Access to trained people limits the exposure one can have to magical education, and so those who focus more on magic have less in weapons education, and those who focus more on weapons have less magical education.

Simple Weapons are the found or least training needed sorts, the “easiest to use”, and are found among many of the realms. Common weapons are the weapons that folks who have at least some cause to take up weaponry skills turn to and learn, such as soldiers and guardsmen. Adept and Expert weapons are for those who take the skills to higher levels, who push themselves forward. For the most part, weapons in these groups are rare, hard to find, and used only by those whose pursuit of martial capability is nearly single-minded.

Weaponry Notes
Firearms

Wyrlde Firearms are standardized, but extremely difficult to make. It is said that the Gods interfere. There are no burst fire weapons, though all are a form of revolver cartridge or breech loader.

Firearms were developed in Dorado, building on some ideas described in ancient records. They are made and sold chiefly there. Aside from the snuffer, the secrets to making firearms remain with the Kurgan, head of the Eld Posse. Knowledge of this for those other than Gunslingers carries a penalty of death.

Firearms in the hands of anyone other than a gunslinger are difficult to find ammunition for, and only Gunslinger’s have the access to the Firearms skills as they are kept deeply secret. Ongoing investigations continue to attempt to track down the people who make black market ammunition for them, and it is known there are some few weapons that are not in the hands of gunslingers.

Hand Cannon: This is a large bore, single shot weapon, breech loading. Loading takes two hands. It can be dual wielded, but reloading takes 1 action per cannon.

Doradan Rifle: This is a large bore, pop out revolver cartridge, two-handed, long-range firearm. Each 1 action reload is 6 rounds, each firing takes time to turn and set the cartridge. Possession by anyone other than a Gunslinger carries a death penalty, as it is presumed the individual stole the weapon.

Longtom: This is a single shot, large bore, long-range rifle, used for hunting. It is typically loaded with Shakes rounds. Reloading takes an action.

Snuffer: This is a smaller, lighter, single shot, breech loading, smaller bore version of the Hand Cannon, developed in secret and found primarily in Durango. Possession of a Snuffer is generally considered to be punishable by death. It can also be dual wielded. Reloading takes an action.

Doradan Pistol: This is the height of firearms; belonging to a very select group of Doradan Gunslingers and requiring grueling tests. This is a single action reload, six shot revolver cartridge, large bore firearm that can be fired one handed, with each shot requiring time to turn and reset the cartridge. Possession by anyone other than a Gunslinger carries a death penalty, as it is presumed the individual stole the weapon and is subject to being hunted by someone from the Posse of Eld and slain, without mercy or remorse.

Ammunition comes in two sorts: Rounds and Shakes.

Shakes are assembled through the firearms proficiency to break up, but they do not scatter widely.

Rounds are hard pellets, typically of stone, shaped by the firearms proficiency with a toolkit. It takes an hour to shape 10 rounds unless one has a feat. Metal is never used lest it draw the Spirits.

Sibolan Glaives

A glaive, on Wyrlde, is a staff, weighted on one end with a large bulbous weight and bladed top on the other end with a variety of different configurations, notably sword tip, spear point and axe head. Glaives are as tall as the shoulder of the person who uses them. They are a two-handed weapon, and a common form of weaponry used on Wyrlde – even more than swords. A Glaive is a custom fitted weapon, always 4 inches shorter than the person who wields it and balanced for their specific use. They are often highly decorated and very personalized weapons.

Simple Melee

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Hatchet

3 sp

00 lbs.

d4

Slashing

STR

Axe

Farm Tool

Club

1 sp

00 lbs.

d4

Bludgeoning

Hammer

 

Dirk

2 sp

.5 lbs.

d4

Piercing

Knife

Light

Hand Knife

2 sp

.5 lbs.

d4

Slashing

Knife

Light, Common Knife

Kadaga

10 sp

1 lbs.

d4

Piercing

Knife

Light

Sickle

2 sp

1 lbs.

d4

Slashing

Knife

Farm Tool

Brass Knuckles

5 sp

.25 lbs.

d4

Bludgeoning

Rod

Unarmed

Sap

1 sp

.5 lbs.

d4

Bludgeoning

Rod

 

Sharp Stick

.5 lbs.

d4

Piercing

STR

Spear

 

Pitchfork

3 sp

3 lbs.

d4

Piercing

Stave

2-Handed, Reach, Farm Tool

Thresher

2 sp

3 lbs.

d4

Bludgeoning

 

Stave

Farm Tool

Mashetay

7 sp

2 lbs.

d6

Slashing

Sword

 

Rock

.25 lbs.

d4

Bludgeoning

DEX

Thrown

Light

Simple Ranged

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Field Bow

12 sp

5 lbs.

d4

Piercing

30/150

Bow

Loading, Ammunition

Hand Crossbow

35 sp

3 lbs.

d4

Piercing

25/100

Bow

Loading, Ammunition

Sling

3 sp

.25 lbs.

d4

Bludgeoning

30/100

Sling

Loading, Ammunition

Common Melee

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Hand Axe

10 sp

2 lbs.

d6

Slashing

STR

Axe

 

Light Hammer

10 sp

4 lbs.

d6

Bludgeoning

Hammer

 

Dagger

7 sp

1 lbs.

d4

Piercing

DEX

Knife

Light

Hyborian Knife

15 sp

1.5 lbs.

d6

Slashing

Knife

 

Karn

7 sp

1 lbs.

d4

Slashing

Knife

Light

Karzh

7 sp

1.5 lbs.

d4

Slashing

Knife

Light

Fighting Stick

3 sp

1 lbs.

d6

Bludgeoning

Rod

 

Javelin

2 sp

1 lbs.

d6

Piercing

30/90

Spear

 

Short Spear

3 sp

2 lbs.

d6

Piercing

20/50

Spear

 

Quarterstaff

2 sp

3 lbs.

d6

Bludgeoning

 

Stave

Versatile, 2 Handed

Balan

7 sp

3 lbs.

d6

Slashing

Sword

 

Greatsword

50 sp

10 lbs.

d10

Slashing

Sword

Heavy, 2-Handed, Reach

Kampi

7 sp

3 lbs.

d6

Slashing

Sword

 

Kukris

5 sp

3 lbs.

d6

Slashing

Sword

 

Shortsword

20 sp

3 lbs.

d6

Slashing

Sword

 

Smallsword

20 sp

3 lbs.

d6

Slashing

Sword

 
Common Ranged

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Throwing Axe

10 sp

1.5 lbs.

d6

Slashing

20/60

Axe

Thrown

Light Crossbow

50 sp

7 lbs.

d6

Piercing

50/200

Bow

Loading, Ammunition

Short Bow

35 sp

3 lbs.

d6

Piercing

80/320

Bow

Loading, Ammunition

Snuffer

250 sp

1 lbs.

d6

Piercing

5/15

Firearm

Loading, Ammunition

Sling, Soldier’s

5 sp

.5 lbs.

d4

Bludgeoning

30/120

Sling

Loading, Ammunition

Throwing Dart

10 sp

2 lbs.

d4

Piercing

DEX

Thrown

Light, Thrown, 12

Throwing Needle

15 sp

1 lbs.

d4

Piercing

DEX

Thrown

Light, Thrown, 24

Throwing Spike

15 sp

1 lbs.

d6

Piercing

STR

Thrown

Thrown, 6

Adept Melee

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Broad Axe

25 sp

10 lbs.

d6

Slashing

Axe

2-Handed,

Doric Mace

20 sp

7 lbs.

d8

Bludgeoning

Hammer

 

Great Club

1 sp

15 lbs.

d8

Bludgeoning

Hammer

Heavy, 2-Handed

Athame

15 sp

1 lbs.

d4

Slashing

Knife

Light

Korl

20 sp

1 lbs.

d4

Slashing

Knife

Light

Fighting Rod

12 sp

3 lbs.

d6

Bludgeoning

Rod

 

Spear

6 sp

3 lbs.

d8

Piercing

20/60

Spear

2-Handed, Reach

Axe Glaive

85 sp

3 lbs.

d8

Slashing

Stave

2-Handed, Reach

Halberd

60 sp

17 lbs.

d10

Slashing

Stave

Heavy, 2-Handed, Reach

Hammer Glaive

75 sp

4 lbs.

d8

Bludgeoning

Stave

2-Handed, Reach

Pick

60 sp

12 lbs.

d8

Bludgeoning

Stave

2-Handed, Reach

Pike

60 sp

15 lbs.

d10

Piercing

Stave

Heavy, 2-Handed, Reach

Spear Glaive

65 sp

3 lbs.

d8

Piercing

Stave

2-Handed, Reach

War Flail

20 sp

7 lbs.

d8

Bludgeoning

 

Stave

 

Backsword

35 sp

5 lbs.

d8

Slashing

Sword

 

Broadsword

50 sp

7.5 lbs.

d8

Slashing

Sword

 

Kopesh

35 sp

6 lbs.

d8

Slashing

Sword

 

Longsword

35 sp

5 lbs.

d8

Slashing

Sword

 

Scimitar

35 sp

5 lbs.

d8

Slashing

Sword

 
Adept Ranged

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Horse Bow

30 sp

3 lbs.

d6

Piercing

50/200

Bow

Loading, Ammunition

Medium Crossbow

35 sp

14 lbs.

d6

Piercing

75/300

Bow

Heavy, 2-Handed, Loading, Ammunition

Hand Cannon

300 sp

5 lbs.

d8

Piercing

20/60

Firearm

Loading, Ammunition

Longtom

380 sp

10 lbs.

d8

Piercing

60/180

Firearm

2-Handed, Loading, Ammunition

Scattertom

400 sp

8 lbs.

d8

Piercing

20/40

Firearm

2-Handed, Loading, Ammunition

Throwing Dagger

12 sp

1 lbs.

d4

Piercing

DEX

Knife

Light, Thrown, 4

Slingshot

10 sp

1.5 lbs.

d6

Bludgeoning

50/180

Sling

Loading, Ammunition

Harpoon

15 sp

15 lbs.

d10

Piercing

20/50

Stave

Heavy, 2 Handed, Thrown

Throwing Disk

18 sp

2 lbs.

d4

Slashing

DEX

Thrown

Light, Thrown, 6

Expert Melee

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Battle Axe

35 sp

12 lbs.

d8

Slashing

Axe

Heavy, 2-Handed,

Maul

20 sp

18 lbs.

d10

Bludgeoning

Hammer

Heavy, 2-Handed

War Mace

20 sp

10 lbs.

d10

Bludgeoning

 

Hammer

Heavy

Warhammer

15 sp

9 lbs.

d10

Bludgeoning

Hammer

2-Handed

Doric Knife

25 sp

2 lbs.

d6

Slashing

Knife

 

Fighting Knife

20 sp

2 lbs.

d6

Slashing

Knife

 

Sharambit

8 sp

1 lbs.

d4

Slashing

Knife

Light

Morning Star

20 sp

9 lbs.

d8

Piercing

Rod

2-Handed

War Spear

10 sp

5 lbs.

d10

Piercing

Spear

Heavy, 2-Handed, Reach

Battle Flail

16 sp

7 lbs.

d10

Bludgeoning

 

Stave

 

Scythe

12 sp

9 lbs.

d10

Slashing

Stave

2-Handed, Reach

Bloodsword

25 sp

2 lbs.

d8

Slashing

Sword

 

Cutlass

35 sp

4 lbs.

d8

Slashing

Sword

 

Rapier

40 sp

2 lbs.

d8

Slashing

Sword

 

Saber

35 sp

4 lbs.

d8

Slashing

Sword

 
Expert Ranged

Weapon

Cost

Weight

Die

Damage

Range

Type

Properties

Heavy Crossbow

45 sp

24 lbs.

d8

Piercing

100/400

Bow

Heavy, 2-Handed, Loading, Ammunition

Longbow

25 sp

5 lbs.

d8

Piercing

150/600

Bow

Loading, Ammunition

Pistol, Doradan

425 sp

2 lbs.

d10

Piercing

30/90

Firearm

Loading, Ammunition

Rifle, Doradan

500 sp

5 lbs.

d10

Piercing

40/120

Firearm

2-Handed, Loading, Ammunition

Slingstaff

12 sp

3 lbs.

d8

Bludgeoning

70/240

Sling

2-Handed, Loading, Ammunition

Throwing Wedge

10 sp

0.3 lbs.

d6

Slashing

DEX

Thrown

Thrown, 3

Specialist Melee

Weapon Name

Cost

Weight

Die

Damage

Range

Class

Type

Properties

Fighting Fan

3 sp

1 lbs.

d4

slashing

Special

Rod

Light, Shield +1 AC

Lance

10 sp

6 lbs.

d10

piercing

Special

Spear

Reach, special

Trident

5 sp

4 lbs.

d6

piercing

20/60

Special

Spear

Reach, Thrown

Whip

3 sp

3 lbs.

d4

slashing

Special

Special

Reach, special

Specialist Ranged

Weapon

Cost

Weight

Die

Damage

Range

Kind

Properties

 

Blowgun

5 sp

1 lbs.

1 hp

piercing

25/100

Special

Thrown

Ammunition, loading

Bola

10 sp

3 lbs.

d4

bludgeoning

30/150

Special

Thrown

Special, thrown,Entangle

Net

3 sp

3 lbs.

 

Entangling

5/15

Special

Thrown

Special, thrown, grapple

Ammunition

Item

Amount

Cost

Weight

Notes

Arrows, Fire

12

15 sp

1 lbs.

self ignites on contact, dealing 1d6 fire damage

Arrows, Glass

12

20 sp

1 lbs.

used to deliver a liquid payload

Arrows, Hunting

12

1 sp

1 lbs.

-1 Die chain

Arrows, Mock

12

3 sp

1 lbs.

leaves mark. Used for tactical and duels

Arrows, War

12

2 sp

1 lbs.

+1 die chain

Arrows, Whistling

12

2 Sp

1 lbs.

War arrows trimmed to whistle

Ball bearings, ceramic

100

1 sp

2 lbs.

 

Blowgun needles

25

1 sp

1 lbs.

 

Caltrops

20

1 sp

2 lbs.

 

Cartridge, Crossbow, Hand

12 sp

1 lbs.

Holds 6 Bolts

Cartridge, Crossbow, Heavy

13 sp

1 lbs.

Holds 6 Bolts

Cartridge, Crossbow, Light

8 sp

1 lbs.

Holds 6 Bolts

Cartridge, Crossbow, Medium

9 sp

1 lb

Holds 6 bolts

Crossbow bolts, Hand

6

5 sp

1 lbs.

 

Crossbow bolts, Heavy

6

8 sp

3 lb

 

Crossbow bolts, Light

6

3 sp

1½ lb

 

Crossbow bolts, Medium

6

5 so

2 lb

 

Firearm Rounds

10

150 sp

1 lbs.

only available in Dorado

Firearm Shakes

10

200 sp

1 lbs.

+2 Piercing damage, only available in Dorado

Firearm Scat Rounds

10

175 sp

1 lbs.

everything in a 6 wide cone.

Sling bullets

30

8 cp

1 lbs.

 

Snuffer Rounds

6

100 sp

½ lbs.

Single shots.

Throwing Lever

 

1 lbs.

Atlatl

Explosives

Doradan engineers in the Triskelion Posse also developed Explosives, using the same principles that they used to create firearms. They have fashioned these into three forms, one of which has two additional variants.

Explosive

Skill

Cost

Weight

Range

Radius

Damage

Save Vs

Charge – Basic

Adept

300 sp

5 lbs.

10’

25’

4d6

Dexterity, DC 12

Charge – Sharp

Adept

500 sp

5 lbs.

10’

5’/10’ Cone

6d6

Dexterity, DC 15

Grenade

Common

175 sp

.5 lbs.

60’

10’

3d6

Dexterity, DC 15

Grenade — Fire

Advanced

200 sp

1 lbs.

60’

5’

2d6 + 1d6/trn

Dexterity, DC 15

Grenade – Smoke

Advanced

200 sp

.5 lbs.

60’

30’

1d6

Constitution, DC 18

Ordnance Kit

15 sp

1 lbs.

0

3’

1d6

Dexterity, DC 10

Charges come in two types, Basic and Sharp.

A Basic Charge can be of any basic shape, is around twelve inches (1 foot) in diameter, and when detonated affects an area in a 25-foot radius, dealing 4d6 damage to any creature who fails a Dexterity throw.

A Sharp Charge is built to push most of the blast in a single direction, though it still has an effect. Sharp Charges are built for knocking holes in things. Due to their nature, charges can only be thrown about 10 feet.

Grenades are small objects of basic shape that are about 4 inches in diameter that can be thrown up to 60 feet away and generally does damage in a 10-foot radius.

A Smoke Grenade releases a thick, colored smoke that fills an area in a 30-foot radius.

A Fire Grenade spreads a thick, viscous gel over a five-foot radius that is ignited and will burn for up to ten minutes. Fire grenades will do an additional 1d6 in damage for each turn the person is covered in the burning gel. The gel can be washed off, smothered, or otherwise treated like typical fire.

In each case, a Dexterity save can be made to avoid it, but it is hard.

Bulk Goods

On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. But also, a good bundle of something can be extremely useful on the open road or to passing merchants who want to up their fortunes for a little less overhead. Trade goods have different exchange rates on Wyrlde.

Item

Qty.

Wt.

NC

SV

EC

SC

SR

WC

FR

Notes

Name

(#)

(lb)

        

Woolen Yarn

1

1

       

Skein

Linen Yarn

1

1

       

Skein

Cotton Yarn

1

1

       

Skein

Brocade

1

1

       

Square Yard

Taffeta

1

.2

       

Square Yard

Satin

1

.3

       

Square Yard

Velvet

1

.3

       

Square Yard

Woolsey

1

.3

       

Square Yard

Denim

1

.75

       

Square Yard

Deslin

1

.5

       

Square Yard

Silk

1

.2

       

Square Yard

Canvas

1

1

       

Square Yard

Quality Silk

1

.1

       

Square Yard

Wool Fabric

1

.4

       

Square Yard

Linen

1

.5

       

Square Yard

Jute

1

.8

       

Square Yard

Hemp

1

.8

       

Square Yard

Bamboo Fabric

1

.5

       

Square Yard

Fusty

1

.3

       

Square Yard

Kamber

1

.3

       

Square Yard

Muslin

1

.5

       

Square Yard

Sindlin

1

.5

       

Square Yard

Serjlin

1

.5

       

Square Yard

Hesslin

1

.5

       

Square Yard

Wooless

1

.5

       

Square Yard

Chiffon

 

.2

       

Square Yard

Terrycloth

 

.3

       

Square Yard

Cheesecloth

 

.1

       

Square Yard

Twill

 

.6

       

Square Yard

Drapery

 

1.25

       

Square Yard

Common Fur

1

        

Square Yard, tanned

Quality Fur

1

        

Square Yard, Tanned

Specialty Fur

1

        

Square Yard, Tanned

Common Leather

1

        

Square Yard

Quality Leather

1

        

Square Yard

Specialty Leather

1

        

Square Yard

Common Hide

         

Square Yard, Tanned

Quality Hide

1

        

Square Yard, Tanned

Rare Hide

1

        

Square Yard, Tanned

Chicken

1

10

        

Sheep

1

250

        

Cow

1

2500

        

Goat

1

275

        

Ox

1

3000

        

Pig

1

400

        

Aruk

1

2500

        

Fesan

1

25

        

Weg

1

500

        

Pigment: Bleach

1

8

       

Jar

Pigment: Black

1

8

       

Jar

Pigment: Red

1

8

       

Jar

Pigment: Orange

1

8

       

Jar

Pigment: Yellow

1

8

       

Jar

Pigment: Green

1

8

       

Jar

Pigment: Blue

1

8

       

Jar

Pigment: Indigo

1

8

       

Jar

Pigment: Violet

1

8

       

Jar

Cotton

1

180

       

Bale

Wool

1

320

       

Bale

Hemp

1

225

       

Bale

Linen

1

200

       

Bale

Jute

1

250

       

Bale

Coffee Beans

1

50

       

Sack

Tea Leaves

1

30

       

Sack

Chocolate Beans

1

60

       

Sack

Platinum

1

5

17500

17500

17500

17500

17500

17500

17500

Ingot

Gold

1

5

1750

1750

1750

1750

1750

1750

1750

Ingot

Copper

1

5

17.5

17.5

17.5

17.5

17.5

17.5

17.5

Ingot

Tin

1

5

50

50

50

50

50

50

50

Ingot

Nickel

1

5

50

50

50

50

50

50

50

Ingot

Aluminum

1

5

50

50

50

50

50

50

50

Ingot

Tealiron

1

5

5000

5000

5000

5000

5000

5000

5000

Ingot

Iron

1

5

7500

7500

7500

7500

7500

7500

7500

Ingot

Silver

1

5

175

175

175

175

175

175

175

Ingot

Electrum

1

5

875

875

875

875

875

875

875

Ingot

Chrome

1

5

3000

3000

3000

3000

3000

3000

3000

Ingot

Ore, Platinum

1

180

525k

      

Crom

Ore, Gold

1

162

52k

      

Crom

Ore, Silver

1

88

5250

      

Crom

Ore, Electrum

1

135

26k

      

Crom

Ore, Copper

1

75

525

      

Crom

Ore, Nickel

1

74

       

Crom

Ore, Tin

1

61

       

Crom

Ore, Chrome

1

60

       

Crom

Ore, Zinc

1

60

       

Crom

Ore, Aluminum

1

23

       

Crom

Ore, Iron

1

66

       

Crom

Ore, Whiteshine

1

70

       

Crom

Ore, Crystalium

1

25

       

Crom

Ore, Bluegleam

1

20

       

Crom

Ore, Greenschine

1

20

       

Crom

Ore, Daengeld

1

100

       

Crom

Ore, Vitredur

1

25

       

Crom

Ore, Steelglass

1

75

       

Crom

Ore, Bitumen

1

12

       

Crom

Ore, Lead

1

95

       

Crom

Ore, Titanium

1

38

       

Crom

Ore, Tungsten

1

164

       

Crom

Ore, Magnesium

1

15

       

Crom

Glass, chunk

1

24

50

      

Crom

Glass, Sand

1

26

65

      

Crom

Apple

1

        

Cord, Lumber

Ash

1

        

Cord, Lumber

Balsa

1

        

Cord, Lumber

Bamboo

1

        

Cord, Lumber

Cedar

1

        

Cord, Lumber

Ebony

1

        

Cord, Lumber

Aspen

1

        

Cord, Lumber

Mahogany

1

        

Cord, Lumber

Oak

1

        

Cord, Lumber

Pine, white

1

        

Cord, Lumber

Pine, yellow

1

        

Cord, Lumber

Teak

1

        

Cord, Lumber

Maple

1

        

Cord, Lumber

Willow

1

        

Cord, Lumber

Birch

1

        

Cord, Lumber

Hickory

1

        

Cord, Lumber

Walnut

1

        

Cord, Lumber

Poplar

1

        

Cord, Lumber

Beech

1

        

Cord, Lumber

Alder

1

        

Cord, Lumber

Elm

1

        

Cord, Lumber

Spruce

1

        

Cord, Lumber

Fir

1

        

Cord, Lumber

Oil, Olive

1

100

       

Barrel

Oil, Berry

1

100

       

Barrel

Oil, Seed

1

100

       

Barrel

Oil, Whale

1

100

       

Barrel

Oil, Blood

1

100

       

Barrel

Oil, Black

1

100

       

Barrel

Oil, Kerosene

1

100

       

Barrel

Oil, Camphor

1

100

       

Barrel

Oil, Nut

1

100

       

Barrel

Wheat

1

50

       

Sack

Barley

1

50

       

Sack

Oats

1

50

       

Sack

Rice

1

50

       

Sack

Corn

1

50

       

Sack

 

1

50

       

Sack

 

1

50

       

Sack

Salt

 

25

       

Sack

Saffron

 

25

       

Sack

Cinnamon

 

25

       

Sack

Cloves

 

25

       

Sack

Ginger

 

25

       

Sack

Peppercorns

 

25

       

Sack

           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           

Travel & Transport

To travel, you must have a Guild Pass, Knight’s Mark, or Travel Token from a recognized authority, to enter a city or town.

Cities, and Towns are walled. Villages, Hamlets, and Steadings will have a Refuge of some sort. Starting your own village (which grows to become a town and then a city) is even encouraged in most places.

These walls and refuges are essential: the world is not a safe place. Especially at night. The world left after the God’s War has plenty of critters malign and benign who just aren’t healthy to be around. The only safe place at night is a walled compound. There are monsters in the world that will prey on travelers. From Dreadnaughts to Powers That Be to beasts.

Traveling beyond your home is a dangerous thing, and even though the merchants talk tough and all, ever notice how rarely you see one come back through?

Typically, a city will support a few Towns, each of which supports a few Villages. Each City influences the culture of the Towns and Villages beholden to it – typically because that is where the people came from (limited space inside cities that are walled), but also because of the assorted ways in which laws and governments work around them.

Different Powers That Be tend to favor certain cities.

Passes & Marks

Travel between Cities, Towns, Villages, and Hamlets always requires a Pass or Mark of some sort.

These can vary from metal plaques stamped to ornate scrolls that must be signed, and so forth. Entry into a location requires a pass, and they are often expensive if simply bought. Guilds, Circles, and Posses are all able to offer Passes, while Nobles will offer Marks.

Messengers in uniform, even retired single messengers, are the sole exception to this: no one gets in without a pass, though a single pass can serve for a group traveling together.

Passes have a set period of time that they are valid, usually a watchnight. Passes will act across realms, but always require a reporting in at the assigning body – Posse or Guild, or Circle, that exists in that location on arrival. This does mean that if there is no Circle or Passe for that location, entry will not operate, and so this means that many villages, Hamlets, and Steadings are closed.

Marks have a period that is often Longer, but only operate within the range or beneath the cover of that Noble and their Liege. So, a Durango Noble pass is not of much use in Lyonese. Marks, however, will otherwise allow free travel within those lands. Most Merchantry (to include Peddlers and others) will carry multiple Marks and Passes, with the passes covering periods and times in the future, based on their expected speed of travel.

Docks and piers always have a Riverward or Seaward whose job it is to ensure that those on ships are appropriately covered, and Watches are known for random checks.

Most gates will collect information about those entering the town – name, purpose, duration – and will always direct adventurers to the nearest Public House (which often gives them a cut of the higher fees charged to adventurers from outside the region).

Containers

Most shipping is done using an 8-foot-wide, 8-foot-tall, 18-foot-long wooden box that can be opened along any side. The Wyrlde measures are based on the interior, which has to be slightly more than 2 yards wide, and slightly more than 5 yards deep (Wyrlde Standards). A container is capable of supporting up to 1 Ton (2152.9 lb. US), and is designed to hold ten Crates, which is a standard size shipping unit roughly one Yard in all dimensions (Wyrlde yard: 39 inches). Crates are stacked five deep and two high and are the defacto unit of trade for bulk goods, although a crate will often contain smaller units.

Containers are fitted with removable wheels that store in slots along the outer walls. These wheels are usually made of metal reinforced wood, with free axles built into the base. There are six wheels for each, around four feet in diameter, strongly built. The containers all have struts that are raised or lowered using a ratchet system built into the walls, allowing them to be set in place by a team of four to six people quickly, and allowing the wheels to be used on either ends or sides, depending on which direction they want to move the container.

There are designs for this box that vary according to what is going into one (including designs for a double stateroom for passenger craft such as cutters), but the dimensions do not change. Containers are built with ballast to help them float should they be lost at sea, but this is not always a certainty. Each major merchant has a seal they use to secure their own goods, and the Guilds are very particular about ensuring cargo is moved readily and easily and traceable.

The story goes that containers have been used for as long as there have been people – and vehicles are designed around them, including Water, Air, and Land vehicles.

Ramps are used in all ports for moving them around, often little more than large platforms that rest on two wheels on a free axle. Skyships typically carry them in slings and moorings beneath the ship, Sailing craft and riverboats on the broad decks, and the Train is little more than a conveyance for them supported and hauled along by the Enjin.

The use of and ownership of Containers is limited to Guild members, especially and primarily of the Merchant’s guild. Merchants and Traders make extensive use of them and prefer that the rabble not get their hands on them.

The Waters of Wyrlde

Wyrlde’s ships are designed along similar methods, with all the larger vessels capable of long voyages in rough seas. While some of the more specialized craft may employ a wheel, the mainline ships of Wyrlde are all sailing craft. While there are some, rare few, single hulled ships on Wyrlde, the vast majority are multihull ships and vessels, and have been for well over a thousand years. It is said that the very first ships on Wyrlde were the twin hulled ones.

Construction Norms

Ships of Wyrlde are built using only a few methods, in part because they are traditional and handed down generationally, also in part because it has been a challenge to make improvements.

On Wyrlde, there are two broad divisions of watercraft: Rivercraft and Seacraft. All the Ships and Boats of Wyrlde have a normal speed of around 25 knots, with some reaching as high as 60 knots. This makes them quick – they can sail from Deseray to Vendia in a day.

The difference between a Ship and Boat is generally considered to lie in hull shape, size, and complement. Ships are the larger of each and Boats are the smaller – a boat is said to be a craft for fewer than a dozen, with a shallow hull and less than 2 Chains in length (about 165 feet or so).

Ships are primarily built of wood, often sealed by a combination of pitch and other substances, and often having the ability to break out immense oars in limited fashion, typically on the second level within the outer hulls. Multiple different woods are used, depending on the shipyard, with Oak and Bamboo being two of them, although Teak has been making inroads. They use a lapstrake, or clinker, methodology, and the overlapping joints are further enhanced with assorted lacquers and resins both for strength and to assist with the durability.

Construction methods for most Wyrlde ships are mostly fixed with minor changes and improvements that vary from shipyard to shipyard and shipwright to shipwright. The base hulls are always built using a braced, flatter hull for River craft or a braced, deep, narrow hull for Sea craft. This is the most notable design difference between the two, as the shallow draught enable easier navigation of the rivers.

Wyrlde ships and boats tend to be narrow, usually about 2 units long for every one unit in width and are characterized by a flush-laid flat bottom at mid-hull which gradually shifts to overlapped strakes near the posts, though the angle of the hulls is much sharper for Seacraft than Rivercraft, and height is a factor as well, since the hulls for Seacraft often act as living quarters and crew space, enabling the central Deck to be used for cargo.

Of note is that only the rare single hull ships (mostly of a Cog style) and triple hulled ships have central masts that are stepped and braced. The rest have an unusual, angled mast that is based in the center of the outer hulls, and depending on the design may angle inward over the deck or outward away from it. This creates the ability to have three sets of sails (a square center and two triangular sides) that is said to give it a characteristic “flying” form.

Keels are surprisingly variable among the different shipyards, and one of the major concerns is the flexibility of the crafts, especially as it pertains to their usual or intended purpose – Rivercraft rarely move out beyond a mile or two from shore in the seas, and Seacraft have a tremendous challenge in being able to operate in the changing currents of the rivers. This is one of the reasons that riverboats have begun to take over so much of the river traffic, with their shallow draughts and powerful wheels that defy the need for sails. Keels typically lack a rabbet, with stem and sternposts straight and long, connected to the keel-plank through intermediate pieces, and in some cases (especially in Lyonian Shipyards) using a clockwork mechanism.

Masts are relatively thin, composite and modular (allowing them to be lengthened or shortened, and providing easy replacement while out of port), but are also designed to be flexible. They are fixed, and lined up, with some of the larger craft having staggered masts that cant at different angles. Rigging, as might be gathered, is a complex affair, but is also done with an eye to keeping the size of the crew small (they do live in the hulls), and relies on a multitude of different cordage, most commonly hemp or flax. Sails are almost always a call of the vessel’s owners – most sails are emblazoned with the colors and trade marks of their owners. Indeed, only the poor will use white sails, which are considered to be bad luck, though no one uses black sails as they are a signal of imminent disaster: piracy.

Much of this kind of construction allows Wyrlde watercraft to have a very low displacement, shallow draught, and so they can be beached almost regardless of the size and are difficult to board from craft which are smaller than them because of the height. The peculiar sail arrangement enables them to effectively tack, and while the square and side triangle rigging is the norm, many will play with it in order to improve speed, stability, or maneuverability. This also means that the jetties and quays of most wharves are very wide, and very long, but also fairly high, to enable movement of the Containers readily (a typical jetty is as wide as six containers with teams). Most include several cranes as well, and the cranes mark the berths.

The single hulled ships and boats are built along the same lines, typically much smaller, with cabins in the aft behind the mast, and wheel and rudder above them. The biggest difference is that the single hulled vessels use their hills for storage of goods, and so often have winches and winch struts on the mast as well as a hold or two below deck. They are typically single decked, and usually require a crew of no more than seven to operate, often as simple as just one person (as in the Kaghs).

A key feature of all Wyrlde ships is that the central deck can be pretty much anything – a net, a massive spread of fabric, wood, woven reeds – as long as it provides a surface, it functions. They are usually left clear of anything but general operational equipment and supplies unless they are hauling cargo, and it is there that they store cargo. Crew are quartered, always, in the hulls, which are often entered through either fore or aft hatches that lead to the multiple decks within. These hulls will have portholes and even windows, off quarte4s, a usually include a galley and other features.

Tradeships

Tradeships are broad, double decked, and built to carry the large, removable wheel containers that are used in most mercantile efforts. They have a foredeck and a raised aft deck, with crew quarters aft and leadership fore within the hulls. They are usually double masted, though the larger triple hulled ones out of Sibola and Aztlan — typically a third again as big – have a third mast and midquarters. Loading these ships is considered a fine art, and they would rather travel light, as even a little overweight can cause capsizing if the load is not well balanced or comes loose.

They are divided into Barges, Galleons, and Schooners.

A typical Barge can hold 4 containers, with a crew of 10 to 15, 1 Chain wide and 2 Chains long.

A Galleon 8 containers, a crew of 15 to 20, and are 2 Chains wide by 4 Chains long.

A Schooner can carry 12 containers, with a crew of 20 to 25, and are typically 3 Chains wide and 6 Chains long.

Coreships

Coreships are single or double masted Boats that make up most private and support craft. They are divided into Yachts, Fishers, and Cutters.

Cutters for passenger carrying can also hold 2 to 4 containers. They are typically about a Chain wide and 3 Chains long, crewed by 10 to 15, and focused on speed.

Most fishing vessels fall into this category, hence the name Fishers, and have an unusual design as they will typically see the central space of their deck used to install an extension that enables them to bring up water to hold and keep their catches alive. Most fishers operate through trawling and traps, using variable sailing patterns and immense nets let out from the center of the vessel and then drawn behind it. Fishers are often extremely tough ships and boats. Mostly around 11 yards wide and around 15 yards long, making them mostly square craft out on the water that gives them a high degree of stability and a tight radius for turning. Fishing boats are crewed by 7 to 12 people.

Yachts are the smallest of them, typically not more than 5 yards wide, and 15 yards in size. They can be crewed by 5 to 10 people.

Riverboats

Transport by water is still the main method of most trade and travel among the Bright Lands. On the full-scale map of Wyrlde, there are several rivers shown. These are navigable, and while some smaller ones are as well, it is on these magnificent rivers that you will find the Riverboats.

A Riverboat comes in two general sorts: Sail and Wheel. Sailboats are the smaller of the two, used often by small traders and families as homes and storefronts. They will almost always be twin hulled, very low to the water, with never more than two masts (fore and mid). Very simply built, they can be crewed by as few as one, though may have crews up to 10.

The Wheelboats are three hulled, the distinguishing feature for all of them is that they are wide, with shallow drafts, and each hull could possibly be pierced to support a massive water wheel driven by a magical engine. Typically, there will be one large wheel, situated in the rear of the central hull, with rudders on the out hulls, though for larger, three wheeled boats, they will have a central rudder set forwards of the wheel. They always have crews of at least a dozen.

Riverboats are slow. They average about 5 knots a day upstream, about 10 downstream. They are also less sturdy, but can operate in waters as shallow as ten feet. Typically, riverboats are about 3 fathoms wide resting on two to six shallow, almost round hulls, and 7 fathoms long. There are always poles available on them for poling, and anchor guides for teams should they need shore-based teams to pull them.

The Oar Wheel. The Oar wheel is a large round wheel that has several slightly warped and tilted panels all around it that act as oars. Paddle wheels are what power the Riverboats up and down the rivers. There is no sail on Wheelboats. The Wheel is what impels them, and the secret of the making of it is lost in the depths of Qivira. Some say that within the Wheel is a man or a group of men who turn the wheel by running. Others say it is some form of magic. I have heard that the real truth is between the two – that Qiviran or Lyonian Mages created golems that move the great wheel and so power the large boats.

Riverboats are named so because they do not venture into the open sea – they are never out of sight of land, stay in freshwater courses, and during storms they will tie up wherever they are. Even the largest of Riverboats will avoid challenging the open sea, though many will play the waters of the Sea of Tears.

Skiffs

The smallest and most basic of crafts – skiffs they are called as a group, but they are Kayak, Kanoo, Dingy, and Skiph. The largest of them are about two fathoms long.

A Kagh is a small watercraft. They are used heavily by families of Thalassen and other river dependent people, single hull with a single fixed mast. They are used as homes more than trading or combat craft, often highly decorated, used for fishing and other activities.

A true Skif is a small private one room shack on a small single hulled vessel – often with an outrigger that can be raised and lowered, and always a single mast.

A Dingy is a single hulled, shallow draft, wide in the middle and pointed at the front, usually flat at the back with a rudder, and lacking a stabilizing bit. Most ships have one or two aboard, for when they need to get to a shore or the tides are wrong for docks, or even just to fish. They are generally able to seat up to 10 people, and moved by oars, usually four per dingy.

A Kanoo is a small craft for up to four people, usually run by one, that has no rudder, only oars. They are shallow, long, narrow, and as simple as it can get. They are often used by raiding groups in piracy between ships, and they are light – sometimes little more than a covering over a frame.

A Kayak is a single person, single hull boat driven by oar power. For some reason, they are always associated with recreation, and not used widely in the Empire, but it is said that they are sometimes fitted with outriggers by Islanders and used extensively there. I would think they would be handy for river travel, but I get boat sick, so who knows.

I was once asked where the lifeboats were on a ship by another incarnate. I replied, truthfully, that there are no lifeboats on Wyrlde. If you can’t get in one of the skiffs that are used for everything, then you won’t have a lifeboat. I hope they have some on that Argos. And what a weird name – it seems familiar, but I just can’t place why.

The Argo

It is said that the Argo, the massive five hulled monstrosity commissioned by the Adventurer’s Guild, has seven masts. However, it is expected to crew a thousand and survive a journey few are expected to return from: it may take a decade more before they are ready, but they plan to circumnavigate the world. Descriptions of it give it a size of longer than a Rod, each hull being 4 Fathoms wide with a deck a full seven fathoms in size, rising a full chain above the water.

Warships

Warships are triple masted, large vessels, with most of them using a double or triple hull system to provide stable firing platforms. They often have two to four decks, and some of them are fitted for rowing. They have a crew complement of 20 to 60. Warships are divided into Battleships, Destroyers, and Frigates.

Frigates are the smallest, about 4 Chains long and 2 Chains wide.

Destroyers are terrifying vessels, 3 Chains wide and 5 Chains long, their massive hulls claiming multiple decks.

The largest ships are the Battleships, massive square beasts Seven Chains to a side, essentially floating platforms that have multiple anchors and can lay out additional supports, giving them command over an area roughly a mile wide in any direction.

Weaponry

Warships do not have cannon on Wyrlde. They use catapults on occasion, usually hurling some form of burning material, but most of it is done using ballistae. Able to fire lances, balls, bombs, and the like, they are the principal weapon of not only sailing craft, but Skyships and battlecraft as well.

Ballistae range in size from the scorpion-like large crossbow to massive weapons that can hurl a forty-pound stone at over two hundred miles an hour using metal springs. The practical and effective range of many of them is a mile.

The Skyships

Akadia is the home of the Skyships, and the place where they were reborn. There, the House of Skye controls them, and strives to be as controlling as their competition on the ground. Going only from City to City where there is a Gantry – a tall, stone and wood building typically five stories high containing a lift, stairs, and limited amenities – the various Skyships that fly out from Akadia are a universe to themselves. The Skyships vary in size from small private craft, typically owned by the wealthy and nobility, to the vast monstrosities that are reportedly able to fend off the Dragons themselves, the size of what we would call football fields.

Skyships were used to devastating effect a thousand years ago, it has taken many centuries to recover the secrets that allowed them to return to the skies. Because that history is still well known, Skyships are not always trusted, and looked on with suspicion by most folks. It is rumored that there are pirates, but no one would confess to such, and the Gantries are well controlled, so even if there were, where would they dock?

They provide trade between Aztlan, Sibola, Durango, Lyonese, Qivira, and Dorado, but do not travel to Antilia.

Wizard candidates often share a common experience of having ridden in one of them. Sadly, they also often share the experience of those who failed the tests while traveling exiting them while in transit. The Wizards of Wyrlde are often not the folks people think of them, and while the Training is not particularly abusive, the being discovered and brought there can be and is often traumatic.

Description

Skyships are often made of wood, particularly bamboo and light woods, creating a pair of hulls that are typically oval in shape, with smaller ones being about the size of a horse’s back, and larger ones scaling up from there. The two hulls tend to be wide at the front, and slightly canted to meet closer towards the back. From above, the whole thing tends to have a semi-triangular shape and is described when seeing them pass below like watching a giant manta ray pass through the sky. Very large Skyships will have a third hull, broader, also adding the capability of firing weapons through ports on the side, but especially in front, where an opening resembling a mouth can be found.

To either side of the hulls stretch the large, pointed wings, often fabric and wood, reinforced, almost gossamer in the right light. Each side has a single wing, and between the struts that support it is the strange material that gives the Skyships their ability to fly. Trailing off the wings, following the shape is additional light and thin fabric, like a lace trim, as the courtly women will giggle. Often the wings will have small, rectangular sails mounted at an angle off the edge to capture the wind. Take out a wing and you limit the skyship.

Long folding struts support a set of ski like braces on either side should the skyship have to land, although most skyships for passengers tend to prefer the Gantries, so that they do not release the magical material that allows them to fly, so landing is strictly an emergency measure. These struts are tucked up under the wings, to the side of the hulls.

Between the Hulls stretches the Deck. The deck is usually wrapped below, to give a smooth shape, in canvas and fabric, providing crew space and compartments between the hulls. The aft contains a large rudder, made of a sail itself, and beneath are two large propellers driven by the wind through complex workings.

In the center of the Deck there is a tall mast, v shaped, between which are hung sails that stretch both between and out from the v shaped mast. Smaller versions of the skyships will have a mast that is sometimes no taller than two people, and personal ones will have no mast at all. Fore and aft of the Mast of large Merchanters are the cargo spaces for the containers, as well as spaces beneath each hull.

Skyships generally travel at about 45 miles per hour. They are not fast, even though some have gotten up to as much as 90 miles per hour for short bursts, but they do not face the same dangers and risks for the most part that Sea and Land travel has following it.

Skyships come in five sizes:

Private

The small and light creations used frequently by Arch Wizards and the wealthiest of nobility are Skyships that can seat a few, never more than five. Most are very personalized.

Cruise

Cruisers are the purely passenger-based ones, that never carry more than a dozen passengers and perhaps a single Container. They often have armed guards who ride upon the deck whilst the passengers ride within the well-appointed cabins.

Merchant

Merchanters are the workhorses, hauling freight and goods around at a speed that is competitive with the Train, albeit at a higher cost. Used most often for luxury goods. A general limit of about four Containers.

War

Akadia is sworn to always come to the defense of Sibola, though they do not necessarily respond to the defense of the Empire. War Skyships are bristling with not only terrifying weapons, but also entire contingents of Battlemages.

Land Based Vehicles

We’ve made much of the more incredible and costly ways of travel and shipping, but there are also the more common and regular forms as well.

Containers themselves are able to be set up to be drawn by a team, linked together to form Convoys that were likely the inspiration for the Train. Many merchants will transport their goods through this, but the size of the containers makes it somewhat challenging for long journeys across rough terrain.

They also don’t do much for the average person, who may not be able to afford a personal riding horse. Most people have a pair of draft animals, used to pulling carts or plows, or perhaps oxen or related beasts of burden. What they have for those are a few different types of Wains.

A wain is a type of horse- or oxen-drawn, load-carrying vehicle, used primarily for agricultural purposes but sometimes for transporting people. Wains can have two or four or even six wheels.

The Train

One of the most unusual forms of land transport, and a major mercantile partner, is The Train.

Owned and operated by the Posse of Rails, the Doradan Train is the wonder of the world, and has changed all manner of things while also creating a host of unforeseen problems.

Starting in Dorado, doing a circuit that touches on several Towns and Cities, the Trains of Dorado are wholly owned by the Posse of Rails, one member of whom is the Duke of Dorado. The Posse employs Eld gunslingers to defend the Train, but there are also the Greymen who are known to pursue thieves and vagabonds to the end of the earth, and are often former adventurers themselves, often armed with magical and even legendary gear.

There are no tracks. The Train snakes through the world often by following roads, and hovers about 24 inches above the ground on average through some sort of effort that only the Posse of Rails knows, much like only the Skye know how to make the skyships and the Durangan Syndicates know how to make their moveable coaches.

There are two Trains running throughout the world, and each Train carries at least one Dynamo and as many as three dozen carriages. The Dynamo is the part that pulls the train along and is one of the largest things built on land – rivaled only by the Sandships. Most of those carriages are filled with trade goods, but at least one carriage always has passengers, typically the wealthiest.

Once a Train is moving, it only stops in the Waystations and Cities along its route – some of which have sprung up entirely around it being there. There is always a stop coming, always a schedule to keep. The Train is made of wood and stone imbued and ingrained with a hundred different spells – including anti-magic ones. The most controversial locations are the two large Depots, complete with non-guild Inns, like villages unto themselves, a piece of Dorado far from home.

The Waystations of Wyrlde are: Dorado, Dream Depot (located along the River of Dreams), Fortton, Chenmar, Qivira, Sedimar, Lyonese, Halnes, Mount Depot (located about 200 miles south of Shadowdale in the Blue Valley), Shadowdale, Durango, Daleovia, and just shy of Sibola. There is a spur being built, the first of them, that will head southwest to Aztlan and expected to be completed in about four more years.

Depots are fortified structures, usually self-sufficient, with Posse members stationed there for entire cycles of the train. Both are seen as challenging different kingdoms, but no one has taken action yet, as they are almost exclusively concerned by the Train – though each is said to have a garrison of up to 250.

Still, that much potential wealth, no matter how fast it is moving, tends to attract those who want a piece of it for themselves. Even more so since one of the reasons for it being so favored is that it is described as safer than a caravan, and able to carry much more.

Each Dynamo on a Train, the lead carriage, has a Paladin who follows the Order of Eld, a Master Wizard or similar, and 10 men-at-arms called Greymen for the long grey coats they wear. They are outfitted with ballistae and the front is equipped with an adamant wedge.

A single Carriage interior is typically twelve feet wide by thirty-six feet long and twelve feet high. The walls of a given carriage are usually around four inches thick. They can carry a lot of cargo.

Being able to move much faster than a single person on a mount, the Train is often a way to travel across large chunks of the planet, but it is not the only way. Of all the forms of Travel, there is none faster: the train can travel up to 75 miles an hour, 600 miles a day, though it usually travels about half that (40 miles an hour) in order to avoid derailing during many of the curves and turns. The trains stop every 8 hours to allow the engine to cool, regardless of speed.

There are two trains, and they make a circuit so that when one is in Dorado, the other is in Sibola. It takes about 6 weeks to travel the full circuit one way, so everything is organized in 3 month sets for round trips. Compare this to the one third as fast ships, or the half as fast skyships.

Sandships

The Sand Sea of Dorado is an immense, mostly hostile place which is loved for the many rare minerals and other things of value found within it. However, it is a brutal place, hot and dry; water is rare and precious, and food is scarce. The sand is like a sharp-edged powder, finer than beach sand or sea sand, clingy and gritty. Travel in it is often compared to travel in the snow. Except snow doesn’t have giant worms or glass like octopi roaming around in it.

Take a Cutter. Modify the two hulls to be akin to broad skis in a strange “v” shape that can flex flat, with thick struts supporting them the length of the ship. Add sails in a half circle around the whole, rectangular instead of triangle or squares, supported by thinner, flexible masts that can be folded up into a large column midship. Give them bright colors, contrasting with the terrain. Now let it travel as fast as 20 miles an hour over that sand. That is a Sandship.

Drawn Vehicles

Bullock

A bullock is a large, four wheeled wain typically pulled by oxen.

It conventionally includes a sturdy wooden tongue between the wheels, a yoke connecting the pair of oxen, a wooden platform for passengers or cargo, and large steel rimmed wooden wheels. The storage area is a v shaped space with high sides.

Wagon

A wagon is a largish four or six wheeled vehicle, featuring a hauling area and heavy-duty wheels covered by a set of suspension ribs over which a canvas cover it tightly wrapped to protect cargo and such from weather. Deep and tall sided, they are the primary way most farmers haul the fruits of their labors to market, and often will have an attached awning or a supportive cart.

Buckboards

A buckboard is a is a four-wheeled wagon meant to be drawn by a horse or other large animal. A utility vehicle, the buckboard has no springs between the body and the axles. The suspension is provided by the flexible floorboards of the body and a leaf spring under the seat. The buckboard has no sideboards on the body, leaving the floor quite mobile, or has ones that can be attached and are low and meant to flex. In rough terrain, the floor can flex and “buck”, lending the vehicle its name.

Carriage

A carriage is an open or fabric frame topped, four wheeled vehicle pulled by one or two animals (usually horses). Carriages can be a bit bumpy and can be tricky to maneuver in tight spaces but are the most used for transport of people.

Coach

A coach is a team drawn (four to six animals) covered vehicle with four wheels and sometimes a complex suspension. They have large, widely spaced wheels that operate with a limited degree of independent movement affected by the size of the compartment. Coaches have a driver mounted high, above the team, and often a trunk in which packages or gear can be stored. They will have a door on each side, and two to six windows. Coaches carry people, not cargo.

Buggy

A Buggy is a one or two seat, single horse drawn, two wheeled vehicle with an open front and shade cover, often with a window in the back. Some Buggies have a small area for luggage or perhaps a single bay of Hay behind the buggy cover. Buggies are affordable and popular.

Clockwork Carriage

Durango has strange contraptions that are clockwork based. They are set on four wheels, rectangular with a squarer top. They have windows that can be lowered, and the top is permanent for protection from weather. They can seat four comfortably.

In the front is a hood that can be raised where a large, typically black, sealed box sits, with a hole in the center of it. A large key is inserted into this and turned to wind the clockworkings and enable the carriage to move without the use of something to pull or push it beyond the black box.

A single winding is good for up to 50 miles, and they can achieve speeds as fast as a galloping horse on cobbled streets.

Cart

A cart is a two wheeled, pushed or pulled standing vehicle often hauled around by a single person that can be of many different designs depending on the needs of the cart owner. Many are used for preparing street food, or hawking wares at markets, or even by peddlers making their way through small Hamlets or Villages

Korf (Exilian)

Korfs are specific to the Exilian and their nomadic style of living. Part tent, part wagon, and part coach, a Corf will carry all the belongings of a family or individual and the tools and means by which they make their living. An Exilian made coach is often considered among the best, as they have learned over the decades living in these small, cramped, tight little wains how to maximize space, reduce jarring and bumping, and handle rough weather.

Other

There are three other common ways of traveling not mentioned: Brooms, Cauldrons, and Carpets.

Coinage

There are six core coin types for Wyrlde. The standard for them was set years ago, although there is currently a difference in the ways that they are described and the particular nature of the coins themselves in details and engraving.

Wyrlde’s coins do not have figureheads on them. Instead, they are all meant to be carried on coin strings, and so all of them have a hole punched in the center. That hole is always shaped, and the shape of it tells where the coin was minted. The content and make of the coins were standardized several years ago during the first Zefir meeting, and old timers say that every single coin in the realms changed shape overnight to match the agreed-on standard. Around the hole is usually the name of the reigning noble, the date, and on the obverse some wise saying or other chosen by that country’s leader as an expression of their reign.

The coin holes show where they are minted – e.g., hexagonal holes at Lyonese, circle holes at Sibola, square holes at Aztlan, and triangle holes at Qivira. The hole shapes were selected based on the coins themselves. There are tens of thousands of coins in circulation among every realm – even the Dread Realms are said to use them, which makes sense given how many they have stolen over the years.

Standard Exchange Rates

Imperial

Coins

Bit

bp/b

Pence

cp/p

Shilling

sp/s

Farthing

ep/f

Quid

gp/q

Crown

pp/c

Sovereign

Coins

Bit (bp)

1

1/8

1/80

1/400

1/800

1/8000

Bit

Pence (cp)

8

1

1/10

1/50

1/100

1/1000

Guilder

Shilling (sp)

80

10

1

1/5

1/10

1/100

Buck

Farthing (ep)

400

50

5

1

1/2

1/20

Florin

Quid (gp)

800

100

10

10

1

1/10

Eagle

Crown (pp)

8000

1000

100

50

10

1

Sovereign

Ingots

Not made

Ingot

Ingot

Ducat

Doubloon

Guinea

Ingots

A white square in a triangle shape

Description automatically generated Bits are squarish, rounded corner coins of a highly mixed metal, used for common trade. They are the smallest denomination and serve as a measure of inflation and accounting. A Bit should get a person a chunk of bread or cheese, a small mug of beer, or a bowl of porridge.

A yellow triangle with a white square and a black square

Description automatically generated Pence are triangular, from a larger coin that is hexagonal and then broken up. The larger coins are still occasionally found, and a sixpence is considered a lucky coin. Pence are the main unit of practical exchange, used often in general daily trade. Pence have a copper color to them.

A white circle with black and grey letters

Description automatically generated Shillings are circular, or round. Many transactions are reckoned in Shillings when it comes to trade and commerce. Shillings have a silver color to them and are the sort most often traded. Prices herein are normally given in Shillings, as they are the default currency for the realms, and what most things are reckoned in.

A green square with a letter e in it

Description automatically generated Farthings are square, with very slightly rounded edges, also from a larger coin called a Full Farthing. Farthings have a mottled blend of silvery and gold color to them. They tend to be used more often by the Merchantry, due to their higher value and odd positioning within the schema.

A yellow hexagon with a white square with black border

Description automatically generated Quids are hexagonal, and a gold coloring to them. They are the most sought-after coin, and rarely seen by any below Guilders. The value of a Quid is such that one could likely feed a family for months or lift an impoverished out of poverty.

A white and black diamond with a letter p

Description automatically generated Crowns are octagonal and have a shiny, reflective surface derived from what some think is chrome. Crowns are the most valuable and rarest coin used commonly in the realm – one is more likely to encounter a Guinea ingot that a Crown, and then only in large level trade. However, it is known that adventurers often come across them. A Crown could feed an entire family for a year or more.

Dorado and Durango do the mining for and production of the gold, silver, platinum, copper, tin, nickel, aluminum, and zinc that go into the alloys to make the coins. No coin is more than 55% the base metal it is often referred to as being, as all coins are an alloy that includes at least some each zinc, aluminum, and tin, with some nickel tossed in there usually.

There are eight Bits to a Pence. “Two bits, four bits, eight bits, a Pence!” The Pence is the base, with a value of 1. A Shilling is worth 10 pence. A Farthing is worth five shillings, a Quid is worth ten shillings, and a Crown is worth ten quid. Few carry around a lot of coin, but this is due less to weight and more to the comparative poverty of most folks.

The coins are hefty – 35 of them equals a pound. Experienced cutpurses can tell the weight of a string by how it swings and can usually add them up on sight. Rafael says to say that a coin weighs around the same as 2 quarters. Whatever that is.

In terms that meet the general sensibility, look at a Pence. It will buy you a half loaf of bread, a pint of milk, a wedge of cheese, a meager beer, and a pile of straw to lay your head in at night. With change.

A day’s wages for the typical Serf (an impoverished worker) usually work out to about 2 pence a day (16 Bits).

This exchange rate is based on the norms established for the meetings in Zefir and holds as the main rules there and more generally in the wild. It is also used by the Guilds, so has tremendous influence, and is the de facto standard.

Imperial Coins are used mostly in Akadia, Durango, Dorado, Lyonese, and Sibola.

Sovereign Coins are used in Antilia, Aztlan, and Qivira.

Ingots are a special coin, in the shape of a bar with a hole on one side. Ducats are bars of electrum, Doubloons are bars of gold, and Guineas are platinum bars. These bars are about five pounds each, the equivalent of 175 coins. They are used in large exchanges and noble contracts.

Other Currency Forms

Currency has a few different forms, with coins from before the God’s War being of the highest possible value.

The value of an Ancient Coin is equal to 3 Crowns each. These bright orange coins are fluorescent, and they are made from a platinum and titanium ceramic composite that is extremely hard (some say adamantine, though no one has figured out how to make it work yet) but are also extraordinarily rare. Only about 100 have ever been found, and they have immense value above their strict monetary value as collector pieces among the wealthiest. They are all stamped with a strange design on the face of a round orb in fifths against a shadow of Wyrlde, and on the obverse is a series of markings around the edge: MMMMCCLXXXV. They measure about two links in diameter. According to a reliable source, there were 5000 of them in total minted. It is often suggested that modern coins were based on these.

Blood Coins are incredibly old coins minted from a strange red stone-like metal, in the shapes of a circle, a triangle, and a square, all with a hole of the same shape in the middle, a little more than an inch in diameter, and used primarily in Qivira, Lyonese, and Aztlan. Their value comes from their age, as no one can find any more of the stone, and they are exceedingly rare. They are called Chips (cp, pyramids), Shards (sp, ovoids), and Stones (gp, cubes).

Yuzuras

One powerful faction is the Yuzura Guild. All Cities have several, most Towns have one or more of them present, but they are an exceedingly rare sight in villages except in their local realm. Yuzuras usually charge a high commission for handling money (the Bank fees for every transaction, their own fees, profit) that comes out to roughly 10% of whatever the coinage type in trade is.

Most funds transfers and such are with Yuzuras, who do not typically advertise themselves. They are more likely to come across as and to operate out of pawn shops, where they keep meticulous records.

A Yuzura traveling is usually en route to or from whichever of the large banks they have business with on behalf of their customers.

Banks

The Yuzura Guild Houses operate as Banks. Each Yuzura Guild House operates as a Bank, and most Adventurer’s guild’s have a liaison that spends their days there. These Banks operate as depositories, and often are directly involved with the local Trusty and the assorted Fodges. Banks themselves cannot sell anything, as they are still Guilds, but they can offer accounting and ledgers, issue Letters of Credit, and provide Loans to those in need. They operate together in a Consortium of Banks, but this is most often a formality. Moving a deposit is difficult, takes a lot of time, and generally banks avoid the use of magic, making it all very laborious and tedious.

Banks charge a fee of 2% for every single transaction, and it is important to realize that is in addition to the Yuzura you are dealing with having a fee of 3% of every transaction.

Loans are made by Banks, and they use the reputation of the individual and a sense of the ability to pay, as well as a team of three Yuzuras who must all be willing to personally guarantee the transaction. The interest rate on these loans can vary up to 10% and the terms of payment are fixed according to a date, with significant penalties that are considered to be criminal. Compound interest is illegal. It is said that shortly after the last Skyfall some were charging interest rates that compounded at 28% or more, and the Emperor ended that practice not only by law, but by declaring all loans repaid – with those who would argue being put to death. Yuzuras call that Black Friday, though no one knows what the word “Friday” means.

Letters Of Credit are essentially bearer bonds – a bank will issue one for a fee, and it will be accepted at other banks for the face value. These letters of credit are statements of how much money is physically present – not promissory bills. A typical letter of credit will have a half dozen seals on it and be a wood frame with coated wax inside which is the document itself. This is done to prevent tampering. The banks themselves will present the document to the issuing bank and collect the sum through intermediaries.

Some of the Nobility operate their own banks. The Realm of Aztlan operates one and has placed significant oversight on the Yuzura Guild.

Communications

There is a way that information travels among the world. News, legends, stories, ideas – all of it is carried through the work of the Bard’s Guild, often linked to the Messenger and Envoy guilds, and the agents that they collectively send out will bring word and news back, or pass it along, and inevitably it ends up in the Broadsheets that are published by the Guild and passed out for free to the people – even in Sibola, though much more secretively.

Literacy is low on Wyrlde, by and large, and so there are entertainments – songs, dances, orations, poems, and even simple Readers who share the news and keep the thoughts of the Empire connected.

The typical amount of time that it takes news to travel from Dorado to Sibola is generally a week. For more common or routine deliveries, it can take up to three, so the average time for most information and news traveling from one location to another is around two weeks.

There are other somewhat common ways that some people are able to communicate, if they have the funds, over great distances. Of course, there is also just plain, old fashioned, every day, run of the mill magic, too.

Messengers

Messengers carry letters both of grand import and lesser, but also, they carry the memorized words. These are folks who will take down the thoughts and feelings of people and convert them into written language and then travel to deliver the letter, and even read it to the recipient if they cannot.

Messengers can be found in any village, town, or City, and usually a Messenger guild will have five to ten staff at any given time.

Language

The most widely spoken language in the Empire, stretching into the Savage lands and the Sea Realms and Anilia, is Common. Common is more formally known as Guild Cant. It is not a full language, but a means and way by which merchants who travel and ply the waters, the lands, and the sky can communicate and keep records and do their business. To that core set have been added additional words, and it has essentially grown into a basic, simple language that is able to be used in most places, as there is usually someone who speaks it. Most folks otherwise speak the language of their homeland.

As a result, only about a fifth of the population in any given area is literate, and while that number increases in the Cities, it drops dramatically in villages or smaller settlements. It is then made worse by a lack of cross-national literacy. This does not apply to mathematics, however, which are widely taught in the Tanjins.

One of the reasons for this is the use of official languages and scripts, as each of the major Cities has its own official, required language and writing system, in no small part due to hostility towards Sibola and the history around it. Akadian scholars are often enraptured by their studies of the glyphs and runes and ideographic semantic symbology of Caligulan that even they do not get around to much literacy. Caligulan is an unreadable script to those without magic and magic itself has assorted scripts that it uses.

While the history of the spoken language is fascinating, it had significant impact on the development of the writing systems. Ancient uses only a small set of some twenty-six letters with strange additional figures that appear as well. It was not adopted later, and when Belial created the Progenic basis, he included and used a structured Alphabet that has remained the basis ever since. Though the Alphabet has remained mostly intact, the lettering systems have not.

As a result, learning a written language is just as involved and challenging as learning a spoken one. There are people who can read one language they may have never heard spoken, and people who can speak a host of languages and never able to read any of them.

P11335#y1The Linguistic History

All languages on Wyrlde stem from one language that was spoken over all of Wyrlde for several hundred years called Ancient, though we think they called it Ingish. It does not seem to have roots in common with other languages, and tradition holds that it is the language of the Powers. One thing seems to remain true: if you are not from Wyrlde and you are reading this, odds are very good you speak Ancient.

During the early years of the Reign of Belial, a new language, constructed by Belial and Pallor, was put into place. Called Progenic, it was ultimately combined with Ancient and became the parent language called Colonial. Progenic-derived languages are still spoken, and Progenic is the forebear of Thulian, Lemurian, and other languages of the Foe.

Progenic is deeply important, however, because it used a structure that is very different from Ancient in how it assembles language and speech, using a system of prefixes, suffixes, roots, and additions that deeply influenced all languages spoken today except perhaps Dragon, but no one has survived asking them about their language.

Colonial is still used today as the parent language of the Planar roots, and is the mother language of the Hyborian peoples, though theirs has shifted over the centuries into Hyborian. Each of the assorted forms there has several additional branches as well for each of the dimensions. During the God’s War, to reduce the enemy understanding of plans and messages, Colonial was shifted into a more coded form that used some of the same mechanisms as Progenic but followed more of the core basis of Colonial and created Mortalian. It has recently been shown to be the parent tongue of the Exilian peoples, which has strong similarity to Old Kahokian.

Mortalian spawned five languages: Elfin Cant, a shorthand combining gestures and single syllable sounds that was used during combat operations during the God’s War; Dwarfin Cant, a symbolic language of complex markings that helped them to convey ideas with people they would never meet about how to build or construct, or manage something, as well as a form of shorthand for taking notes at speed that were exact; Old Shanty, which is the parent tongue of both Islandian Shanty and Kerisian Shanty, which are only varied in the way that sounds are spoken within the water; Old Kahokian, which interacted with Hyborian over the years and became what we hear today from them; and finally Journian, which was the language that evolved out of Mortalian during the Bleak Journey and was ultimately the language that founded Sibola.

Many of the earliest records of Sibola show the slow shift and the occasional leap into what we now call Old Sibolan over a few hundred years. Old Sibolan was a direct change from Journian, and many words that were previously slang became common terms, and some common terms vanished.

Old Sibolan led to Akashik and Aztani, with Aztani leading into Qiviran later on as it reacted to Mid Sibolan. Mid Sibolan was a direct result of an Imperial Decree that sought to regiment and formulize the language after the Akashik and Aztic Rebellions. It is from Mid-Sibolan that we reached Imperial as it is spoken today, and also the sister languages of it – Durian, Dorian, and Lyrik, also called Lyonian. The Syndics of Durango developed out the Shadow Cant used by the underworld, and Imperial is the basis of the Guild Cant, also often called Common, which serves as the essential lingua franca of the world – hence why it is called Common.

It is known that Dragons have their own language, and on occasion we hear vague, unconfirmed tales that there are other beings that speak languages unknown to us just as the language of dragons are. We keep hoping one will teach us, but thus far they seem more interested in the kill it first and talk later sort of exchange.

The Cants are special, private languages used within their respective professions. Note that Common is a stunted language, with a limited vocabulary, so the cants often add additional terms known only to those within the same language, making them often mostly unintelligible to others. The Cants also do not have a written form in the traditional sense. They do usually have a set of marks that are ideograms, stylized expressions of a concept, that are used in some cases – rumored to have been borrowed from the Exilian.

The Distinctions

One of the more key things about all the languages on Wyrlde is that they are heavily dependent on prefixes and suffixes but in distinct ways. For some, it is only nouns, for others it is only verbs, for yet others it is both. The suffixes and prefixes format changes from languages to language, and how they are applied does as well. Combined with historical metaphors and kennings and the like, the various languages are no longer able to be understood unless they speak common.

A secondary and equally troubling aspect is that there are several words that are not affixed and are conjugated according to a seemingly arcane set of rules that vary from language to language. These are notably such things as pronouns, but also simple prepositions such as “the”, “and”, “or”, and “but.

The affixes are what can change a given root into a noun, a verb, an adverb or adjective, and even demonstrate the possessive – which can be complex since they impact the object being possessed, not the possessor. This is easily described and ultimately simply taught, and greatly speeds up education and learning of language compared to some historical sources but does fundamentally contribute to the near unintelligibility of all the languages since each language has its own set of basic or core root words, of which there is a comparatively short list for most purposes.

Complex terms that combine multiple concepts into a single word become very difficult in many languages, as that sort of compound word forming isn’t possible in most of them.

On the other hand, some of the languages are wonderfully musical and poetic, and poetry is a rarity in art form and function.

Common is a curious thing, using a much simpler linguistic base (there are only about eight hundred roots in Common) that is very much suited more to trade than anything else. At the Convocation, Sibolian is spoken, and it remains the de facto “universal language” for much of the Bright Lands.

Standard Spoken Languages

The list of Languages available in Wyrlde is as follows:

Imperial

Durian

Dorian

Lyrik

Qiviran

Akashik

Aztani

Kahokian

Hyborian

Shanty

Kerisan

Exilian

   

Rare Spoken Languages

Some languages are very uncommon to hear someone know, and nearly all of them have some strange tale to be told of how they were learned.

Foe Languages include:

Bermudan

Lemurian

Agarthan

Thulian

Duatian

Planar Languages include the following:

Angelic

Valkyrian

Malakish

Fae

Tanjiblish

Hellish

Abyssal

Hagish

Elemental Cants

Wraith

Ghoulish

Ghastish

Wightish

Shikini

Radish

Shaded Tongue

Nightmare

Wispic

  

It is known that Dragons have their own language, and on occasion we hear vague, unconfirmed tales that there are other beings that speak languages unknown to us just as the language of dragons are. We keep hoping one will teach us, but thus far they seem more interested in the kill it first and talk later sort of exchange.

Literacy

The vast majority of people in Wyrlde are educated in the home, usually by one or both parents, and learn much of their knowledge from rote and immersion. Those from steadings, hamlets, and villages are unlikely to have had a chance to attend a Tanjin and are most likely to be illiterate. Those in Towns and Cities are more likely to have a chance, and about one fifth to one third of those there will be literate in at least one language – not always the one they may speak.

Each of the major languages has its own particular way of writing their language, often due to a formal law and or edict for how businesses is to be conducted. Here, we use a particular set of flexible rules that provide a rough guide to the language, with the conventions for using certain letters and then the representations for those letters provided.

Written Languages

Imperial

Duric

Doric

Lyrik

Qiviric

Akashik

Aztic

Kahic

Hyboric

Shantic

Lemic

Agaric

Thulic

Exilic

Bermic

Scholarly Written Languages

Scholarly Languages are those that have a greater difficulty being learned and are used mostly by those who study old manuscripts and records. They are dead Languages, not spoken by anyone.

Kantikul

Mortalian

Progenic

Old Kahokian

Old Sibolan

Old Shanty

Colonial

Old Planar

Journian

Ancient

Mid Sibolan

 
Imprecations

If there are things that the people of Wyrlde enjoy almost universally, it is smoked meats, good bread, and coming up with extraordinarily creative imprecations regarding the Powers That Be.

Soil, sand, smoke, and stone!

Antelle’s Ass!

Qetza’ s Balls!

Pishposh!

All of Tarnation!

Gallae’s great gazongas!

Sikayaya!

Goblinguts!

Egads!

Chicory Hickory Liquory Lapse!

Ah, turdbossoms!

Ya Mafa!

Even the Clerics get into it, though they tend to create them for Powers That Be other than the one they serve.

The Powers That Be are not beloved on Wyrlde. This is forever an understatement, and it is the role of Clerics to restore the faith in them, to prove that they can be turned to, can be valued, can be worshipped.

It is much more difficult than it sounds.

Regular Courtesies

Among the norms that one will find worldwide are Please and Thank you, a greeting that is often specific to the area, and the celebration of festivals around the same time.

Greetings and Honorifics vary by realm, and you can find them in the description of the realm. Not using a greeting or honorific, or using the wrong one, is a major mistake, and can create a sense of being rude and discourteous. Most homelands have traditional parting sayings. These common courtesies include a variety of aspects, covered under the realms listing.

Communication Devices

Scryorbs: Spheres, or orbs, crafted from large crystals and ingrained with differing abilities, they enable people to see each other and communicate across great distances. They are always made in matched sets, that are always only linked to each other. It is said the Rulers of all the Realms have one gifted to them by the Powers That Be, that they were waiting for them at Zefir when they arrived.

Scrying Mirrors: Known because some junior Clerics let slip the secret, most of the major Clergy are able to stay in touch through the use of scrying mirrors. Some say that these mirrors may be able to do more than merely allow communication – either way, the Temples neither confirm nor deny this, they ignore it, pretending such things don’t exist.

I can say that I have seen one, and they look pretty but I am not sure I could hold my arm like that.

Factions

The major kinds of Factions are Houses, Guilds, Circles, Posses, Syndicates, and Orders.

Guilds and Posses form the most generally well respected and well-known groups, devoted to their respective efforts, while Syndicates (concentrated and based around Durango) seek to corrupt and empower themselves and the Circles strive to stay relevant and in power (that is, outside of Aztlan).

It should be noted that nearly all of them derive their initial basis from Guilds, and so Guild is what they are often called (particularly in Guild Cant). All of them follow the apprenticeship model, as well, even the Syndicates.

All of these factions and assorted groups compete and struggle with each other, sometimes not entirely legally, and often using people they have hired for things that they need to wash their hands of. Renown has a direct impact on one’s standing in any of these.

The Guilds

The second most common and obvious of all the factions on Wyrlde (after Houses) are the Guilds, who operate as a kind of private enterprise entirely on their own, limited and structured only by the powers of Nobility and basic laws.

Guilds are everywhere that there is a sizeable enough group of people, and their influence stretches across the Empire. Guilds have little influence in Hyboria or Kahokia and are said to lack a presence within the Sea Realms.

Guilds are taxed independently of the members, as well, and so all of them charge dues to help cover those taxes, as well as to help cover expenses.

Guilds act as a governing body and a kind of union, essentially having control of direct trade throughout the realms, while the Nobility taxes and set policies and laws that govern it, enforcing most of their restrictions on the Guilds, who then in turn enforce the on members.

Membership

In order to obtain either a Mark of Trade or a Writ of Commerce, both of which are necessary to be able to sell in a market, you must be a member of the Guild. The penalties for lacking such are stiff; legally, one faces confiscation of all of one’s goods, and extralegally there are the sanctions that a Guild may put upon someone.

The one exception to this is locals: local sellers who are residents are usually free to set up a stall or shop with little impact, but often they will need to pay a market fee to do so, or they will be selling out of their homes.

The good news is anyone engaged in the activity the guild is over can join a guild, and many people are already part of one. The only thing they have to do is keep up with their dues.

Seasonal Dues

Dues are paid seasonally and are based in several factors: the degree of mastery, the level of success or wealth of the member, the guild itself, and the assorted graft beholden to a particular area.

As an example, the Dues for the Adventurers Guild are 1 Crown every season. The dues for each of its subguilds vary and are an addition to the Adventurers Guild’s dues.

Structure

All guilds follow a common structure that is said to date back to before the God’s War. Nearly all guild activity takes place within a Guild Hall, often a large building that will include the ability to house and provide for members.

Apprenticeships

On Wyrlde, children are Apprenticed out of their home at the age of 15. This is part of why they are called such at that age.

Degrees of Mastery

Apprentice

(-3) to 0

Novice

1 to 4

Yeoman

5 to 8

Adept

9 to 12

Master

13 to 16

Grand Master

17 to 20

Apprenticeships are usually an arrangement, sometimes contractual, and is normally until the age of 20, but could be up to the age of 21. To be taken on as an Apprentice, a Keeping Fee must be paid, and an Escrow set aside. This can often leave people unable to leave a trade, however, if the fees are too great, and so they are usually formally set, typically around a Shilling a year for the fee and 10 shillings for the Escrow. The Escrow becomes a part of the Apprentice’s starting wages when they move to Novice. After apprenticeship, one is a Novice. A Master has their own shop and wares and trains Apprentices, usually after proving themselves to the Guild to which they belong, with the aid of Professionals and Adepts.

Apprentice

Novice

Maven / Yeoman

Adept

Master

Grand Master-

For nomadic cultures, a similar structure is in play, though it tends to start younger. This is due in part to having been the system that was established in the Age of Legend, and it has worked extremely well. Individual Tribes tend to have their own terms for this. Nomadic groups tend to also have fewer roles. An individual can and do apprentice to their own parents, but usually one seeks to apprentice out, even if it is within the same trade or profession, in order to improve the skills one picks up or expand possible family trade opportunities.

All young adults who are Juvenal – or Apprentices — or those who appear to be this age are generally called ‘prentices, as the guild system in place reinforces it, and the long-held traditions of preparation and defense that have been baked into the culture over the years make it a necessity. It is during this time that a young person is prepared to take their place in adult society. Marriages are arranged, one’s future is bargained for, the trade or craft you will enter is laid out for you. Most impactful is the Guildwage, a fee that will be used to pay some Master to take you on as an apprentice and teach you the things you will be doing the rest of your life.

A typical apprenticeship is five years, but it is not uncommon for Apprentices to find a way to buy out of their original and buy into a different one that fits their needs and goals and desires. Most Apprentices with earnest effort will complete theirs in three years, but struggle with the two years they are not considered an adult afterward. It is a hard time, full of competition, often filled with great cruelty or incredible kindness. There will be Dances and masquerades, and of course there are the flings and fresh loves – and for many, getting married in this period is a thing that is desired and happens – while others will only look forward to earning enough to begin forging their own path and becoming Grand masters. For apprenticeships that involve research and great knowledge, such as scholars, antiquarians, sages, physics, and similar, the time is usually five years.

Guilds – as well as Circles, Posses, and Syndicates – control most aspects of life, and the only ones who can escape it are shepherds and farmers and such. For many, who cannot take the normal process, there is the goal of Apprenticing to a Master or Grand Master of the Adventurer’s guild. Save for Wizards, who will take them but be very grumpy about it because nearly all of them trained at Akadia and think that such should start while one is still a child, or a Youth at the worst, because there is simply too much to learn and so many bad habits to unlearn, many who set forth on the path will begin in such a manner – but some will come to it later. Coming to it later can grant additional skills that may be of value and use when one least expects it.

While not everyone is fortunate enough to be able to move to a guild, the vast majority of people of means do enjoy such, often leaving their small Steading, Hamlet, or Village to apprentice in a Town or City. In doing so, you can take a background that reflects your time as an apprentice – but only if you completed the five years of apprenticeship and became a novice within the Guild.

Advancement

Advancement within a guild is determined by what is essentially a combination of practical effectiveness and overall popularity (or, as some would describe, overall desire not to have to take on the job). The Guild Lord is the head of the Guild, the executive that is essentially in charge of the guild itself, on top of whatever other concerns they may have.

Advancement as an individual is dependent on the skill and practice one can put forth, combined with experience and time. The typical path from Apprentice to Novice is as much as 3 years, and then generally it takes about four years to move forward for every degree of mastery, although this can change through recognition and renown of one’s workmanship and quality; the tales have been told of those who were recognized for outstanding contributions to the craft.

In Akadia, Aztlan, Dorado, and Qivira, the Guild Lord is appointed from a list provided to the rules of each land. In Sibola, Durango, and Lyonese the Guild Lord is selected by the Grand Master membership in a secret lottery.

In either case, to be eligible for the position, one must be at least a Grandmaster, and one has to have served within the guild for at least one year.

Beneath the Guild Lord is usually a Council that meets seasonally, typically in the middle of the season. The Council is made up of all the Grand Masters in the Guild, and sometimes includes the Masters within the guild. The Guld will often have Masters and Grand Masters who have either lightened their personal workloads or retired, and moved into the administration of the Guild as a full time effort. This is made possible often because they have several adepts and yeomen or professionals working for them and are able to continue to pay their taxes.

The typical life of a Guilder is that they go into an Apprenticeship and remain there, gaining experience and honing their craft until they are at the very least a higher degree of yeoman before they step out on their own, but ore commonly this happens after they reach adept mastery, and then only if there is a good reason for them to do so, and there is enough of a market to support them and their former masters.

Ther are, of course, stories of Yeoman who seek to destroy or undermine their prior masters, but that is one of the factors of import to a Guild: The Guild Lord has the power to revoke and issue marks of Trade and Writs of Commerce under the will of the ruling noble. They also often act as Arbiters unless forced to consult a magistrate or arbiter by an outside agency.

This means that often the rebelling guilder will find themselves removed from the guild, denied the ability to practice their craft, and all but ruined locally through the inevitable whisper network.

Types of Guild

There are several different types of guild, but it is also important to recognize that there are certain categories of creating that fall under certain segments of the guild and determine how they are named. The major ones are the Smiths, Swains, Wards, and Wrights.

A Wright is someone who deals primarily in fashioning a raw product into a given shape or form – A Wheelwright bends the wood to make a wheel, for example. Carts, wagons, ships, locks, clocks, and more.

A Smith is someone who uses a forge to fashion ore into a useful item – and they are divided according to the kind of ores they work with (with iron being the Blacksmith, Brightsmith’s specializing in silver, Redsmiths in Copper, and so on).

A Swain is someone who fashions processed material, such as fabric, into a particular shape as a product. Boats need repairs and upgrades, lights need mending and fashioning, sails need creating and nets need making.

A Ward is someone who protects and looks after something. The Greycoats are an offshoot of the Reeves, who represent the guild of guardsmen.

Guilds are then generally divided between Common and Master Guilds. Common guilds generally only have themselves as a guild. Master Guilds will often have several subguilds beneath them. A Subguild is a narrower focus guild that is run the same as any other guild but has banded together with other guilds that share a common interest area and so created a Master Guild that is a guild that sits above them all. Master guilds are not widely liked, because they mean a double set of dues each Season, one to the gild proper and one to the master guild.

In most cases, the “field of endeavor” or occupation is a “-ry”; so, an artist engages in artistry, a Chandler practices Chandlery, a Plumber does Plumbery, and so forth. The Smiths, Swains, Wrights, and Wards are similar in nature.

Guild List

The most often encountered and used Guilds in a single list are:

(Miscreants)

Actors

Adventurer’s

Alchemists

Ambassadors

Antiquarian

Apothecary

Arbiters

Armorer

Artisan’s

Astrologer

Author

Bakers

Barbers

Bards

Barker

Beadwright

Bellsmith

Blacksmith

Boatman

Boatwright

Bookward

Borer

Bowright

Breeders

Brewers

Brickery

Broom

Buckler

Builder’s

Butcher

Carriage

Cart

Carver

Castellans

Catchers

Chandlery

Chefs

Chimeswain

Claywright

Cleaners

Clerk

Clockswain

Clothier

Coalswain

Cobblery

Cooper

Counters

Couriers

Criers

Crofters

Crystalsmith

Cunnings

Cutler Smith

Dance

Deckhands

Diplomats

Dishwright

Distillers

Dollswain

Draftery

Draper

Druids

Drumery

Dyeswain

Embroider

Enamelwright

Envoys

Faithward

Farmers

Farrier

Feltwright

Ferryfolk

Fieldward

Fishers

Flowerward

Fodges

Framery

Furnisher

Furwright

Game

Gardenward

Gardeners

Glass Smith

Gloveswain

Goldsmith

Greyman

Grocery

Gunslingers

Hallward

Hatwright

Healer’s

Hearthward

Hearthswains

Heralds

Herbalist

Hornwright

Horseward

Hostelry

Hunters

Inkswain

Innkeeper’s

Innry

Jewelswain

Juggler

Knitswain

Laborer’s

Lacewright

Lacquerwright

Lathery

Launderers

Lawyer

Lightswain

Limner

Lockswain

Luthier

Mages

Manorwards

Mapwright

Mariner’s

Mason

Merchantry

Merchants

Messenger’s

Messengers

Midwife

Miller’s

Miner

Minstrel

Mongery

Music

Mystics

Navigators

Netswain

Noble’s

Oracle

Oration

Orewright

Painter

Paperwright

Pastrier

Peddlers

Perfumer

Physic

Pigmentwright

Pilots

Piperswain

Plasterery

Plumbery

Poet

Porters

Potsmith

Provisioner

Pubry

Purlswain

Purser

Rangers

Ratter

Redsmith

Reedwright

Reeves

Riverward

River Pilots

Road

Rug Makers

Saddleswain

Sage

Sailswain

Saloonry

Scribe

Scrimswain

Sculptor

Seaward

Seneschals

Shepherds

Yuzuras

Shipwright

Shopkeepers

Silversmith

Skyward

Smith’s

Song

Spicery

Spinwright

Stage

Stewards

Stonewright

Stringwright

Surveyor

Swain’s

Tanner

Tavernry

Teamster

Thatchery

Tinkers

Traders

Traveler

Treasurer

Trusty

Tumbler

Tuneswain

Upholsterer

Vanguards

Vintners

Wards’

Warriors

Watchward

Water Mill

Weaveswain

Wheel Mill

Wheelwright

Whitesmith

Wind Mill

Wizards

Wood (Carpenter)

Wood (forester)

Wordwards

Wright’s

  

This list is broken down as follows:

Common Guilds

Arbiters

Astrologer

Bakers

Barbers

Breeders

Catchers

Chefs

Cleaners

Crofters

Farmers

Fishers

Gardeners

Hunters

Launderers

Miner

Pastrier

Porters

Ratter

Shepherds

Yuzuras

Teamster

Tinkers

   
Master Guilds

Adventurers

Innkeepers

Messengers

Merchantry

Artisans

Builders

Smiths

Swains

Wrights

Wards

Healers

Millers

Laborers

Mariners

Nobles

Adventurers Subguilds

Bards

Mages

Faith

Envoys

Mystics

Vanguards

Warriors

Reeves

Rangers

Druids

Gunslingers

Wizards

Cunnings

 

(Miscreants)

Colonies

Colony

Perspective

Focus

Onisaman

Way of the Open Hand

Defensive, non-lethal

Eridian

Way of the Shattered Heart

Offensive, weaponry

Thunderheart

Way of the Peaceful Hope

Self defense through effective offense

Diaspore

Way of the Brilliant Mind

Development of mind and body

Colleges (Bards)

Dance

Music

Oration

Song

Stage

Artisans Subguilds

Clothier

Carver

Painter

Sculptor

Author

Actors

Perfumer

Barker

Minstrel

Poet

Tumbler

Juggler

   

Builders Subguilds

Bricker

Drafter

Mason

Surveyor

Framer

Thatcher

Plumber

Hearthswains

Plasterer

Lather

Hearthswains specialize in making fireplaces and foundries.

Drafters are what we would call architects.

Healers Subguilds

Physic

Herbalist

Apothecary

Midwife

Alchemists

Innkeeper’s Sub-guilds

Inn

Tavern

Hostel

Pub

Saloon

Brewers

Distillers

Vintners

  

Mariners Subguilds

Pilots

Navigators

Ferryfolk

River Pilots

Deckhands

Boatman

Provisioner

   

Messenger Subguilds

Couriers

Traveler

Messengers

Wordwards

 

Wordwards are people, primarily women, who take the words of an individual along with the sentiments therein, and craft from that a letter that is then delivered to the person if they are within the realms.

Merchantry Subguilds

Mongers

Traders

Peddlers

Merchants

Shopkeepers

Chandler

Grocer

Spicer

  

Mongers are the folks who operate a stall, booth, or cart in the community markets, often specializing in a single kind of thing, but covering a vast range of possible goods. They are akin to shopkeepers, but don’t operate out of a fixed building location, and may even travel from city to town to village.

Millers subguilds

Wheel

Water

Wind

  

Mills are one of the major industries of Wyrlde. Grain is delivered, ground into various flours, and returned, all for a fee. Recently, some ills have started using clockwork applications to create looms that fashion fabric. These are located in Lyonese, and are generally expected to be a failure.

Nobles Guild

Trusty

Fodges

Manorwards

Criers

Treasurer

Ambassadors

Diplomats

Stewards

Seneschals

Heralds

Scholars Guilds

Counters

Sage

Scribe

Limner

Book

Clerk

Lawyer

Antiquarian

Oracle

 

Smiths subguilds

Armorer

Bell

Black

Buckler

Crystal

Cutler

Farrier

Glass

Gold

Pot

Red

Silver

White

  

Bucklers deal with bucklers, button, and fasteners of all sorts.

Crystalsmiths work with the assorted crystalline materials of Wyrlde.

Whitesmiths work with cold metal and handle more delicate finishing and polishing work. They might make pie tins, cookie cutters, candlesticks, coffee pots, and similar stuff. Often found working with Enamellists.

Redsmiths work with copper, brass, and bronze.

Farriers are traveling or local blacksmiths who focus on horseshoes, nails, and similar basic needs.

Swains subguilds (Processed)

Bead

Boat

Borer

Bow

Chime

Clock

Color

Cooper

Doll

Draper

Dye

Embroider

Furnisher

Glove

Ink

Jewel

Knitter

Light

Lock

Luthier

Net

Piper

Purl

Purser

Rugswain

Saddle

Sail

Scrim

Shoe

Tune

Upholsterer

Weave

Wood (Carpenter)

Drumery

 

Coopers create Basins, Barrels, Tubs, Chests, Casks, and similar items.

Pursers make purses, sacks, backpacks.

Chimeswains make the small bells for harnesses and chimes and doors.

A Luthier makes stringed instruments.

A Piper makes reed instruments.

A Borer make pipes for plumbing.

A Drumswain is a maker of drums.

Wards Subguilds

Castellans

Field

Flower

Game

Garden

Greyman

Hall

Hearth

Horse

River

Road

Sea

Sky

Watch

Wood (forester)

Castellans are household servants, usually for the nobility and the wealthy, roughly equivalent to house managers, maids, butlers, and the like.

Wrights Subguilds (Raw)

Broom

Butcher

Carriage

Cart

Coal

Disher

Drum

Enamellist

Felter

Furrier

Glass

Hat

Horn

Lace

Lacquer

Map

Ore

Paper

Pigment

Potter

Reed

Ship

Spinner

Stone

String

Tanner

Wheel

   

Chandlers deal in Candles, Soaps, Bleach, and Detergents

Distribution of Guilds

Every one of the Seven Cities has a Guild Hall for all of the guilds shown, and their counterparts can be found in the Sea Realms major cities (Islandia and Keris) as well. Antillia has no Guilds in the traditional sense, but does have Unions, which resemble guilds, and there are many more of them, for each job has a union, and there are no master Unions.

Towns typically have the Master Guild Halls but will lack the subguilds beneath them as stand-alone halls. Common Guilds are also likely in a town, each with a Hall of its own.

Villages, Hamlets, and Steadings are unlikely to have a Guild Hall, but larger Villages may have a combined Guild Hall that will serve the local region of hamlets and steadings and make arrangements for getting goods to markets.

Notable Guilds:

The Adventurer’s Guild

The Adventurer Guild Motto is “We fight just a little harder”.

To the best of their ability, the massive, somewhat frightening Adventurer’s Guild has a branch in every town, and there is one found either in or just outside of every city. Rare few villages have a Common House run by a Guild; though, lacking lodging, but enabling storage and usually cheaper food and drink than a guild run pub or inn. Dues are 1 Quid a month or 1 Crown a year and joining has a fee of 10 Shillings plus Dues upfront. Members of the Guild can stay for free in greater comfort at a Guild House, as well as find opportunities. AGs can be contracted for bounties, escort jobs, and more. They work closely with several other guilds, at excellent rates, including those who operate in the shadows. It also serves as the Mercenaries’ guild, taking all manner of jobs for listing.

Adventurer is a job, in and of itself, and considered to be a calling. Adventurers are weird; that is, they have been touched by the Powers in some way that has made them suitable and interested in that field, and so are considered dangerous and risky and short lived.

Note that the Adventurer’s guild is composed of several smaller guilds. Associated with them are the Merchanters, Antiquarian, Physic, Sage, Oracle, Delving, and (Miscreants). One offshoot of the Adventurer’s Guild of the adventurer’s guild, without contact between contracting parties. Of note is that the Guild is inclusive of the Syndicates – all of them are members, reportedly.

One of the key aspects that is often forgotten about outside the Adventurer’s guild is that many adventurers will group together for mutual aid and benefit in a formally recognized team, called a Company or Corps. These companies will typically establish some form of headquarters, called a Bastion, and from there they will make their names and lead their lives. In some cases, a Company will be granted a special dispensation by a local lord to establish a settlement, and thus become a Noble Corps, though they do have obligations as a result (and they are handled collectively). A company is a formal arrangement, and has rules for formation, for disbanding, for turnover of members, and some have become famous while others have become infamous.

The Circle of Lanterns

The Circle of Lanterns claims to oversee all sex work on Wyrlde. They are known to compete somewhat with the Innkeeper and Tavernhost Guilds and will often operate in opposition. Their Saloons are very popular in Dorado.

The Circle of Crossings

Provides guards for traveling caravans and mercenaries not affiliated with a guild. They compete with the Vanguard guilds, as well as the Adventurers Guild. They do not get along well with the Hovewards.

The Circle of Dreams

The Circle promises all a very good time, albeit with perhaps an uncontrollable interest to return after.

The Circle of Spells

Originally out of Lyonese, and merged with a couple others, it is considered one of the finest organized groups providing imbued and ingrained items to the public (for a price).

The Messenger Guild

One of the oldest three guilds (Dreams and Lanterns being the other two), the Messenger Guild has existed in some form or other since well before the God’s War. Within their secretive Guild Halls, they have people who are capable of some startling things, and there have long been rumors and suggestions and third- or fourth-hand evidence that they are involved with one or more of the Illuminati groups.

The Messenger guild is exactly that, a guild whose business is the recording of, transport of, delivery of, and care of messages and packages from one place to another. There are several different roles within the messenger Guild, which is essentially the equivalent of what was once called a Post Office on one of our Befores, or a Courier, or something called a runquail. Rafael’s world was weird.

Messengers serve in many different roles throughout the Empire, as they are also records keepers on par with the Bards and Envoys. A Messenger will go anywhere, and nothing will stop them from delivery short of their death, which for those assigned the greatest priority roles, is nothing short of immensely difficult.

The One thing to keep in mind about them is that one of the groups they have within the guild is that of the Mystics, whose powers are peculiar and grant them additional abilities. Other professions are employed by the Messenger Guild, but Mystics are a unique group within them, and the source of the linkage to the Illuminati groups.

Miscreants

There is one guild where you can find fences, padfoots, con artists, and more, and it is called the Miscreant’s Guild, and no one knows how extensive it is, how connected it is, or usually where it is located unless one is a member. The Miscreants Guild in Durango is known to change location every month. This Guild is usually written in parentheses and operates without oversight and beneath the law. It is known to exist, however, but the operations of the guild is always questionable, for it is hidden from any who are not members. They are known to consort with Envoys, Corsairs, and others to achieve specific goals and aims, and to have a very strong opposition to Paladins and Reeves from ever finding them. Rumor has it there is some kind of Thieves Cant that members use.

Alcohol Guilds

Alcohol is overseen by Brewers, Distillers and Vintners. Most alcohol is enjoyed warm, even slightly heated. Those who can afford it will speak of how it improves when cold, using assorted magics, but I think the magic strips something from the alcohol, myself.

Brewers create Beer and Ale. These are a thick, low alcohol beverage that is usually the main beverage everyone drinks during the day, instead of water. Beer can be made by most homes in villages as a side effort, which is then sold in small batches to ale peddlers that collect it, and most places will serve a beer or ale made either on site or formed from a mix of local well-known ale and beer makers.

Distillers create, transport, and market hard liquors. Of the dozen or so major liquor types, the ones produced most often by the most places are Whiskey, Vodka, Gin, and Rye. All distilled liquors have very tightly guarded secrets for how they are made, and usually have support for charges from the local nobility to exposing recipes or processes. The greatest secrecy concerns the workshops, but in general it is known that most of the beverages comes from some form of mash, often tweaked with some form of extra element. Imperial liquors are all very white, perhaps having only the faintest of shades of color.

In terms of highest popularity and desirability, Aztlan produces something called Uzo, Akadia has several varieties of Gin, Dorado produces Tequila, Durango makes Rye, Lyonese makes a popular form of Whiskey, Sibola is famous for a Vodka, and Qivira makes a sweet liquor called Virale, enjoyed in tiny glasses, as well as a clear liquor called Shoju. Antilia produces some potent Ciders, and Exilians produce a peculiar liquor called Makushmur that varies in flavor and potency constantly as it is rarely made from the same things, being distilled from whatever they happen find in their travels. The Sea Realms drink an immense amount of Rum, which is the primary alcohol there.

Doric whisky isn’t very popular outside of Dorado, being bitter, dry, and very strong, but is considered the most affordable whiskey that is made, and they make a lot of it. Rum is so popular there are ancient children’s songs about it, that Rum has been adopted by Mariners pretty much everywhere.

Mead, made from Honey or syrup from a tree, is typically made in Temples and Shrines, and sold during festivals. Wyrlde Mead is sweet, dry, and potent. Temples and Shrines are the unofficial Beekeeper’s Guild but are generally called the Faith Guild and tend to be very strict about people trying to make their own Mead.

Vintners make, market, and promote Wine. Wine on Wyrlde is mostly made from a kind of berry called a Grape. However, it is not the only sort of berry used, and there are five very broad categories of wine as a result: Red, White, Green, Pink, and Yellow or Olive. Within each broad type are several kinds of wine that highlight certain aspects of certain fruits. Green Wines are more akin to ciders or some forms of rum, but considered lighter, though why they do that is beyond me. Ting says it has to do with a combination of dryness and sweetness, whatever that means. I like my ales, thank you.

In any case, Wines are grown, pressed, aged, and then sold. Wines are sold by the Jug to the common folk, but by the Drum in bulk. Wine is heavy, and Vintners seem to have learned something several hundred years ago that allowed them to create something called Brandywine. It is basically a very strong form of wine, very much like a Liquor, and strong and highly scented. It is the most sought after of beverages and considered a drink of indolence and wealth. It is considered a major offense to sell Brandywine if you are not a member of the Vintner’s Guild – many tales that Tink likes to tell show that selling Brandywine without being a Vintner can result in death or Prison.

Brewers are the oldest of the Alcohol related Guilds, followed by Vintners. The Distiller’s Guild is relatively new (shortly after the last Skyfall), by comparison, and there is a great deal of bad blood between Distillers and Vintners for some reason.

InnHost Guild (InnKeepers)

Inn

On Wyrlde, the Innhost’s Guild controls the Inns and Taverns through subguilds. They do this with what is regarded as a velvet glove drenched in blood around an adamantine fist with spiked steel knuckles built in. Given the constant encroachment of the Syndicates, the Royal vagaries, and the flat-out defiance of the Posse of Rails, it may well be that they must. There are, then, some Inns and Taverns that are not Guild linked. At least two Powers are known to set up Inns in the middle of nowhere from time to time, moving them around.

An Inn is a building that has a walled area, stabling, pasture, offers food and drink, and has both a communal sleeping area and 4 to 24 private rooms that sleep two.

There is an Inn located typically 30 miles out along any road where there is not already a village, town, or city. There is a network of Inns within a given region defined by ethnicity, and they will all be similar within it and ultimately controlled by the Guilds.

Inns commonly have 2 to 12 Wardsmen, and Innkeepers are usually capable of at least some magic, even if most of it is meant to keep the place running and clean. They have stable hands, cooks, assorted help, and, yes, servers that are most likely women in patriarchal regions, men in matriarchal regions, and both in less rigid regions.

Inns are “signs of civilization in the wild” as well – many a small hamlet has been built up around an Inn located in the middle of nowhere. A good Inn is like a small private compound, able to take care of visitors and travelers from wandering Monks to adventuring parties to entire caravans or Noble entourages. As a result, they have many of the features that make the stays of their guests and the lives of their staff easier.

Taverns

Taverns are Guild-run establishments that will serve food, beer, and possibly wine. They are usually near a Public House or on a Shop Street, and the two may be owned by the same person or family, but they are always careful not to cross the guilds by combining the two. There is usually a carriage house nearby, or the site will have a stable, but is unlikely to have the ability to deal with a wagon. In many Cities, though not all (Sibola, Aztlan, and Durango come to mind) Taverns are often found near the Markets.

Taverns usually have a Host, a few cooks, some servers, and a few ancillary staff.

Public Houses (Pubs)

A Public House is a place of short term, temporary residence, usually near a gate. They usually can handle horses and wagons. They are often considered seedy places, but continually prove themselves of strong value, especially to Adventurers. The guild will often have arrangements with a better class of one for their members and are always happy to recommend one or two depending on the purse size of the party.

In a Village, Town, or City, Pubs usually have housekeeping, a pubkeeper, and a stable hand.

Saloon

A Saloon is an establishment that just sells strong, hard liquor, wine, and of course beer, ale, and mead. Saloons are often rowdy places that are controlled by the Innkeeper’s Guild and are often one of the earliest establishments in Camps. Saloons are pretty much everywhere except Cities and Towns though they will usually allow a scant few to operate near the Gates and the Watchhouses.

Saloons are frequently segregated spaces, either by gender (the most common, or by some other aspect (such as heritage). When they are such, Saloons will be located in a tight cluster of competing ones, often owned by the same person or group of people. Open Saloons are fairly rare, but do exist, mostly in remote Villages where there is a defacto segregation of those who are locals and everyone else.

Dorado has a great many saloons, and the largest number of open saloons. They are becoming almost synonymous with the realm – there is an outpost said to house a Patrol beside which has sprouted two dozen saloons that serve the merchants coming up from the Sand Sea to the City.

Some Saloons are operated by The House of Dreams. They do not serve drink and are frowned upon as their clients find themselves unable to avoid returning.

A Saloon will typically only have servers and a bartender, possibly a bouncer. The saloon often doubles as the residence of the saloon keeper. Most saloons will have a cluster of 4 to 24 chairs around a smattering of tables, a piano or stage to one side where they have entertainment, and a very long bar that is standing room only, usually with a rail running ankle height at the base of it. They are dimly lit.

Knightly Orders

Many who rightfully call themselves “knight” earn that title as part of one of the knightly orders.

These knighthoods are secular and nongovernmental organizations of warriors who follow a philosophy, or consider themselves a kind of extended family. Although there are organizations, such as the Knights of the Black Lotus, that use the trappings of knighthood without necessarily being warriors, most folk of Wyrlde who hear the word “knight” think of a mounted warrior in armor beholden to a code.

Below are a few knightly organizations.

Knight: Black Lotus

Knight: Red Masque

Knight: Round

Knight: Silver Chalice

Knight: Unicorn

Knight: White Rose

Knight: Wild Heart

 

The Knights Of The Unicorn began as a fad of romantically minded sons and daughters of noble families in Sibola. On a lark, they took the unicorn as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in. Over time the small group grew and spread, gaining a following in places as far as Durango. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses. The Knights are always men.

Long ago, the Knights Of White Rose were a famous adventuring band, and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the legendary Ancient City, just as the new Knights of White Rose do today. With the city in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized Bloodlines of the world and goodly people to combat evil. Their members, each accepted by The White Rose herself, are above all valiant and honest. Today, they are both a Syndicate and a Clan in Durango. The Knights of the White Rose are always women.

The Knights Of The Silver Chalice was formed by edict of the demigod Siamorf in Antilia a century ago. Siamorf’s ethos is the nobility’s right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorf at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the Council and reestablish order in the region. Since then, they have grown to be the most popular knighthood in Antilia, a region that has hosted many knighthoods in fealty to the Council. A side note: Siamorf is thought to be Urisha, one of the Powers That Be.

When it comes to the Knights Of The Black Lotus, little is known about this group of mostly older, retired people with military backgrounds other than their love for a complex strategy game with arcane rules and strange piece, the rarest of which is the Black Lotus.

The Knights Of The Red Masque are one of the more popular orders for when you need things done that the others would find distasteful, this order is famous for the blood red masks they always wear, carved in grimacing and horrible faces. These masks are worn any time they are out in public.

The order of the Knights Of The Round, created in honor of a find in an ancient ruin, always follows the Code of Chivalry, but they are also among the cheapest to hire. While they do have Paladins among their membership, they are not the main body.

The Knights Of The Wild Heart serve the interests of Antelle and Paria, who often partner up on whatever the latest machinations of the Powers That Be are at that time. Founded 23 years ago in Qivira, it has a distinct Code that is kept secret and known only to members. The Wild Hearts are said to be entirely without gender.

Circles

Chance

Lanterns

Dreams

Crossings

Spells

Songs

Sweets

Skirts

Home

 

The Circle of Lanterns: The Circle of Lanterns claims to oversee all sex work on Wyrlde. They are known to compete somewhat with the Innkeeper and Tavernhost Guilds and will often operate in opposition. Their Saloons are very popular in Dorado.

The Circle of Crossings: Provides guards for traveling caravans and mercenaries not affiliated with a guild. They compete with the Vanguard guilds, as well as the Adventurers Guild.

The Circle of Dreams: The Circle promises all a very good time, albeit with perhaps an uncontrollable interest to return after.

The Circle of Spells: Originally out of Lyonese, and merged with a couple others, it is considered one of the finest organized groups providing imbued and ingrained items to the public (for a price). They are engaged in direct conflict in many locations with the Mage Guild and Wizard Guild but are often on friendly terms with the Cunning Guild.

The Circle of Songs: The Aztani equivalent to the Bards Guild, with a focus on those who use music as performance.

Circle of Home: A collection of places that provide care for infants, Children, and youths during the workday. Strictly found in cities, except for Sibola. Popular in Akadia.

Circle of Sweets: Candy makers, sugar growers, sugar sales folk. They have a practical monopoly on Sugar.

Circle of Skirts: Clothing makers. Originally focused on mending and adjusting existing clothing, an unpopular Guild Lord in the Clothiers Guild gave rise to it becoming much more. Currently, only women are allowed to be members.

Syndicates

Syndicates compete with Guilds in Durango and at the same degree, using less savory tactics and with a more criminal bent. Syndicates are headed by a Syndic, who achieves their position through violence and subterfuge, removing the prior person for the most part, although in more internally peaceful times, there will be a designated heir. Syndicates are considered criminal organizations but tolerated because they do compete with and give pause to the Guilds, even as they will prey upon the same people and focus on their criminal activities.

Syndicates do not tolerate Circles in their territory, as it is seen as a threat to their business and competition, and syndicates do not want competition.

Copper

Fashes

Ford

Kamora

Kells

Kosa

Kudjel

Kuza

Lantern

Monsanto

Muskay

Nostra

Riders

Shovay

Sinola

Skythe

Treypers

Triskelion

Trumps

White Rose

Syndicates openly and explicitly state themselves to be organizations dedicated to trade and public welfare, yet appear to specialize in fraud, extortion, gambling, prostitution, drug use, robbery, kidnapping, theft, and graft as normative aspects of their operations.

Most Durangans tithe a Syndicate of one sort or another because they know that the bonds of a syndicate are stronger than blood in many cases, and the Syndicate protects its own; at least in theory. They are also aware that if they don’t, they will be brutalized, suffer startling misfortunes, and other bad things.

While based in and around Durango, they have influence which spreads throughout the world, and they seek to keep it going at any cost. Small Syndic outposts are said to exist in every major city.

The street murders that Durango is famous for are the work of Syndicates, who often disagree about territory, business, and loyalty. The Syndicates are very wealthy, overall, though the Syndics themselves may come from very humble or impoverished beginnings. One interesting thing is that the syndicates do not harm their targets usually; for example, a shopkeeper who tithes to one syndicate and is desired by another won’t have to worry about the syndicates causing his place of business harm (unless he misses a payment), as they will fight among themselves. They will also fight any of the assorted police, and the reputation of a Syndicate man as a murderous thug with little heart or morality is well earned.

Syndicates have a strong internal discipline, rigid codes, and expectations of those who are members, and often competing middle management. They do, however, keep their promises – for woe or for weal, they always keep their promises.

The most influential Syndicates currently are the Cosa, the Triskelion, the Kuza, the Sinola, and the Kamora. It is notable that the Lantern syndicate and White Rose Syndicate are indeed related to the Circle and the Order of Knighthood that share their name.

Posses

Dorado is the home to many new and different ways of doing things that are already done perfectly well elsewhere, but this has given us such thing as the Pistols of Eld and the Train and more. Among the reasons for and the examples of this trend are the Posses.

Rails

Eld

Nym

Ism

Apel

Cattlemans

Marms

Lights

Monsanto

Jind’r

Gigle

Natjeo

Ponderosa

Surkel Bar

M’klintok

A Posse is a formally confirmed business arrangement among many diverse people who pool their resources, people, and effort towards a business purpose. Posses are formed by a Charter that is registered with the Kinhouse and operated in a strange way.

They are created by the pooling of resources by several different people who each have an interest that is considered property all by itself. This interest is recorded by Deed and has a value that determines how much of the Posse’s left-over revenue in each season goes to that person. These people are called Members, and while they collectively have oversight and are in charge, the day-to-day affairs of a Posse are run by a Leader, who is himself employed by the members and in turn employs the people needed to achieve their goals, as that is the Leader’s job: to make as much money as possible for the Members.

The Train is the work of the Posse of Rails, and the Leader of the Posse is Hariman, who is both a Member and the Leader. His father was the person who designed and created the first Dynamo, and they have kept the secret of that process ever since while building the vast rails that connect the Bright lands along the traditional trade routes. It is estimated that out of every ten gold pieces the Train brings in, one falls to Hariman.

Posses, then, are essentially an alternative to the Guilds, though several guilds are members of the Posse of Rails, making it less a competitive model and more a way of achieving things that no one person or small group can do on their own.

The Illuminati

As befits them, they are secret societies so as I have never been a member, I cannot tell you much about any of them. It is known that they are frequently found to have Bards and Envoys as lead agents, and they have mysterious rituals.

To hear them talk, the world is trapped in a secret war has raged on since the end of the God’s War between powers and forces that seek to overthrow the leadership and bring in the Dread powers as a part of the whole, with themselves at the leadership. A few Scholars think there may be something to it, particularly if the Dread Powers are active.

The Illuminati is divided into three aspects: The Duskdanceers, The Dawnbreakers, and The Euphonium.

  • Duskdancers focus on magic and spycraft,
  • Dawnbreakers are more operational and leadership, and
  • Euphonium are the warrior caste of the Illuminati.
Tanjin

In all Cities and many Towns, there are established schools, called Tanjin, that grew out of an effort originally sponsored by the Emperor, but was strongly influenced by aspects of Qiviran society and the mysterious Colonies. These schools vary from informal ones that teach basic language and math skills to the general population.

Some Tanjin specialize in certain things, but the majority of them are there to teach language, math, history, customs, mores, norms, and typical socialization activities.

They are not required, but since they are free or sponsored, most do not charge and act as a kind of day care for the young between Childhood and youthhood, ending when they become an apprentice. Tanjin are not large places, usually having only three, perhaps four buildings in a square around a large open space that serves as a communal eating, play, and meeting area. A typical Tanjin can support up to around 80 students.

Tanjin are generally among the earliest things to be set up once a settlement reach the size of a hamlet or village, and all of them will have at least one, even if it is a small one of a single building. Specialty tanjin may locate in out of the way places that enable them to focus on their work without much challenge – this is especially true of those that are run by noted scholars, and these ore involved Tanjin are starting to form up in ways that act as a replacement for the Guild system of apprenticeship – someone seeking to study a particular area like antiquities, for example, might choose to move their apprenticeship to the Tanjin.

Lastly, there are the secret Tanjin, where esoterica and veiled knowledge are taught, rare and hard to find, with extremely few students and then only those found worthy.

The Colonies

This group is worth noting because they are so unique, and those are the Colonies. Within these vast, forbidding, very much out of the way places are small groups of people who devote and dedicate themselves to mastering some form or other of martial art, both armed and unarmed. Each of them has a slightly different take, a different style, but all of them are still very much organized in a manner similar to the other factions.

There are four Colonies: Onisaman, Eridian, Thunderheart, and Diaspore. The first was founded by Onisama herself around the time of the second Skyfall. One of her pupils later left and founded Eridian Colony. A fortuitous meeting between pupils of the two led to the founding of the Thunderheart Colony after that, and the Diaspore was the final Colony established and is the least well known. Each colony has a host of people present. They are entirely self-sufficient, and they seem to draw in travelers and outcasts, those who seek something more, something different, and those who seek to prove themselves.

They are called Monks, and they are engaged in a life-or-death struggle that seems to consume them called the Dire War. They live ascetic lives, with few comforts, but they are seemingly unflappable and able to defy much, and they have peculiar powers that are not always magic in derivation. Each colony has around 400 people or so, who tend to all the many tasks and chores, while also all training, at all times, and all of the colonies are located in out of the way places among the mountains, with very few who are not of great power or great wisdom ever knowing exactly where, for they do guard the knowledge carefully.

Like Mystics, they are a group that seeks to aver and avoid scrutiny and prefer to remain inscrutable and mysterious. They do enter the broader world, and some will leave the Colonies for years in order to hone their skills and help provide through tithing.

It is important to note that each Colony has a particular focus to the arts they teach. Onisaman teaches something called the Way of the Open Hand. Thunderheart teaches the Way of the Peaceful Hope. Eridian teaches the Way of the Shattered Heart. Diaspore teaches the Way of the Brilliant Mind. What they mean and how they mean it only seem to make sense to the Monks themselves.

They are, much like the House of Eld, reserved and have a strong focus on training and competition and self-improvement, and always focused on something that they are doing in those isolated places, some sort of massive combat challenge.

Dire Wars

During the second Skyfall, shortly after the founding of Sibola, the still new Colony hidden away among the Mountains was beginning to teach a new way of fighting, to escape the violence of the old wars and forge a new path. Onisama, the woman who founded the colony now named for her, and her way of doing things, was visited by a strange man, whom many say even today was a Warlock of exceptional skill and talent.

He claimed that those he served would like to come to our world, and asked if Onisama, in her wisdom, would grant them safe passage and a place to rest. Suspecting a trap, she offered a counter: if they could defeat her best with their best, she would let them come and learn and take shelter from what they sought to escape.

With a wicked gleam in his eye and a wrathful smile on his face, the Warlock agreed on behalf of his benefactors, who were from another dimension and sought to find a path to ours, that they might take it over. This was the origin of the first of the Dire Wars.

Dire War is returned to every six years, with the next known one scheduled to happen in 301. It is a contest of martial strength and skill, of creative effort, of absolute perfection, and of absolute importance, for should the Colonies ever lose, should the Monks ever fall, then our world will have a gateway to the Nightmare dimension and all the nightmares of the world will be released to wreak havoc. It is generally agreed by most on Wyrlde that we have enough nightmares already, and do not need any more. Generally. Some folks are less certain.

At that very first Challenge, the future of them all was established as dire, as mortal, when the first victor slew the chosen champion instead of merely taking a victory (at the behest of their wicked leader, who declared both fatality! and It has begun!), and since that moment, all the challenges have been Dire and it has erupted through efforts to cheat, to manipulate, to corrupt into true warfare fought for the sole purpose of saving the world.

Each bout in dire conflict is to death or to absolute incapacitation. Fatalities, often gruesome, are common. The contests are held every sixth year from Windy 1st through Windy 28th. The first week there are 128 bouts. The second week there are 64 bouts. The third week there are 32 bouts. The first day of the last week has 16 bouts. The second day has 8 bouts. The third day has 4 bouts. The fourth day has one bout. The fifth day has one bout. And the final bout is the sixth day – the 27th of Windy — with the victory declared on the final day of the month. The next scheduled Dire War rounds are in Windy of the year 301. One hundred twenty-eight of the finest, greatest, bravest, most capable warriors are tested every six years, with few surviving the experience.

Combatants can only use what is inherent to them. They can bring into the venue no weapons, wear no armor, and they must possess impeccable honor. At least for our side. The nightmare side seems to have folks who have weapons as part of them.

To prepare for this in the time between, the many Monks and now other warriors called by the Colony masters to these contests compete in far less fatal contests of skill, tactics, strategy, and mastery to determine who will fight the bouts. This testing begins in Windy of the second year following the Dire War. In that year, each of the four great Colonies choose 128 of their greatest, usually through volunteering or recruitment of outsiders. Note that the Grandmasters of the Colonies are not above using their mysterious powers to encourage outsiders to fight. Qetza is particularly fond of Grand Warfare, and it is said that Lamia and Timur have taken stakes in the past as well.

The following year, the Colonies have their champions face off against the champions of another Colony. The order is a rotating one. This continues in the fourth and fifth years, as well, until there are 128 warriors chosen. They all then travel to the mysterious tropical island that was set aside for these events following the 13th cycle when an entire Colony was nearly destroyed.

This island has 128 discrete fighting areas, that are cleaned and prepared for a year, decorated, and sometimes adjusted, so that none of the contestants are aware of what venue, or what the venue will look like or consist of. The particular venue is randomly selected, and all are named and designed to look like some place elsewhere on Wyrlde, and bounded by strong wards that will let someone in but will only let one person out unless they know the particular rituals to enable leaving (such as when dragging a body out).

Entrants must be at least Adepts and are typically well known and deeply honorable in all their actions. They must represent the best Wyrlde, after all, and stand firm even though those they fight will try to cheat, and sometimes succeed. It is noteworthy that Adventurers are rarely chosen, though many have volunteered after hearing about it. The finality of the events means that those who choose to do so must be aware that they will be facing their own mortality, their own death, in the form of a nightmarish being, and that once committed there is no escaping, no turning back, and it is final. Death in the Dire War removes one from the Cycle, and so resurrection is not possible.

These events, over the many, many years, have come to be watched closely by many in power. Some from great distances, others will make the journey to the Island of Venues. It is said that even Denizens from other dimensions will make a special journey just to watch, for it is one of the most brutal contests within all that is known, and it is said even the Three Old Ones turn a blind eye to the Warfare.

Compendalia Wyrldica

The Wyrlde Rules

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