Unit of Account
Each realm maintains its own unit of account. Among the Dead Men, money has no meaning or purpose except for value in the rare and chance occasions to trade with those in the First Life while they travel abroad.
For the sake of ease, all prices are quoted in silver pennies. A silver penny is one pennyweight (1/20th of a troy oz. or 1/240 of a pound), pure silver.
This unit of account can be changed, as needed, for any currency in The Source setting.
Adventuring Gear
Item | Value |
Blanket, woolen | 5sp |
Bucket, wooden | ½sp |
Candles (one dozen) | 1½sp |
Chalk (one dozen pieces) | ¼sp |
Chain, steel (ten feet) | 25sp |
Artisan’s tools | 3,200sp |
Crowbar | 11sp |
Fishhooks (one dozen) | 1sp |
Fishing net | 7¼sp |
Flask, steel | 2sp |
Grappling hook | 14sp |
Hammer | 8sp |
Ink (per vial) | 24sp |
Jar, glass | ½sp |
Ladder, wooden (six-foot) | 1¾sp |
Lantern, hooded | 23sp |
Lock, common | 10sp |
Lock, quality | 14sp |
Magnifying glass | 650sp |
Nails (one pound) | 192sp |
Needle, steel | ¼sp |
Oil (per flask) | 1sp |
Paper (one sheet) | 2sp |
Pickax | 8sp |
Pot, iron | 12sp |
Quill, writing | ½sp |
Quiver (holds two dozen arrows) | 9½sp |
Rations, one day | ½sp |
Rope, hempen (fifty feet) | 9¼sp |
Shovel | 3sp |
Tent, canvas with wooden poles, two-man | 20sp |
Tent, canvas with wooden poles, four-man | 34sp |
Thief’s tools | 210sp |
Thread, sewing (fifty yards) | 1¼sp |
Timber ax | 5sp |
Timber saw, two-hand | 8sp |
Torch | ¼sp |
Trap, small animal | 12sp |
Trap, large animal | 17sp |
Twine (fifty feet) | ½sp |
Vial, glass | ¼sp |
Waterskin | 2sp |
Wax, sealing (one pound) | 6½sp |
Whetstone | ¼sp |
Whistle | ¾sp |
Trade Goods
Item | Value |
Apples (one pound) | 2sp |
Beer, common (one quart) | ½sp |
Beer, fine (one gallon) | ¾sp |
Barley (one pound) | ½sp |
Canvas (square yard) | 1¾sp |
Cheese (one pound) | 1¼sp |
Copper (one pound) | 48sp |
Firewood (one cord) | 9½sp |
Gold (one pound) | 2,880sp |
Iron (one pound) | 2sp |
Leather skin, common (small) | 3 to 4sp |
Leather skin, (large) | 10-20sp |
Linen (square yard) | 2sp |
Oats (one bushel) | 24sp |
Oil (one flask) | 1sp |
Olives (one pound) | 2¼sp |
Rye (one bushel) | 32sp |
Salted fish (one pound) | 3½sp |
Silk (square yard) | 125sp |
Silver (one pound) | 240p |
Soap (one pound) | ½sp |
Steel (one pound) | 15sp |
Wheat (one bushel) | 30sp |
Wine, common (one gallon) | 3½sp |
Wine, fine (one gallon) | 8sp |
Wool (square yard) | 3sp |
Clothing
Item | Value |
Boots, common | 24sp |
Boots, fine | 120sp |
Cloak, common | 120sp |
Cloak, fine | 240sp |
Fur, common | 50-100sp |
Fur, fine | 150-300sp |
Gown, ladies, common | 550sp |
Gown, ladies, fine | 2400sp |
Necklace, bronze, solid | 8sp |
Necklace, silver, solid | 96sp |
Necklace, gold, solid | 1,152sp |
Necklace, bronze, w/ pendant | 12sp |
Necklace, silver, w/ pendant | 144sp |
Necklace, gold, w/ pendant | 1,728sp |
Ring, bronze, solid | 6sp |
Ring, silver, solid | 108sp |
Ring, gold, solid | 864sp |
Ring, bronze, signet | 9sp |
Ring, silver, signet | 162sp |
Ring, gold, signet | 1,296sp |
Ring, silver, w/ gemstone | 189sp |
Ring, gold, w/ gemstone | 1,512sp |
Robe, linen, common | 40sp |
Robe, linen, fine | 60sp |
Robe, silk, common | 140sp |
Robe, silk, fine | 210sp |
Robe, wool, common | 50sp |
Robe, wool, fine | 75sp |
Trousers, linen, common | 20sp |
Trousers, linen, fine | 30sp |
Trousers, leather, common | 56sp |
Trousers, leather, fine | 84sp |
Trousers, wool, common | 25sp |
Trousers, wool, fine | 37sp |
Tunic, linen, simple | 8sp |
Tunic, linen, fine | 24sp |
Tunic, wool, simple | 12sp |
Tunic, wool, fine | 36sp |
Shoes, common | 6sp |
Shoes, fine | 24sp |
Animal Husbandry
Animals are a part of everyday life.
Raising and caring for animals is expensive. For common people off the farm, animals are out of reach.
Animal Costs
The costs shown below are for the money value of buying an animal of the listed type at a town market.
Note that mastiffs and warhorses are the only animals listed that are trained and capable of combat: all other animals will flee or fight wildly (cannot be controlled by people) if threatened.
Animal | Value |
Chicken | 1sp |
Cow | ½sp per pound |
Donkey | 80sp |
Horse, draft | 500sp |
Horse, riding | 750sp |
Horse, war | 3,000sp |
Mastiff | 200sp |
Mule | 190sp |
Pony | 300sp |
Ox | ¾sp per pound |
Pig | ¼sp per pound |
Animal Upkeep
The costs shown below are for the money costs of feed, stabling, and other expenses related to the upkeep and maintenance of animals for 1 week.
Animal | Value |
Chicken | 1sp per 10 chickens |
Cow | 1sp per 3 cows |
Donkey | 1sp per 8 donkeys |
Horse, draft | ½sp per horse |
Horse, riding | ½sp per horse |
Horse, war | ½sp per horse |
Mastiff | ¼sp per mastiff |
Mule | 1sp per 6 mules |
Pony | ¼sp per pony |
Ox | 1sp per 2 oxen |
Pig | ½sp per pig |
Equipment
Below are shown costs for various riding and teaming equipment.
Item | Value |
Barding | 5,100sp |
Bit and bridle | 20sp |
Carriage | 1,000sp |
Cart | 150sp |
Chariot | 2,500sp |
Saddle, pack | 50sp |
Saddle, war | 200sp |
Saddlebags (pair) | 40sp |
Sled | 200sp |
Wagon | 350sp |
Melee Weapons
Melee weapons use the Melee Skill to make attacks against enemies in close combat.
These weapons are classed into three categories: light, medium, and heavy.
Light Melee Weapons
Light melee weapons are easily obtainable by common people.
Many of these double as tools used by peasants.
Light melee weapons add 0D Weapon Dice.
Weapon | Value |
Club or quarterstaff | 2sp |
Dagger or knife | 9¾sp |
Hand ax | 16sp |
Short sword | 66sp |
Sickle | 12sp |
Club: Clubs are fashioned from smoothly shaved pieces of wood and measure between 18” and 24.”
Clubs deal Fatigue instead of Wound damage.
Dagger: These weapons are fashioned as triangular wedges of iron or steel with a finished grip and pommel.
These weapons measure between 10” and 12” overall.
Daggers don’t have cutting edges and are designed to puncture armor and flesh. In many places, possession of daggers is illegal.
Daggers may be thrown with the Ranged Skill.
Hand ax: These axes are used to cut firewood, ropes, and other common farm and household tasks. Hand axes have shafts that measure 12” to 18” and ax heads that weigh 1lb. to 2lb.
Hand axes can be thrown with the Ranged Skill.
Knife: Knives are common tools used for all sorts of work. Because of this, knives are rarely a problem for common people to own.
Knives may be thrown with the Ranged Skill.
Quarterstaff: These shaved wooden poles measure between 48” and 72”. They are used as walking sticks, canes, and simple defensive weapons.
Quarterstaffs deals Fatigue instead of Wound damage.
Short sword: These one-handed blades are used by common militia. The use of these weapons is tightly regulated among peasants, if not outright forbidden.
Sickle: These tools are used to harvest grain and make for a convenient form of self-defense for the peasantry.
Medium Melee Weapons
Medium melee weapons are reserved for the martial classes of society.
These weapons are restricted by law or tradition to soldiers, nobleman, and knights. Peasants or other people found in possession of these weapons are often imprisoned.
Medium melee weapons add 1D Weapon Dice.
Weapon | Value |
Arming Sword | 120sp |
Lance | 80sp |
Spear | 12sp |
War hammer | 72sp |
Arming Sword: These swords are knightly weapons, and their possession and use is perhaps the most tightly controlled of any other hand weapon. Longswords measure from 3 to 4 feet in overall length and weigh between 2.5 and 4 pounds. These weapons are double-bladed and provide for excellent balance and cutting power. Longswords mark the bearer as a nobleman. The mere sight of one commands respect, among others.
Lance: These long poles (7 to 9 feet in overall length) are made for use on horseback. Lances are used as part of charges: the rider bears the lance under the arm and braces for impact while the horse’s speed helps drive the pointed tip into the enemy.
When used on a mount while part of a Charge Maneuver, this weapon adds 3D Weapon Dice (instead of 1D Weapon Dice for medium melee weapons).
If used unmounted, lances require two hands, a Full Action to attack, and add 0D Weapon Dice (instead of 1D Weapon Dice for Medium Melee Weapons).
Spear: These are perhaps the most common weapon encountered on the battlefield. Spears are highly versatile weapons and are equally suited for use on both foot and horseback and against both opponents on foot and horseback. Spears have long (5 to 7-foot) hafts capped by sharp iron or steel spearheads designed to pierce flesh.
Spears must be used in two hands.
War hammer: Very distantly resembling hammers used by common people, war hammers are hafted weapons designed to pierce armor. One side of the hammer head bears a flat end for bashing while the other side bears a sharp point for piercing plate or mail.
Warhammers ignore up to 1 Armor (to a minimum of 0).
Heavy Melee Weapons
Heavy melee weapons are rarely seen outside of the battlefield.
These weapons are restricted to only members of martial classes and their possession by others is punishable by imprisonment or death.
Heavy melee weapons add 2D Weapon Dice.
Weapon | Value |
Long sword | 288sp |
Pike | 24sp |
Long sword: These two-handed swords are found in the hands of some knights that use them while dismounted. Great swords are much longer (5 to 6 feet in overall length) and heavier (6 to 8 pounds) than longswords. Their size and expense makes them less favorable than longswords, though great swords are more powerful and, as importantly, more intimidating.
Great swords require two hands to attack and if the Melee Skill roll for an attack with this weapon scores two or more results of 6, this weapon deals +1 Wound damage.
Pike: Pikes are extremely long spears (between 10 and 20 feet in overall length) used en masse to drive into enemy formations. A single pike on its own is too unwieldy to be effective, but hundreds or thousands of pikes together make for a devastating attack.
Pikes require two hands and a Full Action to attack.
Ranged Weapons
Ranged weapons are used to make attacks against distant (non-adjacent) enemies.
These weapons are classed into three categories: light, medium, and heavy.
Light Ranged Weapons
Light ranged weapons are easily attainable by common people. These weapons are simple enough to be made at home and their possession isn’t restricted.
Light ranged weapons add 0D Weapon Dice.
Weapon | Effective Range | Value |
Dart | 5yd | 1¼sp |
Sling | 10yd | 1sp |
Dart: These are simple ranged weapons made much like short arrows designed to be thrown with the hand. Darts are simple enough to be made by common people, often for games and entertainment.
Sling: These weapons are made from rope or leather cord with a fabric or leather pouch in the center. The user places a river stone or lead sling bullet in the open pouch, holds the cords in the hand, whirls the sling overhead, and releases one of the cords to send the projectile flying to its target. Slings are amusements for common people but also defensive tools for herdsman and travelers.
Medium Ranged Weapons
Medium ranged weapons are reserved for members of the martial class and their possession by others is punishable by imprisonment.
Medium ranged weapons add 1D Weapon Dice.
Weapon | Effective Range | Value |
Spike carbine | 45yd | 250sp |
Spike pistol | 30yd | 150sp |
Spike pistol, double | 30yd/15yd | 220sp |
Spike carbine: These ranged weapons are made in the form of heavy metal tubes about the length of a man’s forearm, fitted with a pistol grip and trigger. The user inserts a “spike” projectile into the barrel and cocks the firing mechanism. The projectile can deliver a deadly blow to even armored opponents.
Spike carbines require a Full Action to load a projectile. If the user has the Ranged Skill at Level 3 or higher, he or she may load and fire a projectile together, in the same Full Action, but otherwise, the weapon still requires a Full Action to load. These weapons require both hands to load, aim, and fire.
This weapon ignores 1 Armor (to a minimum of 0 Armor).
Spike pistol: These pistols are smaller and lighter versions of carbines, consisting of a shorter metal tube and using shorter projectiles. Spike pistols are more commonly found among officers, as they have a much shorter range and are intended for personal defense.
Spike pistols require a Partial Action to load a projectile. These weapons require both hands to load, but may be aimed and fired with one hand.
This weapon ignores 1 Armor (to a minimum of 0 Armor).
Spike pistol, double: These spike pistols, similar in design and function to their single-shot counterparts, are fitted with two barrels and two triggers. Each barrel can be loaded and fired independently or together.
Loading each barrel requires a Partial Action. When firing, the shooter may fire each barrel independently (as a Partial Action) or fire both barrels simultaneously (as a Partial Action). These weapons require both hands to load, but may be aimed and fired with one hand.
Firing both barrels simultaneously halves the range of the attack, but treats up to one result of 2 on the dice rolled for the Ranged Skill attack as a success. A simultaneous shot must be fired at a single target.
This weapon ignores 1 Armor (to a minimum of 0 Armor).
Heavy Ranged Weapons
These weapons are rarely seen outside of the battlefield and their possession by common people is punishable by death.
Heavy ranged weapons add 2D Weapon Dice.
Weapon | Effective Range | Value |
Spike rifle | 60yd | 300sp |
Spike rifle, double | 60/30yd | 450sp |
Spike rifle: These gruesome weapons form the backbone of any modern military’s offensive capabilities. The barrels of these rifles are as long as man’s arm, from shoulder to wrist, and their projectiles are nearly the same length. Spike rifles can weigh between 12 and 15 pounds, and when not in use, are carried on slings to be worn over the back or shoulder.
Spike rifles require a Full Action to load and require both hands to load, aim, and fire.
These weapons ignore up to 2 Armor (to a minimum of 0).
Spike rifle, double: These spike pistols, similar in design and function to their single-shot counterparts, are fitted with two barrels and two triggers. Each barrel can be loaded and fired independently or together.
Loading each barrel requires a Full Action. When firing, the shooter may fire each barrel independently (as a Partial Action) or fire both barrels simultaneously (as a Partial Action). These weapons require both hands to load, but may be aimed and fired with one hand.
Firing both barrels simultaneously halves the range of the attack, but treats up to one result of 2 on the dice rolled for the Ranged Skill attack as a success. A simultaneous shot must be fired at a single target.
This weapon ignores 2 Armor (to a minimum of 0 Armor).
Ammunition
Spike guns require spikes, specially made projectiles, to operate. No other form of ammunition can serve them.
Spikes for spike guns are carried in pouches, called “cases”, similar to those used to carry crossbow quarrels. Pistol cases hold 20 pistol spikes, carbine cases hold 20 carbine spikes, and rifle cases hold 15 rifle spikes.
Ammunition | Value |
Spikes, pistol (10) | 8sp |
Spikes, carbine (10) | 12sp |
Spikes, rifle (8) | 9sp |
Spike case, pistol | 6sp |
Spikes case, carbine | 8sp |
Spikes case, rifle | 9sp |
Armor
Since the advent of spike guns, which can easily pierce armor, suits of armor have become less and less common.
Armor is worn for ceremonial purposes and by the elite to show off their status. The average foot solider, however, will not wear armor of any kind.
It is illegal and punishable by imprisonment or death for common people to possess or wear armor. The costs for armor are so prohibitive so as not to make this a common penalty.
Armor is classed into three categories: light, medium, and heavy.
Light Armor
These suits of armor are made from non-metallic substances and are worn by warriors of low rank and standing.
Armor | Value |
Leather | 180sp |
Quilted | 110sp |
Leather: These suits of armor are made from pieces of boiled leather fashioned into hardened, overlapping plates to cover the body. A suit of leather armor typically provides a helmet, cuirass (plate covering the torso), and gauntlets.
Leather armor provides 1 Armor and reduces the wearer’s Movement by 1.
Quilted: These suits of armor are made from thick layers of quilted fabric. A suit of quilted armor typically comes in the form of a “gambeson” or heavy coat that covers the arms and torso and reaches down to the knees. A leather or steel helmet also accompanies such armor.
Quilted armor provides 1 Armor and reduces the wearer’s Movement by 2.
Medium Armor
Medium Armor is worn by both mercenaries and professional soldiers. It is too expensive (and often legally prohibited) for commonfolk.
Armor | Value |
600sp |
Mail: This armor consists of iron or steel rings interwoven to form a tight but flexible pattern. Mail is usually worn in the form of a “hauberk” or mail coat that covers the arms down to the elbow, the torso, and reaches down halfway between the belt and the knee. A mail hauberk will be accompanied by a steel helmet.
Mail provides 2 Armor and reduces the wearer’s Movement by 3.
Heavy Armor
These suits of armor are prohibitively expensive and thus are worn only by elite warriors and the nobility.
This class of armor once offered superior protection, before the advent of spike guns.
Armor | Value |
Plate | 1,950sp |
Plate: These suits of armor are the pinnacle of protective equipment during the pre-spike gun age. Plate mail consists of steel plates that cover the entire wearer’s body.
Plate armor provides 3 Armor and reduces the wearer’s Movement by 4.
Additionally, this armor gives the wearer a -1D penalty to all Physique Group Skill rolls.