Difference between revisions of "Book:Equipment"

From NsdWiki
Jump to: navigation, search
Line 872: Line 872:
 
|-
 
|-
 
|}
 
|}
 +
 +
* ''Padded Armor'' – Armor which is made of layered fabric, such as cotton, linen, or wool, and is usually quilted. Sometimes referred to as a ''gambeson'' or a ''jupon''. Often padded armor is a single, long, garment with sleeves, that would partially cover the thighs. Padded armor would take 12 AP to put on and 8 AP to remove.
 +
* ''Leather Armor'' – Suits of leather armor are boiled and waxed. Leather is sturdy, won't rust, and allows more free movement than does heavier plate armor. A suit of leather armor would come with a cuirass to cover the torso, as well as bracers or vambrances to protect the forearms, cuisses to protect the thighs, and greaves to protect the shins. The armor components are fastened to the body by laces and hooks. Leather armor would take 24 AP to put on if a character had help with the lacing, and 12 AP to remove.
 +
* ''Reinforced Leather Armor'' – Just like leather armor, but with riveted metal studs or plates attached to the leather. The added metal rivets don't add any additional movement restriction, but do slightly enhance the wearer's protection from attacks.
 +
* ''Half-chain Armor'' – This armor is mostly leather with several parts reinforced beneath by chain mail. It is slightly bulkier than reinforced leather armor, but takes about the same amount of time to put on or remove.
 +
* ''Breastplate'' – A piece of armor made of several interlocked plates that provides protection for the torso. Can be worn alone (only providing a +2 to defense), but usually accompanied by a suit of leather underneath. Including the leather suit, breastplate takes 30 AP to put on and 16 AP to remove.
 +
* ''Chain mail'' –
  
 
A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the [[Defense Roll]].  A character wearing chain mail will take a −1, scale will take a −2 and so on.  The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).
 
A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the [[Defense Roll]].  A character wearing chain mail will take a −1, scale will take a −2 and so on.  The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).

Revision as of 16:46, 17 July 2010

Every adventurer needs stuff. Whether it be weapons and armor for waging war, horses and wagons for cross-country traveling, food and shelter for surviving in the wilderness, or specialized gear for pulling off whatever feats your character aspires to, there is one place to find everything your character might need: right here.

Wealth

Wealth in the Elysium RPG is measured in Sovereigns (𝕤), which are also commonly called "crowns", with both terms stemming from the common practice of minting coins with popular current and past rulers or heroes on one face.

Starting characters begin the game with 500𝕤 unless they have purchased the Wealth trump.

Clothing

Name Penalty Cost
Royal Clothes 0 500𝕤
Noble Court Clothes 1 300𝕤
Cold Weather Clothes 2 100𝕤
Woodsman's Clothes 1 50𝕤
Peasant Clothes 2 5𝕤
Wanderer's Clothes 1 25𝕤
Fashionable Clothes 0 400𝕤

Weapons

Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus the weapon grants the character on a Defense Roll when the weapon is used to parry an attack.
Hurt
The amount of damage the weapon does on its own, which is factored into the Attack Roll.
Type
The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt.
Notes
Any relevant notes about the weapon.

Blades

Name AP Parry Hurt Type Notes Cost
Dagger/Knife 2 −2 2 P, S 25𝕤
Main-Gauche 2 +2 1 P, S Disarm +2 125𝕤
Stiletto/Poignard 2 −2 3 P 90𝕤
Dirk/Combat Knife 2 −1 3 S, P 90𝕤
Short Sword/Gladius 3 0 4 P, S 100𝕤
Longsword 4 +1 5 S, P 250𝕤
Broadsword 4 0 6 S 175𝕤
Bastard Sword 1h 4 −1 7 S, P 600𝕤
Bastard Sword 2h 4 0 8 S, P 2handed, +1 vs Disarm 600𝕤
Greatsword 5 0 9 S, P 2handed, +1 vs Disarm 550𝕤
Saber 3 +1 4 S, P +1 vs Disarm 200𝕤
Cutlass 3 0 4 S, P +1 vs Disarm 125𝕤
Rapier 2 +2 3 P, S +1 vs Disarm 250𝕤
Scimitar 3 0 4 S, P 125𝕤
Double Sword 5 +1 6 S, P 2handed, No Amb. Needed, +2 vs Disarm 700𝕤
  • Dagger/Knife – A small weapon, with either one or two bladed edges. Useful as a backup in close-quarters combat. Less than 1 foot in length.
  • Main-Gauche – A small blade typically wielded in the off-hand adept at use in parrying and disarming.
  • Stiletto/Poignard – A short, narrow knife used for stabbing deeply.
  • Dirk/Combat Knife – Longer and sturdier than a typical dagger.
  • Short Sword/Gladius – A thrusting sword with usually no longer than 2–3 feet.
  • Longsword – Very popular among soldiers and infantry, usually around 4 feet in length. Mostly held in one hand.
  • Broadsword – Wider than a longsword, slightly more primitive, between 3 and 4 feet in length.
  • Bastard Sword – Also known as the hand-and-a-half sword. Can be held in one or two hands. When held in two hands, it provides more power and leverage to the wielder. Usually around 4–5 feet in length.
  • Greatsword – An extremely large and powerful weapon. Must be held in two hands. Often up to 6–7 feet in length.
  • Saber – A sturdy, single-bladed, curved sword with a hand guard. Often about 3 feet in length.
  • Cutlass – Similar to a saber, with a basket-like hand guard. 2–3 feet in length, very popular amongst sailors.
  • Rapier – A noble and graceful sword, mostly used for fencing and piercing, up to 3–4 feet in length.
  • Scimitar – A curved blade usually without a hand guard. 2–4 feet in length.
  • Double Sword – Two sword blades mounted into a handle in the center. The entire sword can be between 5–6 feet in length.

Axes

Name AP Parry Hurt Type Notes Cost
Throwing/Tomahawk 2 −2 2 S 75𝕤
Hatchet/Hand Axe 2 −2 3 S 55𝕤
Berserker Axe 4 −1 5 S 175𝕤
War Axe 5 −1 8 S+B 2handed, +2 vs Disarm 350𝕤
Executioner/Great Axe 6 −2 10 S+B 2handed, +2 vs Disarm 450𝕤
Axe Spike (for Berserker, War, Great, and Double Axes) 3 NA 4 P 40𝕤
Pickaxe 4 −3 8 P+B 2handed, +2 vs Disarm 50𝕤
Double Axe 5 −2 7 S 2handed, No Amb. Needed 700𝕤
  • Throwing Axe – A simple axe useful for hand-to-hand, but primarily adept at being thrown. Usually less than 2 feet in length.
  • Hatchet/Hand Axe – Slightly bigger than a throwing axe, with a flat end of the head that can be used as a hammer.
  • Berserker Axe – Made with a solid wooden shaft and a curved axe head.
  • War Axe – The axe-head is curved on one side, and blunt on the other, with a long shaft of wood or metal held in two hands.
  • Executioner/Great Axe – Massive, heavy axe, with a dual-bladed axe head.
  • Axe Spike – Can be affixed to the top of the axe head to be used in thrusting.
  • Pickaxe – Typically a tool used for mining and digging, but also used in combat.
  • Double Axe – A rare weapon consisting of a central haft with an axe-head at each end.

Polearms

Name AP Parry Hurt Type Notes Cost
Javelin/Pilum (melee) 2 0 2 P 10𝕤
Javelin/Pilum (thrown) 3 NA 4 P Thrown
Infantry Spear 3 0 4 P 75𝕤
Pitchfork 3 0 3 P 30𝕤
Trident 3 +1 4 P 125𝕤
Broadspear 4 0 5 P, S 125𝕤
Boar Spear/Hunting Spear 4 +1 7 P 2handed, +2 vs Disarm 100𝕤
Pike 6 −3 10 P 2handed, +2 vs Disarm 200𝕤
Halberd 5 0 9 P, S 2handed, +2 vs Disarm 325𝕤
Glaive 5 0 9 S, P 2handed, +2 vs Disarm 325𝕤
Scythe 6 −3 10 S 2handed, +2 vs Disarm 100𝕤
Lance (mounted weapon) 5 −3 4 P Charge=2× Hurt 150𝕤
  • Javelin – A light spear, favored for throwing, but also can be used in melee. Possesses an iron head around 18 inches in length and a long, wooden shaft. Between 6–8 feet in length.
  • Infantry Spear – A simple, solid spear used by foot soldiers. Between 6–8 feet in length.
  • Pitchfork – Simple farming tool used for lifting and pitching. Can have 2–6 tines or prongs. Usually made of wood, but the head can be made of metal.
  • Trident – A three-pronged spear used in fishing and combat. Usually made of metal.
  • Broadspear – Heaviest spear that can be used in one hand. Solid, wide, metal head, with the entire spear being up to 8 feet in length.
  • Boar spear – Two-handed spear with a metal spear head possessing a pair of lugs or wings where it joins the shaft. Useful for parrying. Up to 8 feet in length.
  • Pike – A devastating thrusting spear, but ineffective at close-quarters combat. Between 10–20 feet in length.
  • Halberd – Two-handed pole weapon, around 5–6 feet in length with an axe head topped with a long spike. The reverse of the axe head has a thorn or hook useful in combating mounted riders.
  • Glaive – Two-handed pole weapon with a single, bladed edge 18 inches in length sitting atop a wooden pole of 6–7 feet in length.
  • Scythe – A harvesting tool with a multi-handled shaft around 5 feet in length. Its curved blade with one sharp edge extends perpendicular to the shaft. This weapon is slow and ineffective at close-quarters combat.
  • Lance – Really only effective when used in mounted combat. Devastating at full gallop, but slow to ready. Usually between 6–12 feet in length.

Bludgeons

Name AP Parry Hurt Type Notes Cost
Hand-to-hand 2 0 1 B NA
Sap 2 NA 1 B 20𝕤
Wooden Club 3 0 3 B 10𝕤
Warhammer 3 0 4 B 250𝕤
Mace 4 0 5 B 125𝕤
Edged Mace 4 0 6 B+S 175𝕤
Morningstar/Spiked Mace 4 0 6 B+P 175𝕤
Ball & Chain 5 −2 7 B +2 vs Parry 200𝕤
Quarterstaff 3 +2 3 B 2handed, +2 vs Disarm 100𝕤
Sledgehammer 6 −3 8 B 2handed, +2 vs Disarm 50𝕤
Flail 5 −2 9 B 2handed, +2 vs Disarm, +2 vs Parry 300𝕤
Maul 6 −3 10 B 2handed, +2 vs Disarm 500𝕤
  • Hand-to-hand – Your bare fists. You want a description? Look at 'em!
  • Sap – A small club consisting of leather-wrapped lead. Known for easy concealment.
  • Wooden Club – A hunk of hard wood held in one hand. Sometimes found with simple metal reinforcements or spikes.
  • War hammer – A hand-held weapon with a metal head created to battle armored foes. Often a spike is found on the reverse side of the head.
  • Mace – A single-handed weapon with a heavy metal head on a sturdy wooden or metal handle.
  • Edged Mace – A mace with a flanged or edged head, useful for deeper impact during a swing.
  • Morning star – A mace with metal spikes of differing size protruding from the head.
  • Ball and chain – A solid metal weight attached to a lengthy chain. Sometimes these are available with a weight at each end.
  • Quarterstaff – A long wooden pole, typically taller than the wielder. Crude versions can be found in forested areas, but more sophisticated versions are crafted.
  • Sledgehammer – A two-handed hammer with a heavy head on one end and a wooden haft up to 3 feet in length.
  • Flail – A two-handed handle with a chain connected to a solid metal spiked ball. Opponents have difficulty parrying swings from this weapon.
  • Maul – A two-handed hammer with a large metal head, similar to a sledgehammer, but capable of more powerful impacts.

Ranged

Name AP Parry Hurt Type Notes Cost
Blowgun 2 NA NA P No Damage, Reload = 1AP 25𝕤
Dart 2 NA 1 P Thrown 5𝕤
Shuriken 2 NA 2 P, S Thrown 15𝕤
Throwing Knife 3 −4 3 P, S Thrown 20𝕤
Boomerang 3 −2 3 B Thrown 25𝕤
Chakram 3 −3 4 S Thrown 60𝕤
Sling 3 −5 3 B Thrown; Reload = 1AP 10𝕤
Short Bow 4 −4 10 P 2handed, +1 vs Disarm 175𝕤
Longbow 5 −2 12 P 2handed, +1 vs Disarm 225𝕤
Crossbow 4 −4 12 P 2handed, +1 vs Disarm, Reload = 3AP 400𝕤
Repeating Crossbow (4 Bolt "clip") 3 −4 10 P 2handed, +1 vs Disarm, Reload clip = 6 AP 1000𝕤
Hand Crossbow 3 NA 6 P Reload = 2AP 600𝕤
Heavy Crossbow 6 −4 14 P 2handed, +1 vs Disarm, Reload = 4AP 550𝕤
Flint Pistol 3 N/A 12 P Reload = 3AP 2000𝕤
Flint Rifle 3 −1 14 P 2handed, +1 vs Disarm, Reload = 6AP 2250𝕤
Repeater Pistol 3 N/A 10 P Can fire 5 shots before reloading, Reload Clip = 6AP 2750𝕤
  • Blowgun – The ammunition from a blowgun doesn't cause much damage, but is an effective way to deliver poisons, nerve agents, and other toxins.
  • Dart – A small, heavy projectile with fletching on the tail and a narrow pointed end. Too short to be used as ammunition in a bow.
  • Shuriken – Small, pointed object with sharpened tips. Either straight or star-like. Can be used as a stabbing weapon also.
  • Throwing knife – A knife, different from a typical dagger in that it is weighted and designed for throwing.
  • Boomerang – A masterfully-crafted, bent, flat, wooden stick capable of rotating at high speed and great lengths. A mundane boomerang will not return if it impacts a target.
  • Chakram – A circular, flat, metal ring with a bladed edge that can be thrown between 100–300 feet.
  • Sling – A leather or rope corded weapon which can be loaded with blunt objects, such as stones, and hurled at targets.
  • Short Bow – A curved limb typically made of wood with a tense string. Made for launching narrow, fletched arrows.
  • Longbow – Similar to a short bow, but nearly as tall as the person who wields it. These are capable of launching arrows with startling force.
  • Crossbow – A bow mounted horizontally on a wooden stock. A high-tension bow string delivers around the same punch as a longbow in a smaller size. Typically reloaded with a pull or push lever.
  • Repeating Crossbow – A crossbow with a mechanism to string the bow, load the bolt, and fire it in one motion. Each cartridge loaded into the bow contains 4 bolts.
  • Hand Crossbow – A tiny crossbow, capable of being held in one hand. Bolts for this crossbow are much smaller than standard bolts.
  • Heavy Crossbow – A very large crossbow with a metal draw string. Has a crank to be used for reloading. This crossbow hits with a sickeningly massive force.
  • Flint Pistol – A hand-held firearm usually used in self-defense or duels. Popular in conjunction with another weapon.
  • Flint Rifle – A long firearm held in two hands capable of precision and range.
  • Repeater Pistol – A semi-automatic hand-held firearm which is capable of firing a round, reloading, and readying for the next shot for each pull of the trigger.

Exotics

Name AP Parry Hurt Type Notes Cost
Net 5 −4 NA NA No damage; Entangle +5 50𝕤
Bullwhip 4 −5 2 S Entangle & Disarm +3, +1 vs Parry 110𝕤
Studded/Spiked Whip 4 −5 3 S Entangle & Disarm +3, +1 vs Parry 150𝕤
Punch Dagger 2 NA 3 P Uses Hand-to-hand Skill 50𝕤
Cestus/Knuckles 2 NA 3 B Uses Hand-to-hand Skill 50𝕤
Claws 2 −2 3 S 125𝕤
Sai 2 +2 1 P Disarm +2 85𝕤
Kama/Hand Sickle 2 −1 3 S Disarm +1 65𝕤
Kusari-Gama (chain) 3 −5 3 B Entangle & Disarm +3, +1 vs Parry 200𝕤
Nunchaku 3 0 3 B Entangle & Disarm +1 100𝕤
Khopesh 2 +1 3 S Disarm +1 125𝕤
Falchion 5 −1 9 S 2handed, +1 vs Disarm 550𝕤
Katana 1h 3 0 5 S, P 1000𝕤
Katana 2h 4 0 8 S, P 2handed, +1 vs Disarm
Nodachi 5 0 10 S, P 2handed, +1 vs Disarm 2000𝕤
  • Net – Derived from the fishing device, this mass of ropes and weights is meant to encumber and hold an opponent.
  • Bullwhip – A single-tailed whip made of braided leather, historically used in cattle herding. Around 10 feet long and capable of wrapping around objects or limbs of opponents.
  • Studded/Spiked Whip – Similar to a bullwhip, but with metal spikes or studs woven throughout the braided leather.
  • Punch Dagger – A small knife with a T-shaped handle held in the fist and thrust at opponents. This weapon uses the Hand-to-hand Weapon skill.
  • Cestus/Knuckles – A metal or leather covering which is worn over the hand and/or knuckles and provides extra weight compared to a bare fist. This weapon uses the Hand-to-hand Weapon skill.
  • Claws – A pair of metal bands worn around the fingers or hand which have on the back side 3–5 small, curved, metal blades, resembling the claws of a wild animal.
  • Sai – A long, pointed, dagger-shaped metal baton with two short prongs stemming from the side. Used to trap and sometimes break larger blades.
  • Kama/Hand Sickle – A farming tool that makes a decent improvised weapon. It consists of a short, metal handle from which extends a perpendicular curved blade.
  • Kusari-gama (chain) – The chain portion of the Kusari-gama has a weighted ball at one end which can be used to strike opponents and wrap around limbs or weapons.
  • Nunchaku – A pair of metal or wooden rods attached by a short chain. The nunchaku is a speedy weapon which can be used to grab and disarm opponents.
  • Khopesh – A sort of hybrid of the sword and battle axe, around 2 feet in length. Features a standard sword hilt but a strangely curved blade. Only the outside curve of the blade is sharpened.
  • Falchion – A two-handed sword with a long, single-edged, slightly-curved blade that is weighted at the far end, making it useful for chopping strikes similar to an axe. Typically around 4 feet in length.
  • Katana – A masterfully crafted sword and status symbol. It has a slightly-curved blade and a single sharp edge. The hilt varies in length, but the blade itself is usually 28 inches long. When held in two hands, it provides more power and leverage to the wielder.
  • Nodachi – A larger two-handed sword than the katana, and just as well-made. The entire sword including the handle is usually 5 feet in length.

Shields

Name AP Parry Hurt Type Notes Cost
Light shield 2 +2 2 B 250𝕤
Heavy shield 4 +4 3 B 400𝕤

Sized Weapons

Armor

Sometimes the only thing between you and the business end of a nasty pig-sticker is a few scant pieces of leather and metal.

Name Bonus Notes Hindrance Cost
Padded 1 0 50𝕤
Leather 2 0 150𝕤
Reinforced Leather 3 0 250𝕤
Half-Chain 4 0 600𝕤
Breastplate 5 0 800𝕤
Chain Mail 6 1 1100𝕤
Scale Mail 7 2 1,600𝕤
Half Plate 8 3 3,500𝕤
Field Plate 9 4 8,000𝕤
  • Padded Armor – Armor which is made of layered fabric, such as cotton, linen, or wool, and is usually quilted. Sometimes referred to as a gambeson or a jupon. Often padded armor is a single, long, garment with sleeves, that would partially cover the thighs. Padded armor would take 12 AP to put on and 8 AP to remove.
  • Leather Armor – Suits of leather armor are boiled and waxed. Leather is sturdy, won't rust, and allows more free movement than does heavier plate armor. A suit of leather armor would come with a cuirass to cover the torso, as well as bracers or vambrances to protect the forearms, cuisses to protect the thighs, and greaves to protect the shins. The armor components are fastened to the body by laces and hooks. Leather armor would take 24 AP to put on if a character had help with the lacing, and 12 AP to remove.
  • Reinforced Leather Armor – Just like leather armor, but with riveted metal studs or plates attached to the leather. The added metal rivets don't add any additional movement restriction, but do slightly enhance the wearer's protection from attacks.
  • Half-chain Armor – This armor is mostly leather with several parts reinforced beneath by chain mail. It is slightly bulkier than reinforced leather armor, but takes about the same amount of time to put on or remove.
  • Breastplate – A piece of armor made of several interlocked plates that provides protection for the torso. Can be worn alone (only providing a +2 to defense), but usually accompanied by a suit of leather underneath. Including the leather suit, breastplate takes 30 AP to put on and 16 AP to remove.
  • Chain mail

A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the Defense Roll. A character wearing chain mail will take a −1, scale will take a −2 and so on. The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).

Characters that use shields don't actually receive any sort of armor bonus. Instead, they use the shield for parrying during their Defense Roll.

Gear

Name Cost
Standard Kit 30𝕤
Camp Kit 25𝕤
Cooking Kit 25𝕤
Climbing Kit 25𝕤
Digging Kit 30𝕤
Disguise Kit 100𝕤
Healing Kit 80𝕤
Thieves Kit 200𝕤
Skald's Kit 70𝕤
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease-pencil, map-case, waterskin, torches.
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – Rope, grappling hook, pitons, hammer,
  • Digging Kit – Pick, shovel, hammer, torches, crowbar.
  • Disguise Kit – Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry.
  • Healing Kit – Herbs, salves, bandages.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.

Mounts and Animals

Name Cost
Riding Horse 800𝕤
Warhorse 2,000𝕤
Blackbeak 4,000𝕤
Donkey 50𝕤
Bullhound 1,000𝕤
Leather Barding 700𝕤
Steel Barding 2,000𝕤
War Barding 10,000𝕤
  • Riding Horse – Horses serve as excellent transportation and beasts of burden. However, most horses do not fare well in the chaos of combat. Riding horses require their riders to make Personality + Animal Control or Agility + Ride checks (2 AP) against a DL of 12 for each round of combat to keep the horse from throwing its rider and running away. If the check is failed, the rider takes the difference as damage.
  • Warhorse – Warhorses are trained in the arts of warfare and do not require their riders to make checks to avoid being throw simply because they are in combat.
  • Donkey – Donkeys and mules are perfect beasts for hauling heavy gear or awkward tools, or for pulling heavy objects in a harness. Donkeys make poor mounts for combat purposes and will always throw their rider and run away if confronted with hostile forces.
  • Blackbeak – Blackbeaks are stout, bipedal mounts with short vestigial wings and powerful legs, which they use to jump large distances and propel themselves furiously over land. They derive their name from their sharp beaks which are capable of easily rending flesh. Blackbeaks make poor beasts of burden, since their frame is not suited for much cargo, but make great mounts in combat thanks to their aggressive natures and the ease with which they are domesticated. For more information on these creatures, see the Blackbeak entry.
  • Bullhound – Bullhounds are the preferred mounts of Goblyn warriors. Bullhounds also make great guard dogs.

Services

Healing

  • 1𝕤 for each HP healed
  • 5𝕤 for each Tainted HP healed
  • 50𝕤 for curing of most common disease or poisons
  • 250𝕤 for curing of uncommon disease or poisons

Room and Board

  • 1𝕤 per night

Stabling

  • 1𝕤 per night for horses
  • 3𝕤 per night for exotic animals

Shipping/Passage

  • 5𝕤 per week of travel for each passenger/piece of cargo

Messenger

  • 2𝕤 per day of travel

Outrider Guard

  • 10𝕤 per day

Translation

  • 5𝕤 per page

Coach Service

  • 1𝕤 per 5 miles