Warhammer Fantasy Roleplay Price List Introduction to Universal Price List System Purpose This system was started in 1982 with the intention of providing a comprehensive pricing and encumbrance system for all the medieval fantasy games systems currently in use in the club where I used to role-play. It has been used, and still is being used, by a number of GMs for various games systems including Advanced Dungeons and Dragons, DragonQuest, HârnMaster, RoleMaster and RuneQuest. In fact the system became a club standard, which eased moving characters between various games. The intention of this system is to replace the monetary system and the (often woefully incomplete) price lists provided with the games system. However, it is assumed that one penny is equal to the basic unit of currency in the game system when it is required to translate prices from the host game to this system. For instance, one AD&D silver piece is equivalent to 1d in this system. Prices are quoted in pennies which is the basic silver coin, where 1d is one penny. Since I use a system of twelve pennies equalling one schilling, a lot of the more expensive items are quote in multiples of 3d. My fatigue / encumbrance systems work on weight of the item. Weight of most items likely to be carried are quoted in pounds (lb.) to the nearest 1/10th or ¼ of a pound for small items (and occasionally in fractions of an ounce (oz)). The price list is categorised by occupation, which do not necessarily have anything to do with guild structure, nor do they imply that goods are only sold in such specialist shops/workshops. Smaller centres of habitation will have shops which sell goods from a large number of sources. Larger centres will have workshops which sell on to others, but which do not sell their own products. Warhammer [I've gone through and cleaned up the formatting of the text version, with a couple comments added along the way. These comments are marked with my initials. Apparent typos have been corrected but not marked. - Dave Sherohman] Monetary System Value of Metals Metal Relative worth (copper = 1) Density Brass 17/8 531 [lb./ft3] Bronze 1¾ 549 [lb./ft3] Copper 1 557 [lb./ft3] Electrum 60 930 [lb./ft3] Gold 120 1205 [lb./ft3] Iron 1/40 474 [lb./ft3] Lead 1/4 708 [lb./ft3] Mithril 2520 435 [lb./ft3] Pewter 1½ 506 [lb./ft3] Silver 10 655 [lb./ft3] Steel 1/8 491 [lb./ft3] Tin 7/8 456 [lb./ft3] Zinc 1¼ 445 [lb./ft3] Note: Pennies are typically made of bronze, copper or brass, and the difference in the cost of metal is generally ignored (use copper). Pennies weigh 1/2 ounce while other coins weigh an ounce. Coinage 1 gold crown = 20 silver shillings = 240 brass pennies 1 silver shillings = 12 brass pennies Abbreviations for coins are as follows: gold crown = GC shilling = /- penny = d Incomes and Service Charges Typical Monthly Incomes These incomes are disposable incomes after paying for all business running costs (including premises, apprentices and journeymen), but not [? - I don't think that 'not' is supposed to be there. - DS] before supporting the individual or their family. [Should "Harper" be generalized to "Musician"? - DS] Guilded Apothecary 18 GC 10/- Armourer 27 GC 8/6 Bowyer 49 GC 6d Chandler 8 GC 10/6 Charcoaler 8 GC 10/6 Clothier 9 GC 10/- Embalmer 14 GC 16/- Glassworker 27 GC 4/3 Harper (excluding tips) 1 GC 1/- Herald 24 GC 6d Hideworker 9 GC 10/- Innkeeper 9 GC 10/- Jeweller 20 GC 6/6 Leatherworker 9 GC 10/- Lexicographer 18 GC 10/- Litigant 22 GC 4/- Locksmith 24 GC 14/6 Mason 29 GC 12/- Metalsmith 29 GC 14/- Miller 11 GC 8/- Miner 2 GC 16/- Ostler 13 GC 6/- Perfumer 20 GC 6/6 Physician 22 GC 4/- Potter 10 GC 8/6 Seaman (AB) 10 GC Saltier 10 GC 16/- Shipwright 18 GC 14/6 Tentmaker 11 GC 8/- Timberwright 12 GC 6/6 Thespian (excluding tips) 1 GC 1/- Weaponcrafter 17 GC 10/6 Woodcrafter 10 GC 8/5 Unguilded Animal Trainer 6 GC Beggar 16/- Cartographer 34 GC 12/6 Cook 4 GC 10/- Courtesan 11 GC 2/- Executioner 37 GC Farm Hand (excluding board) 16/- Fisherman 2 GC 16/- Gaoler (Jailer) 1 GC 4/- Herdsman (excluding board) 16/- Hunter 2 GC 8/6 Iceman 9 GC 10/- Jester (excluding tips) 1 GC 4/- Judicial Champion 19 GC 10/- Labourer 1 GC 8/- Longshoreman 1 GC 8/- Porter 1 GC 8/- Prostitute 18/- Ratter 9 GC 10/- Sage/Tutor 25 GC 18/- Scribe 16 GC 12/6 Servant 15/- Shepherd 1 GC Swineherd 1 GC Teamster 11 GC 8/- Thatcher 8 GC 10/6 Toymaker 19 GC 16/- Trapper 2 GC 2/- Common Service Charges 18/6 Burial, unmarked grave Embalmer 22 GC 4/- Burial, pyre Embalmer 5 GC 10/6+ Court appearance [per day] Litigant 3 GC 14/-+ Courtesan [per evening] Courtesan 61 GC 12/8 Embalming Embalmer 16/6 Horse shoeing [per hoof] Ostler 2 GC 14/9 Legal contract Litigant 5 GC 10/6 Legal deed Litigant 7 GC 8/- Legal signed oath Litigant 11 GC 2/- Legal will Litigant 4/6 Musical entertainment [per Harper, per evening] Harper 6d Prostitute [per session] Prostitute 1/6 Theatre [per performance] Thespians 1 GC Training a guard dog Animal Trainer 5 GC Training a hunting falcon Animal Trainer 10 GC Training a riding horse Animal Trainer 25 GC Training a war horse Animal Trainer 1 GC 10d+ Translation, verbal [per 100 words] Scribe 1 GC 16/9+ Translation, written [per 25 words] Scribe [Burials seem to be missing the 'marked grave' option... - DS] Common Personal Hire Charges, per day The employed people are of normal skill level, expecting to do their normal duties without undue danger and are expecting long term employment. 1 GC 18/6 Bodyguard 5/3 Cook 5 GC 10/6+ Courtesan 2d Guide, urchin 2/- Herald 2/- Hunter 1/- Jester or Fool 7/- Labourer 3d Link boy (lantern bearer) 18/2 Mercenary, archer 1 GC 4/17 Mercenary, cavalryman 6/4 Mercenary. man-at-arms 7/8 Mercenary, scout 5/1 Mercenary, foot soldier 2 GC 8/9 Pilot 4/6+ Priest, initiate 6d Servant (maid/footman) 1 GC 4/9 Teamster 4 GC 18/6 Translator 1/9 Trapper Tavern/Inn-keepers Drinks Taverns and Inns are undoubtedly the most popular businesses with both adventurers and burghers alike. And they both go for the same thing - drink! 9d Ale [per pint] [1] 1/- Beer [per pint] [2] 10/- Brandy [per goblet] [3] 1/- Cider [per pint] [4] 2/- Mead [per pint] [5] 4/12 Mulled Wine [per goblet] [6] 8/- Rum [per goblet] [7] 10/- Whiskey [per goblet] [8] 10d Wine average table [per goblet] 5/- Wine, quality [per goblet] 2 GC 15d Wine, quality [per bottle] [1] Alcoholic beverage brewed from barley - probably the most popular drink. [2] Alcoholic beverage similar to Ale but flavoured with hops. [3] Fruit flavoured brandies are particularly common - apple and apricot being two favourites, [4] Alcoholic beverage brewed from apple (sometime with pear as well). Locally popular and price will vary with distance from nearest orchard. [5] Beverage flavoured during brewing with honey. [Sigh. Mead is fermented honey, not a honey-flavored drink. - DS] [6] Wine flavoured with spices and served hot. [7] This strong spirit is very popular with sailors [8] A spirit made from malted barley. Wine bottles hold one and two-thirds of a pint. Due to the cost of glass-blowing, only good quality wines are sold in the bottle. Empty wine bottles fetch about a schilling each to a wine maker. NB: A goblet holds 1/3 of a pint. Ale should be cheaper than beer, whilst cider should be more expensive (except in regions with large orchards). Food All taverns and Inns supply food: some to the patrons table, others have a separate area or room (the common room) for serving food. Though some Inns pride themselves on the range and/or quality of the food they supply, most Inns and Taverns have a more basic fare. Regardless of the exact nature of the meal, most establishments charge more or less the same amount for similar types of meals, the main difference in cost being between one place and the next. Hence, the prices listed below are for generic meal types; the particular dish can be varied by the Games Master to suit his preferences at the time. Note: Any establishments that are frequented by PCs regularly can have custom menu drawn up to 'personalise' the establishment. 1/6 Soup [per bowl] [1] 2/3 Cold food [per platter] [2] 3/9 Hot food [per platter] [3] 8/3 Hot full meal [per person] [4] [1] A cheap filler, e.g.; A bowl of thick vegetable soup with a little bacon or rabbit [2] A buffet type of meal, e.g.; A platter of bread, pickles, cheese and salad trim [3] A typical evening style meal for the area, e.g.: Meat stew with boiled vegetables and bread [4] A multi-course meal, e.g.; soup and bread, platter of meats and vegetables followed by fruit pie. Accommodation Most Taverns and all Inns offer accommodation - the real difference being in the level of provision. Taverns normally do not have much guest space, normally only a shared common room, which doubles as a eating area during the day and evening. Tavern-keepers generally want their guests to leave straight after breakfast. Inns, on the other hand, have a wide range of facilities, with both private rooms and dormitory accommodation. They are generally happy to have guests stay for as long as they please, and are able to accommodate large groups. The prices given below are 'base-level' prices - some Inns charge four, or even five times as much; also extras, such as maid service, clean water in the morning, chamber pots etc., are charged as extras. 3/- Night in a dormitory/common room [per person] 1 GC 2/6 Night in a private single-bed room [per room] 15/- Night in a private twin-bedded room [per room] 2 GC 5/- Night in a private double-bedded room [per room] Care of Animals/Stabling - with feed Many Inns have stables attached, and some even have kennels. These are run by journeymen Ostlers or Kennel boys (apprentice animal trainers) under the patronage of the Innkeeper. Some of the larger, more isolated, Inns on the major trade routes have far more lavish provision with a master Ostler and apprentices, Kennel boy, Farier (blacksmith)/ Cartwright. 1/- Falcon or Hawk [per day] 2/- Hound or Dog [per day] 1/6 Horse [per day] 1/3 Mule or Pony [per day] Brewer/Distiller/Vintner Most Tavern keepers are also brewmasters, producing their own in-house cask (ale or occasionally beer or cider); however, they will buy-in the rest of their beverages from the nearest brewer, distiller or vintner (either directly or through a local Tavern/Inn keepers Guild). These brewers, distillers and vintners act as distributors for each others products, ensuring that the locally popular beverages are available irrespective of their source location. Each establishment will have its own local speciality which will make the bulk of their own production (based on local tradition or available produce, e.g. a distiller in a town surrounded by apple orchards may well make apple brandy) which they sell for about ¾ of the normal retail price. These traders will also sell beverages to the public, but only in bulk. 23 GC 12/6 Ale [per pipe (100 gallons)] 1080 lb. 30 GC Beer [per pipe (100 gallons)] 1080 lb. 160 GC Brandy [per keg (20 gallons)] 220 lb. 36 GC Cider [per pipe (100 gallons)] 1080 lb. 45 GC Mead [per hogshead (50 gallons)] 540 lb. 192 GC Rum [per keg (20 gallons)] 220 lb. 128 GC Whiskey [per keg (20 gallons)] 220 lb. 4 GC Wine, average table [per case of 12 bottles] 41 lb. 24 GC Wine, top quality [per case of 12 bottle] 41 lb. [Original conversion listed a case of average wine at 9/-, which is equivalent to roughly 11 goblets of wine at 10d each - meaning that a goblet of cheap wine costs more than a bottle of it. I'm fairly confident that this was an error and have corrected the case price to 4 GC based on the ratio of per-goblet prices. - DS] Produce Baker Though bread is baked in many households, in towns and cities the commercial baker is much more important, supplying not only staple bread but various treats such as cakes and pastries. Most bakers also sell flour, grains and yeast. Rye and barley flours produces a dense dark brown bread, wheat flour (wholemeal) is the staple flour used in most products. White, refined flour (with the bran removed) is used for making the best quality bread and pastries but is rather unpopular with all but the wealthiest. Rolled oats are used porridge and biscuits, whilst pearl barley is often added to stews. NB: In rural settings flour is sold by the miller. ¼d Bread, Rye [per loaf] 1½ lb. 1/6 Bread, Wheat [per loaf] 1½ lb. 6/- Bread, White [per loaf] 1½ lb. 1/6 Buns/Scones etc. [per dozen] 1 lb. 4/6 Cake, Fruit 1¼ lb. 1/6 Pastry, various ¼ lb. 2/3 Pie, Fruit ½ lb. 3/9 Pie, Meat 1 lb. 1/6 Flour, refined white [per lb.] 1d Flour, rye [per lb.] 3d Flour, wheat [per lb.] 7d Barley, pearl [per lb.] 4d Oats, rolled [per lb.] 11d Yeast, live [per 2 oz.] Butcher Butchers both slaughter and prepare meat for consumption though in larger cities specialist charnel or slaughter houses exists (partly through economics, and partly through ordinance (to ensure that left-over carcasses are disposed of correctly (often carted outside the city limits and dumped)). Most parts of the animals are used; meat, offal, bones and hide. The pig is a particularly popular animal, suckling piglets being much in demand for feasts. Pig's heads are also used as a roasted garnish at banquets and for brawn. Bacon is often smoked to prolong its life, whilst hams are salt cured. Both swans and deer (venison) are often considered to be in the control of the ruling classes, with the killing of such animals being illegal, which in turn makes owning the meat illegal too. 2/4 Bacon [per lb.] 1/9 Beef/steak [per lb.] 2/- Goat [per lb.] 2/4 Ham [per lb.] 11d Heart, ox [per lb.] 1/2 Horse [per lb.] 1/6 Kidney, calves [per lb.] 11d Mutton [per lb.] 1/6 Liver, pigs [per lb.] 10/6 Pig's Head 2/- Pork [per lb.] 5/10 Pheasant [each (2 to 3 lb.)] 1/7 Rabbit [per lb.] 14/- Suckling pig [each (approx. 6 lb.)] 2/11 Swan [per lb.] 11d Tripe [per lb.] 3/6 Veal [per lb.] 2/4 Venison [per lb.] NB: The meats listed above are all of good quality, butchers also sell various other cuts of offal and undesired parts, Butchers also sell whole (or part) butchered animals, see "Farm Animals" and increase the cost of the animal to reflect the butchers time. See also "Bonecarver" for bone and horn prices. Dairy Dairy produce is normally sold fresh, quite often from the farmers cart in the morning, or in towns from a hand cart. 1/6 Butter [per lb.] 2/3 Cheese [per lb.] [1] 1/2 Cream [per pint] 1.1 lb. 7d Curd [per pint] 1¼ lb. 2/4 Eggs, hens [per dozen] 1 lb. [2] 2/11 Milk, cow [per gallon] 10 lb. [3] 2/4 Milk, goat [per gallon] 10 lb. [3] 1/9 Milk, sheep [per gallon] 10 lb. [3] [1] Regional cheeses are rife, the most expensive of which reach about 6/- per pound. Cheeses can also be brought whole, where the weight between 5 and 20 pounds each. [Corrected 'most expensive' price from 6d to 6/- since it didn't make sense for average cheese to be 2/3 and the most expensive to only be 6d. - DS] [2] Goose and duck eggs are also frequently sold, but they cost more than hens eggs. Unusual eggs such as coot, pheasant and quail eggs may be found at banquets of the nobility, [3] Milk is normally sold 'loose' - the customer is expected to bring his own container. Farm Animals, Live Most animals are sold 'on the hoof' in weekly fairs held at all large towns and cities. The prices below are for animals fattened for slaughter - but the price of animals sold for further rearing will be similar. 32 GC 10/- Calf [1] 1/- Chicken/Hen [2] 50 GC Cow [3] 1/2 Duck [4] 1/8 Goose [5] 6 GC 16/- Lamb [6] 70 GC Ox [7] 4 GC 5/- Pig [8] 14/- Piglet [9] 2 GC 18/- Sheep [10] [1] Calves are raised so that their mothers may provide milk - their meat is considered to be a delicacy. A calf produces about 35-50 pounds of good meat. [2] Chickens are normally ex-egg producers - very rarely will a young bird be sold. Hens are kept by many of the rural and urban poor for eggs. A chicken normally provides 3 to 4 pounds of meat. [3] Cows are often sold near the end of their milk producing life - the meat is tough. An average cow will provide about 80 to 100 pounds of beef. [4] Ducks are often caught wild, but may be farm bred. They will normally yield about 4 to 6 pounds of meat. [5] Geese are breed as meat-producers. An average bird will yield 8 to 10 pounds of meat [6] Lambs are reared for meat, normally producing 20 to 30 pounds of meat. [7] A good plough or draught Oxen will rarely be sold, and virtually never for meat. [8] Pigs are the most common animals kept by free rural folk, providing their staples; ham and bacon. Pigs provide between 30 and 50 pounds of meat. [9] Piglets are only slaughtered for special occasions and only by those rich enough to be able to afford to waste a prospective pig. Most piglets go to be fattened up over summer, to provide winter sustenance. Piglets provide 2 to 4 lbs. of good meat. [10] Sheep are kept for their wool and lambs. When they become barren they get sold for mutton. Most sheep will provide 25 to 40 pounds of good meat. NB: Animals sales are very seasonal. Lambs and piglets are sold in spring and most other animals are sold in the autumn. Fish Market Fish Markets are common in coastal settlements, and in towns and cities served by navigable rivers and estuaries. Further inland the sea-fish are less fresh and more expensive which makes them unpopular. River and lake fish such as eels, pike, salmon and trout are more common, with trout and perch being purposly bred in fish ponds. Shell fish do not keep well and when transported inland the consumer stands a high chance of getting food poisoning. 1/2 Cod [per lb.] 4d Cockles [per dozen (¼ lb./)] 18d Crab [each 1 to 1¼ lb.)] 11d Eels [per lb.] 7d Herring [per lb.] 4d Mackerel [per lb.] 7d Oysters [per lb.] 1/9 Perch [per lb.] 1/2 Pike [per lb.] 7/- Salmon [per lb.] 3d Seaweed [per lb.] 1/9 Sturgeon [per lb.] 2/- Trout [per lb.] [1] Eels are considered a great delicacy but are very seasonal so are pickled. [2] Herrings are often smoked or pickled. Green Grocer Fresh vegetables are the staple of most common people; though the vegetables are seasonal there is always something in season. Vegetables are stored for long periods either in cold stores (larders), dried, salted, pickled or whatever is the local taste (see Provisoneer). 4d Apples [per lb.] 2/11 Apricots [per lb.] 3d Beans [per lb.] 11d Berries, various [per lb.] 7d Cabbage [per lb.] 7d Carrots [per lb.] 1/6 Cherries [per lb.] 7d Onion [per lb.] 7d Pears [per lb.] 3d Peas [per lb.] 7d Plums [per lb.] 3d Turnips [per lb.] [1] Typically cabbages weigh 1-3 lb. each Pulses (beans, peas etc.) are available throughout the year, being sold dried when not available fresh. Root vegetables (carrots, onions, turnips etc.) and some fruit (notably apples) are cool stored to preserve them through the autumn and winter. Green vegetables are generally only available during the spring and summer. Miscellaneous Produce Many items of produce are grouped together here because they do not fit in to the other produce table, but they are all sold by other traders. For instance straw may well be sold by the local Ostler or farm, whilst wool is available from clothiers. 7/- Hay/Straw [per bushel] 10 lb. [1] 1/2 Honey [per pint] 2 lb. 1/2 Lard [per lb.] 9/4 Olives [per lb.] 14/- Olive oil [per pint] 1 lb. [2] 3/6 Salt [per lb.] [3] 4/8 Wool, uncarded [per lb.] [1] Used as a feed for livestock and mounts, as a bedding material and as a floor covering. Most of the cost is transportation/retail so buying in bulk is recommended. [2] Light oil used in cooking and also for light. see also "Chandler" [3] As well as a condiment, salt is widely used in the preservation of food. Provisioneer The Provisioneer sells preserved produce, normally in bulk. Though the obvious customers may seem to be such as ships and the military, in fact most preserved food is bought by common people. Buying in bulk is cheep and preserved goods will store well until after the fresh product is no longer available. 4 GC 2/- Apples [per hogshead] 440 lb. 5/- Barley [per bushel] 40 lb. 5/10 Beans, dried [per bushel] 40 lb. 1/6 Beef dried or Jerky [per lb.] 2/- Beef, salted [per lb.] 29 GC 8/- Beef, salted [per hogshead ] 570 lb. 1 GC 1/- Carrots [per bushel] 52 lb. 1 GC 4/9 Cheese, hard, whole [each] 14 lb. 2/4 Fish, dried [per lb.] 2/11 Fish, salted [per lb.] 49 GC Fish, salted [per hogshead] 570 lb. 2/8 Fish, smoked [per lb.] 2/4 Fruit, dried [per lb.] [1] 17/6 Ham, whole [per ham] 8 lb. [2] 10/6 Jam, fruit [per jar] 2 lb. [3] 5/10 Nuts [per lb.] [4] 4/8 Oats [per bushel] 25 lb. 5/10 Peas, dried [per bushel] 40 lb. 2/4 Pork, salted [per lb.] 33 GC 12/- Pork, salted [per hogshead] 570 lb. 4/6 Rations, Human [per day] 2½ lb. [5] 7/6 Rations, Horse [per day] 10 lb. [6] 7/- Rye [per bushel] 45 lb. 1 GC 1/- Turnips [per sack] 52 lb. 7/- Vegetables, pickled [per jar] 7 lb. [7] 4/8 Vetches [per bushel] 40 lb. 9/4 Wheat [per bushel] 50 lb. [1] Dried grapes (raisins), plums (prunes), apricots, apples, pears etc. are easy to store and provide variety in winter. [2] The price/weight given is for a typical sized ham. Adjust these figures for larger hams. [3] Jam is sold in stoneware jars - roughly 1.5 pounds of jam to the jar. [4] Nuts vary with the locality, but hazel nuts, almonds, beechnuts, chestnut and acorns predominate. [5] Dried, smoked and salted foods - pretty unpalatable but they will last. [6] A mix of oats and other grains, and plenty of straw. [7] Most vegetables are pickled (from beans to onions). A seven pound stoneware jar of pickles contains about four pounds of vegetables in about a pint of brine/vinegar. NB: All barrelled goods includes the price and weight of a 50-gallon hogshead. Items sold per bushel or sack are sold inclusive with a large hessian sack. Rations are meant to be a quick way of calculating bulk food costs. In terms of role-play it is better for PCs to buy bulk provisions individually. Whaler Whalers and sealers mainly work in near arctic conditions. Various primitive people live on whaling or sealing as do some of the 'sea-raiders'. Commercial whaling is rare - but the products are often traded over large distances. 10 GC 10/- Ambergris [per oz] [1] 35 GC Horn, Narwhal [per lb.] [2] 14/- Oil, Whale [per gallon] 10 lb. [3] 7d Sealmeat [per lb.] [4] 4d Whalemeat [per lb.] [5] 7/- Whalebone [per lb.] [6] [1] A wax like odoriferous substance found floating in tropical seas and in the intestines of sperm whales [2] Narwhal horns typically weigh 6-8 lb.. per horn [3] Whale oil is derived from whale blubber and can be used as a lamp fuel and waterproofing agent. [4] The meat from seals is particularly popular in the northern coastal reaches. [5] The hunting of whales is a dangerous pursuit, so only the smaller whales are selected. Wales washed up on shore make a good source of food for the local community. [6] Whalebone is dense, fine grained and strong and is available in large chunks, all of which make it ideal for bonecarving. Alchemist Alchemists have very varied status: in some parts they are associated with the sages and mages and are considered to be important, whilst in other areas the practice of Alchemy is totally illegal (due to it's associations with poisons). Chemicals Alchemists use a large variety of chemicals, only a few of them are listed here, Alchemists are always on the lookout for new chemical species and minerals - a good source of income for some explorers. Also listed are some of the products made by the alchemists. 2 GC 17/9 Acid strong [per pint] 1¼ lb. [1] 1 GC 4/9 Acid, weak [per pint] 1¼ lb. [2] 4 GC 19/- Acid, blade coating [per dose] 1½ oz [3] 2 GC 1/3 Cinnabar [per oz] [4] 1 GC 8d Galena [per lb.] [5] 2/- Ferric oxide [per lb.] 1 GC 13/- Heavy spar (barytes) [per lb.] [6] 1 GC 2/8 Iceland spar crystal neg. [7] 16/6 Iron pyrites [per lb.] 2/1 Limestone, purified powder 5 lb. [8] 9 GC 18/- Poison, blade venom [per dose] 1 oz [9] 19 GC 16/- Poison, contact [per dose] 1 oz [10] 6 GC 3/9 Poison, instant, ingestive [per dose] 1 oz [11] 1 GC 2/8 Poison, slow, ingestive [per dose] ¼ oz [12] 6/2 Quicklime 3 lb. [13] 3 GC 14/3 Quicksilver (mercury) [per oz] [14] [1] Strong acids are mineral acids such as nitric and sulphuric acids. [2] Weak acids are diluted mineral acids or some of the organic acids such as boric acid. [3] Acids can be formulated so that they can be applied to blades without harm to the weapon. These acids are formulated to be sticky and long lasting. They increase the pain and amount of damage from a wound (+1 dmg). [4] Cinnabar is the red oxide ore of mercury [5] Galena is the silver-grey sulphate of lead mineral which often forms perfect cubes in nature. [6] Barytes is the heaviest common mineral which has a non-metallic lustre, it is a sulphate of barium . [7] Iceland spar is a form of the Calcite mineral (calcium sulphate). It has unusual optical properties, writing is seen as a double image through it and using it and you can locate the sum even on a overcast day. [8] One important uses of limestone powder is in mopping up after acid spills. [9] Blade venoms are a very specialised poison in that they must be sticky enough to coat a blade and must have a long life expectancy when so applied. [10] Contact poisons are absorbed through the skin, these compounds normally do high levels of damage and often prove fatal. [11] Instant acting poisons do their damage within a few minutes and often lead to death: sometimes quick and sometimes lingering, unless a anti-dote is administered, [12] Slow poisons require repeated doses of the poison, each weakening the victim further - these poisons are hard to detect. Generally people will recover from all harmful effects once the continual poisoning stops. [13] Quicklime is a very strong alkali which can cause bad burns. [14] Quicksilver (mercury) is a cumulative poison as well as being the only common metal liquid at room temperatures. NB: Many alchemists act illegally or make illegal products - these alchemist often face an automatic death sentence. This makes these alchemist very secretive and distrustful. Alchemical Equipment Alchemist do not construct their own equipment relying on glassblowers, potters and smiths to manufacture to order (see also these entries). However, many alchemists have surplus equipment available which they are willing to sell. 2 GC 17/9 Beaker, glass ¼ lb. 4/2 Crucible, stoneware ¼ lb. 6 GC 3/9 Flask, glass 1 lb. 16/6 Funnel, brass ½ lb. 2 GC 9/6 Mortar and pestle, stoneware 1 lb. 22 GC 5/6 Retort, glass 2 lb. 2/5 Spatula 1 oz 1 GC 13/- Stand, bronze 2 lb. 3 GC 14/3 Tripod, iron 1½ lb. 4 GC 19/- Tubing, glass [per ft length] 2 oz Apothecarist Apothecarists work hand-in-hand with healers filling prescriptions, Most will also diagnose basic problems are be ready with an appropriate medicine. Apothecarists work with many different forms of compounds; chemical, mineral, herbal or animal. The exact form of a listed compound is for the Games Master to decide, be it a foul tasting blue potion, or a tincture of rare herbs. Also the effects will be game dependant and should be decided by the GM. Where a settlement lacks a herbalist, most Apothecarist will import and resell herbal cures. [Should "Apothecarist" be changed to "Pharmacist", as that is an official WFRP career? - DS] Medicines 8 GC 16/- Anaesthetic 2 oz 2 GC 15/- + Antibiotics ½ oz 3 GC 6/- Antiseptic ¼ oz 4 GC 19/- Diarrhetic 1 oz 4 GC 19/- Diuretic 1 oz 2 GC 15/- Disinfectant 1 oz <+10% to survive surgery> 5 GC 10/- Emetic 1 oz 13 GC 15/- Healing drug ½ oz 2 GC 15/- Soporific ½ oz 2 GC 7/8 Stimulant 1 oz 55 GC Universal antidote 6 oz Drugs 6 GC 1/- Brain stimulant 1 oz 1 GC 7/6 Euphoriant 1 oz [1] 11/- Hallucinogen (euphoric) 2 oz [2] 2 GC 15/- Hallucinogen (trance) 2 oz [3] 2 GC 15/- Narcotic 1 oz [4] [1] pass T test or experience well being or exitement [2] pass T test or see nice things that are not really there (90% of the time, heh heh) [3] pass T test or appear catatonic, but recieve a +10% bonus to divination skill [4] pass T test or experience drowsiness, stupor, or insensibility Poisons Poisons are illegal in most areas: the manufacture, selling or possession of poisons normally carry very stiff penalties in law. Most Apothecarists will have compounds which form part of common cures and medicines which are also poisonous but few Apothecarists will supply these as poisons, but for those that do the following list applies. 2 GC 4/- Blood poison (for weapons) 3 GC 17/- Contact poison 2 GC 4/- Ingestive poison, damaging (non-fatal) 2 GC 12/3 Ingestive poison, killing 16/6 Ingestive poison, communitive weakening 6 GC 12/- Ingestive poison, instantaneous death 3 GC 6/- Ingestive poison, slow acting fatal 8/3 Sleeping draft Miscellaneous 1 GC 2/- Aphrodisiac (mild) 0.2 oz 13 GC 15/- Equine stimulant 5 oz [1] [1] pass T test or +1 Str and +1 Move for half hour, then make T test or die First Aid 5 GC 14/- First Aid Kit [per kit] 3 lb. [1] 3/- Bandages, 2" [each] 3 oz [2] 7/6 Bandages, square 36" [each] 10 oz [3] 4d Splint, wood [per pair] ½ lb. [4] 6 GC 15/- Sponge, natural [each] 4 oz [1] Eight sets of bandages, tools and swabs in a wooden box [2] Fifteen foot linen bandage sufficient for one major wound [3] A square bandage which can be turned into a head dressing or arm sling, or used as a tornique. [4] A pair of light wooden splints suitable for setting a arm or leg break Animal Trainer Animal trainers breed, train and look after animals; some working as huntsmen, falconers or kennel boys, whilst others work freelance. Animals 25 GC + Bear, dancing 3 GC Dog, guard 6/- Dog, puppy 2 GC 10/- Dog. sled 2 GC Dog, trained [1] 8 GC 6/8 + Falcon, hunting trained [1] Dogs can be trained for a variety of roles, but chase-hunting, retrievers and sheep dogs are the most common. Armourer Introduction to armour Armour categorisation varies from game system to game system. But all systems have two basic requirements: type of armour and area of body it covers. The area covered by pieces of armour is left to the individual Games Master to decide, though an indication is given. Breastplates cover only the front of the shoulders, chest and abdomen, whilst cuirasses cover both the front and back. The 'Amazon' type armour has only half the normal armour coverage due to it's skimpy nature (it was only included due to the number of illustrations of strangely armoured warrior maidens). For games systems which require the same armour protection all over the body, complete suits of armour are listed. Armour will be made to order for a client and custom sized to fit. Types of armour [I have removed the gratuitous overuse of "mail" in armor types. Armor is chain, plate, or scale. Historically, "mail" was an alternate name for chain armor. The terms "chainmail", "platemail", etc. were, as far as I can tell, made up by Gygax or one of his cronies in the early days of TSR. - DS] This price list system encompasses nine types of armour as follows: Bezainted: is leather reinforced by metal plates, studs and/or rings. It includes armour such as ring and studded leather. Chain: consists of interlocking steel rings forming a flexible mesh. <1 AP> Cloth: thick and heavy material purposely made as armour. This is the least protective form of armour. Kuirbolli: thick leather armour, shaped and hardened in hot oil, this is a non-metallic plate armour. NB: this armour is often considered to be "Leather" in games systems. Thick ridged laminated cloth armour can be considered as kuirbolli for the purposes of calculating cost and weight. Fur: which has the roughly same protection as leather but which is heavier and cheaper. Leather: soft leather or cured animal hides. This sort of armour does not provide much protection, but it is cheap. easily built and fairly unencumbering. Quilted Cloth: padded cloth armour, mainly designed to be worn under other armour such as kuirbolli, chain and plate. Some cultures use decorated quilted cloth as their primary form of armour (e.g. dark age Scotland and China). Plate: shaped pieces of metal armour, covering body sections as entire pieces or as segmented articulated armour. Plate armour is nearly always worn over other armour, often chain and quilted cloth. Banded armor (e.g. for Roman Legionaries) can be considered plate for the purposes of calculating cost & weight. Scale: leather covered with overlapping plates of metal. Also includes metal/leather laminates. Samurai armour is a form of scale. <1 AP, plate cannot be worn over it> Size of armour and clothing Clothing and armour is normally custom made for each individual, though some items are made to a standard size, e.g. militia issue kuirbolli breastplates or standard size serge tunics. All prices and weights given in this system are for average height human males (size category F) The weight and price of armour and clothing is dependant on the size of the item. Smaller items take less time and less material, whilst larger items are heavier and require more material. Rather than making a complex system based on height and weight, this system classifies all humanoids into a number of size categories based on wide height ranges. The frame or weight of a humanoid is only taken into account for characters of extreme divergence from normal, and only if their height is borderline on the next size category. I.e. a scant framed (skinny) individual who is also at the bottom end of its size category moves down one size, whilst a massive framed (obese) individual moves up one size category if its height is near the top of the height range, Once the size category of the individual humanoid is decided, all prices and weights listed in this system, for clothing and armour, are multiplied by the appropriate modifiers listed in the size table below, This can be extended to other items such as boots and shoes. Size Table Humanoid Height Range Size Category Price Weight 18" to 23¾" (1'6" to 1'11¾") A 0.55 0.10 24" to 29¾" (2' to 2'5¾") B 0.60 0.15 30" to 38¾" (2'6" to 3'2¾") C 0.65 0.30 39" to 47¾" (3'3" to 3'11¾") D 0.75 0.45 48" to 59¾" (4' to 4'11¾") E 0.85 0.65 60" to 71¾" (5" to 5'11¾") F 1.00 1.00 72" to 83¾" (6' to 6'11¾") G 1.20 1.40 84" to 101¾" (7' to 8'5¾") H 1.50 2.00 102" to 120" (8'6" to 10') I 2.00 2.85 Examples Human female fighter, 5'2" with scant frame, commissions a chain tunic. Her size category is E (it should be F for height, but she is skinny). Her price modifier is x0.85 and weight modifier is x0.65. A standard sized chain tunic weighs 28.5 lb. and costs 860d; hers will weigh 18½ lb. (28.5 x 0.65) and cost 731 d (860 x 0.85). A Hobbit (halfling) thief requires a new dark brown buckram cloak. He is 36" tall and of average frame, his size category is C (cost modifier of 0.65 and weight modifier of 0.30. His cloak will cost him 15½ d (24 x 0.65) and will weigh 1 lb. (3,3 x 0.30). A centaur (which can be considered humanoid for head arm, and torso armour) , standing 79" tall of heavy frame (size G) requires a new plate cuirass, It will cost him 360 d (300 x 1.2) and will weigh 25¼ lb. (18 x 1.4). Armour Material All metal armour and fittings are assumed to be made from steel. There is no reason why other materials can not be used to make bezainted, chain, plate and scale armour. Bone: can be used to make plates used in scale armour, Bone armour will weigh 1½ times the listed weight. In cultures where bone armour is prevalent armour costs should be as listed, in other cultures such armour will have to be specially manufactures at two times normal cost. Bone armour is less protective than steel and armour protection should be reduced by two classes / points. Bronze: is the most common material used to make armour after steel. Because of the extra thickness of bronze required to match the strength of steel, increase armour weight to 1¼ times their normal. In cultures that primary use bronze armour, use the listed cost, but in other cultures they will be made to special order, costing twice the normal amount. Bronze armour is less protective than steel, so armour protection should be reduced by one class / point (NB: If bronze weapons are being used against bronze armour then their adjustments will cancel) Laminar iron; can be used in scale and plate, treat, in all respects, as steel. Shell: thick shell can be used to make scale type armour. Treat as bone. Full suits of armour 99 GC 10d Bezainted 34 lb. Bezainted coif, habergeon, leggings; leather gauntlets. 264 GC 11/2 Chain 82 lb. Chain coif, shirt, leggings and gauntlets. Plus a complete suit of quilted (see below). 120 GC 4/13 Kuirbolli 32.2 lb. Kuirbolli helmet, ailettes, coudes, cuirass, greaves, kneecops, rerebraces, vambraces; leather gauntlets. Plus a complete suit of quilted 34 GC 5/8 Leather 15.1 lb. Leather coif, habergeon, leggings and gauntlets. 536 GC 3/13 Plate 127.7 lb. Plate helm, alienates, coudes, cuirass, greaves, kneecops, rerebraces, vambraces; chain coif, shirt, leggings and gauntlets. Plus a complete suit of quilted 59 GC 1/2 Quilted Cloth 18½ lb. Quilted coif, shirt and leggings. 194 GC 3/4 Scale 53.6 lb. Scale hauberk, scale coif, plate vambraces and greaves; Bezainted gauntlets. Flexible Armour Coif A coif is a hood that covers the skull and neck but leaves the face exposed. The coif reduces the wearers hearing ability. 13 GC 6/- Bezainted 2.1 lb. 25 GC Chain 3.0 lb. 6 GC Leather 0.9 lb. 7 GC 12/- Quilted cloth 1.2 lb. 19 GC Scale 3.6 lb. Cowls A cowl is similar to a coif, but it is extended so that it covered the shoulders as well. The coif reduces the wearers hearing ability. 19 GC 19/- Bezainted 3.2 lb. 37 GC 13/9 Chain 4.5 lb. 28 GC 10/- Scale 5.4 lb. Gambesons Gambesons are functionally similar to tunics, covering the same area. 42 GC 15/- Quilted cloth 11.4 lb. Gauntlets Gauntlets are specially developed gloves that cover the hands, with the majority of the protection to the back of the hand and fingers, allowing the hand to still grip weapons. However, manual dexterity is much reduced so no delicate work can be done whilst wearing gauntlets. 14 GC Bezainted [per pair] 1.8 lb. 30 GC Chain [per pair] 2.5 lb. 4 GC Leather [per pair] 1.2 lb. Jerkins/Vests An armour jerkin (also known as a vest) covers the chest and abdomen. Most jerkins either lace up the front or slip over the head, They do not require assistance in donning. 5 GC 1/3 Cloth 1.4 lb. 6 GC 18/9 Fur 6.2 lb. 12 GC Leather 4.1 lb. 20 GC 5/- Quilted Cloth 5.4 lb. Habergeons Habergeons are like a short sleeve shirt, covering the upper arms, shoulders. chest and abdomen. Most habergeons can be slipped on over the head, requiring no extra assistance. 56 GC 5/- Bezainted 15.0 lb. 94 GC 1/3 Chain 21.5 lb. 8 GC 1/3 Cloth 2.2 lb. 32 GC 5/- Quilted Cloth 8.6 lb. 17 GC Leather Jacket 5.1 lb. 80 GC 12/6 Scale 25.8 lb. Hauberks Hauberks are similar to tunics, but they are slightly longer; they cover upper & lower arms, shoulders. chest, abdomen, thighs and knees. Most hauberks are fastened up the back of the wearer and require a second person to adjust it to fit. 78 GC 15/- Bezainted 21.0 lb. 130 GC Chain 30.0 lb. 112 GC 10/- Scale 36.0 lb. Leggings Leggings normally consist of two separate pieces, one for each leg. They cover the hips, thigh, knees and calf. Note that they do not cover the lower abdomen, 25 GC 9/10 Bezainted 8.1 lb. 55 GC Chain 23.0 lb. 3 GC 12/10 Cloth 2.3 lb. 4 GC 19/9 Fur 10.4 lb. 7 GC 5/8 Leather 6.9 lb. 18 GC 4/2 Quilted cloth 8.3 lb. Tunics Tunics are similar to habergeons, but they reach the to the mid leg; they cover upper arms, shoulders. chest, abdomen and thighs. Most tunics are fastened up the back of the wearer and require a second person to adjust it to fit. 75 GC Bezainted 19.9 lb. 125 GC 8/4 Chain 28.5 lb. 10 GC 13/9 Cloth 2.9 lb. 21 GC 7/6 Leather 8.6 lb. 106 GC 17/6 Scale 34.2 lb. Shirts A armour shirt covers the whole of the arms, the shoulders, chest and abdomen of the wearer. It is normally laced up the back - requiring a second persons help. 95 GC Chain 32.5 lb. 33 GC 15/- Quilted cloth 9.0 lb. Skirts Skirts cover the lower abdomen, hips and thighs of the wearer and are often attached round the waist by means of belt buckles. 14 GC 6/7 Bezainted 8.1 lb. 9 GC 11/8 Leather 3½ lb. Surcoat A surcoat covers metal armour protecting the wearer from the effect of the suns heat. They cover the chest, abdomen and thighs of the wearer. Surcoats tie at the sides, and can be easily fastened by the wearer. 11 GC 18/- Cloth 2.6 lb. Specials - Amazon-type 9 GC Bezainted bottom 1.2 lb. [1] 15 GC 6/3 Chain bottom 3½ lb. [1] 7 GC 17/6 Bezainted top 1.1 lb. [2] 13 GC 2/6 Chain top 3.0 lb. [2] [1] Covers the abdomen and gives half normal protection [2] Covers the bust, i.e. half of protection to the chest front. Ridged Armour Kuirbolli 2 GC 15/- Alienates (shoulder) ½ lb. 14 GC Breastplate (torso front) 2.2 lb. 1 GC 16/8 Coudes (elbow) 0.4 lb. 28 GC Cuirass (torso) 4.4 lb. 5 GC 5/- Greaves (calf) 2.2 lb. 7 GC 10/- Helmet (skull) 1.1 lb. 1 GC 6/3 Kneecops (knee) 2.3 lb. 5 GC 10/- Rerebraces (upper arm) 1.1 lb. 4 GC 11/- Vambraces (forearms) 0.9 lb. Plate 13 GC 15/- Alienates (shoulder) 2.3 lb. 70 GC Breastplate (torso front) 9.0 lb. 9 GC 3/4 Coudes (elbow) 1½ lb. 140 GC Cuirass (torso) 18.0 lb. 26 GC 5/- Greaves (calf) 9.0 lb. 56 GC 5/- Helm, Great (skull, face and neck) 6.8 lb. 37 GC 10/- Helm, Imperial (skull and neck) 4.5 lb. 25 GC Helmet (skull) 3.0 lb. 6 GC 11/3 Kneecops (knee) 2.3 lb. 27 GC 10/- Rerebraces (upper arm) 4.5 lb. 22 GC 18/4 Vambraces (forearms) 3.8 lb. Barding Partial Barding 41 GC Bezainted 27 lb. 15 GC 7/6 Leather 22 lb. 230 GC 12/6 Scale 60 lb. 553 GC 10/- Plate 65 lb. Full Barding 96 GC 7/- Bezainted 52 lb. 60 GC 9/6 Leather 34 lb. 1163 GC 7/6 Plate 125 lb. Equine Leg Guards, each 12 GC 6/- Kuirbolli 4 lb. 73 GC 16/- Plate 5 lb. Basket Maker Basket making is the art of weaving supple staves of wood into containers and other artefacts. Willow or hazel trees are specially coppiced to produce young shoots. The normal system is to coppice the middle of the wood, leaving the outer trees to mature for timber. Coppiced wood is also used for wattle & daub housing, fencing and making arrows. 5d Basket, small shopping 2½ lb. [1] 1/3 Basket. Wood 4 lb. [2] 2/6 Basket, Laundry 8 lb. [3] 3/2 Broom, birch 4 lb. [4] 1/7 Brush 1 lb. [5] 5/6 Fence, 4½ft high [per ft length] 3¼ lb. [6] 5 GC 14/- Snow Shoes [per pair] 3½ lb. [7] 15/- Wood, hazel. coppiced, 4½-5 ft [per bushel] 45 lb. [8] 1 GC 1/- Wood, willow. coppiced, 4½-5 ft [per bushel] 45 lb. [9] [1] A typical small shopping basket, with a open basket of about 2 ft2 capacity with a arched carrying handle. [2] A wood basket is a large basket made from thick shoots designed to hold fire wood, about 24" in diameter and 18" tall, which will hold about 25 lb. of firewood logs. [3] This large wicker basket is typically 12" x 21" x 30" high. [4] A stout stick to which a broom head of birch twigs has been attached. Also known as the witch's broom. [5] A smaller version of the broom. the brush is designed to be hand held. [6] A loose weave fence, with gaps of approximately 1" square, with a stout 1½" pole every 5 ft for support. [7] Snow shoes are very popular in arctic conditions where snow is common, they consist of a pair of oval wicker lattices, each about 21" by 9", which are tied to the foot and help support the weight of the traveller over firm snow. [8] A bushel of coppiced wood will consist of a, roughly 14" in diameter bundle of staves, 54-60" long. Hazel wood is typically ½" in diameter (making about 225 stems in total), and is used to make about 60 ft2 of fence per bushel. [9] Willow is typically ¼" in diam. & a bushel will contain around 1000 staves., making about ten large baskets. Bonecarver Bonecarving is one of oldest of skills, but one which yields valuable tools and decorative items. Bonecarving is essentially the same skills as ivory or ambergris carving, though artefacts made from those materials are considered under 'Jeweller'. This goods listed here are all made from bovine bone or horn. 3d Bone, lump [per lb.] [1] 3/7 Buttons, 4 matching neg. [2] 7/2 Comb, hair 1 oz [3] 18/- Dice, gaming [set of six] ¼ lb. [4] 10/6 Horn [per lb.] 4 GC 6/- Horn, drinking 1¼ lb. [5] 1 GC 12/3 Needles, sewing 1 oz [6] 10/9 Pipe, smoking ¼ lb. [7] 17/11 Sun goggles ¼ lb. [8] [1] Bone destined for carving is selected for a close fine grain and overall eveness. [2] Clothing buttons are mainly made from bone. The size of the buttons hardly effects their cost since it is the carvers time and not material which is costly. Decorated buttons can cost two to three times the price of simple buttons. [3] Hair combs are often valued processions the finest of which cost about 1 GC. [4] Gaming dice are very popular, but a lot of skill is required to make unweighted dice. [5] Drinking horns are often carved round the rim, with copper fittings round the rim and point. Matching drinking horn stands are often made by coppersmiths. A drinking horn has a capacity of 1 pint. [6] General purpose sewing needles are made bone. Although metal one do exist, bone needles are far cheaper. [7] Smoking of Pipeweed is popular enough for smoking pipes to be generally available. [8] Sun goggles are made from two pieces of carved bone, with a small eye slit in each, attached together by leather thongs. They are used to prevent blindness in snow fields. Canvas Worker These manufacturers of various canvas goods tend to specialise in the fields of Bag maker, Tent Maker and Sail Maker (see 'Shipwright'). Each of these field use similar tools and equipment, hence canvas workers are capable of making goods in all three fields. Materials Cloth is sold by the yard length. most cloth is one yard wide; however, sailcloth is made on wide looms of one and a half yards width. 9/- Canvas [per yd2] 1½ lb. [1] 16/6 Canvas, waxed, waterproof [per yd2] 1¾ lb. [2] 3/9 Hessian (sacking cloth) [per yd2] 1¼ lb. [3] 13/6 Sailcloth [per yd2] 3 lb. [4] 5/10 Wax, waterproofing ½ lb. [5] [1] This is standard weight canvas suitable for making the like of awnings, bags and tents. [2] This standard weight canvas has been waxed to increase it's waterproofness; mainly used in tents. [3] Hessian is a loose weave cloth made from hemp or jute. Hessian is mainly used form making sacks. [4] Sailcloth is an especially tough and rip-resistant canvas used for making sails. [5] Waterpoofing wax is used to keep wax canvas fully waterproof. Bag Maker Canvas is a very strong and durable material which makes it very popular for making bags & sacks. Hessian is a cheaper (and weaker) material used to make 'disposable' sacks. 1 GC 1/- Backpack 5 lb. [1] 3/- Bag, shoulder 2 lb. [2] 1/3 Pouch, large ¾ lb. [3] 9d Pouch, medium ¼ lb. [4] 4d Pouch, small 2 oz. [5] 6d Purse or Money Pouch ¼ lb. [6] 3/- Sack, canvas, large 1½ lb. [7][8] 2/- Sack, canvas, small ¾ lb. [7][9] 1/3 Sack, hessian, large 1¼ lb. [7][10] 10d Sack, hessian, small ½ lb. [7][11] [1] A typical backpack has two small side pockets (4x8x3"), a main compartment (12"x8"x21") and shoulder straps. A backpack can take a maximum of about 50 pounds weight before overstraining. [2] This bag is roughly 4x8x12", with a front fastened top flap. A shoulder bag can take up to about 15 pounds weight. [3] This pouch is cylindrical (4" diameter, 8" deep) with a drawn string closure: capable of taking about 5 lb. weight [4] This pouch is cylindrical (3" diameter, 6" deep) with a drawn string closure: capable of taking about 3 lb. weight [5] This pouch is cylindrical (2½" diameter, 4" deep) with a drawn string closure: capable of taking about 1½ lb. weight [6] This pouch is 3" square in section and 1" deep, it has a buckled closed top. Its capacity is 50 penny coins (1¼ lb..) [7] [8] This draw cord closed sack is 18" wide and 36" tall and has a capacity of about 75 pounds. [9] This draw cord closed sack is 12" wide and 24" tall and has a capacity of about 35 pounds. [10] This sack is 18" wide and 36" tall and has a capacity of about 50 pounds. Typically the sack top is sewn shut. [11] This sack is 12" wide and 24" tall and has a capacity of about 25 pounds. Typically the sack top is sewn shut. Tent Maker The making of tents is often a small part of a urban Tent maker's work - the construction of awning and market stalls being the main stay. However, the military, hunters, rangers, woodsmen, traders and adventurers all require good quality tents so the craft is very important in frontier towns. All the listed tents are made from canvas, however, certain cultures (particularly those in arctic conditions) make tents out of hides and furs, In these cultures the Tent maker will be a Hideworker, not a Canvasworker, and only tents will be available. Cost of hide tents will be the same as canvas ones, but they will weigh twice as much, 5 GC 4/6 Awning 9¾ lb. [1] 190 GC Marquee, large 255 lb. [2] 34 GC 4/- Marquee, small 65 lb. [3] 11 GC 8/- Stall, market 38 lb. [4] 7 GC 2/6 Tarpaulin, 4 x 3 yds 18 lb. 10 GC 9/- Tent, conical 37¾ lb. [5] 34 GC 4/- Tent, dome 24¾ lb. [6] 49 GC 8/- Tent, military pattern 90 lb. [7] 22 GC 16/- Tent, ridge, large 31¼ lb. [8] 16 GC 3/- Tent, ridge, small 21¾ lb. [9] [1] A shop front awning with a length of 4 yds and a width of 1½ yds, complete with wall fittings and support struts [2] This is a large marquee of the type seen at large fairs and tourneys. It is 8 yds by 4 yds, with a minimum height of 2 yds, reaching 4 yds in the centre. The marquee is complete with two doors, two stout roof support masts and rope stays. (weight is 211 lb. of canvas, 44 lb. of mast and rigging). [3] Based on the military pattern tent this marquee is sold complete with a single canvas door, frame and stays, (size 8 by 12 ft, 4 to 8ft high; weight is 38 lb. of canvas and 27 lb. of frame) [4] This is a typical market stall of six by three foot, with a pitched roof, a planked sales bench with skirting around the side. The Stall is complete with frame, bench, and canvas (weight 19 lb. canvas, 19 lb. wood) [5] The bell tent is a conical tent supported by a number of poles which are fastened together at the apex of the tent. The tent is a very simple design and not ideal for extreme weather conditions, it will however sleep three people, but its 10ft poles are also bulky to carry. (size 5ft diameter by 8 ft height, weight canvas 26 lb., frame 11¾ lb.) [6] The dome tent consists of a number of flexible 5 ft poles, normally twelve, which are bent in to a dome shape (the apex is a special fitting of wood, or metal, which consists of radial sockets for each pole) the other end of the poles are spiked and are driven into the ground. A canvas outer is then tied over the frame, and a waxed ground sheet is place inside the structure, The tent is very secure in the worst of winds (adding a extra waxed canvas conical flysheet is attached to the centre of the frame, and pulled taught by rope stays adds waterproofness (these cost 24d and weigh 9¾ lb. including stays). The dome tent can sleep three people with ease. (size 7 diameter, by 3½ ft height, weight canvas 16½ lb., frame and stays 8¼) [7] This tent is very similar in shape to the small marquee with the exception that it has a ground sheet, stronger frame and is complete with a door, a wooden ridge frame and rope stays. (size 12 by 8 ft, with a height of 4 ft on the periphery reaching 8ft in the centre. (weight is 54 lb. of canvas and 36 lb. of frame) [8] The large ridge tent consists of two triangle frames of wood which are placed at either end of the tent, attached by a rope which form the ridge of the tent; this rope then attached to the ground beyond the ends of the tent and acts as stays. The tent has a inner, triangular liner of canvas, a rectangular ground sheet of waxed canvas and a square rain sheet of canvas or waxed canvas. The tent is attached to the ground by pegs, with the rain sheet being stretched clear of the inner liner by cord stays. This tent is fairly light weight and very weatherproof and will sleep two people comfortably. (size 7 by 3½ ft, weight canvas 25½ lb., frame and stays 5¾ - longest pole 3½ ft) [9] The small ridge tent is identical in design, only being different in design, it sleeps one person comfortably, (size 6 by 2¾ ft, weight canvas 17½ lb., frame and stays 4¼- longest pole 2¾ ft). Carpet Maker This is a very specialised craft, sharing very few techniques and tools with other crafts. Carpet makers are very scarce - their goods mainly being imported and sold by third parties. 34 GC 4/- Carpet, wool, 6 x 8 ft 60 lb. 4 GC 5/6 Rug, wool, 2 x 3 ft 7½ lb. Chandler Chandlers are suppliers of all manner of equipment and consumable to do with providing light. A speciality are the Charcoalers who are suppliers of fuels such as charcoal and firewood. Most chandlers act as charcoaler's agents, The Marine chandler supplies fixtures and fittings for boats and ships and is listed under "Shipwright"; a marine chandler will also supply standard chandler items to vessels. Equipment 1/7 Candle holder, pottery ½ lb. [1] 12/8 Candle snuffer, copper ¼ lb. [2] 19/- Candle stick, pewter 1 lb. [3] 12 GC Lantern, coach 3½ lb. [4] 6 GC 15/- Lantern, candle 2 lb. [5] 20 GC Lantern, hooded, steel 2½ lb. [6] 25 GC 6/3 Lantern, miner's, bronze 3 lb. [7] 5 GC 10/10 Mirror, glass 4 x 4" ¼ lb. [8] 8 GC 14/2 Mirror. silvered copper 12 x 8" 1 lb. [9] 5/- Oil lamp ¾ lb. [10] 12/6 Tinderbox, flint and steel ¼ lb. [11] [1] A simple pottery candle stick, mounted on to a handled saucer. [2] A small copper candle snuffer: useful for preventing burnt fingers! [3] Free standing candle sticks are a sign of wealth, used on dining tables and desks. Pewter and copper are common materials; however, candlesticks can be manufactured from gold, silver and other precious stuffs. [4] A coach lantern is a large copper or brass lantern, glazed on three sides which takes a oil lamp. [5] A lamp is made from pressed steel, or copper and consists of a box with a single small window on one side and a carrying handle on the opposing side. A stick in the base of the box secures the candle upright, [6] A hooded lantern is a consists of a internally highly polished box with a single small window on one side, which is covered by hoods which confine the light from a oil lamp to a tight beam This lamp is much favoured by night watchmen and so it is fitted with a well insulated carrying handle. This lantern is also known as a 'bull's eye lantern' when fitted with a red glass window. [7] A miners lantern is constructed with a mesh flue which allows the combustion gasses to escape with out igniting any explosive gases present in the mine. Originally designed by the Khuzdul, but now much copied. [8] Silvered glass mirrors are hard to make, an average quality mirror with noticeably distort the reflected image. Making large mirrors is extremely difficult. [9] Making silvered copper mirrors is a lot easier the glass, and large mirror can be made with less distortion, unfortunately the mirror must be frequently polished, and infrequently re-plated. [10] A oil lamp consists of a oil reservoir with a flame guard and variable length wick. Used on their own oil lamps are prone to being blow out, so they are normally incorporated into lanterns. See also "Potter" for simpler lamps. [11] A tinderbox, flint and steel is the usual method of starting fires. The method is reliable, abet not fast. Timber (often birch bark, dried leaves, cotton waste) must be regularly replenished. Candles (per dozen) 12/- Candle, beeswax, scented ¼ lb. [1] 13/3 Candle, 12 hour ¼ lb. [2] 6d Candle, tallow ¼ lb. [3] 3/- Candle, wax ¼ lb. [4] 1 GC 7/- Candle, large wax 2 lb. [5] [1] Scented beeswax candles are the most expensive form of lighting money can buy. [2] A time candle burn exceptionally evenly being made from specially prepared homogeneous wax to a constant size with a even wick. They are marked every hour and will burn for twelve hours. [3] Tallow candles are the cheapest form of candle, they are smelly and gutter allot. [4] Wax candles are the standard form of candles, used by most folk. [5] Large wax candles burn four times brighter than normally candles and last twice as long. They are mainly used in temples and great halls. Consumables 7/- Beeswax ½ lb. [1] 7/- Candle Wax [per lb.] [2] 2/4 Grease [per lb.] [3] 1 GC 16/- Incense stick 1 lb. [4] 3 GC Paint, earthen colours [per gallon] 10 lb. [5] 9 GC Paint, vivid colours [per gallon] 10 lb. [6] 14/- Oil, cooking [per gallon] 8 lb. [7] 2 GC Oil, lamp [per gallon] 8 lb. [8] 1 GC 13/- Oil. lubricating [per pint] 1 lb. [9] 14/- Olive oil [per pint] 1 lb. [10] 1 GC 4/- Soap ½ lb. [11] 6d Tallow [per lb.] [12] 10/6 Tar [per gallon] 12 lb. [13] 1/- Torch, oil covered waste 1½ lb. [14] 6/- Twine [per 150ft ball] ¼ lb. 1/2 Waste cotton [per bushel] 20 lb. [1] Beeswax is a sweet smelling wax that is semi-liquid at quite low temperature (hand hot). Used for making candles, polishing wood and making moulds. [2] Bulk candle wax, for those who wish to dip their own candles. Most chandlers do not encourage candle making. [3] Grease is mainly used to lubricate heavy machinery such as water wheels, large doors and carts. [4] Incense sticks produce a highly scented smoke: Popular with some religions and mages. [5] Paint is used on houses, carts & wagons, and ships, Earthen colours (cream, oranges, buff, browns, green etc.) are the easiest to make, and the most stable. [6] Paints with vivid colours are difficult to make and quite rare; they also suffer from premature fading. [7] Cooking oil is a high grade vegetable oil suitable for consumption, e.g. corn oil. [8] Lamp oil, is a blended oil which burns well and leaves little soot. [9] Lubricating oils, otherwise known as mineral oil, are runny oils suitable for use on fine mechanisms such as locks. [10] Olive oil is the finest cooking oil and also has many other uses (e.g. medicinal and lighting). [11] Soap is made from tallow and ashes and is used for personal hygiene and laundry, [12] Tallow are hard animal fats used in making soap and candles. [13] Tar, is a naturally occurring substance (bitumen), It is used to caulk (waterproof) ships and similar uses. [14] These specially made torches, with their head wrapped in oil and tallow soaked cotton waste, provide a strong source of light, useful in emergencies. Charcoaler 3/- Charcoal [per bushel] 20 lb. [1] 3 GC 10/- Coal [per bushel] 60 lb. [2] 2/4 Logs, split [per bushel] 110 lb. [3] 1/9 Peat [per bushel] 16 lb. [4] 4d Tinderling [per bundle] 4 lb. [5] [1] Charcoal is much in demand by metalworkers because it provides a strong heat, alchemist for its chemical properties, and chiefs for its even cooking. [2] Coal can be collected where the coal seams reach the surface (as in cliff) or may rarely be mined. Coal is rarely used, wood and charcoal being preferred. [3] Large urban conubations rely on imported firewood, sometime woods are specially planted just to provide cities with firewood and timber. Split logs are used in all fires, from cooking, through heating and in metalworking. [4] Where peat is plentiful (in cool boggy or swampy regions) it forms a very good fuel source, being lightweight whilst still burning well, [5] Tindering is a mix of finely split wood, wood shavings and bark. Used to start fires. Clothier Introduction The title 'Clothier' covers a group of related trades: Tailors, Milliners, Spinners. Weavers, Dyers, Furriers, Fullers and Cleaners. It is assumed that the majority of trades are background trades which supply the clothier, who in turn supplies the general public. Listed here are a range of clothes in a variety of different materials, both in terms of source and quality. The clothes are listed by material, with individual items of clothing being repeated in each list as appropriate. For instance the cloak is listed under buckram, linen, russet, serge, worsted, beaver and sealskin materials. As with armour clothing is assumed to be sized, (see page 19) though the size ranges are large. In reality clothing would be tailor made to each individual and adjusting it to fit another person, if it where possible at all, would be charged for. Though the majority of clothes worn are made at home by the family of the person wearing them, this section refers to the trade in made up clothes to those unable or unwilling to do it themselves. For the typical peasant/ poor freeman's clothes assume that they cost half the price listed here, and that the quality of finish may be lower. As well as ready made clothes, the costs of basic materials, cloths, dyes and tools are given. Repair and resizing of Clothes As well as selling new clothes, clothiers will repair and modify clothes. Most simple repairs will be done for a few pennies, though more expensive materials require more work to bring the repair up to standard. Assume a cost of between 5 and 10% of the replacement cost of the item for simple repairs. Battle damaged clothes will require more extensive repairs (20 to 35% of original cost) and will be obviously patched and repaired. Clothes may be adapted to fit someone else. To fit an item to a new person in the same size range will incur a cost of 25% of the replacement value of the item. A item of clothing which is much to big (a larger size) can only be used as source material; re-making the garment using this material will cost 60% of the value of the clothing new. Naturally clothiers will not speak in terms of percentages or sizes but will give "quotes" in money terms - "To patch up a tear that big will take a lot of time, and with material this fine we'll have to do really small stiches; you are looking at it costing nine shillings." Cleaning of Clothes Most clothiers will clean, or be able to get cleaned, most clothes. Some will offer a laundry service, which is charged by the weight of the clothes. An average rate will be a 2/6 per stone (14 lb.) of clothes. Full cleaning of clothes can require special treatments; wool can be treated by the fuller with urine to improve it's bulk, and some stains require the use of of specialist clays (fuller's earth) to clean properly. The cleaning of very soiled clothes will normally incur a charge of between 5 and 15% of the item's replacement value. Very few people will pay to have their clothes cleaned for them, it is a form of highlighting your social status. Making of clothes Though some clothiers may carry 'off the peg' items in common sizes (for instance, a linen peasant's smock's in size F should always find a market), the majority of clothing will have to be made up for the customer. The customer will choose the style, either from a design book (very rare) or from example display garments, and the material in which it is to be made. For a very tailored look the customer will need to measured in detail and return later to be trial fitted, but most clothiers will work to a standard (loose) pattern from basic measurements. The clothier will take some time to make up the clothes, three days can be taken as a basic minimum between placing the order and the garment being finished. Many clothiers will take longer than this. The process can always be speeded up for the proper recompense. Examples The type of clothing worn by individuals and in particular the material that the clothing is made from will have a major impact on how society views the individual. It will also make a statement about the persons wealth and may well also indicate the persons occupation. Clothing for their characters is generally ignored by players. But this should not be the case. Adventurers back from a long trek across wilderness with the customary skirmish or two, will have torn, muddy, smelly and probably blood-stained clothes. They will not be welcome at a respectable inn, nor would any (rich) potential employers be willing to be seen with them. They need a change of clothes, and preferably into clothing that indicates their wealth and success! The following are three examples of how clothing varies with occupation and wealth, with all the items culled from the following clothing listings or from the Leatherworker section. Poor Tenant Farmer: Might wear the following: Linen Doublet, undyed 3 GC 1/1 [1] 1¾ lb. Serge Bragga, undyed 1 GC 15/- 3½ lb. Linen smock 2 GC 10/- 2½ lb. Soft shoes (see Leatherworker) 6 GC 1½ lb. Total: 13 GC 6/1 9¼ lb. [1] x 0.75 for undyed NB: Most poor rural people will make their own clothes at about half the listed costs. Barmaid: A typical fantasy human barmaid (size F) might well be clad as follows: A undyed linen doublet 3 GC 1/1 [1] 1¾ lb. A brightly dyed ruffled linen skirt 2 GC 17/9 [2] 1½ lb. Linen underwear, dyed 16/4 1 lb. A leather corset (see Leatherworker) 28 GC 3/8 4 lb. Calf boots (see Cobbler) 9 GC 3 lb. Total: 33 GC 8/10 11¼ lb. [1] x 0.75 for undyed [2] x 1.5 for colour Rich Merchant: A rich, fat, human merchant who wanted to advertise their wealth might well dress as follows: Size G (5'9", massive frame) cost x1.2 weight x1.4 Ermine cap 16 GC ¾ lb. A green tweed worsted robe 26 GC 17/7 8¾ lb. A royal blue linen doublet 7 GC 6/10 [1] 2½ lb. A maroon linen hose 2 GC 10/5 [1] 2¼ lb. Silk underwear 13 GC 8/9 1¼ lb. Silk cape trimmed in beaver fur 89 GC 15/9 5 lb. Quality leather belt (see Leatherworker) 18/- [2] 1.4 lb. Quality leather purse (see Leatherworker) 5/- [2] ¼ lb. Soft knee boots (see Cobbler) 16 GC 16/- 4½ lb. Total: 173 GC 18/4 27.15 lb. [1] x1.5 for colour [2] x1.5 for quality Description of standard garments Bragga: Are baggy shapeless trousers which are held up at the waist by a draw string. They provide an effective leg covering for the common man. Bragga are very popular with the 'sea-raiders' being made from expensive woven cloths. Breeches: Are loose fitting trousers which reach to just below the knee. They are fastened at the top by buttons. Cape: The cape is a short cloak that reaches to the hips, fastening at the throat. Capes are very much a fashion accessory. Cloak: A cloak is a semi-circle of cloth that is worn over the shoulders and fastened around the neck (and in some case down the front) with a wide collar which provides protection against inclement weather. Doublet: Is the equivalent of a modern long sleeved shirt, except that it is normally laced up the front rather than being buttoned. Gown/Robe: Are full length, long sleeved garments worn by both sexes. This category includes dresses, cassocks and monk's habits and some exotic clothes such as a toga. Hose: Hose are tight-fitting ankle length trousers which are held up at the waist by a draw-string. They are the equivalent of leggings. Jerkin: A sleeveless vest, often buttoning or tying up the front. Kilts: Are pleated knee-length skirts worn by men. Normally considered a barbarous mode of dress. Mantle: A Mantle is a cloak made from a semi-circle of cloth that reaches to the knees, it has a wide and loose hood to protect against rain and a thick lining to provide warmth. The mantle cloak is very popular with travellers. Skirt: Is a ankle length straight skirt, shorter versions exist but they are often indicative of low status. Tunic: Cover the upper arms and torso to the mid thigh. They can be likened to extra-long T-shirts. Underwear: Is not listed as separate items. The prices and weights given below are for an appropriate mix of standard underwear items such as chemise, drawers, bras, knickers, long-johns, pants, slips, vests etc. Fur trimmed clothes For clothing trimmed with fur calculate cost as being that of the base article plus half of that of the same article made completely from fur; and weight as being the that of the base article plus one third of that of the same article made of the fur. Then modify for size category. Example: A standard-sized (size category F) beaver-trimmed russet cloak will cost 198½ d (50 d for russet cloak, plus .5 x 297 d for beaver cloak) and will weigh 8¼ lb. (4.6 lb. for russet cloak, plus .35 x 11.2 lb. for beaver cloak). Buckram Clothes Buckram is a sturdy cotton material roughly equivalent to Denim, normally sold dyed brown or green, occasionally blue. The prices given below are for normally dyed buckram. 2 GC 4/4 Bragga 2.5 lb. 2 GC 3d Breeches 2.3 lb. 10/- Cap/Hat 0.2 lb. 3 GC 5d Cape 2.0 lb. 5 GC Cloak 3.3 lb. 5 GC 12/6 Mantle 3.5 lb. 6 GC 6d Doublet 2.2 lb. 7 GC Gown / Robe 4.0 lb. 16/- Gloves 0.3 lb. 8/3 Jerkin 1.4 lb. 3 GC 2/6 Skirt 1.8 lb. 4 GC 14/6 Surcoat 2.7 lb. 2 GC Tunic 2.9 lb. Linen Clothes Linen is a soft material based on plant fibres which is easily dyed in bright colours. The prices given below are for plain dyed clothes. Undyed, bleached clothes will cost ¾ of the price shown, whilst brightly dyed clothes will cost 1½ times the prices listed. 2 GC 1/8 Cape 1.6 lb. 5 GC Cloak 2.6 lb. 4 GC 1/7 Doublet 1.7 lb. 13 GC Gown / Robe 3.2 lb. 1 GC 8/- Hose 1.8 lb. 3 GC 15/- Mantle 2.8 lb. 1 GC 18/6 Skirt 1.5 lb. 5/10 Surcoat 2.2 lb. 3 GC 10/- Tunic 2.3 lb. 16/4 Underwear 1.1 lb. Russet Clothes Russet is cloth made of wool, intermediate in quality between Serge and Worsted. It is normally sold dyed black, brown, grey or green. Russet cloth is sometimes made from pre-dyed wool generally woven into a tweed or random patterned cloth in greens and browns (this is a good camouflage cloth used by hunters and woodsmen). The prices given below are for plain dyed clothing; tweeded clothing will cost 1¼ times the listed amount. 4 GC 4/- Breeches 3.2 lb. 1 GC Cap/Hat 0.3 lb. 6 GC 5/- Cape 2.8 lb. 10 GC 8/4 Cloak 4.6 lb. 12 GC 4/9 Doublet 3.0 lb. 14 GC Gown / Robe 5.5 lb. 1 GC 12/- Gloves 0.3 lb. 7 GC 15/9 Jerkin/Waistcoat 1.9 lb. 1 GC 10/- Hood 0.7 lb. 6 GC 5/- Kilt 2.7 lb. 11 GC 5/- Mantle 5.0 lb. 5 GC 12/6 Skirt 2.5 lb. 9 GC 16/- Tunic 4.0 lb. Serge Clothes Serge is the cheapest cloth made from wool. It is normally used undyed, being beige or brown in colour. The prices listed below are for undyed serge clothing, plain dyed clothes will cost 1 1/3 times the given costs. 1 GC 15/- Bragga 3.5 lb. 1 GC 11/6 Breeches 3.2 lb. 8/4 Cap/Hat 0.3 lb. 2 GC 8/11 Cape 2.8 lb. 4 GC 1/3 Cloak 4.6 lb. 4 GC 14/7 Doublet 3.0 lb. 5 GC 8/6 Gown / Robe 5.5 lb. 11/8 Hood 0.4 lb. 3 GC 2/6 Kilt 2.6 lb. 4 GC 7/6 Mantle 5.0 lb. 2 GC 10/- Skirt 2.5 lb. 3 GC 14/8 Tunic 4.0 lb. Silk Clothes Silk is the finest, lightest & softest cloth, it is bleached pure white or dyed in bright colours. 6 GC Cap, skull 0.2 lb. 37 GC 10/- Cape 1.4 lb. 62 GC 10/- Cloak 2.3 lb. 71 GC 18/10 Doublet 1.5 lb. 84 GC Gown / Robe 2.3 lb. 9 GC 12/- Gloves 0.2 lb. 25 GC 4/- Hose 1.6 lb. 44 GC 10/- Jerkin/Waistcoat 1.0 lb. 32 GC 10/- Skirt 1.4 lb. 56 GC Surcoat 1.9 lb. 60 GC 13/4 Tunic 2.0 lb. 11 GC 4/- Underwear 0.8 lb. Worsted Clothes Worsted cloth is the best quality wool. It is dyed in a variety of colours, being the only wool dyed pure white, purple or scarlet. Worsted cloth is quite often woven from multi-coloured dyed wool forming tweeds, tartans, stripes and other patterns, 7 GC Bragga 3.9 lb. 6 GC 6/- Breeches 3.5 lb. 9 GC 7/6 Cape 3.2 lb. 16 GC 5/- Cloak 5.3 lb. 18 GC 18/3 Doublet 3.4 lb. 22 GC 8/- Gown / Robe 6.3 lb. 11 GC 15/6 Jerkin/Waistcoat 2.2 lb. 10 GC 12/6 Kilt 2.9 lb. 17 GC 10/- Mantle 5.8 lb. 9 GC 7/6 Skirt 2.9 lb. 15 GC 8/- Tunic 4.6 lb. Beaver Fur Clothes Beaver fur clothing is dense, heavy and waterproof. Beaver is a dark brown in colour. 12 GC Cap/Hat 0.7 lb. 75 GC Cape 6.7 lb. 123 GC 15/- Cloak 11.2 lb. 14 GC Hood 1.1 lb. 90 GC 9/8 Jerkin 4.6 lb. 135 GC Mantle 12.2 lb. 119 GC 18/8 Tunic 9.7 lb. Ermine Clothes Ermine is a light fur, both in appearance and colour. It is a pale beige or white in colour, the dark brown/black tail tips are used as a trim. Normally ermine is reserved for the ruling classes and is used as a sign of their rank. 13 GC 6/8 Cap/Hat 0.5 lb. 82 GC 10/- Cape 5.2 lb. 136 GC 17/6 Cloak 8.6 lb. 183 GC 8/- Gown / Robe 10.3 lb. 99 GC 15/1 Jerkin/Waistcoat 3.5 lb. 150 GC Mantle 7.4 lb. 132 GC 6/- Tunic 7.4 lb. Sealskin Clothes Sealskin fur clothing is moderately heavy, but very wind and water proof. Sealskin is a light to mid grey in colour. 26 GC 16/8 Breeches 6.0 lb. 41 GC 5/- Cape 5.2 lb. 69 GC 15/- Cloak 8.6 lb. 79 GC 14/7 Doublet 5.6 lb. 93 GC 6/8 Gown / Robe 10.3 lb. 50 GC 1/3 Jerkin 3.5 lb. 75 GC Mantle 9.4 lb. 38 GC 10/10 Skirt 4.5 lb. 59 GC 19/4 Tunic 7.4 lb. Special Items 14/8 Apron, buckram 1½ lb. 106 GC 16/- Arctic coat 11.2 lb. [1] 14 GC 8/- Blanket, bearskin 9 lb. 3 GC Blanket. quilted linen 8 lb. 1 GC Blanket, serge wool 5 lb. 2 GC Blanket, russet wool 4½ lb. 5 GC 12/- Heraldic surcoat, linen 2½ lb. 1 GC Horse blanket, under-saddle 2½ lb. 3 GC 4/- Horse blanket, body warmer 8 lb. 1 GC 15/- Petticoat, linen 1 lb. 1 GC Sheet, linen 2½ lb. 6 GC Sleeping bag 16 lb. [2] 5 GC Short tunic, linen 1¾ lb. 3 GC 4/- Towel, cotton 5 lb. [1] The arctic coat consists of a close fitting sleeved jacket with draw-string closed hood, made from bear or wolf skin, lined with sealskin. Often the hood and cuffs are decorated with arctic fox fur. [2] Waxed canvas outer with linen inner lining, quilted and stuffed with wool and feathers in two layers. Occupational Clothing Many occupations have special clothing associated with them, but mostly their dress codes require only minor modifications to standard clothes, or even just special colours or combinations. A few occupations have clothing specific to them, that is different from all other clothing, these are listed below, 5 GC 12/- Aba: Priest of Naveh 3.9 lb. Originally derived from desert clothing, the Priests of Naveh's Aba is a loose suit made from light weight black linen, which covers the entire body, leaving only the face, hands and feet showing. The waist of the Aba is fastened by a sash, coloured to indicate the rank of the Priest. A mask is also worn, see below. 4 GC 4/4 Habit, Monk of Peoni 5.9 lb. The Monks of Peoni (both male and female) wear undyed serge habits (long sleeved tunics with hood) tied around the waist with a cord; Underwear and pair of sandals is all that is required to complete their dress. 13 GC 7/- Jester's/Fool's suit, buckram 4¾ lb. The jester's suit consist of a cap, doublet and hose of buckram, each piece dyed in a variety of different colours, often highly tasselled and occasionally with small bells or studs, 6 GC Skull mask, Priest of Naveh 1.5 lb. The Priests of Naveh wear a mask made from white painted kuirbolli in the shape of a skull. 2 GC 10/- Smock, peasant's 2.4 lb. A typical peasants smock is worn over other clothes and consists of a short sleeved linen dress with a smocked front. 28 GC Wizards robe 5.6 lb. A wizard's robe is a russet robe often dyed red or blue, which has been embroidered with 'magical' symbols and patterns and often has appliqué patches depicting planets, stars, and other heavenly motifs. The wizard's robe is normally worn by hedge wizards and con-men, real mages of power tend not to advertise themselves so gaudily. Materials Cloth Cloth is sold by the yard length, with most cloth being a yard wide, exceptionally cloth one and a half yards wide can be found (but expect to be charged as if it were 1¾ yds wide). For descriptions of materials see individual entries above. See also "Canvas Worker - Materials" and "Leatherworker - Tanner". [All costs are per yard - DS] 1 GC 10/- Buckram, dyed 1½ lb. 1 GC 7/- Buckram, undyed 1½ lb. 7 GC 10/- Lace ¼ lb. 9/6 Linen, bleached 1¼ lb. 3 GC 12/- Linen, finest quality, white 1 lb. 12/- Linen, plain dyed 1¼ lb. 18/- Linen, vivid dyed 1¼ lb. 1 GC 16/- Russet, dyed 2 lb. 2 GC 5/- Russet, tweeded 2 lb. 1 GC 4/- Serge, plain dyed 2 lb. 18/- Serge, undyed 2 lb. 10 GC 16/- Silk, dyed ¾ lb. 3 GC 12/- Worsted, plain dyed 2¼ lb. 4 GC 10/- Worsted, vivid dyed 2¼ lb. 5 GC 8/- Worsted, patterned 2¼ lb. Dyes Cloth dyes are mainly plant based, though Tyzoch purple comes from crushed marine shellfish and Dragon's blood dye is rumoured to be from Wyrms (actually extracted from centipedes). Ochre yellow is made from yellow ochre mineral (limonite), whilst Saffron yellow is rumoured to be made from flower stamens. 5 GC 8/- Black 25 GC 10/- 'Dragon's blood' red 3 GC 12/- Forest green 8 GC 2/- Indigo blue 4 GC 10/- Wode blue 24 GC Saffron yellow 2 GC 14/- Nut brown 30 GC Tyzoch purple 7 GC 4/- Yellow Ochre Tools 1 GC 12/3 Needles 1 oz. [1] 4 GC 2/4 Loom 43 lb. [2] 9/6 Tape measure, cloth 2 oz. [3] 1/7 Thread, dyed, 200 ft 1½ oz. [4] 6/4 Twine, button, 150ft ¼ lb. [5] 1 GC 19/- Scissors ½ lb. [6] [1] These are typical bone needles also available from Bonecarvers. [2] A standard vertical loom, with stone weights, suitable for weaving cloth up to one yard wide. [3] This measuring tape is made from waxed canvas, it is six feet long and ½" wide. [4] Thread made from cotton used for general fabrication and repair of clothes. [5] Twine is extra thick and strong thread, sometimes waxed, that is used to secure buttons and fastenings. [6] Sharp scissors about 9" in length suitable for cutting cloth. Herbalist Herbalist deal in raw herbs, whether medicinal, culinary or purely aromatic. They also produce various cures and drugs from herbs. Apothecarist also produce medicines based on herbs and other compounds. Aromatic herbs are dealt with under 'Perfumer'. Given below is a group of herbs as used in the city of Eshaven. Games Masters should strongly consider producing their own herbs, complete with habitat, preparation, dosage and side effect information - it all adds to the other-world realism. Also listed, separately, are eight terran herbs and spices. Herbs of Eshaven 4 GC 10/- Althatis 1½ oz [1] 7 GC 4/- Beldanthya (Scarfew) neg. [2] 5 GC 8/- Byrini (Woundwort) neg. [3] 1 GC 16/- Chaldruwin (Ordeal drug) neg. [4] 1 GC 4/- Dunefel 1 oz [5] 9/- Embalene 1 oz [6] 1 GC 16/- Falkaron (Mindbright) 1 oz [7] 21 GC 12/- Gruthern (Deadly Rock Shade) ½ oz [8] 27 GC Helmurian (Cureall) 1 oz [9] 2 GC 14/- Heltha (Maid's bane) ½ oz [10] 9 GC Hemerad 2 oz [11] 3 GC 12/- Jutalrew (Fool's weed) 1 oz [12] 12/- Kulperad (Ladieswort) neg. [13] 10 GC 16/- Larthaquis (Eyeblight) 1 oz [14] 6 GC 6/- Nuctela (Speedwell) ¼ oz [15] 4 GC 1/- Peridulth (Ceasesleep) 2 oz [16] 4 GC 10/- Pilarcytes (Æther's Wort) ½ oz [17] 4 GC 10/- Qyaltris (Goodsleep) 2 oz [18] 9 GC Rhu-Maloduir (Horsefew) 1 lb [19] 8 GC 2/- Sargatho ½ oz [20] 2 GC 14/- Shearhelan (Maiden's Delight) ¼ oz [21] 7 GC 4/- Spaldweed 2 oz [22] 22 GC 10/- Sycanthis (Eyewort) neg. [23] 10 GC 16/- Tchaldis (Shrew's fern) ½ oz [24] 4 GC 19/- Thunga (Giant thorn bush) 2 oz [25] 7 GC 4/- Tigriakis (Numbwort) neg. [26] 4 GC 1/- Volshma (Beggar's turnip) 1 oz [27] 10 GC 16/- Vulvert 2 oz [28] 9/- Welguntha (Fountain's tree) 3 oz [29] 18/- Yultharis (Stingerleaf) variable [30] [1] Stimulant and poison. Increase heart activity and circulation. Can reduce effects of heart attacks and combat some forms of coma. [2] Healing drug: Reduces scarring causing them to fade and shrink. [3] Antibiotic: Increases resistance to diseases (reduce chance of wound becoming infected by half) and leads to faster recovery. [4] Poison: Vivid and frightening hallucinations, physical pain and heavy perspiration. Effects last 2 to 5 hours. [5] Euphoric and poison: delusions of heightened senses. Addictive with fatal withdrawal. [6] Healing drug: Eradicates symptoms of indigestion and minor stomach and digestive upsets. [7] Euphoric: After 4 to 24 minutes vivid illusions and feeling of euphoria for 7 to 12 hours. [8] Poison: Effects nervous system, causing paralysis, convulsions and death within seconds. Survivors are rare, and those that do survive suffer serious mental and physical impairment, leading to death in 2 to 8 days [9] Greatly stimulates immune response, leading to greater immunity to, and quicker recovery from many diseases and poisons. Effects last for many weeks. [10] Within 10 minutes it increase libido and reduces inhibitions. Resistance is slowly built up so ever larger doses are required. [11] Emetic/Diarrhetic: A fast acting emetic and laxative. Will empty digestive and excretory tracts within ten minutes. After effects are hunger and exhaustion. [12] Euphoria: lasting 5 to 30 minutes. Massive doses lead to coma and death. Addictive. [13] Female contraceptive: Daily use by women will reduce the chance of conception by 80%. Effects lasts as long as dosage continues. [14] Poison: Within three hours, shortness of breath, blurred vision, nausea, leading to convulsions and probable death (75%). In non fatal cases, victim still needs 7-12 days recovery. [15] After 3 to 18 minutes, increase in metabolic rates, doubling of speed, agility and 50% increase in strength for 1 to 2 hours (1d6+6 x 10 minutes). [16] Stimulant: Leads to hyperactivity and insomnia for 21-40 hours. [17] Hallucinogen: light-headedness, leading to trance within half an hour. Hallucinations whilst in trance state. Trances last ½ to 2 hours. [18] Soporific: lasting for 7 to 12 hours, often causing mild euphoria and pleasant dreams. (NB: sometimes found of Larthaquis in which case it acts as a soporific, but also causes blindness and 20% chance of death). [19] Stimulant: Revitaliser of animals, particularly equine beasts. Reduces fatigue and increases healing. [20] Pain killer and Soporific: Puts subject into a deep sleep for 20 to 50 hours, and speeds healing by 25%. [21] Attractant: Used as a lure for the opposite sex (works with most humanoids). Produces a pleasant, musky odour which increases the wearers attractiveness (increase comeliness by 5 points) for 2 to 8 hours. [22] Increases fertility by 50% for 7 to 12 days. [23] Will cure blindness due to disease, cataracts or age (with 35% effectiveness). It severe cases of blindness it will only effect a partial cure. Application to healthy eyes will produce irritation but no increase in sight. [24] Blood purgative. Stops the effects of blood carried poisons (including alcohol) and some diseases. Does not cure any damage already done. [25] Narcotic: Within 2 to 12 minutes feelings of power and euphoria. effect last for 13-24 hours. Addictive. [26] Analgesic: Reduces pain from wounds and muscle fatigue and damage. Producing a warming numb sensation. [27] When ink dries it is hard to detect, particularly if written between the lines of visible ink. Warm the ink (e.g. over a lamp) reveals the writing. [28] Stimulant: After three to eighteen minutes increases synaptic activity, doubling effective mental activities for 10 to 30 minutes. [29] Removal of hair parasites, particularly lice and fleas. [30] Antidote: Neutralises stings and acid burns; reducing their effect and relieving some pain. Terran Herbs 3/9 Belladonna [per bunch] ¼ lb. [1] 9 d Garlic bulb. 2 oz [2] 2/4 Pipeweed [per oz] 7/- Wolvesbane, sprig ¼ lb. [3] [1] [2] [3] Spices 1 GC 15/- Ginger [per oz] 2 GC 2/- Pepper [per oz] 2 GC 6/8 Cinnamon [per oz] 2 GC 18/4 Nutmeg [per oz] Hideworker / Furrier Hideworkers and furriers both deal with raw skins of animals, some of which have their hair removed, tanned and are turned into leather (see "Leatherworker - Tanner" In urban areas Hideworkers and Furriers will be dealers in hides, buying from each other and direct from hunters and trappers. In the rural environment they tend cover the entire process. A important source of skins is the meat trade, and most butchers have long standing supply contracts with their local Hideworker. Hides and Skins 4 GC 10/- Beaver 1½ lb. 1 GC 6/- Calf 2½ lb. 1 GC Cow 7½ lb. 7/- Deer 3 lb. 1 GC 15/- Ermine 1½ oz 2 GC 2/- Fox 4 lb. 5 GC 2/6 Horse 5 lb. 3/6 Lamb 5 lb. 37 GC 10/- Lion pelt 15 lb. 1 GC 8/- Otter 2 oz 1 GC Ox 7½ lb. 5/10 Pig 2 lb. 1/2 Rabbit ½ lb. 18/8 Reindeer 4½ lb. 1 GC 15/- Sable 2 oz 1 GC 8/- Seal 6 lb. 4/8 Sheep 9 lb. 1 GC 8/- Weasel 2 lb. 2 GC 2/- Wolfskin 8 lb. NB: Exotic furs, for instance Leopard and Polar Bear are available. Prices are very variable normal between ten and a thousand GC each - assign weights by comparison with similar size animals above. Raw Hide Goods Raw hide goods are popular in cultures where leatherworking skills have not been developed, Hide goods are also popular with certain wilderness types such as hunters and rangers, In comparison with leather goods, hide is cheaper, heavier and warmer. See "Leatherworker" for descriptions, remembering the items are constructed from raw skins with fur/hair attached. 1 GC 2/6 Backpack 10 lb. 3/9 Bag 3¾ lb. 10 GC 16/- Boots, soft hide, knee 4½ lb. 8 GC 8/- Bragga 5½ lb. 28 GC 15/- Cloak 12½ lb. 4 GC 4/- Gloves [pair] 1 lb. 17 GC 16/- Jerkin 5 lb. 1/3 Pouch, medium ¾ lb. 7d Pouch, small ¼ lb. 10/- Shoes, soft hide 1¾ lb. 13 GC 15/- Skirt 5 lb. 28 GC Tunic 10½ lb. 11/3 Quiver, small 3¾ lb. 1/3 Wineskin 1½ lb. Games Maker Only the biggest cities will have a specialist games maker. The craft consists of fine carving and sculpting in bone, wood and stone, to make gaming pieces. Games are often sold by other associated crafters, or itinerant crafters (and especially the Guild of Harpers, wandering Minstrels and Bards). See also 'Divination' under Sorcerous supplies. 9/3 Counters ¼ lb. [1] 18/- Dice, gaming [set of six] ¼ lb. [2] 1 GC 8/6 Draught pieces [3] 39 GC 18/- Chess pieces 4 lb. [4] 5 GC 14/- Dominoes 1¼ lb. [5] 4 GC 5/6 Games board 2 lb. [6] 12 GC 7/- Fox and geese 1¼ lb. [7] 2/4 Jacks ¼ lb [8] 2 GC 17/- Marbles, glass [per dozen] ½ lb. [9] 5/6 Marbles, stone [per lb.] [10] 3 GC 12/- Playing Cards [per pack] 6 oz. [11] [1] A gross (144) of small (½" diameter) polished limestone counters, dyed in various colours (black, yellow, orange, white and brown). Used in many games as playing pieces and as gambling counters, [2] Gaming dice are very popular, but a lot of skill is required to make unweighted dice. [3] Twenty four disk gaming pieces turned from pine wood, half dyed dark brown. Requires a games board to play, [4] Thirty two gaming pieces carved from soapstone or limestone in two colours used to play chess. The carving style and the representation of the sets varies with cultures, some mimicking local culture (spearmen, castles, priests, knights and king and queen) and some based on religions, one side being the gods, the other the demons. One humour set pits the Sindar (elves) against the Khuzdul (dwarves). [5] A set of 72 bone dominoes (each 1½" by ¾") in a wooden box. [6] The most expensive game set consisting of a 15" square, ½" thick carved wooded board divided in to 64 squares, [7] Ten gaming pieces for the most popular game amongst the 'Sea Raiders'. Often the piece are carved as a 'Sea-raider' Earl as fox, with nine fat southern merchants as geese. A gaming board is required to play. [8] Child's game utilising one hard stone ball and five cubes of bone or stone. [9] The best quality gaming marbles are made from glass. These are 1" in diameter [10] Stone marbles are sometimes made of marble, but may be made of any hard free stone. Marbles are ½" in diameter and a one pound bag will contain about forty marbles. [11] Playing cards are in fact small (2½" by 1¾"] plaques of thin bone. Most packs have 36 cards (four suits of nine cards], though some 52 card packs exist [these cost 6 GC 6/- and weigh ¾ lb.). Ivory decks also exist, but are many times more expensive. Glassworker All glass is manufactured by blowing, which is a skilled and time consuming process which in turn makes glass goods expensive luxury items. Most glass is a translucent pale cream colour, the addition of minerals to make green, red and blue glasses is in its infancy. Vivid coloured glass, and crystal clear transparent glass are more expensive than normal glass, costing 1½ to 3 times the base cost. See Alchemist Equipment for specialist glassware. 1/- Bottle, perfume (1 oz) ½ lb. 2/- Bottle, perfume (4 oz / ¼ pint) ¾ lb. 1/6 Bottle, wine (1¼ pints) 1 lb. [1] 15 GC 4/- Glass cutter ¼ lb. [2] 4/- Goblet, decorated drinking ½ lb. 6d Vial (½ pint) 1 lb. 1/- Window glass [per 2ft2] 1½ lb. [1] [2] A diamond tipped stylus used for cutting glass. Instrument Maker Instrument makers are a highly specialised trade involving both musical and craft skills. Most instrument makers are accomplished players in their own right. Most instrument makers specialise in one group, such as drums, horns or string instruments. Nearly all instrument makers are associated with, or are members of the local society of bards, harpers, minstrels or whatever. Some instrument makers make small instruments for informal use, such as bone clappers, small drums, recorders, rattles, tambourines and whistle flutes. The making of major instruments by free lance crafters is often illegal, such is the power of the medium. 16 GC 16/- Æolian Harp 6 lb. [1] 40 GC Bagpipes 8 lb. [2] 12 GC 10/- Bell, large 30 lb. [3] 3/9 Bell, small ¼ lb. [4] 1/3 Bone Clappers 1¼ lb. [5] 120 GC Celtic Harp 25 lb. [6] 1 GC 5/- Chime 1 lb. [7] 1 GC 10/- Drum, small hand 4 lb. [8] 96 GC Dulcimer 15 lb. [9] 40 GC Fanfare Horn 4 lb. [10] 36 GC Fiddle 3½ lb. [11] 3 GC 7/6 Gong 12 lb. [12] 24 GC Hunting Horn 1½ lb. [13] 4 GC 2/6 Kettledrum 30 lb. [14] 32 GC Lur Horn 5 lb. [15] 80 GC Lute 5 lb. [16] 48 GC Lyre 3½ lb. [17] 6 GC Ocarina Flute ¾ lb. [18] 600+ GC Pipe organ 500 lb. [19] 2/6 Rattle ¾ lb. [20] 3 GC Recorder 1½ lb. [21] 20 GC Reed Pipes 2 lb. [22] 9 GC Shawm 1 lb. [23] 3 GC Snare Drum or Tabor 15 lb. [24] 15/- Tambourine 2 lb. [25] 1 GC 13/4 Whistle flute ¼ lb. [26] 16/8 Whistle, bone ¼ lb. [27] [1] An Æolian Harp consist of a box with sounding hole, over which a number of strings are stretched. It is played by plucking the strings. [2] Bagpipes consists of a large air bag which provides a constant supply of air to a number of drone pipes and to the main melody pipe. [3] Large bells are the sort often seen on watch towers and in temple, measuring 12-18" across. [4] Small bells are used enmasse in rattle or are used to 'decorate' a jesters suit. [5] Bone clappers consist of a number of hinged bone plates attached to a handle, they are used rather like castanets. [6] The Celtic or Irish harp consists of a sounding box to which are attached a large number of strings held on a bowed frame. The harp is played two handedly and its weight must be supported by the ground. [7] A chime consists of a long hollow tube which produces a note when struck. Often several chimes are attached to a frame, each producing a different note when struck, Wind blow chimes are also popular. [8] A small hand drum is played with one hand. It is often placed on the ground or table freeing the other hand. [9] A dulcimer consists of a large wooded frame over which is strung a number of strings which are played by hitting them with a hammer. A forerunner of the piano. [10] A fanfare horn is a long, straight brass hunting horn adapted to allow a heraldic flag to be hung from its length. [11] Fiddles are very popular folk instruments consisting of a elongated oval sound box, with a long neck supporting four strings stretched over the sound box. It is placed under the chin and played with a bow. [12] Gongs are large round sheets of metal that have been shaped to sound a sustained note when hit. They must be suspended from a frame. [13] Hunting horn are simple curved horns used to sound a simple warning note or tune. Originally made of horn, often they are made of copper or brass, [14] Kettledrums consist of large metal kettles (bowl shaped pans) the top of which are covered in a hide drum skin. They produce a loud bass note when hit. [15] The Lur horn is a simple single tubed copper horn which (when in the playing position) curls under one arm to appear over the opposite shoulder terminating in a large bell, The horn is normally supported by a belt and is much favoured by warriors of some primitive tribes. [16] The lute consist of a large hemispherical sound box, over which is stretched a number of strings which terminate in a bent-neck. The instrument is played by plucking or strumming the strings, The lute is the precursor of the guitar, [17] The lyre consists of a sound box (traditionally a tortoise/turtle shell) with two arms and a crossbar. Between the crossbar and the sound box are stretch the strings, which are played by strumming. [18] The ocarina flute is pear-shaped with a mouthpiece to one side and holes cut into the body. The holes are covered or opened by the fingers, [19] Bellows driven pipe organs are instruments only found in the grandest of places, often in major temples. They consist of a banks of pipes. generally from a few inches to several feet long, played using stops and/or a keyboard. [20] A rattle consists of a wooded or ceramic vessel filled with hard pellets, often dried beans, with a handle on one end, the whole being shaken to percussive effect. [21] Recorders are a simple pipe instrument similar to the whistle pipe, often made from wood, bone or horn. [22] Reed pipes consist of a series of short closed tubes, either reeds or holes drilled in to wood, of different lengths which, when blown, produce a scale of notes. Also known as the pan pipes after their creator. [23] Is a early double reed woodwind instrument which produces a loud bass buzzing sound. [24] The snare drum consists of a cylinder, normally of wood, enclosed at both ends by stretched hide. One end has additional snares (cut-gut or similar thongs) stretched over the drum skin to produce a rattling effect when that end is hit. The drum can be played by hand or with sticks, it is often worn of a shoulder strap allowing one handed use (the other free for a whistle pipe). The tabor is a flatter drum often played with a large drum stick. [25] The tambourine consists of a large diameter cylinder covered with drum skin with small copper rattles build into the frame. The tambourine can either be rattled, or can be hit like a drum also producing a rattling effect. [26] The whistle flute is a small flute with a limited number of holes along its length. It has the mouth piece at one end and can be easily played with one hand. The flute is often made of wood or metal. [27] Bone whistles are whistle flutes made from long bones, such as goose shin bones. They are often cultural items made by unskilled crafters. Jeweller Jewellery and gemstones are an important reservoir of wealth within society, and are hence an important form of treasure. Jewellery ranges in worth from a shilling for a crude copper ear-ring, to tens of thousands of gold crowns for gem encrusted crowns, fit for Dwarven kings. I believe that jewellery should be assigned costs based on the materials and quality of workmanship as well as the base value of the item; the assignment of 1d6 x 30 GC to an item would be far to crude and random for my tastes. My "Jewellery System" covers the pricing of jewellery and loose gemstones using a simple classification system. It also provides a method for the creation of random treasure, but pre-planned items of treasure should always be used in preference to random treasure (this leads to greater homogeneity of items within a collection, better descriptions and of course controls the monetary reward offered to PCs). Obviously Jewellers will have a much wider range of items on offer, but will have only a limited range of materials (i.e. a Siversmith. or Coppersmith will manly work with those metals to the exclusion of all others); and most will be made to the workmanship standard of the Jeweller. Most jewellers also sell second-hand items of jewellery - as do Pawnbrokers. Loose 'gemstones' will be much rarer on the market and trade in stones will normally be guild controlled. Items should always have a prose description based on the Jewellery System Classification. This should be used by the Games Master to describe the item to the players. The Jewellery System Classification can be discarded, retained as a player (not character) information or given to characters following successful Jeweller/gem-cutter skill rolls. Given below are several example items of jewellery with both the Jewellery System Classification and an example description. Material costs are given in the Monetary section "Value of Metals" and also in the "Non-metallic Materials" table below. These tables are not all-exclusive, jewellery could be made out of many other items - rare woods for example. Jewellery (examples) 34 GC 12/2 Box ¾ lb. "A small ivory box, decorated around the sides with carved vine leaves with inlaid golden grapes". Ivory inlaid with gold: good workmanship. 5 GC 1/9 Bracelet 3 oz "This one inch wide bracelet of ivory is engraved with scenes depicting the hunting of seals by the northern barbarians". Walrus ivory: good workmanship 58 GC 11/8 Bracelet ¼ lb. "A golden bracelet with a moulded decoration of five stylised daisies set amongst leaves. The centre of each flower is highlighted with a nice carnelian stone". Electrum: fair workmanship. Inset with 5 gems; ornamental, fair quality and cut. 245 GC Bracelet 6 oz "This green jade bracelet is beautifully carved in the form of an exotic cat wrapped around the wearers arm, it is distinguished by having a small, unflawed. red garnet set as the cat's eye". Jade: superior workmanship. Inset with 1 gem;, semi-precious, small, good quality and fair cut. 2 GC 6/3 Broach 1 oz "This cast silver broach appears to be in the form of a cult token". Silver, poor workmanship 1/- Ear-ring ½ oz "A typical copper ear-ring of the sort much favoured by sailors". Copper: fair workmanship 2 GC 4/8 Ear-ring 1 oz "This ladies ear-ring consists of a fine silver filigree pendant set with a perfect, abet very small, bloodstone gem. Unfortunately it is not part of a pair". Silver: good workmanship. Inset with 1 gem; fancy, very small, excellent quality, good cut. 3028 GC Goblet 1 lb. "This goblet is obviously a rare find, it's quality of manufacture is apparent in all it's aspects. It consists of a silver drinking goblet with a gold and blue enamel geometric pattern around the rim and base. The main area of the flute forms a freeze depicting a noble hunting scene. with two knights chasing a stag, a 'fairy-tale' castle can be seen through the woods in the background. The freeze is enriched by the fact that the main elements of the design are gilded and a total of twelve aquamarines, violet garnets and topazes have been set into the design forming, for instance, the stags eye and the knight's blue shield." Silver chased with gold: masterful work. Inset with 12 gems; precious gems, very small, fair quality and superior cut. 3/1 Ring 1½ oz "A simple band of copper forms a ring which has been much battered and bent out of shape". Copper: poor workmanship. 69 GC 7/6 Ring 2½ oz "This silver ring serves as a simple mount for a small emerald, which is of surpassingly good quality and well cut". Silver: fair workmanship. Inset with 1 gem; gem, small, good quality and cut. 37 GC Ring 2 oz "This gold ring is decorated by a deeply encised design of geometrical interlaced threads and knots. Close examination can not reveal a flaw in the design or craftsmanship". Gold: masterful workmanship. 855 GC Ring 2 oz "This ring is simply made, but consisting of a highly polished band of mithral. The inside bears the inscription, in cursive script, 'Price Andola had me made'". Mithral: good workmanship. Special value. 3 GC 3/2 Chain of office 2¼ lb. "This chain of office was obviously commissioned by a rich alderman or mayor. It consists of a heavy electrum chain consisting of moulded links interspersed with 10 links each set with a superior agate carved into Merchant Guild emblems, from the centre of the chain hangs a cluster of four very small star rubies." Electrum: Fair workmanship. Inset with 10 gems; Ornamental, superior quality and fair cut: 4 gems; precious, very small, good quality and cut. 234 GC Headband ¾ lb. "This deceptively simple silver headband is small enough to fit a child. Finely engraved on the outside of the headband is a freeze of woodland plants and animals, the detail of which stands up to close scrutiny. The inside of the headband is covered in an engraved cursive script, in a unknown language, perhaps a spell [NB: the language is that of the Elves and the script is in fact a famous poem extolling the beauties of the wild woods.]". Silver: masterful engraving, special value - Elven manufacture. 4/7 Medal 2 oz "This copper medal is of a standard military design. On the obverse is a crudely moulded man-at-arms, whilst the obverse boasts the text "Awarded for Ten years Good Service". Copper: poor quality. 131 GC Necklace ¾ lb. "This pink coral necklace consists of three interwoven strands of small beads on either side of five large roughly rounded moonstones separated by slightly smaller coral beads. The clasp is a locking hook design made in silver." Coral: fair workmanship. Inset with 5 gems; fancy, large and uncut. Non-metallic Jeweller's Materials 2/4 Agate [per oz] 18/8 Amber [per oz] 10 GC 10/- Ambergris [per oz] 2/11 Azurite [per oz] 14/7 Coral [per oz] 1/5 Horn [per oz] 5/3 Ivory [per oz] 2 GC 18/4 Jade [per oz] 2/4 Malachite [per oz] 7d Specula Hæmatite [per oz] 4/8 Turquoise [per oz] NB: See also "Value of Metals" for bulk metal prices and "Toolmaker" for a selection of Jeweller's tools. Leatherworker Leatherworking is one of the more important crafts, producing a wide range of goods from clothes and footwear, through belts and bags to saddles. Many specialities of leatherworking exists, those listed here are the Clacks, Cobbler, Saddle Maker and Tanner. The crafter's title of 'Clack' is not well known, it derives from the Anglo-Saxon craft of punching and shaping leather to make bags, belts and similar goods. Most Leatherworkers can (and will) produce goods from the entire range of leather goods, the only main exceptions being boots and saddles (both of which require specialist skills). In larger urban centres specialist, and exclusive, Leatherworkers may exist. For saddle maker see "Ostler - Saddle Maker", Tanner Tanners turn raw hides in to leather. The process is smelly and unpleasant, using urine and bark dyes amongst other things. Consequently, tanners are often banned from working in towns and cities; often setting up outside the walls downwind of the settlement. Rawhide is hide which has had its hair removed and cut to an even thickness, but hasn't been tanned. Suede is normally pigskin, but any leather can be sueded using abrasives, Vellum is the leather of a calf that has been prepared for writing, whilst parchment is that of a sheep similarly prepared (see "Lexicographer - Writing Materials", [All listings are per yd2 - DS] 1 GC 4/- Leather, light weight 1¾ lb. 1 GC 16/- Leather, thick 2¾ lb. 9/- Rawhide, extra thick 4½ lb. 2 GC 5/- Suede, light weight 2¼ lb. 7 GC 10/- Vellum 1¼ lb. Clothing of leather Clothing of leather can be quite basic, or may be exquisitely carved and embossed. Clothing listed here is of average quality and undecorated. Decoration value is dependant on the skill of the crafter, but will generally multiply the cost by x1½ to x2. Leather clothing is also sold by some clothiers. For description of the clothes see "Clothier - Description of Garments", with two exceptions: The apron is of thick leather for heavy duty for use by blacksmiths and the like; and the gauntlets are similar to those sold are armour (see "Armourer - Flexible Armour"). 5 GC 6/8 Apron 4¼ lb. 15 GC 1/- Breeches/Hose 7 lb. 38 GC 10/10 Cloak 10 lb. 28 GC 3/8 Corset 4 lb. 44 GC 10/- Doublet 6½ lb. 4 GC Gauntlets [pair] 1¼ lb. 5 GC 12/- Gloves [pair] ¾ lb. 23 GC 14/8 Jerkin 4 lb. 18 GC 15/- Skirt 4 lb. 37 GC 6/8 Tunic 8.5 lb. NB: only the apron and the gauntlets are considered thick enough leather to protect the wearer from injury or combat damage. Clack Clacks make a variety of goods that require the making of straps and containers, including bags, belts, scabbards and quivers. As with clothing, these goods may be decorated, which depending on the skill of the crafter, but will generally multiply the cost by x1½ to x2. 1 GC 10/- Backpack 8 lb. [1] 5/- Bag shoulder 3 lb. [2] 10/- Belt, hip, 1" 1 lb. [3] 12/6 Belt, shoulder, 1½" 1¾ lb. [4] 1 GC 10/- Belt, weapon, 2" 2 lb. [5] 4 GC 10/- Bow Case 4¾ lb. [6] 8/4 Bucket 4 lb. [7] 1 GC Case, scroll ¾ lb. [8] 3/9 Collar, dog ¾ lb. 2/6 Lead, dog ½ lb. 1/8 Pouch, medium ½ lb. [9] 10/- Pouch, small ¼ lb. [10] 15/- Quiver, small 3 lb. [11] 1 GC 15/- Quiver, large 4 lb. [12] 5/- Sack, small 1¾ lb. [13] 7/6 Muzzle, dog 1½ lb. 5 GC Scabbard, medium bladed weapon 2 lb. [14] 8 GC 15/- Scabbard, large bladed weapon 4 lb. [15] 3 GC 15/- Scabbard, small bladed weapon 1¼ lb. [16] 3 GC 2/6 Scabbard, hafted weapon 1 lb. [17] 3/4 Wallet or Purse ½ lb. [18] 2/- Wineskin 1¼ lb. [19] [1] A typical backpack has two side pockets (4x8x3"), a main compartment (12x8x21") and shoulder straps. A backpack can take a maximum load of 65 lb. before over straining. [2] The shoulder bag is roughly 4x8x12", with a front fastening front flap. This bag is often modifier to material or tool bag by Apothecarists, healers, locksmiths, scribes, thieves etc. This bag can take up to about 18 lb. before straining. [3] A typical belt designed to keep breeches up, tie in the waist of tunics or act as dagger/pouch/purse belt. [4] This belt goes over one shoulder and down t