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AN UNOFFICIAL PLAYAID FOR

GURPS
Generic Universal RolePlaying System

Compiled by Mike Cubbin

A complete guide to buying and selling goods and services in GURPS Saduria.
GURPS Saduria

By Mike Cubbin
Last edited 26th July 2007

www.Saduria.co.uk
Mike Cubbin has been playing RPGs since 1979, starting with the 2nd ed.
AD&D and quickly moving to Runequest 2ed. A lifetime wasted buying and
playing RPGs has led to the development of GURPS Saduria.

Mike is married with two young children. He lives in the UK and works full time
to pay for his hobby.

He has no intentions of growing up.


GURPS Marketplace

AN UNOFFICIAL PLAYAID FOR

GURPS
Generic Universal RolePlaying System

Compiled by Mike Cubbin


For the Sadurian campaign.

This aid is drawn from various sources, including SJ Games GURPS material
(using the 4th edition rules). With a bit of luck, players and referees alike will
find it both useful and stimulating. Note that items here may not correspond to
what SJ Games have published in official GURPS material.

In it, I have covered buying and selling most of the goods and services likely
to be required by characters and referees, along with any associated
additional rules. Some areas have been heavily abstracted, but I have
included plenty of detail where I believe it is justified.

Not everything listed here will be of equal use in all campaigns; it is firmly
rooted in my own GURPS game world of Saduria, a western-European style
empire set in a non-gunpowder late Medieval/early Renaissance era (TL4).

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CONTENTS
Artistic value 21
BASICS 6 Statues 22
MONEY 6 Intrinsic value 22
Coinage 6 Artistic value 23
Clipping, Forging and Magical Tapestries 24
Fraud 6 Intrinsic value 24
The Exchange Rate; Metals 6 Artistic value 24
COST OF LIVING 7 Books 25
Cost of Living by Social Level 7 Intrinsic value 25
Where Your Money Goes 7 Desirability 26
AVAILABILITY AND PRICE 9 GOODS 27
The Market Economy and
Monopolies 9
ARMS AND ARMOUR 27
Steel and Blade Quality 27
Availability 9
WEAPONS 27
HAGGLING 10
Weapon Care 27
The Bargaining Roll 10
Barter and Exchange 12
Hand Weapons 28
Axe/Mace 28
SELLING 12 Brawling 29
Second-hand Equipment 12 Broadsword 30
Fences 12 Fencing 31
Getting a Price 13 Flail 33
Base price 13 Knife 33
Modifiers 13 Lance 34
Reaction and final price 13 Polearm 35
ARTWORK 14 Shortsword 36
Intrinsic Value 14 Spear 37
Artistic Value 14 Staff 38
Pricing Artwork 15 Two-Handed Axe/Mace 39
Gems 16 Two-Handed Flail 40
Intrinsic value 16 Two-Handed Sword 40
Artistic value 17 Whip 42
Jewellery 18 Missile Weapons 43
Intrinsic value 18 Bow 43
Examples of the Intrinsic value of Bracers 43
common pieces 18 Bowstrings 43
Gems and Hangers 19 Bow Case 43
Artistic value 20 Crossbow 45
Paintings 20 Reloading 46
Intrinsic value 20 Bowstrings 47
Frames 21 Net 48

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Sling 49 Advantages and Disadvantages 86


Thrown Axe 49 Horse Care 87
Thrown Knife 49 Barding 87
Thrown Spear 50
Trappings 89
Throwing Skill 50
OTHER TRANSPORT 90
COMBINED WEAPONS PRICE
LIST 51 MARKETPLACE 91
Melee Weapons (combined) 51 FOOD AND DRINK 91
Missile Weapons (combined) 56 Dietary Requirements 91
ARMOUR 59 Food 92
Field Rations 93
Armour Availability 59
Armour and Fashion 59
Drink 94
Drink and Intoxication 94
Armour Care 59
Repairing Armour 60 LIVESTOCK 95
Shields 60 Animals 95
Damage to Shields 60 CLOTHING 96
Types of Shield 61 Wear and Tear 96
Clothing as armour 62 Clothing and Status 97
Male clothing 97
Light leather, fur and padding 63
Female clothing 98
Heavy leather 65 Outfits 98
Rigid leather 66 OUTDOOR EQUIPMENT 99
Mail and brigandine 67 CONTAINERS 100
Fine-mesh Mail 67
COOKING AND EATING 101
Plate 69
HOUSEHOLD AND DOMESTIC 103
Wearing Second-hand Plate 69
Munition Armour 69
TOOLS 104
Locks and Lockpicking 105
Helmets 72
Lock Type 105
Types of Helmet 72
Lock Size 105
Helmet Accessories. 73
Lock Intricacy 105
COMBINED ARMOUR PRICE Prices 105
LIST 76 THIEVING AND UNDERWORLD 106
Shields (combined) 76 Poisons 107
Armour (combined) 77 Administration of Poison 107
TRANSPORT 80 Types of Poison 107
HORSES AND OTHER RIDING Mineral Poisons 107
MOUNTS 80 Plant Poisons 109
Purchasing Procedure 80 Animal Poisons 110
Availability by Location 81 Detection, Identification and Treatment of
Poison 112
Animal Descriptions 82
Doses 112
Decide on Price Range 84
Detection 112
Obvious Modifiers 85
Identification and Treatment 113
Referee Determines Antidotes 114
Quality 85 Buying and Preparing Poisons 114
Actual Mount Quality 85

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ALCHEMICAL SUPPLIES 115 Animal Fights 136


Jousts and Tourneys 136
HERBS 115
Announcements and
Healing 115
Proclamations 137
Preparing Medicinal Herbs for
Use 115 HEALING 138
Alchemical 117 MAGICAL HEALING 138
ALCHEMY AND HERB LORE 117 Mages 138
Types of Elixirs 117 Hedge Wizards 138
Priests 139
SERVICES 123 Witches 140
VISITING THE TAVERN 123 MUNDANE HEALING 140
The Tavern’s Responsibilities 123 Professionals 140
Services Offered at the Tavern 123
Doctors 140
Dietary Requirements 124 Surgeons 141
ACCOMMODATION 126 Barber Surgeons 141
STAYING AT THE INN 126 Herbalists 142
Dietary Requirements 126 REWARDS AND
LONG TERM BOUNTIES 143
ACCOMMODATION 127 Crime Levels 143
ENTERTAINMENT 130 TRAVEL 144
Bear Pit 130 Short Distance and Urban Travel 144
Dancing 130 Long Distance Travel 144
Fencing 130 ARTISANS 145
Gambling 131 Artisan Rank 145
Games 131 Services 146
‘Personal Services’ 132 Materials 147
The Yellow Sash 132 Apprentices and Artisan’s
‘Levels’ of Service 132 Assistants 147
Courtesans 132
SLAVES & BONDED
Social Disease 135
LABOURERS 148
The Tavern 133
Legality and Morality 148
Theatre and Other Entertainers 134 Maintenance Costs 148
Common forms of Entertainment Purchase Costs 148
and relevant skills. 134 Bonded Labourers 148
The Arena 135
Events at the Arena 136
INDEX 149
Gladiators 136

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BASICS
MONEY
The chest was full of coins of all denominations and value. The party had never before
seen the strange coins bearing the twisted dragon design, but they knew they were
gold, and would pay for the mounts they so desperately needed.

Coinage
To simplify coinage over the world’s economy, the
basic GURPS $ is used as the standard exchange
measure. In Saduria, the $ is equivalent to a silver
shilling, also known as a silver piece (sp). Where
other countries use different currency, they will
generally be allocated a value based on the $ or sp.
In Saduria, the coins commonly used are the
copper penny, silver shilling, gold ducat (also
known as florins) and sovereign (also gold). Most
people are likely to buy their day-to-day items with
coppers, and their more pricey items with silver.
The rich will deal in silver and gold. Sovereigns are
only seen in large merchant deals and horse and
armour trading, most common people will have never
even seen a sovereign. Easy Conversions.
To convert a price
Coins are minted from the relevant base metal. Should a expressed as a decimal
person happen to have a piece of (for example) silver into a fraction of 25 (e.g.
that is exactly the same weight and purity as a silver 2.2 shillings into shillings
shilling, they will be able to sell it for that value. Coins are and pennies), multiply
much valued as a means of exchange because the the decimal part by 25.
minting is supposedly a guarantee that the coin is of a (0.2 is 0.2x25=5, so 0.2
set purity and weight. The Emperor’s image on the shillings is 5 copper
pennies).
reverse of the coin shows that the coin is worth (for
example) a shilling by Imperial guarantee.

Coinage type Coin weight* Relative value


Abbr. Name oz. gm. coins per lb cp sp gp sov
cp Copper penny 0.16 4.5 100 1 0.04 0.0016 0.00032

ss/sp Silver shilling 0.16 4.5 100 25 1 0.004 0.008

gd/gf/
Gold ducat/florin 0.16 4.5 100 625 25 1 0.2
gp
sov Sovereign 0.79 22.5 25 3125 125 5 1

* This is useful if you want to calculate how much a sack of coins actually weighs, but it may be
a little tedious to insist that players calculate their loose change to find their encumbrance. I
recommend that coin weight is only brought into play where characters routinely carry bags of
hundred of coins.

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To better envisage the value of coins, imagine copper coins as the sort of loose
change an average TL8 person (that’s you and I) would routinely carry upon his or her
person. A larger purchase would perhaps require withdrawing additional money from
the bank (silver coins), but an even larger purchase might need a cheque or bankers
draft (gold coins).

Clipping, Forging and Magical Fraud


As one might expect, the criminals of Saduria are as
actively clipping and forging coins as their medieval
European counterparts. Clipping (cutting a thin sliver of
metal from the edge of coins, thus acquiring a small pile
of the precious metal) is less common now that coins
have designs with decorative friezes around the edge.
Although imperfections in the stamping process mean that not every coin is a perfect
mint, it is usually obvious when someone has tampered with these new coins (unless
the clipper is a very good one).
Forgeries are really only discovered by testing the weight and purity of the coins.
Obviously, forgers are unlikely to produce coins out of the correct purity and weight of
precious metal, as this would mean no profit on their activity.
Magical “forgeries” are still illegal, but they are hard to detect until they vanish or turn
back to whatever they originally were. Luckily for the economy, most mages refrain
from such mundane wastes of energy. They generally have better ways of getting what
they want.
All forms of currency crime are considered major crimes, and are usually punishable
by cutting off first one ear (first offence), then the other. A third offence means loss of
the nose. Anyone so persistent as to offend again is liable to find that the crime now
classes as a capital one.

The Exchange Rate; Metals


The following table gives a guide to the relative value of metals. This assumes a 100%
purity of metal (e.g. 24ct gold or .999 silver), or the optimum blend for alloys. If buying
in bulk (over 10 pounds), the cost is generally reduced by 25%. For precious metals,
this includes some alloying.

Value Value
Metal compared to Metal compared to
silver silver

Bronze 1/25 0.04 Lead 1/100 0.01

Copper 1/25 0.04 Pewter 1/75 0.025

Gold 25 Silver 1

Iron 1/250 0.004 Steel 1/50 0.02

Tin 1/25 0.04

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COST OF LIVING
Johann strolled into the inn. He was the son of a fishmonger, a simple commoner, yet
his fine clothes and the arrogant way he threw down his heavy purse and demanded
the best room in the place and a bottle of the finest wine deceived the onlookers into
thinking that Johann was a man of status and means.

Cost of Living by Social Level


The monthly cost of living listed in B(4th)265, and amended for Saduria is as follows:

Monthly Cost of
Social Level Example
Living
8 Emperor 50 000+
7 Rank 4 priest, independent king, prince, duke 20 000+
6 Count 10 000
Baron, viscount, major of provincial capital,
5 5 000
merchant prince, rank 3 priest
4 Knight bannerette, city mayor, guildmaster 2 500
3 Landed knight, large town mayor, rank 2 priest 1 500
Household (bachelor) knight, provincial town
2 800
mayor, wealthy guild merchant
Squire, village reeve, master artisan, rank 1
1 400
priest
Yeoman, guildsman, artisan, high servant, farm
0 200
labourer
-1 Apprentice, Low servant 100
-2 Bonded labourer 50
-3 Slave 50
-4 Street beggar 50

Where Your Money Goes


Few, if any, RPG players pay out for anything they do not have to within game
mechanics. This is both unrealistic and bad role-playing, for “real” characters would
have to pay for mundane expenses and small incidentals along the way. Rather than
start economically super-detailing every day of the character’s life, the monthly cost of
living provides a useful means to cover these expenses in an easy-to remember form.
I tend to make the players pay out their monthly cost of living whenever we have about
a month of “downtime”, or at the end of an adventure if it lasts a month or so. This
occasionally means that they temporarily have to take a mundane job to cover their
outgoings!
The following lists a typical breakdown of monthly outgoings for a SL0 adventurer.
Where a player might argue they do not have to pay as much in a particular area (a
scholar will need to pay less for armour maintenance and so on), it is usually easy
enough to think of something else they will have to pay for instead (guild fees,
repairing or covering old books, inks and paper etc.).
If the players absolutely insist that they should not have to pay as much, let them detail
their own monthly expenses (subject to referee approval), and then make them stick to
it. Be brutal; power-gamers need to be educated!

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Monthly Expense Assumption (based on SL0) Amount


Accommodation An average shared inn room in town. 55
Food and drink Meals taken in a tavern in town, plus a moderate
number of alcoholic drinks along the way...
45

Clothing Repairs and some minor replacements for SL0 outfit. 3


Armour upkeep Non-metal armour only, costing up to 200 shillings
when new. See below for metal armour upkeep.
20

Weapons upkeep Up to 400 shillings in value when new. 40


Local taxes Anything from horse tax to city entry tax. 5
Incidental charges Minor bribes, tolls and so on. 5
1 th
Religious tithes As a lay worshipper of most religions ( /10 usual
20
monthly cost of living).

Entertainment Gambling, the arena, entertainers, whores etc. 7

Total 200

Additional or alternative monthly costs might include:


Additional entertainment Adventurers like to party….
Additional tithes Depending on religion and religious rank.
Additional weapons Most characters have weapons exceeding 400
shillings in value.
Better accommodation Because you can afford it!
Guild fees If a member.
Mundane medical treatment Even adventurers get toothaches or rashes.
Research and library fees There are no public libraries, and most private ones
charge for access.
Servants It is always nice to have someone to wash your shirts
and cook your meals.
Stabling A wagon and mule train costs extra.
1
Upkeep of metal armour /10th original cost (hardened plate anyone…?)

Additional or alternative costs ought to be used where a player (or referee) cannot
justify the expenses as listed above; for example where a character maintains his own
weapons and only eats what he catches himself! Be creative, it can actually be fun
coming up with costs and helps define the character. The player might even squeeze a
justifiable Quirk out of it!

At higher Social Levels, the Cost of Living covers servants, guards, additional homes,
regular parties and so on.

As can be surmised from the above list, it is not hard to see where the cost of living
goes. When presented with this list, most players ought to realise that their characters
are actually getting a bargain by paying the set amount!

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AVAILABILITY AND PRICE


Otto snarled as he handed over the money. The sword should have cost him far less
than he had just paid. He wished that the party had more time and were able to travel
30 miles to the next town where he knew an armourer would have supplied the sword
for a more reasonable price. He supposed he should consider himself lucky that the
village had a sword to sell at all. He tried not to think of the fate of its former owner….
The Market Economy and Monopolies
The essence of a market economy is supply and demand; if enough people want a
limited quantity of goods then the price will rise. Conversely, where the goods are
plentiful, prices need to be lowered to encourage people to buy them.
This works well when traders are in competition, but the system can be artificially
bypassed by gaining a monopoly. Where only one trader is able, or allowed, to trade in
particular goods he can set the price to whatever he wants. This is usually high.
Monopolies may be gained through having the sole source of goods (such as being
the only fisherman brave enough to fish the dreaded Deadman’s Lake for rainbow
bass), or the right of monopoly might be artificially imposed by being bought or granted
by the local ruler.

Availability
Most trade will be undertaken at a town or city, or possibly from a temporary market or
peddler. Villages are generally too small to support traders, though yeomen or their
wives may follow a practical trade as a second income. Unprocessed food, of course,
is usually plentifully available at villages.
For the purposes of the game, availability is divided into four broad categories:

Price
Category Description
modifier
 Not available. Where goods are unavailable at any price. -
Where goods can be had, but in limited
 Scarce. 150%
quantities and therefore at a higher price.
Where there are enough goods that the price is
 Normal. 100%
as listed in the price lists.
Where the goods are so easy to come by that
 Plentiful. 50%
the price has dropped.

Goods may change


their availability
category depending
on the location,
season and other
factors (such as wars,
droughts or festivals).
Rather than detail
each eventuality, the
referee should use
the availability of
goods as he sees fit.

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HAGGLING
Helen smugly placed the bag of food in front of the party. They had been resigned to
half rations once they had realised how broke they really were, but Helen had smiled
her winning smile, expertly countered the arguments of the various stallholders, and
managed to spot the food that the sellers would be pleased to shift quickly. The end
result was that the party could eat until they were full, and they still had enough copper
left for a couple of drinks! Helen was going to make sure that at least one of those
drinks was hers….

The Bargaining Roll


Successful bargaining is a combination of:

Quality Game mechanic Adds to reaction roll*

How much you win or


 Business acumen Opposed Merchant skill
lose by.

 Knowledge of the product Opposed appropriate skill roll +1 if won, -1 if lost.

As reaction table
 Personal charm or influence Reaction roll*
B(4th)560.

* Any final modifiers for business acumen and product knowledge are added to
Reaction roll.
Bargaining Example.
Harold the tailor has his eye on a bolt of red velvet for sale in the market. The asking price is
a reasonable 375 shillings. This represents a considerable outlay and Harold tries to
bargain with the mercer (cloth retailer). He is a decent businessman with a Merchant of 15
and rolls 11; the mercer has Merchant 19 (he has a specialism in cloth) and rolls 12. Harold
knows his velvet, and makes his Professional skill-Tailoring roll by 6. The mercer also
makes his own Professional skill-Tailoring roll, but only by 1 (he is not a full-time tailor like
Harold).
Harold’s normal reaction modifier is +1 (he is a jovial, likeable fellow) but he has a -2
modifier (he lost the contest of Merchant by 3, but won the contest of Tailoring). He needs to
get a 16 (Very Good) or better reaction for the mercer to reduce the price to 300 shillings
(80%).
With a roll of 14, Harold makes a bargaining of 13 (a Good reaction on the reaction table),
and the mercer apologetically explains that he cannot possibly reduce the price, but will
throw in a free 100 yards of matching thread instead. Had Harold not managed at least a
Good reaction, the mercer would not even have made this goodwill offer.

Note that, in reality bargaining is not a quick business but is actually expected by
merchants, who will be surprised, suspicious and possibly offended if someone pays
the first asking price (“this bloke won’t haggle!”).
However, the mechanic detailed above is only intended for use in important purchases,
or if the players decide to add some interest to their usual visit to the market. In normal
circumstances you can assume that the haggling has been done and the final price
agreed is the one listed.
It is important that the time taken in purchasing from a market is taken into
consideration. Sadurian markets are not TL8 supermarkets, they are crowded,
confusing and full of potential distractions like entertainers and arguments. Bargaining

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takes time and often involves a heated discussion. Do not allow characters to bargain
at one stall but then decide not to buy when they roll badly, move on to the next stall to
attempt a better price but reject the goods again, then move on again and so on until
they find the merchant willing to sell for 50% list price (the dice are eventually
generous sometimes, believe it or not). This is not realistic in terms of a character’s
time and nor is it good role-playing (unless
Buying Wholesale perhaps the character is Greedy or has similar
Properly accredited merchants (i.e. guilded) psychological limitations). If the characters can
may buy goods from suppliers at wholesale decide to reject the deal because it does not
prices. This reduces the price of most goods favour them, then so can the merchants who
by 20%, in addition to any reduction for would otherwise suddenly feel obliged to hand
haggling, representing the guild’s trade tax over goods at half price.
saved by dealing within the guild.
As a reasonable limit; allow a maximum of two
To be properly accredited, a merchant must attempts at bargaining for the same item (at
have bought at least one level of Rank with
the Merchant Guild. Most suppliers will
different stalls) per day. After two days (i.e. four
refuse to supply goods wholesale unless attempts) bargaining for the same goods, the
they are bought in reasonably large local merchants will start recognising the
quantities! characters as time-wasters and not deal with
them.

Barter and Exchange


Saduria usually uses currency (coins) as convenient tokens of exchange. In some
cases, however (either due to mistrust of currency or physical lack of coins) goods may
only be had through bartering for other goods or services.
Instead of having a set price, goods offered in barter are valued at -/+10% of their list
price. After all, the exchange would not be offered or accepted unless both parties
wanted what was being offered more than what they have. Use the Bargaining roll as
detailed above to find what final value the two parties are willing to compromise upon.
Barter Example 1
Mary has just finished making five casks of fermented cider, worth from 9 to 11 shillings
each (list price 10 shillings). She has her eye on Jed’s pig, and makes Jed an offer of
exchange for her cider. The pig is worth from 54 to 66 shillings (list price 60 shillings). At
most, the five casks of cider together are valued at 55 shillings, and so Mary only requires a
Bargaining of 10+ (equal to a Neutral reaction roll) for a straight exchange.
Barter Example 2
Rolf the Ruse barbarian tries to barter with Mikael the armourer for a steel broadsword
worth 540-660 shillings (list price 600 shillings). He is offering fine fur cloaks with a list price
of 25 shillings each (barter value 22½ to 27½ shillings), and normally the broadsword would
be valued at about 20 cloaks (20x27½ =550).
However, Mikael does not like barbarians, and does not like Rolf in particular. Rolf’s poor
reaction modifiers results in his Bargaining roll being only 7 (Poor). Mikael now values his
sword at 648-792 shillings (120% of the original list price of 600 makes the new list price
720 shillings), meaning that Rolf needs to hand over an additional 4 furs, making 24 in total
(24x27½ =660) for the sword.

Barter and exchange is a little more complex than buying for currency, but it is unlikely
to occur very often.
This can be an area ripe for power-gaming, as players may decide to continually
exchange for goods 10% more valuable each time until they have actually made a
large profit. If this starts happening, it is easy enough to have others start cheating
them with shoddy goods and bad exchanges. Alternatively, they might gain a bad
reputation as cheats and swindlers.

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SELLING
“No purses!” cried Hans. He was obsessed with collecting the meagre coins many
brigands carried on their belts. “I hate a fight without a profit”. Otto and Helen shared a
glance as they collected up a dozen good swords and eight valuable steel helmets.
Hans had much to learn about being an adventurer.

Second-hand Equipment
There are several legitimate ways that characters might come across second-hand
equipment; they might find it abandoned, be gifted it, or even just want to get rid of
surplus equipment after upgrading.
However, far and away the most common way that characters obtain goods is by
taking them from their legitimate (or not-so legitimate) owners, often killing them in the
process. It is not at all rare for a band of adventurers to troop off to the weapon stall to
trade in the half-dozen axes they have just liberated from would-be bandits.
In the big picture, this form of trade is important for the local economy but a town’s
market only has so many people wanting to buy second-hand weapons. Eventually,
the stallholder(s) will not want to buy anymore, or be forced to offer an unrealistically
low price. If the market becomes flooded, the goods will be less easy to sell on, and
the merchant will either offer a much reduced price or refuse to buy. Business-savvy
characters (and players, but hopefully only when playing within their character’s own
skills and background) can use this to their advantage....

Fences
One particular class of “merchant”, of
course, specialises in buying equipment
with a shady past. The fence is a useful
contact for characters, especially those
who make a habit of stealing (tut-tut).
The same principle of over-supply
applies to fences as it does to any other
merchant, but not to the same extent. A
good fence will have a network of
contacts in different towns, and will likely
try to regulate supply to maximise his
personal profit. What he tells the person
he is buying from, of course, is another
matter.
The major difference between fences
and regular merchants, apart from one
being legitimate and the other a criminal,
is that fences can justifiably pay well
under the odds for goods brought to
them. Few thieves have so many
contacts that they can afford to “shop around”, and they really have nobody to
complain to if they feel that they have been fleeced.
Note that a successful fence may well be a powerful underworld figure. He may
possibly even regulate crime in his district by directing what is stolen at any particular
time (to maximise profits, naturally). With contacts in the neighbouring towns, the fence

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may be able to blacken a name, dissuading others from dealing with any thief who has
crossed him. Cheating or robbing a fence could be a dangerous business.

Getting a Price
So, the characters have goods to sell and have found a merchant to deal with. The
next step is to get the best price they can, in order to make it all worthwhile.

1. Base price
The selling value of goods starts at a base percentage of the list price, and then rises
according to circumstances.

Base % of
Buyer Will buy
list
Buyer is a ‘legitimate’ merchant Legitimate goods 30
Stolen or otherwise illegal
Buyer is a fence 10
goods

2. Modifiers

Circumstance Modifier to List Price


 Buyer and seller are well known to each other (e.g. a contact). +10%
 Buyer beats seller in a contest of Merchant rolls. +10%
 Buyer beats seller in a contest of appropriate related skill roll (e.g.
Broadsword skill with swords, Animal Handling dealing with +10%
horses).
 Goods are “as new” (unused or maybe newly repaired by an
+10%
expert).
 Goods are in demand in that district * +10%
 Market is flooded * -20%

* This is a referee decision based on how much in demand the goods in question are
likely to be. Obviously, a peaceful rural village will not have a demand for 20 lances,
but a town readying for a battle will!

3. Reaction and final price


Finally, the seller should make a Reaction roll,
and apply the percentage as listed in B(4th)560
to find the final offer price. Note that no buyer will
pay over 150% of the list price, no matter how
dazzling the seller happens to be.
In cases where the seller has multiple items to
sell, it might be easier to make a roll for the
entire lot, rather than individually.
Some stolen goods are going to be impossible to
sell on. If characters have just broken into the
temple and taken the golden idol of the local
demigod, they will almost certainly not be able to
sell it where it is recognised. Even fences fear
divine retribution!

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ARTWORK
The statue was basic and crude, sculpted by someone with no flair for the human form.
Yet Hans was still prepared to brave the intricate network of traps protecting it,
because he knew that it was cast in solid copper and therefore worth a fortune.
Artwork covers a range of goods that are produced mainly, or purely, for show rather
than for function. This list includes (but is not exclusively composed of) jewellery,
paintings, statues, tapestries, and ornaments. Art is produced using an appropriate
Artist skill (M/H, defaults to IQ-6).
The problem with valuing artwork is that everyone has a different view on what
constitutes “good art”. As an example; in our TL7 world, one man may pay millions for
a cubist sculpture by Picasso, whereas another may hate the sight of it. To reflect this,
artworks have two factors that require taking into account when valuing them; their
intrinsic value and their artistic value. The intrinsic value (i.e. the value of the raw
materials) will remain the same no matter who is buying them, but the artistic value
(how drawn the viewer is to the piece) will vary from buyer to buyer.
Intrinsic Value
The intrinsic value is the price of the raw materials used in the manufacture of the
piece. This will always be the same, and might even represent the only price the seller
can get for it, especially if it is stolen piece that is easily recognised or simply badly
made or very ugly or disturbing (statuette of Great Cthulhu anyone?).

Artistic Value
The artistic value of a piece is all about what the buyer feels about it. This is treated as
a reaction roll, with some special modifiers and results:

Artistic quality Reaction modifier


Well-crafted Half the amount by which the artist made his roll
Poorly-crafted Half the amount by which the artist failed his roll
Fashionable artist + artist’s Reputation modifier
Notorious artist - artist’s Reputation modifier
Fashionable or attractive subject +1
Unfashionable or unattractive subject -1
Modifier to
Viewer’s Reaction roll Buyer’s view
Intrinsic value.
Won’t even pay the intrinsic value unless the piece is
0 or less: Disastrous x0 first destroyed.

1 to 3: Very Bad x1 Values the piece only as raw materials.

4 to 6: Bad x2 It’s not good art, but inoffensive enough.

7 to 9: Poor x5 Useful to fill up a bare corner.

10 to 12: Neutral x10 Quite a pleasant piece.

13 to 15: Good x20 Impressed. Might display it prominently.

16 to 18: Very Good x50 Superb. Will boast of it to his friends.


A masterpiece. Will throw parties specifically to
19 or better: Excellent x100 display the piece.

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Pricing Artwork
By the nature of artistic interpretation, the artistic value of a piece will vary. Therefore,
pricing is a little different to the normal system.
Art is spoken of as having “value”. That is, the value is the monetary price that any
particular person is willing to pay for it, i.e. what they value it as. This may not be the
same value as the seller puts on it, and may not even be the final price paid, but it is
simply the worth the person in question places upon that piece. The value of a piece is
found using the Artistic Value roll as above, but it is rolled for both potential buyer and
seller separately.
Artwork is priced: xx(mod), where xx is the intrinsic value, and (mod) is the reaction
modifier, e.g. 25(+2) for 25 shillings intrinsic value and reaction mod+2.
Commissions
A patron and artist commissioned to create a piece will assume a roll of “10“ to
determine how much the artist expects to be paid for it. This price is then fixed, and
may turn out to be bargain or a waste of money once the piece is finished.

Artwork Value and Price. Example 1.


The talented but undervalued portrait artist, Gerald of Röerheim, has been commissioned to
paint the portrait of Lady Isabelle for her husband, Lord Paulus. The painting is on canvas
and will be worth little intrinsically (10 shillings). Gerald is neither fashionable nor notorious,
but his subject is a noted beauty making the reaction modifier +1. For a commission, the
price assumes a roll of “10”, the modifier for the artistic value is therefore x10 (a final
reaction roll of 11 gives a Neutral reaction), and Lord Paulus agrees to pay Gerald 100
shillings to paint the portrait.
Gerald has Artist -Painting (Portraits) 19 (he has specialised in portraiture), and makes an
Artist-Painting roll of 10. Having made the roll by 9, it is determined that Gerald has
managed to catch Lady Isabelle’s famous eyes perfectly, and they seem to hint at hidden
exotic secrets (9/2=4, for a +4 artistic modifier). This makes people stare long and hard at
the portrait, drawn into wondering what Lady Isabelle is thinking. In addition, because Lady
Isabelle is a famous beauty, the portrait carries an additional attraction (+1).
The picture’s final value is written: 10(+5). The intrinsic value of the canvas (the paint also
has value, but so small as to be ignored) is only 10 shillings. However, viewers will make a
reaction roll at +5. So, if a viewer rolled a 10, the reaction would be 15 (Good). A Good
reaction means that the artistic value is x20, and thus the viewer would value the painting at
200 shillings, or twice what was originally paid for it!
Several society admirers of the picture make a note of Gerald’s name, meaning that he is
gaining a good reputation for his portraits, and is on the way to becoming fashionable.

Artwork Value and Price. Example 2.


Julius the merchant has an old bronze statuette of some bizarre sea-creature to shift. The
bronze is intrinsically worth 15 shillings. It is not particularly well sculpted, and its maker is
unknown, for a +0 modifier. The value is therefore written as 15(+0). Julius made a reaction
roll of 7 when he found it, meaning he really doesn’t care for the statue and only values it at
75 shillings (15x5).
However, when Karla (who is fascinated by anything to do with the sea) sees the statuette
on Julius’s stall, she rolls a 17 reaction and is completely entranced by it. She decides that
she must have it and will pay up to 750 shillings (15x50). After the usual haggling, Karla
finally offers Julius 200 shillings, which he accepts with alacrity. Karla leaves with the odd
statuette with both sides feeling that they have made a bargain.

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GEMS
Helen was spellbound as the trickle of gems fell through her fingers and back into the
box. Rubies, sapphires, emeralds and many stones that she did not know sat in their
padded rosewood container. Even as she closed the box lid she was wondering how
many she could conceal in the seams of her clothing.
Intrinsic value
The intrinsic value of a gemstone is actually the value Real vs. Game
of the uncut stone. Gemstones may be valued for their The weights and measures
colour or ability to reflect light, or simply their curiosity given here are not exact in
value. the real world, but are
simplified for game
Gemstones are weighed in carats. A carat (written ct.) purposes.
is (for game purposes) 1/2000lb, so gems are
For those who are curious,
generally very light and easy to conceal. This, of there are actually 2 267.95
course, makes them valuable as a form of currency. carats to the lb, and size per
When being sold as second-hand (or stolen) goods, carat will vary according to
gems always count as new and in high demand. In density of the gem in
other words, they automatically have that +20% question.
modifier to their base price.
As a (very) rough guide, a 1ct. rounded gem is about 5-6mm in diameter, a 10mm
diameter gem is about 3½ct. Big gems (20mm+) are of 30ct. and up. The vast majority
of gems encountered should be in the 1-5ct. weight bracket. Larger gemstones are
more valuable than their weight would suggest due to their rarity, as it is unusual to
find a large, flawless piece of raw gemstone and they are thus in high demand.

Cost per carat according to gem’s weight in carats


Gemstone
1-5 6-10 11-15 16-20 21-25 26-30 31-35

Diamond 7 10 14 17 20 25 30
Ruby 5 8 12 14 17 20 25
Emerald 4 6 10 12 15 17 20
Sapphire 4 6 8 10 12 15 17
Garnet 2 3 4 8 10 12 15
Opal (black) 4 5 8 10 12 15 17
Pearl (black) 4 5 8 10 12 14 15
Opal 2 3 4 6 8 10 12
Pearl 2 3 4 6 8 9 10
Topaz and others 1 2 2 3 5 8 9
Onyx 0.8 1 1.5 2 4 6 8
Aquamarine 0.3 0.5 1 1.5 2.5 4 5
Cornelian 0.3 0.5 1 1.5 2 3 4
Semi-precious stones 0.3 0.5 0.6 1 1.5 2 3

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Price per
Other Precious Substances
0.1lb

Amber 0.6

Coral 0.1

Ivory 0.5

Jade 0.8

Although in the gems section because they are sometimes used as such, most
precious substances will be found sculpted into small ornaments and so on, or possibly
as inlays in larger pieces.

Artistic value
The artistic value of a gem is in the cutting,
requiring Artist-Gemsmith skill (M/H default to
Jeweller-4). Where an uncut gemstone can look
dull and lifeless (as
the illustration to the
right shows), a
skilled gem cutter
adds the facets that
reflect light to make
the gem sparkle.
The better the cut
and polish; the greater the sparkle and the more
valuable the final gem.
In practical terms, it is safe to assume that most gems found are cut to an acceptable,
but not great, standard (no modifier for artistic craftsmanship). In addition, there will
usually be no modifiers for subject matter or artist’s reputation (you cannot sign a
gem!). This gives a +0 modifier for the craftsmanship, meaning a;
Standard (Intrinsic value x10) value for cut gems.
This will save a lot of time and calculation if the characters discover a pile of hundreds
of gems! Of course, for the famous Fire Ruby of Al-Khanour cut by the master
gemsmith, Mohammed Al-Kirah, it is worth putting a little more work into determining
the artistic value.
Pearls. Pearls are not cut by a gemsmith. Rather, the artistic modifier
for craftsmanship represents the random natural shape into which they
have formed. Most are round, of course, but oval, pear-shaped and
amorphous masses can also be found. These unusual shapes are
much prized (as they were historically) and whilst you would not make
an Artist-Gemsmith roll for the oyster as such (!), rolling against a base
10 for nature’s own artistic talent skill will give an equivalent result.
Therefore, a high Artist-Gemsmith roll for the oyster will suggest that
the pearl has been naturally shaped into one of these more sought
after shapes, even though the oyster has had little consciously to do
with it.

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JEWELLERY
Johann greeted the Rusic chieftain as he emerged from the longhouse. The clan’s
goodwill was essential if the local barrows were to be explored. As he went through the
required ritual speeches, Johann’s eyes were locked on the gold necklace hanging
around the chief’s neck. It was the stolen chain of office for the Master of the Guild of
Messelberg’s merchants, and was probably worth significantly more than anything they
might find in the barrows. Johann mused that the mission might just have changed.

Jewellery, or at least that made from precious metals and gems,


is limited to the wealthy and the socially successful. The sheer
expense is one factor in this limitation; unlike most mass-
produced jewellery seen at TL8, at TL4 each piece is
painstakingly crafted by hand from some highly valuable materials
and the final intrinsic value (to say nothing of artistic value)
reflects it.
Wearing jewellery is a way to display your wealth. It is made to be
eye-catching and ostentatious and there is little, if any, discrete
jewellery made in Saduria. Often, the wealthy will have rings
adorning all the fingers of both hands (possibly classing as brass knuckles!). Whilst it is
a good way to display your financial success, it may also backfire if the wrong people
note its value. The “wrong people” might be thieves, tax collectors or your jealous
social betters.
Melting down or selling on jewellery is an accepted way to raise
cash when times are hard, and in this regard it is also a
convenient way to carry your savings.
Some jewellery is made specifically to identify you as a
member of a particular group or order, and this is a popular way
to state your loyalty to a religion, society, or noble faction.
Amulets and signet rings may bear coats of arms or other
devices, acting almost as an identity card. Seals are also often
incorporated into rings.

Intrinsic value
Jewellery generally has the highest intrinsic value of all artworks. Although gold is seen
used for jewellery, it is actually uncommon apart from in rings, largely thanks to its high
base cost. Chunky solid gold necklaces are worth a fortune, and rarely seen outside
the top nobility or high civic offices.
Silver is a popular setting for displaying gems, and
may be found worked into all sorts of more valuable
pieces. Copper is often used for rings, amulets or
bangles. Finally, pewter is a good alternative to the
more expensive metals and is a very common
material for jewellery. Sometimes, the pewter may be
silver-plated (x5 intrinsic value) or even gold-plated
(x20 intrinsic value). All metals used are assumed to
be of high purity (24ct. gold, .999 silver and so on).
Enamelling is a common way to add interest to a
piece of jewellery. It can add a little to the intrinsic value (add 5%-10%, depending on
the extent of the enamelling), but its main function is decorative.

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Examples of the intrinsic value of common pieces


The following table gives examples of the intrinsic value for a few of the more common
types of jewellery found in Saduria. It is by no means either exhaustive or definitive,
but should rather be used as a starting point and rough guide. Styles, weights and
sizes will all vary how much metal is put into a particular piece. I would recommend
staying within about +/-25% of the intrinsic values given simply to ensure some
balance and continuity for the campaign.
Rings. Simple rings are just hoops of metal with no significant raised
designs. They may have inset stones. Thin rings are only a few millimetres
wide, heavy rings may be up to 20mm wide. Signet rings have a large
raised design and this also includes those rings with inset seals.
Necklaces. Necklaces may be worn by men or women. Choker necklaces are tight
fitting to the throat (hence the name). Longer necklaces are generally designed to
hang to the mid-chest. Light designs may be ornate webs of fine metal, single strands
(possibly with a hanger), or just linked settings designed to hold many gems. Heavy
designs are far more solid, and may even be rather too chunky to be fashionable, but
are a great way to boast your wealth. Heavy gold necklaces are generally limited to
chains of office.
Gems and Hangers
A good deal of jewellery is decorated and augmented with gems or other items of
interest (small fossils, miniature paintings, rare feathers or whatever). This adds to the
intrinsic value and is factored in simply by adding the combined intrinsic values
together. If each piece making up an item of jewellery is going to have a different
artistic value (perhaps superbly cut gems in a rather ordinary setting), just calculate the
artistic value of each item before adding it together.

Example of combined materials.


The illustrated necklace (shown right) can be valued as follows:
• a gold-plated light pewter choker (5 shillings)
• 46 1-ct. pearls (46x2=92 shillings),
• a single 1-ct. black pearl (4 shillings),
• 3 enamelled gold medallions (3x50=150 shillings)
• a small gold-plated pewter miniature dragon ornament
(25 shillings),
All of which works out as the necklace having an intrinsic value
of 5+92+4+150+25=276 shillings.
If the dragon ornament (for example) were deemed to be of
superior craftsmanship than the rest, its final value would be
added in at the end rather than now.

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Intrinsic value (in shillings) of piece by material.


Example Piece Weight Pewter Copper Silver Gold
Ring, simple thin neg. 0.025 0.04 (1cp) 1 25
Ring, simple normal neg. 0.05 0.08 (2cp) 2 50
Ring, simple heavy neg. 0.1 0.16 (4cp) 4 100
Ring, signet or coat-of-arms neg. 0.2 0.32 (8cp) 8 200
Necklace, light choker neg. 0.25 0.4 (10cp) 10 250
Necklace, choker 0.2lb 0.5 0.8 (20cp) 20 500
Necklace, heavy choker 0.5lb 1.25 2 50 1 250
Necklace, light long neg. 0.75 1.2 (30cp) 30 750
Necklace, long 0.3lb 1.5 2.4 (60cp) 60 1 500
Necklace, heavy long <1lb 3.75 6 150 3 750
Earrings, hanger (pair) neg. 0.1 0.16 (4cp) 4 100
Bracelet (about 20mm thick) 0.2lb 0.75 1.2 (30cp) 30 750
Amulet (80mm diameter) 0.25lb 1 1.6 (40cp) 40 1000

Remember that the artistic modifier will usually increase the value by at least x10.

Artistic value
Aside from the skill of the jeweller, few modifiers are usually applicable in determining
the artistic value of a piece of jewellery. There are one or two fashionable jewellers in
Saduria, but, in general the jeweller is anonymous and the subject too abstract to invite
a modifier.

PAINTINGS
Although the general opinion of artists is improving, many still look upon painters as
little better than artisans. Only more well-known, or more fashionable, painters have
even a chance of becoming wealthy for their work. As a rough guide; a famous artist
usually needs at least a +3 reputation reaction modifier to earn a month’s wages from
a single commission painting.
Time to Create Paintings
Few artists will work solidly on one painting at a time; art is not just a case of
mechanically painting each day but also involves attempting to find the inspiration and
“vision”. Days of work may be wasted, but short intense periods spanning days and
nights might produce wonders.
Assume an artist can work on a maximum of two paintings per month with the artist
“working” full time. More paintings may be attempted in this time, but assess –1 Artist-
Painting skill per painting worked on if three or more are worked on in a single month.
Normally, a painting will take two weeks per size level (see below), though the second
picture (or more, if the artist wishes to take the penalty to his skill) may also be worked
on within this time.

Intrinsic value
The intrinsic value of paintings is usually that of the canvas. Of course, paint is also
used (as well as the various other substances used in painting), but that value is not
taken into account. The final part of the value of paintings is in the frame, but this is

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figured separately to the painting itself as it is really not a physical part of the picture
and may easily be changed.
Canvas is not particularly cheap, and is frequently reused by artists, especially by the
struggling ones. It has to be properly prepared (“sized”) and stretched before use; this
is usually done by the artist himself (or by his assistant if he has one).
Paintings may also be done on wooden panels or other flat surfaces (including walls-
creating murals or frescos). If the painted surface is fixed (as with a fresco or mural on
a wall), the painting is only valuable as expensive decoration as it cannot really be
taken down and sold. In such cases, only the commission value need be calculated,
with the intrinsic cost taken as (size level x 10) and not the value of the wall! Screens
of painted wooden panels are common as temporary walls in large houses, and
religious devotional scenes are often painted on mobile screens to act as travelling
personal “altars”.
Material prices, by size (in convenient “standard” picture sizes), in shillings.
0.5.Tiny 1.Small 2.Normal 3.Large 4.Huge 5.Enormous
0.5’x1’ 1’x2’ 2’x3’ 3’x4’ 4’x5’ 5’x6’
Canvas 1 3 10 20 30 50
Wood 0.25 1 3 6 10 15
Frames.
Picture frames can add considerably to the final value of a painting, and, if well carved,
sometimes form the most valuable part of it!
The intrinsic value of a frame depends on it size and construction. Most are of painted
wood, often painted gold, or even covered with gold leaf. All-metal frames are highly
unusual, and almost unheard of in larger sizes.
Frame prices, in shillings.
Tiny Small Normal Large Huge Enormous
0.5’x1’ 1’x2’ 2’x3’ 3’x4’ 4’x5’ 5’x6’
Wood 0.2 0.8 2.4 4.8 8 12
Gold-leaf covered 5 20 60 120 200 300
Solid silver* 200 800 2 400 _ _ _
*Use the metals exchange rates table (p.6) to find the price of a frame made from other metals.

Artistic value
More than any other art form, paintings rely on artistic
value. Without the skill (and reputation) of the artist, or
the attraction of the subject matter, a painting is just a
dirty canvas. Painters use Artist-Painting skill (M/H,
defaults to IQ-6) and may specialise in portraits,
landscapes, animals, seascapes, religious imagery,
nudes and so on.
Frames, too, have to have artistic value to avoid simply
being sawn and shaped pieces of wood. The artistic
value of the frame, however, depends on the carpenter or
woodcarver and is a separate entity to the painting itself.
In most cases, an assumption that the frame elicits a
Neutral reaction (for x10 artistic value) should suffice. Of
course, if the referee is feeling mischievous, the

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characters may encounter a rather ordinary painting in a frame of marvellous artistic


importance and value.

STATUES
Intrinsic value
Statues may be of a wide variety of materials, from limestone through to
gold. Usually, the size of the piece will determine the material used. Large
metal statues are almost always hollow-cast, and the prices reflect this.
The following weights and values assume a statue of very approximately
human proportions, which uses half of the original block weight. Most
animal shapes will roughly share these proportions.
Statues are intrinsically valued by the cubic foot, or fraction thereof. The following table
gives some convenient “standard” sizes.
Costs are in silver shillings and include a 25% reduction for buying in bulk, which also
represents some alloying in the case of precious metals. Weight is in pounds. The
weight is based on that of a finished statue (about half the original block); double
weight and cost for a solid block (i.e. the block before any carving has taken place).
Example "standard" sizes.
Statuette Half-size
Per cubic foot 1' tall x4" x4" 3' tall x1' x1'
Material Cost/lb Cost Weight. Cost Weight. Cost Weight.
Bronze* 3 7728 2576.0 35.9 12.0 186.5 62.2
Copper* 3 8118 2706.0 36.8 12.3 191.1 63.7
Clay, fired* 0.6 247.8 413.0 2.9 4.8 14.9 24.9
Gold* 1875 10978125 5855.0 33816.5 18.0 175715.6 93.7
Ivory 3.75 2092.5 558.0 116.3 31.0 3138.8 837.0
Jade 6 4692 782.0 260.7 43.4 7038.0 1173.0
Limestone 0.5 395.5 791.0 22.0 43.9 593.3 1186.5
Marble 0.6 466.2 777.0 25.9 43.2 699.3 1165.5
Plaster 0.03 7.71 257.0 0.4 14.3 11.6 385.5
Sandstone 0.45 316.8 704.0 17.6 39.1 475.2 1056.0
Silver* 75 238425 3179.0 996.7 13.3 5179.1 69.1
Stone, other 0.4 304.8 762.0 16.9 42.3 457.2 1143.0
Wood, oak 0.08 16.96 212.0 0.9 11.8 25.4 318.0
Wood, pine 0.04 6.68 167.0 0.4 9.3 10.0 250.5

Example "standard" sizes.


Human Large
Per cubic foot 6' tall x2' x2' 10' tall x3' x3'
Material Cost/lb Cost Weight. Cost Weight. Cost Weight.
Bronze* 3 7728 2576 527.45 175.82 1021.41 340.47
Copper* 3 8118 2706 540.60 180.20 1046.87 348.96
Clay, fired* 0.6 247.8 413 42.24 70.40 81.80 136.33
Gold* 1875 10978125 5855 496998.81 265.07 962434.0481 513.30
Ivory 3.75 2092.5 558 25110.00 6696.00 94162.50 25110.00
Jade 6 4692 782 56304.00 9384.00 211140.00 35190.00
Limestone 0.5 395.5 791 4746.00 9492.00 17797.50 35595.00
Marble 0.6 466.2 777 5594.40 9324.00 20979.00 34965.00
Plaster 0.03 7.71 257 92.52 3084.00 346.95 11565.00
Sandstone 0.45 316.8 704 3801.60 8448.00 14256.00 31680.00
Silver* 75 238425 3179 14648.63 195.32 28366.96 378.23
Stone, other 0.4 304.8 762 3657.60 9144.00 13716.00 34290.00
Wood, oak 0.08 16.96 212 203.52 2544.00 763.20 9540.00
Wood, pine 0.04 6.68 167.0 80.16 2004.00 300.60 7515.00

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* Assumed to be hollow-cast. Weight (and therefore value) can vary +/- 10% according to the
thickness of the cast. For solid statues use the above weight and value squared (multiply by a
power of 2).
Many blocks of raw materials are highly valuable in their own right; a
solid 6’x4’x4’ block of marble, for example, can fetch about 11 600
shillings, the equivalent of about three year’s salary for the average
bureaucrat. Most blocks are not perfect all the way through, however,
and the inevitable waste generated by sculpting is often taken into
account by the sculptor when negotiating to buying raw materials.
Most sculptors will try to recoup the value of the wasted material
through the piece’s artistic merit. In addition, smaller chunks cut from larger ones may
find themselves being made into small statues in their own right, especially if they are
made of one of the more valuable raw materials. Even so, sculptors often insist that a
patron pays up front for the raw material!

Artistic value
Sculptors use Artist-Sculpting skill (M/H, defaults to IQ-6).
Creating a sculpture is a long process; assume that it takes a
month of work for each foot of the statue’s longest edge (so a
human-sized statue standing 6’ tall will take 6 months). A
critical success means that a month may be taken off the time
required; a roll of 18 means that the whole block is ruined,
leaving the sculptor with only half the remaining block usable.
Sadly for sculptors, sculpting in Saduria is still not seen as
being a true art. Most people view sculptors as skilled
craftsmen rather than artists, possibly because they do most
their work as part of buildings.
Because of this, the normal artistic modifier is not used for
sculptures. Instead, use the following table, which is a modification of the normal one.
Reaction modifiers are unchanged.
Modifier to
Reaction roll Buyer’s view
Intrinsic value.
0 or less: Disastrous x0.5 Will break the piece down for scrap.
1 to 3: Very Bad x1 Values the piece only as raw materials.
4 to 6: Bad x1 Values the piece only as raw materials.
7 to 9: Poor x1.5 Useful to fill up a bare corner.
10 to 12: Neutral x2 Quite a pleasant piece.
13 to 15: Good x2 Quite a pleasant piece.
16 to 18: Very Good x2.5 Impressed, will display the piece prominently.
Wonderful. At this rate sculpture will become
19 or better: Excellent x2.5 an art form!

Most large sculptures are created for specific buildings or areas, and so only the
commission value need be calculated. Smaller statues (statuettes) are more portable,
and are the most commonly traded pieces of sculpture.

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TAPESTRIES
A tapestry is first and foremost a means of keeping out draughts. As building
techniques have improved, however, they have become increasingly seen as artworks
rather than simple domestic furniture.
Intrinsic value
Tapestries are simply linen sheets with extensive wool embroidery. In effect, they are
woollen “paintings” and have a relatively low
intrinsic value.
The cost of the wool and linen in a tapestry
obviously depends on the size of the tapestry;
use the following table as a rough guide to pricing
different sized tapestries.
The values given assume a mix of coloured
wools. As always, value is in silver shillings and
weight is in pounds.
Size Weight Value

6’x6’ 8 30

12’x12’ 32 120

12’x15’ 40 150

15’x15’ 50 190

15’x21’ 70 260

Halve the above weights and value for simple linen sheets with no wool.
Artistic value
To produce a tapestry, use
Artist-Embroidery skill (M/H,
defaults to IQ-6). This is a
long and laborious task and
several embroiderers usually
work on large tapestries at
the same time. It takes 1
man-day to fully embroider
one square foot of tapestry,
so a 6’x6’ tapestry will take
6x6x1=36 man-days to
complete. More that with
painters, tapestry-makers are
seen as valued artists.

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BOOKS
Helen browsed the battered tome as her companions continued ripping the silver
fittings from the furniture. The treatise was a rare interpretation of The Old God’s
origins. She wondered just how much Father Irwin would pay for the single surviving
book that would complete his lifetime collection.
Often overlooked as an artwork, books nevertheless
share many characteristics of more conventional art.
The biggest difference between books and “normal”
artwork is that the “artistic value” is replaced by
“desirability”. The desirability of a book is simply the
buyer’s desire to own that particular book. This is
explained later, but is functionally identical to an
artistic modifier.
Intrinsic value
Books are not as valuable as they were historically, largely thanks to Saduria’s modern
and efficient methods of printing and making paper. Where once the paper was
laboriously pressed by hand, engineering advances now mean that much of the
process can be mechanised and made far easier and quicker and thus the price for
books is far lower. It has to be said, however, that this more modern paper is largely
thinner and of poorer quality than the traditionally hand crafted paper.
A second major factor in determining the intrinsic value of a book is deciding on what it
is bound in. Just about anything can theoretically be used to bind a book, but the most
commonly encountered bindings are hide, usually hide-covered wood, and metal..
The following table uses examples with pages grouped into fifty-page segments; there
may possibly be books with fewer than fifty pages, but these really class as pamphlets
rather than true books. In this case, either value the pamphlet as having fifty pages or
use a suitable fraction of the cost.
Intrinsic Value by book size
Page size. Value. Weight.
15” x 20”, per 50 pages: 15 shillings. 2lbs
8.5” x 12” (approximately A4 size), per 50 pages: 10 shillings. 1lbs
5” x 8”, per 50 pages: 5 shillings. 0.5lbs
 Add 20% to the above prices for high quality, hand crafted paper.
 Double the above prices for vellum pages.

Additional Price for Binding, by page size


Value Weight
Material 15x20 8.5x12 5x8 15x20 8.5x12 5x8 Notes
Wood 8 4 2 2 1 0.5
Usually wrapped around wood
(included in the price). Hide
Hide 15 8 4 2 1 0.5 usually means leather but
might also represent pigskin,
sharkskin or even human skin.
Based on copper. See the
Metal 400 200 100 4 2 1 metals exchange rate for other
metals.

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Desirability
Books are not true artworks (though they may contain
illustrations or engravings). In this respect, they do not have
an Artistic Value. Rather, they have Desirability. Desirability
is a measure of how much value a buyer places on the
book. This may be a measure of any or all of the following:
 Desirable book content, whether because of the
subject or because it contains a particular set of
facts.
 If the book is part of an incomplete collection, which
the buyer is trying to complete.
 Book is by a famous author.

Desirability Reaction modifier


Contains required fact(s) +1 to +3
Famous or talented writer + Reputation modifier
Notorious writer - Reputation modifier
Fashionable or desirable content* +1
Unfashionable or undesirable content* -1
Will help complete collection for buyer +1 to +5
*The buyer will determine which of these is appropriate; a necromancer will desire content that
most people would find highly undesirable!

Modifier to
Reaction roll
Intrinsic value.
0 or less: Disastrous x0
1 to 3: Very Bad x1
4 to 6: Bad x2
7 to 9: Poor x5
10 to 12: Neutral x10
13 to 15: Good x20
16 to 18: Very Good x50
19 or better: Excellent x100

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GOODS
ARMS AND ARMOUR
With the emphasis of many RPG games on combat,
the Arms and Armour section has received more
attention than any other. I hope that this has the
added advantage of giving the game setting some
“historical” atmosphere.
Please note that many changes have been made to
the “official” GURPS material in order to better reflect
my own (informed) interpretation of historical
precedent. Where changes have been made, they are
deliberate and researched, but not binding.
In the main, the changes have been to better reflect
the variety of weapon and armour available at this
time in history, in a time of transition from medieval
warfare to the new age.
Steel and Blade Quality
The Sadurian Empire has good trading links with
dwarves, and the dwarves in Saduria are expert
metallurgists and armourers using exceptionally high quality steel. It is only right,
therefore, to assume that the Empire has purchased some of this expertise and much of
this good steel. Better steel is used for making blades and some plate armour, making
Sadurian swords the best in the known world. For this reason, I have decided it is
reasonable to class most of Saduria’s swords as fine quality at no extra cost, with very
fine costing x4. Munition-quality blades (mass-produced quickly from standard steel to
equip large forces) count as good quality and cost half.

WEAPONS
Weapon Care
As he carefully drew the whetstone down the blade, Otto glanced at Hans using his knife
to chip away mineral deposits from the gemstone. Otto shook his head. No matter how
many times he warned Hans that a blunt and dented blade would be no good against
even the lightest armour, he still treated his weapons like cheap tools.
Weapons, with the exception of the crudest blunt weapons, cannot simply be used time
and again without maintenance and still be expected to perform at their best.
Realistically, a blade ought to be sharpened after every time it is used, and
professionally reground every month or so (assuming regular use). Daily care can be
assumed if the players remember to buy a whetstone and oil (5 shillings, weighs 1lb),
and if they make it part of their regular camp routine. Professional weapon care costs
1
/10th of the weapon’s original value and is generally assumed as part of the basic
monthly cost of living.
To reflect the blunting and denting caused by combat, any bladed or pointed weapon
causes -1 damage the next and subsequent days if not maintained after combat. If it is
left for a week the weapon is at –2, and at –3 if left for a full month. At this point only a
professional armourer can restore it.

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HAND WEAPONS
Axe/Mace
With the heaviest armour all-but impenetrable by a sword, a mace or axe
is a good option to hurt an armoured man-at-arms with a single-handed
weapon.
Axe. Together with the mace, the single-handed
axe is a favourite secondary weapon for
mounted warriors. Any woodsman’s axe
used as a weapon attacks at –1 skill.

Hatchet. The hatchet is more a civilian tool than a


serious military weapon. This may also
represent a large butcher’s cleaver or
similar heavy chopping blades.

Heavy Club. Not just a heavy piece of wood, this is either deliberately
shaped with a large lump on the end, or is reinforced with
metal bands or knobs. Naturally occurring lengths of wood
of the correct shape (i.e. with a lump at one end) can be
used as a heavy club but at –1 skill.

Mace. Simply a heavy flanged, or occasionally rounded, head


mounted on either steel or a reinforced wooden haft. Its
sheer weight allows it to crush metal armour more easily
than can a blade.
This may also
represent any metal
blunt instrument weighing 4lb+, such as a blacksmith’s
lump hammer. Improvised maces attack at –1 skill.

Pick. This represents either a


long steel pointed
warpick, or a warhammer
incorporating a long point
on the head. Good for
punching through armour
(especially mail) and still
damaging the wearer.
May get stuck. See B(4th)405.

Small/Light Mace. A useful secondary weapon but often also used as a


ceremonial token of rank, even in civilian hands. Also
represents those civilian hammers intended as tools (e.g. a
blacksmith’s hammer) that weigh less than 4lb. Improvised
weapons attack at -1.

Throwing Axe. Not a serious melee weapon, but one used in melee in
extremis.

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AXE/MACE
(DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3)
May not attack and parry in the same turn.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Axe cut sw+2 1 50 4lbs 12


Hatchet cut sw 1 15 2lbs 7 May be thrown
Heavy club cr sw+2 1 20 2lbs 7 May be thrown
Mace cr sw+3 1 50 5lbs 12 May be thrown
Pick imp sw+1 1 70 3lbs 11
Small/Light mace cr sw+2 1 35 3lbs 11 May be thrown
Throwing axe cut sw+1 1 60 4lbs 12 May be thrown

Brawling
Blackjack A small, padded leather bag weighted at one end with
sand or lead shot and swung from the other. The blackjack
is a unique weapon design, which is encountered solely in
use by the criminal underworld and by those who hunt
them. It cannot be used except in close combat or when
adjacent to an unaware foe. A blackjack is only really
effective when used against the head for a knockout.

Boots Not formal weapons, boots are included here because they
add to damage from a kick. Only boots with hardened
toecaps (infantry or work boots) are included, soft leather
or felt adds no damage.
+1 kick damage.

Brass knuckles Especially made brass knuckles are not produced in


Saduria, but similar effects may be had from plate or
reinforced leather gauntlets, or from punching with a main
gauche or with a sword’s basket hilt.
+1 punch damage.

BRAWLING
(DX-4)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Blackjack cr thr C 20 1lbs 7 May not parry.


Boots cr thr+1 C,1 Var. Var. -
Brass knuckles cr thr C Var. Var. - Effect given by various items.

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Broadsword
True broadswords are the ancestors of modern Sadurian blades. They are simple
parallel-edged blades. Although still seen in less developed cultures than Saduria, they
are now viewed as somewhat antiquated weapons in the Empire.
Modern Sadurian sword blades are amongst the finest edges in the world. Most current
Sadurian swords count as fine quality due to Sadurian metallurgists’ and armourers’
technological skill (assuming a skill of 16+). Swords made in Saduria from Southern
Steel (actually from the dwarves) can count as very fine but are quite rare except
amongst the wealthy and well-connected.
Count fine quality automatically (at list price), very fine costs 4x list price. The exception
is munition-quality swords; mass-produced weapons forged cheaply to equip large
forces. These are of good quality but cost only 50% list price.
Basket Hilt. Protection for the sword hand, a basket hilt also gives an
additional offensive option for the swordsman. May be
designed into any single-handed sword.
+2 DR to sword hand. Adds +1 to punch damage.

Bastard Sword. This hand-and-a-half sword is usually known as the


longsword in Saduria.

Broadsword. The blunt-ended broadsword is rarely seen now even


amongst lower-technology nations. Originally, the sword
point was hard to make and maintain due to the low quality
of the metal available. Better quality steel allows a
thrusting point to be more easily added, which can then
better penetrate mail and any gaps in plate armour.
True broadswords are still sometimes used on the
battlefield where their basic qualities are valued. Most
soldiers who can afford them, however, prefer the flexibility
of the sidesword.

Falchion. A broad, chopping sword, usually without a pointed end,


the falchion is a popular weapon for its ability to cut
through even heavy armour. Falchions come in varying
sizes, most falling in three distinct categories; shortsword,
broadsword and greatsword.

Light Club/Stave. Those attempting to entertain or capture, rather than to kill,


may use staves instead of bladed swords. They are often
used in combat practice. Brawlers may also snatch a chair
or table leg in a fight, which would also normally class as a
light club. Staves used for practice may have light wicker
basket hilts, adding +1 DR against crushing attacks. There
is no added weight.

Longsword. Always pointed, this is also known as the hand-and-a-half


or bastard sword. The knight’s longsword is the classic
symbol of knighthood and is generally carried in a
scabbard slung on the warhorse’s saddle. Also called the
knight’s broadsword.

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BROADSWORD
(DX-5, Rapier-4, Sidesword-2, Shortsword-2 or Two-Handed sword-4)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

*based on list price, no change in


Basket Hilt +25%* 1lb
cost for blade quality.
Broadsword cut sw+1 1 300 3lbs 10
imp thr+2 1
Falchion cut sw+2 1 300 5lbs 10
cr thr 1
Light club/stave cr sw+1 1 <10 3lbs 11
1
Longsword cut sw+1 1,2 350 5lbs 11
imp thr+1 2
1
Must be readied for one turn to change effective reach.

Fencing
Fencing is an art brought about by the increasing appeal of
duelling between men of honour. As heavy cutting swords
decline in military value on the battlefield, their lighter civilian
cousins are becoming increasingly popular in towns and
cities.
Just as a soldier can be out-manoeuvred by a faster
opponent using a fencing weapon, a duellist might find his
sophisticated technique rather less effective in the confused
melee of a battle.
Sadurian blades are amongst the finest edges seen in the
world. Most current swords count as fine quality due to
Sadurian metallurgists’ and armourers’ technological skill (assuming a skill of 12+).
Those made in Saduria from Southern Steel (actually from the dwarves) can count as
very fine but are rare except amongst the wealthy and well-connected.
Very fine blades cost 4x list price.

Basket Hilt. Protection for the sword hand, a basket hilt also gives an
additional offensive option for the swordsman. May be
designed into any sword.
+1 DR to sword hand. Adds +1 to punch damage.

Main-Gauche. Although any knife or dagger may be used with the main-
gauche skill, this is the true main-gauche. It is designed for
use in the left hand (hence the name) in combination with
a rapier or sidesword, and allows the user to parry as well
as attack.
The blade is stronger than a regular dagger, and the hand
guard is treated as a basket hilt without having to buy one.
There is no penalty for “off-hand” parrying or for parrying
with a knife.

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Rapier. Developed in response to the growing fashion for civilian


duelling, the rapier is long, light and deadly. It is a purely
thrusting weapon, as the blade is not edged for cutting.
Contrary to some opinions, the rapier is not particularly
fragile; thanks in part to the blade’s cross-section it is
almost a strong as a wider blade. Although still the primary
civilian weapon seen in Saduria, some authorities are
moving to ban the rapier in a vain attempt to curb the
outbreaks of duelling.
Often seen as a badge of rank, the rapier is actually
available to any who can afford it. It is, rather, the
associated code of duelling that tends to belong to those of
higher birth.

Sidesword. The sidesword is most common style of sword now carried


by Sadurian soldiers. It is primarily a military weapon, but
is a good option for a soldier who might also fight off the
battlefield. The sidesword is variously, and incorrectly, also
known as the sword-rapier, cut-and-thrust sword and
cutting rapier. It is a design falling between the brutal
simplicity of the broadsword and the elegant finesse of the
rapier. Combining a deadly thrusting tip with a slashing
edge, the sidesword is a manoeuvrable and versatile
fencing weapon that is almost as effective as a broadsword
on the battlefield.
Uses Sabre skill.

Smallsword. With impromptu duels causing chaos in


city streets, rapiers are very slowly
becoming less acceptable (by the
authorities) as civilian attire. Some towns
and cities have even banned the open
wearing of rapiers in an attempt to curb
the chaos and bloodshed. The smallsword
is the new answer. Small and light enough
to be worn as a civilian fashion accessory,
the smallsword can nonetheless be a
deadly weapon in skilled hands. Like the
rapier, the smallsword is a thrusting
weapon with no true cutting edge to the
blade.

FENCING WEAPONS
Each weapon uses a separate skill (listed below).
See B(4th)208 for fencing rules.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

*based on list price, no change in


Basket Hilt +25%* 1lb
cost for blade quality.

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Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

MAIN GAUCHE (DX-5, Broadsword–4, Knife-4, Rapier-3, Sabre-3 or Smallsword-3)


Main-gauche imp thr C 50 1¼lbs - No parry penalty for either off-hand,
cut sw-3 C,1 nor for parrying with a knife.
RAPIER (DX-5, Broadsword–4, Main gauche-3, Sabre-3, Shortsword-4, Smallsword-3)
Rapier imp thr+1 1,2 500 2½lbs 7
SABRE (DX-5, Broadsword–4, Main gauche-3, Rapier-3, Shortsword-4, Smallsword-3)
Sidesword cut sw+1 1 400 2¾lbs 10
imp thr+1 1,2
SMALLSWORD (DX-5, Main gauche-3, Rapier-3, Sabre-3 or Shortsword-4)
Smallsword imp thr+1 1 400 1½lbs -

Flail
As shields become less common on the battlefield, so do flails.
Parrying a flail is at –4, blocks with a shield are at –2. Fencing
weapons cannot parry flails.

Morning-star flail. The morning-star flail is a one-handed


flail with a single ball. Swinging the ball
on the end of the chain gives the strike
greater momentum than would a fixed
head.
Once a favourite weapon of the mounted
knight and man-at-arms, the morning-
star flail is now mainly seen as obsolete.

FLAIL
(DX-6, Axe/Mace-4, or Two-Handed Flail-3)
May not attack and parry in the same turn.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Morning-star flail cr sw+1 1 400 2¾lbs 10

Knife
Everyone, from the simple farmer in his field to the noblewoman in her study, carries a
knife. It is an everyday tool, as well as a weapon of personal defence.

Dagger. Not a tool, the dagger is a handy


backup weapon. It is commonly
used by both the underworld and
by soldiers on the battlefield,
where it is used primarily for
thrusting into the helmet eyeslits of
helpless armoured men-at-arms. A dagger has a very poor

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edge on its blade and is not


designed for cutting; those made
with a blunt triangular sectioned
blade are better known as stilettos.
The nobility carry ornate daggers as
a sign of rank and privilege.
Noblewomen carry a small “virtue
dagger” with which they are expected to end their life if
their chastity is in danger. Most of these are very
expensively decorated (and very rarely used…).
Stilettos have an armour divisor of (2), but absolutely no
cutting ability.

Large knife. A large knife is a common tool,


but it is also a civilian weapon.
Only the most extreme civil
authorities would consider
banning the wearing of knives.

Small knife. Where the large knife is either a weapon or tool, the
small knife is primarily just a utility item. Everyone
eats with a small knife, and most people carry a
personal one around with them purely for this
purpose, and they are also used for a myriad of minor
domestic tasks.
KNIFE
(DX-4, Main gauche-3, or Shortsword-3)
–1 to parry with a knife.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Dagger imp thr-1 C 30 ½lb - Stilettos have armour divisor (2).


Large knife cut sw-2 C, 1 40 1lbs -
imp thr C
Small knife cut sw-3 C, 1 20 ½lb -
imp thr-1 C

Lance
Lance. Still the primary weapon of the mounted knight and man-
at-arms, the lance can deliver one of the few blows
sufficient to punch through modern plate armour.

Tourney Lance. The joust at the tourney is still a big event for any knight.
The tourney lance is designed to shatter when it hits, and it
has a special blunt head to avoid “unnecessary” injury to
the opponent.
Shatters if it inflicts 15+ damage, so causing a maximum of
15 points of crushing damage.

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LANCE
(DX-5 or Spear-3)
Must have at least one point in Riding skill. Must have saddle and stirrups
to use a couched lance.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes
2
Lance imp thr+3 4 60 6lbs 12 May not parry. See B(4th)397.
Tourney Lance cr thr+32 4 May not parry. See B(4th)397.
2
Damage is based on horse’s ST and velocity.
 Work out collision damage between mount and target: (Mount ST) x (Distance moved last
turn) /100 dice of damage, rounded down.
 Add lance thrust/impaling bonus of +3.

Polearm
With the rise of the plate-armoured
knight, the polearm has become one
of the few ways a soldier can deal with
him. From town militia to mercenary
regiments and knights on foot, the
polearm is a very common weapon in
Saduria. Most polearms have a
reinforced haft to stop opponents
simply chopping the head off.
Although there are more variations on
the polearm than are listed (including
the bill, partisan, voulge, guisarme,
bec-de-corbin, etc.), hopefully the following list covers the most important features of the
different styles.

Glaive. The head is a simple blade, often tapering to a vicious


point. It may have a sharp-edged hook to pull an opponent
off-balance or from their mounts.
Treat the hook as a Quick Contest of the glaive-wielder’s
polearm skill and his opponent’s Dodge to see if the hook
engages, then a Contest of ST to see who pulls whom.
Damage from the sharpened hook is cutting, as if from a
thrust (thrust+3).

Halberd. The latest development of the polearm; the


halberd has an axe blade and backspike,
topped with a spear point.
Urban councils are increasingly equipping
their guardsmen with halberds, as it is an
impressive-looking weapon as well as being
deadly.

Lucerne hammer A polearm with a “hammerhead” (actually several prongs


clustered together), backspike and spearpoint. Excellent
for tackling heavily armoured horsemen.

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Pollaxe. A popular weapon with dismounted men-at-arms, the


pollaxe is fast, versatile and damaging. Not as long as
most polearms at from 5 to 7 feet, the axe head of the
pollaxe (also known as a poleaxe, though the “poll”
derives from the old English for “head” and does not
refer to the haft) is generally backed by a warhammer
to give weight to the swing and another attacking
option. Many pollaxes also have a spear point.

POLEARM
(DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
All polearms require two hands. All except pollaxe become unready after
an attack, but not after a parry.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Glaive cut sw+3 2, 31 100 8lbs 11


1
imp thr+3 1-3
Halberd cut sw+5 2, 31 150 12lbs 13
1
imp sw+4 2, 3 May get stuck, see B(4th)405.
imp thr+3 1-31
1
Lucerne hammer cr sw+4 2, 3 120 10lbs 12
1
imp sw+4 2, 3 May get stuck, see B(4th)405.
imp thr+3 1-31
Pollaxe cut sw+3 1, 21 120 8lbs 12 Balanced weapon; does not
1
cr sw+3 1, 2 become Unready after attacking.
1
imp thr+2 1-2
1
Must be readied for one turn to change from long to short grip or vice versa.

Shortsword
Shortswords themselves are no longer used in Saduria, but there are other weapons for
which the Shortsword skill is used.

Falchion. A broad, chopping sword, with or without a pointed end,


the falchion is a popular weapon for its ability to cut
through even heavy armour. Falchions come in varying
sizes, most falling in three distinct categories; shortsword,
broadsword and greatsword. Short falchions are a popular
sidearm for pikemen in the Sadurian military.

Baton. Batons may be used in combat practice or when the aim is


to subdue, rather than kill, the opponent. An improvised
baton may be made from many everyday objects
(especially torches), but it should be reasonably well-
balanced.

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SHORTSWORD
(DX-5, Broadsword-2, Knife-4, Sabre-4 or Smallsword-4)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Falchion cut sw+1 1 200 3lbs 7


cr thr-1 1
Baton cr sw 1 10 1lb 7
cr thr 1

Spear
Merely a long pole with a metal point at one end, the spear is a cheap, classic, simple,
weapon that has never lost its popularity. With the advent of massed troops the use of
the spear, and more particularly the pike, has grown.

Boar Spear. As its name suggests, the boar spear is popular with
hunters, the cross-piece under the spike prevents the
angry speared boar from struggling up the spear and
attacking the hunter!
Cannot be thrown.

Javelin. Only used in melee in emergencies. Javelins are


lightweight and liable to break in combat.

Long spear. Longer than the normal spear, the two-handed long spear
is almost as long as the pike and used in the same way. It
is unsuited for either individual combat or throwing.
May be thrown at –2 skill.

Pike. Unsuitable to individual combat, the Sadurian pike can


reach 20 feet long. It is a weapon much seen on the
battlefield when used in large formations.
It takes a turn to change the hex in which the pike head is.
Anyone closer to the pikeman than 1 hex from the point
can only be attacked by the swing of the haft using
crushing damage. Anyone carrying a pike is at –3 DEX.

Spear. May be used one or two handed. Can be thrown although


it is not really designed for this. A useful weapon either on
foot or mounted.
SPEAR
(DX-5, Polearm-4 or Staff-2)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Boar spear imp thr+2 1 30 3lbs 9 Used 1 handed. Cannot be thrown.


1
imp thr+3 1, 2 Used 2 handed.
Javelin imp thr+1 1 5 2lbs - Primarily for throwing.

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Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Long Spear imp thr+2 1 30 5lbs 10 Used 1 handed. Throwable (just).


1
imp thr+3 1, 2 Used 2 handed. Throwable (just).
1
Pike imp thr+3 4-6 180 3lbs/yd 12 Only used 2 handed. Cannot parry.
cr sw 4-6 Haft damage when inside point.
Spear imp thr+2 1 20 4lbs 9 Used 1 handed. Throwable.
1
imp th+3 1, 2 Used 2 handed. Throwable.
1
Must be readied for one turn to change reach.

Staff
Though a quarterstaff is the most common weapon using the staff skill, a true walking
staff might be required as a weapon in extremis. Spears (but not long spears or pikes)
may also be used as quarterstaffs when inflicting subdual damage is preferred to lethal
force.

Quarterstaff. The quarterstaff is a stout weapon, occasionally reinforced


with metal bands (which strengthen it against blows but
add nothing to the damage). It is a popular weapon for
sparring, and many fencing schools may also teach the
quarterstaff. Most places banning weapons are wise to the
damage a quarterstaff can do, and will not be fooled by the
“it’s only my walking aid” routine.
It is possible to make a quarterstaff from any suitable
length of wood with little formal training (+4 Armoury), and
this goes some way to explain its popularity with yeoman.

Walking Staff. A staff of between four and six feet in length. It is lighter
and thinner than a true quarterstaff, and will therefore
break much more easily when parrying. Walking staffs are
not considered weapons.

STAFF
(DX-5, Polearm-4 or Spear-2)
Requires two hands. Parry is +2.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Quarterstaff cr sw+2 1, 2 5 4lbs 6


cr thr+2 1, 2
Walking staff cr sw+1 1, 2 1 2lbs -
cr th+1 1, 2

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Two-Handed Axe/Mace
Great axe. A heavy battleaxe that requires
two hands. It may have a
double-headed axe blade or just
a single one. Large civilian axes
may be used as great axes but
are at –1.
Double-sided axe blades weigh
more, but may attack (not parry)
each turn without requiring to be readied, as the wielder
simply swings the head in a continuous arc. This, however,
is extremely tiring (+1 Fatigue loss) and requires
considerable strength to achieve.

Great hammer. Also called simply a two-handed hammer, the


great hammer is equipped with a heavy
spiked or flanged hammer head, often with a
backspike. It is very useful for punching
through armour. Because the face of the
hammerhead of the great hammer is not
blunt, it is not suitable to using as a
sledgehammer.
The spike may get stuck. See B(4th)405.

Maul. The maul is a two-handed mace or blunt hammer. A


brutally simple weapon, it is capable of crushing the
heaviest helmet or knocking a fully armoured man-at-arms
from his horse. The maul may also represent a civilian
sledgehammer (attack at –1).

Scythe. An improvised farmyard weapon that


can nonetheless make a trained soldier
hesitate when facing it. Scythes are
found on just about every farm and are
most likely to be found being wielded by
yeomen defending their home.
-2 to hit when used to impale.

TWO-HANDED AXE/MACE
(DX-5, Axe/Mace-3, Polearm –4 or Two-Handed Flail -4)
Require two hands. Cannot attack and parry in the same turn. Becomes
unready after attack or parry (unless 1.5x min ST).
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Great axe cut sw+3 1, 21 50 8lbs 13


Double-headed great axe. Remains
cut Sw+3 1, 21 100 15lbs 15
ready to attack each turn.
1
Great hammer cr sw+4 1, 2 60 7lbs 13
1 th
imp sw+3 1, 2 May get stuck B(4 )405

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Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes
1
Maul cr sw+4 1, 2 40 12lbs 14
Scythe cut sw+2 1 12
imp sw 1 8 5lbs 6 -2 to hit when impaling.
1
Must be readied for one turn to change reach.

Two-Handed Flail
As shields become less common on the battlefield, so do flails. Parrying a flail is at –4,
blocks with a shield are at –2. Fencing weapons cannot parry flails.

Flail. Originating from a grain-husking implement, the flail was


developed into a deadly,
if rather clumsy, weapon.
The two-handed flail has
multiple balls on chains
attached to a single haft.
The chains enable more
momentum, which
delivers greater force in a
strike.

TWO-HANDED FLAIL
(DX-6, Flail –3, or Two-Handed Axe/Mace-4)
May not attack and parry in the same turn. Requires two hands unless 1.5x
Min ST.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Flail cr sw+4 1,2 50 8lbs 13

Two-Handed Sword
Bastard Sword. The Sadurian hand-and-a-half sword is called the
longsword; see the description under that entry.

Estoc. Although shorter than a regular greatsword at


3-4 feet, the estoc requires two hands to
properly control and deliver its power. The
estoc is a narrow stabbing sword with no
cutting edge, wielded almost as a spear (with
the second hand holding the blunt-edged
blade ahead of the handle) designed purely to
be forced through mail or between the plates
of plate armour. It is almost a huge version of
the stiletto dagger, and acts in much the
same way to pierce armour.

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Falchion. A broad, chopping sword, usually without a pointed end,


the falchion is a popular weapon for its ability to cut
through even heavy armour. Falchions come in varying
sizes, most falling in three distinct categories; shortsword,
broadsword and greatsword.

Greatsword. This is the “true” two-handed sword, also known as the


zweihander, dopplehander, claymore, etc. Not very useful
in close packed formations,
on the battlefield greatswords
are used by elite swordsmen
who advance in front of pike
blocks and try to cut their
way through the opposition’s
own pikes. It is considered a
gentleman’s weapon, and
may be taught in fencing
schools. It is not unknown for
nobles to duel with two-
handed swords.
A variation known as the
flammard has a wavy-edged
blade, which does nothing for
damage, but undoubtedly
makes it a more impressive-looking blade! Flammards are
most often seen wielded by ceremonial guards.
Longsword. Always pointed, this is also known as the hand-and-a-half
or bastard sword. The longsword is the classic symbol of
knighthood and is generally carried in a scabbard slung on
the warhorse’s saddle. Also sometimes called the knight’s
broadsword.
TWO-HANDED SWORD
(DX-5, Broadsword-4)
Requires two hands unless 15x Min ST.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Estoc imp thr+2 1 650 5lbs 10 Armour divisor (2)


Cannot swing and parry in same
cr sw+1 2
turn.
Falchion cut sw+4 1, 21 800 10lbs 12 Counts +1 quality for breakage.
cr thr+1 2
Flammard cut sw+3 1, 21 2000 8lbs 12
imp thr+3 2
Greatsword cut sw+3 1, 21 800 7lbs 12
imp thr+3 2
1
Longsword cut sw+2 1,2 350 5lbs 11
imp thr+3 2
1
Must be readied for one turn to change reach.

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Whip
Whip. Not a common weapon, but occasionally used in brawls
between wagon drivers or teamsters. Also handy to
subdue or disarm opponents.
Most civilian whips will not be classed as weapons by the
authorities, though carrying one in some social situations
might raise a few eyebrows.
See B(4th)406 for more information on whips.

WHIP
(No default)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Whip cr sw-2 1-7 10/yd 2lbs/yd 10 Armour divisor (0.5). See B(4th)406.

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MISSILE WEAPONS
Bow
From the composite bow and longbow (made from several layers of materials) to the
simple self bow (a bow made by shaping a single piece of wood), the bow is an ancient
but effective missile weapon, which has remained fundamentally unchanged since pre-
history.
The resistance to flexing of bows may be increased during crafting for a stronger user,
known as increasing the “draw”. Its effect is to increase the power of the bow. This is
only done for longbows and composite bows.

Bracers
To protect the inner forearm from the snap of the bowstring, a light leather bracer is
worn. With a ‘hit yourself`’ critical miss (a roll of 5 or 6 on the critical miss table), the
bracer gives DR2 against any self-inflicted damage. It gives no protection apart from
against self-inflicted critical misses causes by bows (not crossbows).

Bowstrings
Bowstrings wear out over time and with use. Spare bowstrings are essential for an
archer, they are often kept wound inside the archer’s hat to keep the rain off them.
Assume that the string may break on any ‘weapon breaks’ critical miss (a roll of 3, 4, 17
and 18). Make a second roll if ‘weapon breaks’ is indicated; the string breaks if the
second roll is not ‘weapon breaks’. If the second roll is also ‘weapon breaks’ the bow
itself has cracked.
Restringing a bow requires a Quick Contest of ST against the Min ST of the bow. It takes
a total of four ready manoeuvres to restring a bow; one to ready the spare string, one to
remove the old string, one to ready the bow and one to actually string the bow.

Bow Case
To protect a bow against being weakened by weather, most archers store their weapon
in a waterproof case when not being used.

Arrows. Barbed head. Developed to make removal of the arrow


more difficult, this is also used in hunting large game.
Marginally more difficult to make than a broad head and
therefore more expensive.
-2 to First Aid or Physician when treating the initial injury.
Broad head. The basic arrowhead. Used in war and
hunting alike.
Bodkin head. A narrow, chisel-shaped head for penetrating
armour. Exclusively used in war arrows.
Bodkin heads do piercing damage and have an armour
divisor of (2).
Blunt head. Used for practice and for hunting small game.
Delivers crushing damage.
Forked head. A heavier arrowhead used for hunting,
especially birds (and sometimes for showing off by

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shooting cords and so on). The idea behind the U-shaped


head is something like that of a shotgun; by spreading the
area of effect it gives a slightly better chance of hitting
small targets.
Cutting damage, Armour divisor (0.5). +1 to hit, but only to
cancel penalties for small size. Half range.

Bow. A basic self bow, the bow falls into an odd category. Those
wanting a cheap and simple weapon will prefer the
portability of the short bow, while those wanting more
range and power will tend towards longbows, composite
bows or crossbows. In Saduria, the bow is most popular for
hunters or those who have to make their own bow, and
with village militias who lack the funds to buy more
expensive bows.

Composite Bow. Though developed in the countries far to the east, the
composite bow is now in use by mounted archers in the
Empire. Expensive and complex to make, the composite
bow is nevertheless easier to use on horseback than the
longbow.

Longbow. Standing as tall as its user, the longbow must be made


from a particular portion of the right tree wood (part
heartwood and part outer wood). The exacting
requirements for the correct shape and wood make the
longbow far more difficult to make than simply building a
longer self bow. In the Sadurian military, the longbowmen
are limited to regiments from forest-rich Röerheim (and, to
a far lesser extent Kasselingstedt), where most of the
longbows are also made. Though it is possible to use a
longbow from horseback, the full pull required cannot be
made whilst mounted.
If used whilst mounted, only 2/3 of the user’s ST is used for
range and damage.

Short Bow. The Sadurian short bow is a self bow. The ease of
construction and use make the short bow popular for those
not requiring the range or power of more complex and
expensive bows. It is a favourite of bandits and outlaws,
largely thanks to the ease of construction and
maintenance.

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BOW
(DX-5)
2 hands to fire, 2 turns to ready (1 with Fast Draw-Arrow).
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes
Short bow thr 1 X10 X15 2lbs 50 7 -6
Regular bow thr+1 2 X15 X20 2lbs 100 10 -7
Longbow thr+2 3 X15 X25 3lbs 200 11 -8
Composite bow thr+3 3 X20 X25 4lbs 900 10 -7
Arrow, Barbed imp 2oz 3 Damage by bow
Arrow, Broad imp 2oz 2 Damage by bow
Arrow, Blunt cr 2oz 2 Damage by bow
Arrow, Bodkin pi (2) 2oz 2 Damage by bow
Arrow, Forked cut (0.5) 3oz 2 Damage by bow
Bow case 1lb 10
Bowstrings neg. 5
Bracer 5oz 8
Quiver ½lb 3 Holds 10 arrows

Increased Draw Bows


Min ST Damage bonus Range increase Extra cost
+2 +1 +10% +10%
+4 +2 +25% +25%
+6 +3 +40% +40%
+8 +4 +60% +60%
+11 +5 +75% +75%
+15 +6 +90% +90%

Crossbow

More expensive and considerably slower to reload than the longbow, the crossbow has
the advantages of being easier to use and (potentially) having a longer range and
greater damage.
Crossbows are rated as having a ST score, which is independent of that of their user.
This score is used to determine their range and the damage they do, as well as how long
it takes to reload them. The ST of a crossbow usually starts at 5 (for a pistol crossbow)
to a practical maximum of 25! Although stronger crossbows are possible, they are too
large and heavy to be handled by one man, and thus count as siege weapons.
Modern Sadurian crossbows use a steel bow, wood being less able to take the strain of
the higher ST.

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Reloading
Reloading a crossbow is a long process, and this prevents Crossbow Reloading Time
them from completely subverting the bow as a missile
weapon. Heavy crossbows are painfully slow
to reload if the user has a significantly
The goat’s foot lever hooks onto the crossbow and uses lower strength than the bow’s.
simple leverage to cock the bow. It takes some time to
If the referee wishes, a higher skill
hook the lever into place, but it is still faster than using the
might reduce the loading time when
winch. using a winch, the justification being
A winch employs winding gears to haul back the string that attaching the winch becomes
and reload even enormously powerful crossbows. Because second nature with greater familiarity.
of the complexity in attaching the winch, even low ST Using this option, a Crossbow skill of
crossbows take a long time to ready. Once attached, the 12+ counts as having +1ST for
user begins winding the winch, and the slow nature of the reloading purposes only, skill 16+
low gears means that the higher ST crossbows require an counts as +2 ST (not cumulative).
eternity to ready, even though the user will probably be
winding away furiously!
Once the crossbow is readied, of course, the bolt must still be readied and loaded before
firing. Fast draw-arrow will reduce the time to ready the bolt to 0, leaving 1 turn to load.
After an age to load, the user is well advised to take careful aim to avoid wasting the
shot!
Difference between
Crossbow ST and Turns to ready with Turns to ready, Turns to ready,
User ST no mechanical aid using goat’s foot using winch
-5 or less 2 5 10
0 to -4 4 6 10
+1 6 6 10
+2 no 8 15
+3 no 10 20
+4 no 12 25
+5 no no 30
+6 no no 35
+7 no no 40
+8 no no 45
+9 no no 50
+10 no no 55
+11 no no 60
+12 no no 65
+13 no no 70
+14 no no 75
+15 no no 80
+16 no no 85
+17 no no 90
+18 no no 95

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Bowstrings
Bowstrings wear out over time and use. Spare bowstrings are essential for an
crossbowman, they are often kept wound inside the crossbowman’s hat to keep the rain
off them.
Assume that the string may break on any ‘weapon breaks’ critical miss (a roll of 3, 4, 17
and 18). Make a second roll if ‘weapon breaks’ is indicated; the string breaks if the
second roll is not ‘weapon breaks’. If the second roll is also ‘weapon breaks’ the
crossbow itself has cracked.
Restringing a crossbow requires a Quick Contest of ST against the Min ST of the bow. It
takes a total of four ready manoeuvres to restring a crossbow; one to ready the spare
string, one to remove the old string, one to ready the crossbow and one to actually string
the bow.

Crossbow. The crossbow is the most common military missile weapon


in use in Saduria. Most modern Sadurian crossbows use
steel for their bow. Note that at base ST, the crossbow’s
only advantages over the bow are its better accuracy and
ease of use. By using mechanical loading devices,
however, crossbows of higher ST become available and so
better range and power are possible.

Pistol Crossbow. Small, light and one-handed. Useful in surprise attacks or


to deliver poisons, but it has little power despite its mainly
steel construction. The pistol crossbow cannot be cocked
with a mechanical device.
Minimum ST 7 (to cock), but the crossbow itself cannot
have a ST over 5.

Prodd. Normally used only for hunting game. The prodd fires small
lead bullets. The notes for crossbows apply equally to the
prodd, but a prodd cannot fire bolts, and a crossbow
cannot fire lead bullets. The prodd might also be used by
enterprising users to fire alchemical pastilles or small vials.

Goat’s-foot. A simple forked lever to cock higher strength crossbows,


the goat’s-foot allows reloading of crossbows up to 4 ST
greater than the user’s.

Winch. A mechanical device that


literally winches the string
into place. The geared
winch is painfully slow to
use but it nevertheless
allows users to reload
(and therefore use)
crossbows of up to 25
ST! The winch operates
on the same principle as
that used in pulleys.

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CROSSBOW
(DX-4)
2 hands to fire (except pistol crossbow).
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Crossbow thr+2 4 x15 x20 7lbs 750 7 -6


Pistol crossbow thr+2 1 x15 x20 4lbs 150 7 -4
Bolt, Barbed imp 2oz 3 Damage by bow
Bolt, Broad imp 2oz 2 Damage by bow
Bolt, Blunt cr 2oz 2 Damage by bow
Bolt, Bodkin pi (2) 2oz 2 Damage by bow
Bolt, Forked cut (0.5) 3oz 2 Damage by bow
Prodd thr+1 2 x15 x20 6lbs 150/3cp 7 -6
Lead bullet cr 1oz 1 Prodd only
Goat’s-foot lever 2lbs 20 7 Mechanical aid
Winch 5lbs 50 7 Mechanical aid
Bowstring neg. 5
Quiver ½lb 3 Holds 10 bolts

Net
Not a common weapon, and certainly not used on the battlefield, the net might
nevertheless be used to capture opponents or animals. It also occasionally makes an
appearance in the gladiatorial arena. See B(4th)411 for more information on nets in
combat.

Large Net. An animal capture net, or possibly a fishing net used in


extremis.

Small Net. Small nets are often made specifically for combat, almost
certainly for the arena or by bounty hunters. It may also
represent a smaller fishing net.

NET
(Cloak-5)
See B(4th)411 for full rules on nets.
Damage Ranges
Weapon Type Amt Acc Max Wt. Cost Min ST Bulk Special Notes

Large net spe 1 ST/2 + skill/5 20lb 25 11 -6


Small net spe 1 ST + skill/5 5lb 5 8 -4

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Sling
Sling. Slings are used by yeoman to drive away pests. Suitable
stones are not hard to find, and weigh 0.5-1oz each, lead
bullets cost 5cp each and give +1 damage and double
range.

SLING
(DX-6)
Damage Range
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Sling pi sw 0 x6 x10 1oz 10 6 -4

Thrown Axe
Hatchet. Bored woodworkers and endangered lumberjacks have
developed the art of throwing this civilian tool.

Throwing Axe. Uncommon in Saduria, the throwing axe is more commonly


used in Meressia and Ruse, but is used by rangers and
other woodsmen.

THROWN AXE
(DX-4)
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Hatchet cut sw 1 x1.5 x2.5 2lb 15 7 -2


Throwing axe cut sw+1 2 x1 x1.5 4lb 60 11 -3

Thrown Knife
Most Sadurian knives and daggers are actually unsuited for throwing, having heavy hilts
and therefore being unbalanced. Unless specifically designed for throwing, assess a –2
effective skill when throwing knives. Add at least 25% cost to any knife or dagger that is
made balanced enough to throw.

Throwing Dagger. The throwing dagger


is sleek, well-
balanced and is
designed specifically
for throwing. It is a
favourite of the
underworld as it is
highly portable and
concealable.
Throwing daggers are
poorly made for
melee, assess –2 knife skill.

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THROWN KNIFE
(DX-4)
-2 attack unless specifically made to be thrown.
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Large knife imp thr 0 x0.8 x1.5 1lb 40 6 -2


Small knife imp thr-1 0 x0.5 x1 ½ lb 20 5 -1
Dagger imp thr-1 0 x0.5 x1 ½ lb 30 5 -1
Throwing dagger imp thr-1 0 x0.8 x1.5 ¼ lb 40 5 -1

Thrown Spear
Modern Sadurian spears are not designed for throwing. The javelin is a lighter spear
made purely for throwing, and only used by light mounted troops in Saduria.
Javelin. A lightly-made spear designed to be thrown.
Long Spear. The long spear can be thrown, but only just.
-2 skill when thrown.
Spear. This is the basic (shorter) spear, which is only thrown when
no other option presents itself.
THROWN SPEAR
(DX-4)
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Javelin imp thr+1 3 x1.5 x2.5 2lb 30 7 -4


Long Spear imp thr+3 2 X0.8 x1 5lb 60 10 -8
Spear imp thr+3 2 x1 x1.5 4lb 40 9 -6

Throwing Skill
This skill is a catch-all that covers throwing anything not already described. Beer-mugs,
stools, small animals and any weapon not designed for throwing will use the throwing
skill. If the object being thrown is particularly unbalanced, assess a –2 skill.
Rock. This is an example of the fist-sized rock that might be
snatched up in combat. For larger (or smaller) rocks see
B(4th)355.
Flask. Also covers flasks of acid or other chemicals. See
B(4th)411 for full details.
THROWING
(DX-3)
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Rock cr thr-1 0 STx2 STx3½ 1lb - - 0


Flask spe spe 0 STx3½ 1.5lb 1 - -1 See B(4th) 411

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COMBINED WEAPONS PRICE LIST

MELEE WEAPONS – combined tables

AXE/MACE
(DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3)
May not attack and parry in the same turn.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Axe cut sw+2 1 50 4lbs 12


Hatchet cut sw 1 15 2lbs 7 May be thrown
Heavy club cr sw+2 1 20 2lbs 7 May be thrown
Mace cr sw+3 1 50 5lbs 12 May be thrown
Pick imp sw+1 1 70 3lbs 11
Small/Light mace cr sw+2 1 35 3lbs 11 May be thrown
Throwing axe cut sw+1 1 60 4lbs 12 May be thrown

BRAWLING
(DX-4)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Blackjack cr thr C 20 1lbs 7 May not parry.


Boots cr thr+1 C,1 Var. Var. -
Brass knuckles cr thr C Var. Var. - Effect given by various items.

BROADSWORD
(DX-5, Rapier-4, Sidesword-2, Shortsword-2 or Two-Handed sword-4)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

*based on list price, no change in


Basket Hilt +25%* 1lb
cost for blade quality.
Broadsword cut sw+1 1 300 3lbs 10
imp thr+2 1

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Falchion cut sw+2 1 300 5lbs 10


cr thr 1
Light club/stave cr sw+1 1 <10 3lbs 11
1
Longsword cut sw+1 1,2 350 5lbs 11
imp thr+1 2

FENCING WEAPONS
Each weapon uses a separate skill (listed below).
See B(4th)208 for fencing rules.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

*based on list price, no change in


Basket Hilt +25%* 1lb
cost for blade quality.
MAIN GAUCHE (DX-5, Broadsword–4, Knife-4, Rapier-3, Sabre-3 or Smallsword-3)
Main-gauche imp thr C 50 1¼lbs - No parry penalty for either off-hand,
cut sw-3 C,1 nor for parrying with a knife.
RAPIER (DX-5, Broadsword–4, Main gauche-3, Sabre-3, Shortsword-4, Smallsword-3)
Rapier imp thr+1 1,2 500 2½lbs 7
SABRE (DX-5, Broadsword–4, Main gauche-3, Rapier-3, Shortsword-4, Smallsword-3)
Sidesword cut sw+1 1 400 2¾lbs 10
imp thr+1 1,2
SMALLSWORD (DX-5, Main gauche-3, Rapier-3, Sabre-3 or Shortsword-4)
Smallsword imp thr+1 1 400 1½lbs -

FLAIL
(DX-6, Axe/Mace-4, or Two-Handed Flail-3)
May not attack and parry in the same turn.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Morning-star flail cr sw+1 1 400 2¾lbs 10

KNIFE
(DX-4, Main gauche-3, or Shortsword-3)
–1 to parry with a knife.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Dagger imp thr-1 C 30 ½lb - Stilettos have armour divisor (2).


Large knife cut sw-2 C, 1 40 1lbs -
imp thr C
Small knife cut sw-3 C, 1 20 ½lb -
imp thr-1 C

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LANCE
(DX-5 or Spear-3)
Must have at least one point in Riding skill. Must have saddle and stirrups
to use a couched lance.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes
2 th
Lance imp thr+3 4 60 6lbs 12 May not parry. See B(4 )397.
2 th
Tourney Lance cr thr+3 4 May not parry. See B(4 )397.

POLEARM
(DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
All polearms require two hands. All except pollaxe become unready after
an attack, but not after a parry.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes
1
Glaive cut sw+3 2, 3 100 8lbs 11
1
imp thr+3 1-3
Halberd cut sw+5 2, 31 150 12lbs 13
1 th
imp sw+4 2, 3 May get stuck, see B(4 )405.
imp thr+3 1-31
Lucerne hammer cr sw+4 2, 31 120 10lbs 12
1
imp sw+4 2, 3 May get stuck, see B(4th)405.
imp thr+3 1-31
Pollaxe cut sw+3 1, 21 120 8lbs 12 Balanced weapon; does not
1
cr sw+3 1, 2 become Unready after attacking.
imp thr+2 1-21

SHORTSWORD
(DX-5, Broadsword-2, Knife-4, Sabre-4 or Smallsword-4)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Falchion cut sw+1 1 200 3lbs 7


cr thr-1 1
Baton cr sw 1 10 1lb 7
cr thr 1

SPEAR
(DX-5, Polearm-4 or Staff-2)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Boar spear imp thr+2 1 30 3lbs 9 Used 1 handed. Cannot be thrown.


1
imp thr+3 1, 2 Used 2 handed.

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Javelin imp thr+1 1 5 2lbs - Primarily for throwing.


Long Spear imp thr+2 1 30 5lbs 10 Used 1 handed. Throwable (just).
1
imp thr+3 1, 2 Used 2 handed. Throwable (just).
1
Pike imp thr+3 4-6 180 3lbs/yd 12 Only used 2 handed. Cannot parry.
cr sw 4-6 Haft damage when inside point.
Spear imp thr+2 1 20 4lbs 9 Used 1 handed. Throwable.
1
imp th+3 1, 2 Used 2 handed. Throwable.

STAFF
(DX-5, Polearm-4 or Spear-2)
Requires two hands. Parry is +2.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Quarterstaff cr sw+2 1, 2 5 4lbs 6


cr thr+2 1, 2
Walking staff cr sw+1 1, 2 1 2lbs -
cr th+1 1, 2

TWO-HANDED AXE/MACE
(DX-5, Axe/Mace-3, Polearm –4 or Two-Handed Flail -4)
Require two hands. Cannot attack and parry in the same turn. Becomes
unready after attack or parry (unless 1.5x min ST).
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes
1
Great axe cut sw+3 1, 2 50 8lbs 13
Double-headed great axe. Remains
cut sw+3 1, 21 100 15lbs 15
ready to attack each turn.
1
Great hammer cr sw+4 1, 2 60 7lbs 13
1 th
imp sw+3 1, 2 May get stuck B(4 )405
1
Maul cr sw+4 1, 2 40 12lbs 14
Scythe cut sw+2 1 12
imp sw 1 8 5lbs 6 -2 to hit when impaling.

TWO-HANDED FLAIL
(DX-6, Flail –3, or Two-Handed Axe/Mace-4)
May not attack and parry in the same turn. Requires two hands unless 1.5x
Min ST.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Flail cr sw+4 1,2 50 8lbs 13

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TWO-HANDED SWORD
(DX-5, Broadsword-4)
Requires two hands unless 15x Min ST.
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Estoc imp thr+2 1 650 5lbs 10 Armour divisor (2)


cr sw+1 2 1 turn to ready after swing.
1
Falchion cut sw+4 1, 2 800 10lbs 12 Counts +1 quality for breakage.
cr thr+1 2
Flammard cut sw+3 1, 21 2000 8lbs 12
imp thr+3 2
1
Greatsword cut sw+3 1, 2 800 7lbs 12
imp thr+3 2
1
Longsword cut sw+2 1,2 350 5lbs 11
imp thr+3 2

WHIP
(No default)
Damage
Weapon Type Amt Reach Cost Wt. Min ST Special Notes

Whip cr sw-2 1-7 10/yd 2lbs/yd 10 Armour divisor (0.5). See B(4th)406.
1
Must be readied for one turn to change effective reach.
2
Damage is based on horse’s ST and velocity.
 Work out collision damage between mount and target: (Mount ST) x (Distance moved last
turn) /100 dice of damage, rounded down.
 Add lance thrust/impaling bonus of +3.

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MISSILE WEAPONS – combined tables

BOW
(DX-5)
2 hands to fire, 2 turns to ready (1 with Fast Draw-Arrow).
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Short bow thr 1 x10 x15 2lbs 50 7 -6


Regular bow thr+1 2 x15 x20 2lbs 100 10 -7
Longbow thr+2 3 x15 x25 3lbs 200 11 -8
Composite bow thr+3 3 x20 x25 4lbs 900 10 -7
Arrow, Barbed imp 2oz 3 Damage by bow
Arrow, Broad imp 2oz 2 Damage by bow
Arrow, Blunt cr 2oz 2 Damage by bow
Arrow, Bodkin pi (2) 2oz 2 Damage by bow
Arrow, Forked cut (0.5) 3oz 2 Damage by bow
Bow case 1lb 10
Bowstring neg. 5
Bracer 5oz 8
Quiver 0.5lb 3 Holds 10 arrows
Increased Draw Bows
Min ST Damage Range Price
bonus increase increase
+2 +1 +10% +10%
+4 +2 +25% +25%
+6 +3 +40% +40%
+8 +4 +60% +60%
+11 +5 +75% +75%
+15 +6 +90% +90%

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CROSSBOW
(DX-4)
2 hands to fire (except pistol crossbow).
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Crossbow thr+2 4 x15 x20 7lbs 750 7 -6


Pistol crossbow thr+2 1 x15 x20 4lbs 150 7 -4
Bolt, Barbed imp 2oz 3 Damage by bow
Bolt, Broad imp 2oz 2 Damage by bow
Bolt, Blunt cr 2oz 2 Damage by bow
Bolt, Bodkin pi (2) 2oz 2 Damage by bow
Bolt, Forked cut (0.5) 3oz 2 Damage by bow
Prodd thr+1 2 x15 x20 6lbs 150 7 -6
Lead bullet cr 1oz 5cp Prodd only
Goat’s-foot lever 2lbs 20 7 Mechanical aid
Winch 5lbs 50 7 Mechanical aid
Bowstring neg. 5
Quiver 0.5lb 3 Holds 10 bolts

NET
(Cloak-5)
See B(4th)411 for full rules on nets.
Damage Ranges
Weapon Type Amt Acc Max Wt. Cost Min ST Bulk Special Notes

Large net spe 1 ST/2 + skill/5 20lb 25 11 -6


Small net spe 1 ST + skill/5 5lb 5 8 -4

THROWN AXE
(DX-4)
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Hatchet cut sw 1 x1.5 x2.5 2lb 15 7 -2


Throwing axe cut sw+1 2 x1 x1.5 4lb 60 11 -3

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THROWN KNIFE
(DX-4)
-2 attack unless specifically made to be thrown.
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Large knife imp thr 0 x0.8 x1.5 1lb 40 6 -2


Small knife imp thr-1 0 x0.5 x1 0.5lb 20 5 -1
Dagger imp thr-1 0 x0.5 x1 0.5lb 30 5 -1
Throwing dagger imp thr-1 0 x0.8 x1.5 0.25lb 40 5 -1

THROWN SPEAR
(DX-4)
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Javelin imp thr+1 3 x1.5 x2.5 2lb 30 7 -4


Long Spear imp thr+3 2 X0.8 x1 5lb 60 10 -8 -2 attack
Spear imp thr+3 2 x1 x1.5 4lb 40 9 -6

THROWING
(DX-3)
Damage Ranges
Weapon Type Amt Acc ½ Dam Max Wt. Cost Min ST Bulk Special Notes

Rock cr thr-1 0 x2 x3.5 1lb - - 0


Flask spe spe 0 x3.5 1.5 lb 1 - -1 See B(4th) 411

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ARMOUR
Otto cursed as his sidesword once more glanced off his opponent’s breastplate. The
mercenary leader was wearing a field plate cuirass, probably looted in some long-past
battlefield. As his blade rang against the armour again and again failed to even scratch
his foe, Otto thought longingly of the pollaxe he had decided against buying at the last
town.

Armour Availability
If you are not using the rules for Availability (p.9), this section can be ignored.
The armour of Saduria is early TL4, though non-metal armour, mail and brigandine may
be made by TL3 societies. Non-metal armour is also available in TL2, as well as an early
form of mail. Mail is always x3 cost from TL2 armourers, and weighs 20% more.
Tailors make padded armour, leatherworkers make all forms of leather armour, and
armourers make metal armour. Brigandine, having both metal and cloth or leather,
requires an armourer and either a tailor or leatherworker.
Most towns and larger villages have a tailor and leatherworker, and they are plentiful in
large towns and cities. Armourers are normally available only in large towns and cities,
and are scarce in normal towns.
Armour and Fashion
Yes, even your armour is important in the race to
be fashionable. Although not quite in the same
league as clothing, the style of armour that you
wear tells others a lot about your wealth. Despite
its likely fate on the receiving end of a large
weapon, most people of substance will strive to
buy the latest designs of armour to avoid social
stigma.
Naturally, if you are of Social Level 0 or below, you
are less worried about what people think of your
helmet than if you are an aspiring baron. Hardened
mercenaries and grizzled adventurers are also
more likely to buy (or steal) armour for its
protection-to-weight properties than because the
Duke happens to own a set, although, as fashion
generally equates to wealth, a mercenary captain
will want his band to at least look successful and
therefore fashionable.
So, think carefully about what others might think of
your armour before buying that battered kettle hat and mail hauberk “because it is
cheap”.
Armour Care
Armour of all types requires regular maintenance if it is to function properly.
Unsurprisingly, armour takes a great deal of damage in the course of its working life, and
this damage will eventually render it useless for its purpose. Without maintenance,
armour that sees action (including being exposed to extreme climate) loses 1 DR per
month, representing lost pieces, unrepaired holes and weakening through corrosion.
Professional armour care costs 1/10th of the original cost. Note that repair and
maintenance of metal armour is not covered by the monthly cost of living. If the extra

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cost is regularly added to the cost of living, armour maintenance can be ignored if
characters visit towns or cities throughout the month.
Otherwise, maintenance is up to their own skills, or those
of the people they encounter.
Care of non-metal armour (padding, fur and leather)
requires the attentions of a tailor or leatherworker as
appropriate, whereas metal armour (mail and plate)
requires an armourer. Brigandine armour requires both. A
tailoring, leatherworking or armourer roll of 10- and a few
hours are sufficient to make the routine repairs required.
Repairing Armour
When severely damaged, armour needs a little more care
and attention. Several days’ work may be required, with an
appropriate skill roll of 12-. Pieces may have to be replaced
or remade, and so raw materials need to be available. This
sort of repair requires a forge and/or workshop.

Shields
Advanced armour and increasing use of two-handed weapons means that shields are far
less common for knights and men at arms, but lighter-armoured soldiers still
occasionally use them, and bucklers are common even for well-off civilians (for duelling,
of course).
Shields are usually made from 1” thick wood with tight
leather or hide covers (the leather/hide acts to give the
wood strength). Better shields are built from wood that is
cut a little thinner, but are reinforced or faced with metal
(usually steel). Smaller shields may even be entirely
metal (usually 1/8” steel) which makes them heavy but
far more durable. Uncovered wooden shields (with no
hide or metal) are easily damaged. They should
realistically be seen as disposable.
Damage to Shields
This is restating the optional Damage to Shields rule, B(4th)484.
A defence roll made by the number of points of your shield’s DB (Defence Bonus)
means that the blow has hit the shield. Assess damage to your shield as normal for the
weapon, including taking the DR of the shield into account.
Damage over the shield’s HP/4 (after DR) penetrates the shield; a crushing or slashing
blow effectively destroys the shield with no other effect, but an impaling blow comes
through to deal its remaining damage to you. If the damage the shield takes equals or
exceeds the shield’s HP, it destroys the shield. An armourer may repair damage to
shields with the right tools and materials using the Repairing Armour rule above.
Note that without using this rule some of the available shields, notably the metal-
reinforced and all-steel ones, become redundant.

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Types of Shield
Buckler. Historically referring to any smallish shield, in Saduria a
buckler is a small, agile, usually round, shield of between
9” and 18” diameter. It is gripped with a single handle or
strapped tightly to the forearm (leaving the hand free)
rather than being loosely strapped to the user’s shoulder,
as are most shields.
Bucklers may be wood, metal-trimmed wood or solid steel.
A short boss spike, or even a longer, thinner, dagger spike
may be added to inflict more damage with a shield bash,
but only when being held in the hand.
Boss spike adds +1 crush damage to shield bash, the long
dagger spike adds Thrust-2 impaling (but not if strapped to
the forearm) but inflicts a –2 penalty to Shield skill due to
unbalancing.

Small. May be wooden, wood with metal trim or solid steel. Larger
than bucklers but lighter than medium shields, small
shields (especially the mainly wooden ones) may also be
known as targes or targets. They are most commonly used
by light troops, and by some militia where utility and weight
concerns are perhaps more important than protection.
May have boss spike adding +1 crush damage to shield
bash.

Medium. Usually hide-covered wood with metal trim as all-metal is


too heavy, the medium shield is a common form of
protection for foot troops and those few mounted men-at-
arms who still choose to carry shields. Also popular with
foreign warriors who do not enjoy Sadurian advanced
armour. Although the flat-topped, pointed-base heater
shields are still fairly common, round shields are
increasingly popular.
May have boss spike adding +1 crush damage to shield
bash.

Large. Now rarely used in melee due to their unwieldiness, large


shields may still be carried by troops who just want to hide
behind them without actually fighting (such as
crossbowmen).
The pavisse is a large shield with a pole to prop it up, thus
creating a piece of mobile cover.
May have boss spike adding +1 crush damage to shield
bash. A pavisse gives a crossbow user or archer half cover
(covering feet, legs, groin and torso) whilst using the
weapon.

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SHIELDS
Description Material DB DR Hits Weight Cost Notes

Buckler Uncovered wood 1 2 10 2lbs 5

Buckler Covered wood 1 3 15 2lbs 12

Buckler Metal & wood 1 3 20 2lbs 25

Buckler Steel 1 6 40 4lbs 100

Small Uncovered wood 2 2 15 8lbs 8

Small Covered wood 2 3 25 8lbs 20

Small Metal & wood 2 3 30 8lbs 40

Small Steel 2 6 60 16lbs 160

Medium Uncovered wood 3 2 20 15lbs 12

Medium Covered wood 3 3 35 15lbs 30

Medium Metal & wood 3 3 40 15lbs 60

Medium Steel 3 6 80 30lbs 240

Large Uncovered wood 4 2 30 25lbs 18

Large Covered wood 4 3 50 25lbs 45

Large Metal & wood 4 3 60 25lbs 90

Large (pavisse) Covered wood 4 3 50 30lbs 120

Shield spike Steel - - - +5lbs +20

Clothing as armour
Although not recommended as armour, occasionally the clothes you are wearing may
just offer enough protection to save your life. Note that any form of damage to clothing
will probably ruin them. Unlike true armour, normal clothing is just not designed to take
hits.
Any damage taken by clothing will effectively ruin the piece of clothing. A competent
tailor (or leatherworker) will be able to make repairs, but unless the repair is
exceptionally well done the clothes will always bear the marks of having been damaged.
See the section on clothing, p.97, for more information on clothes.
Normal clothing. Cloth offers no protection at all.
Winter clothing. Properly padded, or particularly thick, clothes will give
some protection from blows. Once any hits are absorbed,
however, the clothing must usually be repaired if it is to
function as cold-weather protection again. Winter clothing
is not designed for combat, and is consequently restrictive.
See clothing section (p98) for penalties to physical
activities whilst wearing winter clothing. Wearing winter
clothing in warm weather is hot and uncomfortable – add 1
to effective encumbrance level for fatigue loss only.

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Leather. Ultra-thin, skin-tight leather clothing or armour is not


commonly available, double prices if a skilled enough
leatherworker to produce it is found. Strong leather outer
clothing is commonly found among the lower orders,
usually in the form of aprons, coats or jackets. Leather
leggings are also popular. The higher social classes also
wear leather, though they strive to make sure it does not
look like that of their social inferiors. Male riders commonly
have leather or suede leggings, and highly decorative
tooled or dyed leather doublets are becoming very popular
(especially amongst duellers).
Although fundamentally the same as light leather armour,
leather clothing is designed for show and not protection. It
must be properly repaired after being damaged or look
dreadful.

CLOTHING
Description Material Covers DR Weight Cost Notes

Arms, torso, groin,


Winter clothing Padded cloth legs
1 3lbs *

Arms, torso, groin,


Winter coat Thick cloth legs
1 10lbs *

Hat Leather Head 1 1lb *

Sleeveless doublet Leather Torso 1 2lbs *

Doublet (tunic) Leather Arms, torso 1 4lbs *

Long coat Leather Arms, torso, groin 1 8lbs *

Leggings Leather Legs 1 2lbs *

Gloves Leather Hands 1 neg. *

Shoes Leather Feet 1 2lbs *

Dress boots Leather Feet 1 3lbs *

* The cost of clothing reflects the social level of its wearer. See clothing section, p.97, for more
details of clothing prices. The individual pieces of clothing detailed above may be included in a
suitable outfit at the referee’s option.

Light leather, fur and padding


Light leather is single thickness leather, not as fine-grained or decorated as that used for
clothing but otherwise identical. It may be dyed to various colours, polished or buffed.
Light leather may be worn under heavier armour.
Fur is the (cleaned) hide from an animal with thick enough fur to afford protection. Those
with the skill can do this for free, and may have to do so unless they are in a very rural
area; fur as clothing is for the socially backward or the rich (and then only as trim).

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Padded refers to the thickly quilted strong cotton that is usually worn underneath metal
armour. Padding may be worn under heavier armour, when it is often referred to as an
arming doublet.

Lt Leather Vest. A sleeveless jacket to protect the torso.

Lt Leather Jacket. Essentially a leather waistcoat with sleeves. May have


reinforced shoulders and elbows.

Lt Leather Chausses. Leggings that tie to the belt.

Lt Leather Gloves. May also be made of thick canvas or similar. May have
reinforced knuckles. Usually worn under mail mittens or
plate gauntlets.

Fur Waistcoat. Worn only by those living rough or those who wish to be
stared at. Uncomfortable in warm weather, smells feral and
attracts dirt and fleas.

Wearing furs in warm weather is hot and uncomfortable:


add 1 to effective encumbrance level for fatigue loss only.

Fur Cloak. Rarely worn as armour, the cloak nonetheless offers


protection from behind. Fur cloaks are accepted socially,
as long as they are clean!

Sleeveless Aketon. Essentially a thickly quilted cotton waistcoat, the aketon is


designed to be worn as padding under metal armour. It
may be referred to as an arming doublet.

The armpits are often reinforced with mail.

Aketon. Also sometimes known as a gambeson, the aketon is a


padded cotton coat worn under metal armour. It is
sometimes worn as armour in its own right, especially in
situations where the wearer has not has time to don
anything else.

The armpits are often reinforced with mail.

Padded Cuisses. Thigh and groin armour that straps to the belt or aketon.
They are separate pieces and are not joined at the groin.

Full Aketon. A longer aketon that also covers the thighs. Commonly
found as padding under mail hauberks.

The armpits are often reinforced with mail.

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LIGHT LEATHER, FUR AND PADDING


Description Material Covers DR Weight Cost Notes

Vest Light leather Torso 1 2lbs 15

Jacket Light leather Torso 1 4lbs 25

Chausses Light leather Legs, groin 1 2lb 10

Gloves Light leather Hands 1 neg. 8

Waistcoat Fur Torso 1 2lbs <10

Better quality fur


Cloak Fur Torso, legs (rear) 1 3lbs <20 costs more

Sleeveless aketon Padded cloth Torso 1 6lbs 30

Aketon Padded cloth Arms, torso, arms 1 8lbs 50

Padded cuisses Padded cloth Legs, groin 1 2lbs 20

Arms, torso, groin,


Full aketon Padded cloth legs
1 10lbs 70

Heavy leather
Heavy leather refers either to multiple layers of soft leather sewn together or hide from a
creature with an exceptionally thick natural skin. Alternatively, it may be leather
reinforced by substantial augmentation using small plates or studs. The plates and studs
are mostly ornamental, but may help to protect against slashes and impacts. Heavy
leather (but not reinforced leather) can be worn under metal armour, but the weight will
be substantial.
Hvy Leather Jack. A sleeveless jacket. Most commonly made in reinforced
leather.
Hvy Leather Jacket. Sleeved jacket reaching to waist or mid-thigh. Popular as
padding when weight is not seen as a problem, heavy
leather is also used by duellists or those practicing their
fencing.

Hvy Leather Coat. Sleeved coat reaching to the knee. Sometimes called a
buff coat when buff-leather is used.

Hvy Leather Cuisse. Thigh and groin armour that straps to the torso armour or
belt.

Hvy Leather Gloves. Open palmed to allow manipulation. The knuckles are
commonly reinforced with studs and count as brass
knuckles in close combat.
+1 to punch damage.

Infantry Boots. Heavy studded boots with shin protection. Infantry boots
are sturdier and longer than domestic work boots.
+1 kick damage.

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Cavalry Boots. Thigh length soft leather boots. They are unsuitable for
walking any distance in, but ideal to protect the legs of
someone spending time in the saddle. Cavalry boots are
usually awkward to put on or take off, especially alone.
–1 max movement when on foot.
HEAVY LEATHER
Description Material Covers DR Weight Cost Notes
1
Jack Thick leather Torso 2 8lbs 65
1
Jacket Thick leather Arms, torso 2 10lbs 100
Coat Thick leather Arms, torso, groin 21 12lbs 140
1
Cuisse Thick leather Groin, legs 2 3lbs. 40
1
Cavalry boots Thick leather Legs, feet 2 5lbs 100
Jack Reinforced leather Torso 2 10lbs 100
Jacket Reinforced leather Arms, torso 2 12bs 150
Coat Reinforced leather Arms, torso, groin 2 14lbs 210
Cuisse Reinforced leather Groin, legs 2 4lbs. 60
Gloves Reinforced leather Hands 2 1lb 30
Infantry boots Reinforced leather Feet 2 3lbs 80
1
DR2 against cutting, piercing and impaling attacks, DR1 against crushing attacks.

Rigid leather
Rigid leather is the cuirbouilli armour known since ancient times. Leather, hardened by
boiling in water or oil, is moulded to shape as it dries. In many ways, rigid leather can be
treated as non-metallic plate armour. It is a rare material for modern Sadurian armour
but can still be found where wearing or maintaining metal armour is inconvenient.
Cuirbolli is easily decorated with metal plates and edging, and may be embossed with
ornamental designs.
Rigid leather cannot be hammered back into shape like metal, and nor can it be sewn.
The usual way to “maintain” such armour is to add patches or replace pieces as needed.

Rigid Leather Cuirass. A rigid leather breastplate and backplate that strap
together. The cuirass can be worn without padding as long
as some reasonably thick clothing is worn underneath (this
is purely for comfort rather than protection). Sometimes,
the cuirass has pauldrons (shoulder armour) attached but
this has no effect on the protection given.

Rgd Leather Vambraces. Protection for the forearms.

Rigid Leather Cuisse. Plates of rigid leather for the thighs and groin, they require
strapping to torso armour or to the belt.

Rigid Leather Greaves. Now uncommon but still occasionally found among
duellers and light troops, greaves protect the knees and
lower legs.

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RIGID LEATHER
Description Material Covers DR Weight Cost Notes

Cuirass Cuirbouilli Torso 3 10lbs 100

Vambraces Cuirbouilli Arms 3 2lbs 50

Cuisse Cuirbouilli Groin, legs 3 3lbs 60

Greaves Cuirbouilli Legs 3 3lbs 60

Mail and brigandine


This category covers flexible armour composed mainly of metal.
Flexible armour, though not offering the same level of protection
as rigid plate, has several advantages. It is usually lighter and
cheaper, and may be altered to fit a new owner (by an
armourer). It is also easier to repair in the field, with new links
relatively simple (for an armourer) to rivet into place to close up
broken links and torn armour.
Mail (often erroneously called chainmail) is made up of links of
steel wire riveted together. Earlier mail (TL2) required that ingots
were painstakingly beaten out to form the wire, making the
thickness of the wire less consistent and so the final mail armour heavier. Modern
Sadurian techniques use better steel and mechanically produced (stretched through a
series of holes of gradually decreasing diameter), thinner,
wire and so TL3 and TL4 mail armours are both cheaper
and lighter than their TL2 forbears.
Mail offers little protection against crushing hits on its
own, and is assumed to come complete with appropriate
padding.
Brigandine armour comprises hundreds of steel plates
riveted or sewn inside a leather or, more usually, heavy
fabric covering to provide a flexible form of plate armour.
This form of armour is often confused with studded
leather because of its external appearance.
Brigandine offers flexible steel armour without mail’s
disadvantage against crushing hits. It is usually worn only
as torso protection.

Fine-mesh Mail
Still in development is an advanced form of mail, fine-mesh mail. Requiring excellent and
consistent quality steel plus an expert armourer, this mail is so fine that it may be
concealed under clothing. It only requires minimal padding (a decently thick cotton shirt
is adequate) and its close-mesh protects well against both impaling and cutting attacks,
at the expense of protection against crushing attacks. Don’t expect to be able to get hold
of fine-mesh mail without money, connections and being in the right place. Fine-mesh
mail always counts as being scarce except in Sadur City.

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Brigandine Jack. A sleeveless tunic of brigandine. Usually worn over other


armour as reinforcement for the torso.

Brigandine Surcoat. Longer than the jack, the surcoat reaches to the knees.

Mail Byrnie. An old design of mail shirt, the byrnie has short sleeves
and ends mid-thigh. Despite the advanced age of the
design, modern byrnies are still good, basic, protection for
the torso.

Mail Haubergeon. The most common form of mail shirt, the haubergeon is a
sleeved mail shirt that ends mid-thigh (often with a dagged
edge). A popular variant has mail mittens (called mufflers)
to protect the hands.

Mail Hauberk. A slightly older design than the haubergeon, the hauberk is
longer (ending at the knee) and has mail mittens (called
mufflers) to cover the hands.

Mail Chausses. Mail leggings (individual pieces, they are not joined at the
groin) that are tied or strapped to the belt. They also
protect the feet, and have leather-reinforced soles.

MAIL AND BRIGANDINE (mail includes padding)


Description Material Covers DR Weight Cost Notes

Jack Brigandine Torso 4 35lbs 420

Surcoat Brigandine Torso, groin, legs 4 56lbs 630

Byrnie Mail Torso 4/22 25lbs 230

Haubergeon Mail Torso, groin, arms 4/22 34lbs. 300

Torso, groin, arms, 2 As above, but with


Haubergeon Mail hands
4/2 36lbs 350 mufflers (gloves)

Torso, groin, legs, 2


Hauberk Mail arms, hands
4/2 48lbs 460

Chausses Mail Legs, feet 4/22 15lbs 110


2
Vest/Byrnie Fine mesh mail Torso 4/1 15bs 690 Concealable

Shirt/Haubergeon Fine mesh mail Torso, arms 4/12 20lb 900 Concealable

2
DR4 against cutting, impaling and piercing attacks; lower number against crushing attacks.
Halve this DR if worn without any padding.

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Plate
The ultimate in armour protection, plate armour consists of shaped plates of high quality
steel, fitted to the individual wearer to form a mobile covering of rigid metal. Only areas
such as the armpits and groin have chain (generally sewn onto the torso padding - the
arming doublet), and even these are shielded by jutting plates. Full plate is tailored much
like a suit of clothing, with regular fittings and adjustments. It is never available “off the
peg”.
Padding is essential when wearing plate; nobody in their right mind wants to wear
moving steel components next to their skin. An appropriate layer of padding is assumed
to come as standard with plate armour. Note that mail can be worn under plate, adding 2
DR, but the plate armour must have originally been designed to be worn with mail. This
plate-and-mail combination is considered antiquated in modern Saduria and it is very
heavy, but it does offer good protection when full plate cannot be afforded. Plate
designed in this way is less wearer-specific than full plate.
Full suits of plate armour take a considerable amount time to put on (10+ minutes), and
are nearly impossible to don without help thanks to the strapping (hence the role of the
squire).
A fully-fitted suit of plate, made to fit a given wearer, protects against attacks
made to the “chinks” in other armour (-8 to attack). This protection does not apply
when the wearer is helpless and the attacker can deliberately undo straps or lift plates.

Wearing Second-hand Plate


As noted, suits of plate armour are made to fit an individual wearer. Like a suit of
clothing it will probably not fit anyone else correctly. Minor adjustments can be made to
get a better fit, but only when the new owner has the same height and weight. Wearing a
suit of plate that is not designed for you (and has not been adjusted) is possible if you
are roughly the same size (within a few inches height and/or a dozen pounds in weight)
but the wearer will suffer a –1 to all DEX skills (including combat and move) whilst
wearing it.
This rule does not apply to pieces of plate armour that are designed to be worn
individually or in a plate-and-mail combination. Some adjustment of such plate will still
be required, but it is not so closely tailored and so will fit a much wider selection of sizes.
Munition Armour
As plate armour becomes easier to produce, a way to mass-produce it has been
developed. This mass-produced armour is cheap and of low quality, but is quick to make
and economical for equipping large bodies of troops.
Munition armour is 20% cheaper than standard plate, but –1DR per piece. It does not
offer complete protection against attacks to the “chinks” in armour.

Breastplate. To wear on its own over padding or other armour, the


breastplate represents a good way to protect the torso for
relatively little weight.
Covers front only.
Cuirass/Corselet. A step up from the breastplate, the cuirass adds a
backplate to offer complete torso protection.
Pauldrons & Gardebras. Shoulder and arm protection. The gardebras, consisting of
rerebraces (upper arm), couter (elbow) and vambraces

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(lower arm), are attached to the pauldrons and cannot be


worn on their own. May be strapped to the
breastplate/cuirass or to other armour.
Cuisses and Greaves. Leg protection. Includes the poleyn (knee armour). Must be
strapped to the belt. Usually, the cuisses will attach with
the addition of tassets to protect the groin and upper thigh.
Sabatons/Sollerets. Articulated plate formed around heavy leather boots. By
necessity, sabatons offer less protection than other pieces
of plate. Usually, sabatons are only worn with full plate leg
armour. Not really suitable for running or walking any great
distance in.
–1 max movement on foot. +1 kick damage.
Gauntlets. Intricately articulated gloves made from a slightly thinner
metal than the rest of the suit and usually formed around a
leather liner. The knuckles are generally designed to act as
“brass knuckles”.
+1 to punch damage.
Full Plate. An entire, fully tailored, suit of plate armour. In most cases,
this is the ultimate protection a soldier can aspire to. In
social terms anything better than full plate belongs to the
nobility (or wealthy mercenary captains).

Field/Heavy Plate. Heavier armour and better steel let this armour offer better
protection at the expense of weight.

Hardened Plate. Using Southern Steel (actually from the dwarves),


metallurgists have developed a technique of “hardening”
steel. By subjecting the good quality steel to a special
heating and tempering regime the molecular structure
changes to make the steel even tougher. This allows
heavy plate protection with thinner pieces, thus lightening
the armour. Hardened plate is scarce everywhere but a
provincial capital city.

Maximillian Plate. Expert armourers have managed to improve on hardened


plate by developing a style of armour using a combination
of ridges and flutes that act to both strengthen the armour
and to better deflect blows. Maximillian plate is the ultimate
armour for the fighting knight. Anyone but the very wealthy
or extremely well connected will likely never find an
armourer to make it, it counts as unavailable everywhere
except in Sadur City, and scarce even then unless a buyer
can persuade a master armourer to let them bypass the 6-
year waiting list! It is not available as anything but full suits.
Jousting Armour. On the tilting yard, weight and mobility is not a problem
(except for the horse!). With this in mind, the front of
jousting armour can be made heavier than armour
intended to be fought in.

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DR -3 from the back. Movement and any DEX-based skill


except Lance are at –2 due to the inflexibility of the
armour. The fixed gauntlets must be removed to perform
anything but the clumsiest manual task (i.e. not requiring
the fingers).

PLATE (plate includes padding) Full suits do not include helmet.


Description Material Covers DR Weight Cost Notes

Breastplate Plate Torso (front) 6 18lbs 600


Cuirass/corselet Plate Torso 6 30lbs 1 300
Pauldrons &
Plate Arms 6 10lbs 1 000
gardebras.
Cuisses and
Plate Legs and groin 6 18lbs. 1 100
greaves.
Sabatons/sollerets Plate Feet 4 4lbs 200
Gauntlets Plate Hands 4 2lbs 200
All but head and DR4 on hands
Full suit Plate neck 6 64lbs 3 800 and feet
Breastplate Field plate Torso (front) 7 18lbs 1 000
Cuirass/corselet Field plate Torso 7 36lbs 2 300
Pauldrons &
Field plate Arms 7 12lbs 1 500
gardebras.
Cuisses and
Field plate Legs and groin 7 22lbs. 1 600
greaves.
All but head and DR4 on hands
Full suit Field plate neck
7 76lbs 5 800 and feet
Hardened
Breastplate Torso (front) 7 18lbs 3 000
plate
Hardened
Cuirass/corselet Torso 7 30lbs 6 900
plate
Pauldrons & Hardened Arms 7 10lbs 4 500
gardebras. plate
Cuisses and Hardened Legs and groin 7 18lbs. 4 800
greaves. plate
Hardened
Sabatons/sollerets Feet 5 4lbs 1 000
plate
Hardened
Gauntlets Hands 5 2lbs 1 000
plate
Hardened All but head and DR5 on hands
Full suit neck
7 64lbs 21 200 and feet
plate
Maximillian All but head and DR5 on hands
Full suit neck 73 64lbs x24 and feet
plate
All but head and DR6 on hands
Full suit Jousting plate neck
9 86.4lbs5 x56 and feet

3
Maximillian plate gives a +1 Defence Bonus due to the deflecting flutes.
4
The cost of Maximillian plate is double that of the equivalent piece of Hardened Plate.
5
For the weight of each piece of Jousting plate, add 35% to the weight of equivalent piece of
plate.
6
The cost of Jousting plate is five times that of equivalent plate.

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Helmets
Types of Helmet
Armet. The armet is a close-fitting, visored helmet, which is both lighter
and more protective than its predecessor, the bascinet. It has
hinged cheek pieces, which allows it to be closed around the
face. Now, in turn, being superceded by the close-helmet, the
armet is still a common piece of armour among mercenaries,
professional soldiers, and knights.
Covers neck and also protects against attacks against “chinks”
in armour (but not eyeslit attacks). All IQ rolls to see, hear and
smell are at –2 and it gives No Peripheral Vision.

Arming Cap. A simple quilted cap worn beneath the helmet.


All metal helmets and coifs require an arming cap to fit snugly,
and they are assumed to come complete with one. It offers no
real additional protection, but assess –1 to all combat skills for
wearing a metal helmet without an arming cap, reflecting the
headgear slipping and distracting the wearer.

Barbute. A close-fitting helmet with a variety of open or close-faced forms,


though even the close-faced designs do not offer the complete
protection of visored helmets. This is a common helmet for foot
soldiers or anyone else who values the ability to see what is
going on around them!
Open or close-faced. Close-face designs also cover the nose
but give No Peripheral Vision.

Bascinet. A classic, simple design of helmet that is still common despite


having been developed over a hundred years ago. The bascinet
is currently only used by poorer foot soldiers or village and town
militias. Outdated visors for the bascinet can come in many
forms, from pointed “snouts” to more rounded designs but these
are rarely found amongst current bascinet users as anyone
wanting a visor would usually opt for a different helmet design
altogether.
Usually open-faced, visored versions inflict a –2 to rolls for sight,
hearing and smell and give No Peripheral Vision.

Close helmet. The close helmet is the successor to the armet, and currently
the most sophisticated form of helmet available. Close fitting,
relatively lightweight and mobile, the close helmet is the helmet
of choice for the wealthy knight or man-at-arms. It has a hinged
visor and excellent breathing holes for added comfort.
Covers neck and also protects against attacks against “chinks”
in armour (but not eyeslit attacks). IQ rolls to sight, hearing and
smell are all at –1 and gives No Peripheral Vision.

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Coif. A hood made from cloth, leather or mail (which includes a thin
layer of padding like a long arming cap), protecting the head and
neck. Often worn under older-style helmets such as the bascinet
or kettle hat. More up-to-date, close-fitting, helmets are
unsuitable for wearing with coifs. The coif can be drawn back
(like the hood of a cloak) for more comfort when not in combat.
Covers neck. A penalty of –1 hearing when worn up over the
head.

Great Helm. The great helm is an anachronism in modern Saduria.


Cumbersome, unwieldy and offering very little vision, it is only
seen on the jousting lists.
Made of very thick steel, the great helm offers massive
protection at the expense of weight, perception and comfort.
There is no moveable visor on the great helm. An arming cap
and skull cap are included in the price and weight, wearing a
great helm without the skull cap, coif or a bascinet leaves the
wearer’s head liable to damage from rolling around loose inside!
Covers neck and also protects against attacks against “chinks”
in armour (but not eyeslit attacks). A penalty of –1 is inflicted on
all combat skills and –4 to sight, hearing and smell, and No
Peripheral Vision when worn. If worn without other head
protection, any blow of HT/3 (before DR) to the head or face
requires a HT roll to avoid Stunning.

Kettle Hat. A very simple, broad-brimmed, helmet which is occasionally


used by militias or amongst the poorer foot soldiers. In modern
Saduria, the kettle hat is most useful in sieges, where its broad
brim helps protect against anything thrown from above.

Sallet. The sallet is a very common modern design of helmet for both
foot and mounted soldiers. Usually, sallets are solid-fronted,
though versions with hinged visors are also found.
–2 to vision and hearing and No Peripheral Vision when worn.

Skull Cap. A very simple bowl-shaped helmet covering just the top of the
head. The skull cap may be worn under a hat and is essential
for use under a great helm.
Though basic and offering little protection, the skull cap is light,
cheap and discrete.

Helmet Accessories.
Aventail/Camail A curtain of mail that attaches to the bottom of a helmet
(typically but not exclusively a bascinet), to protect the throat
and neck. In this, it fulfils much the same role as the bevor.

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Bevor. Fixed to the lower part of the helmet, or the


upper part of the breastplate, the bevor is a
(usually) hinged plate of armour to protect
the lower face and throat. Non-helmet-
mounted bevors come with their own gorget.
Aimed attacks against the face may bypass
the bevor by taking an additional -2 to hit.

Face Mask. A heavy wire or steel face mask. Not a visor


in that it does not fit to a helmet, the face mask nonetheless fills
the same role, albeit in a much lighter form. Sometimes used to
protect a wearer’s identity, especially when painted up like a
masquerade mask.

Gorget. A close-fitting plate which protects the neck and throat. May be
combined with helmets that otherwise offer no neck protection.
The close-helmet, armet and jousting helm are made to fit to a
gorget and they are assumed to automatically come with one.
Most full suits of plate armour are automatically equipped with
gorgets.

Plumes/Device. This is a catch-all term for the decoration still sometimes found
on helmets, especially at tournament. Mainly these will be
constructed from lightweight materials such as feathers and
papier-mâché. Simple plumes are currently in fashion, but some
elaborate tourneys call for enormous and magnificent
constructions which may only be worn for the parades and then
removed for the actual fighting.
If more substantial materials are used (real horns and so on),
assess the additional weight on a case-by-case basis.

HELMETS. All metal helmets and coifs come with an arming cap.
Description Material Covers DR Weight Cost Notes

Arming cap Padded Head 1 neg. 2

Coif Padded Head 1 neg. 5

Coif Lt Leather Head 1 1lb 6


2
Coif Mail Head 4/2 4lbs 55 Includes padding

Kettle hat Plate Head 5 4lbs 100

Skull cap Plate Head 4 2lbs 20

Bascinet Plate Head 6 8lbs 250

Visored bascinet Plate Head, face 6 10lbs 340

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Description Material Covers DR Weight Cost Notes

Barbute, open Plate Head 6 7lbs 300

Barbute, close Plate Head, face 6 7lbs 325

Sallet Plate Head, face 6 6lbs 350

Visored sallet Plate Head, face 6 7lbs 400

Head, face,
Armet Plate neck
6 7lbs 420

Head, face,
Armet Field plate neck 7 9lbs 600
Head, face,
Armet Hardened plate neck 7 7lbs 1 800
Head, face,
Close helmet Plate neck 7 6lbs 500
Head, face,
Close helmet Field plate neck 7 8lbs 750
Head, face,
Close helmet Hardened plate neck 7 6lbs 2 250
Head, face,
Close helmet Maximillian plate neck 7 6lbs 4 500
Head, face, Includes padding and
Great helm Jousting plate neck 9 12lbs 1 500 a skull cap.

Aventail/camail Mail Neck 4/22 2lbs. 30 Includes padding

Aimed attacks against


the face can bypass
Bevor Plate Face, neck 5 2lbs 50 the bevor by taking an
additional -2 to hit

Face mask Steel Face 4 4lbs 100

Gorget Plate Neck 6 2lbs 50

Plumes/device Various - - 0.5lb+ 10+


2
DR2 versus crushing attacks. Without padding, halve the DR.
3
Maximillian plate gives a +1 Defence Bonus due to the deflecting flutes.

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COMBINED ARMOUR PRICE LIST

SHIELDS – combined table


SHIELDS
Description Material DB DR Hits Weight Cost Notes

Buckler Uncovered wood 1 2 10 2lbs 5

Buckler Covered wood 1 3 15 2lbs 12

Buckler Metal & wood 1 3 20 2lbs 25

Buckler Steel 1 6 40 4lbs 100

Small Uncovered wood 2 2 15 8lbs 8

Small Covered wood 2 3 25 8lbs 20

Small Metal & wood 2 3 30 8lbs 40

Small Steel 2 6 60 16lbs 160

Medium Uncovered wood 3 2 20 15lbs 12

Medium Covered wood 3 3 35 15lbs 30

Medium Metal & wood 3 3 40 15lbs 60

Medium Steel 3 6 80 30lbs 240

Large Uncovered wood 4 2 30 25lbs 18

Large Covered wood 4 3 50 25lbs 45

Large Metal & wood 4 3 60 25lbs 90

Large (pavisse) Covered wood 4 3 50 30lbs 120

Shield spike Steel - - - +5lbs +20

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ARMOUR – combined tables

Description Material Covers DR Weight Cost Notes

CLOTHING
Arms, torso, groin,
Winter clothing Padded cloth
legs
1 3lbs x2

Arms, torso, groin,


Winter coat Thick cloth
legs
1 10lbs x2

Hat Leather Head 1 1lb x2


Sleeveless doublet Leather Torso 1 2lbs x2
Doublet (tunic) Leather Arms, torso 1 4lbs x2
Long coat Leather Arms, torso, groin 1 8lbs x2
Leggings Leather Legs 1 2lbs x2
Gloves Leather Hands 1 neg. x2
Shoes Leather Feet 1 2lbs x1

LIGHT LEATHER, FUR AND PADDING


Vest Light leather Torso 1 2lbs 15
Jacket Light leather Torso 1 4lbs 25
Chausses Light leather Legs, groin 1 2lb 10
Gloves Light leather Hands 1 neg. 8
Waistcoat Fur Torso 1 2lbs <10
Better quality fur
Cloak Fur Torso, legs (rear) 1 3lbs <20 costs more

Sleeveless aketon Padded cloth Torso 1 6lbs 30


Aketon Padded cloth Arms, torso, arms 1 8lbs 50
Padded cuisses Padded cloth Legs, groin 1 2lbs 20
Arms, torso, groin,
Full aketon Padded cloth
legs
1 10lbs 70

HEAVY LEATHER
Jack Thick leather Torso 21 8lbs 65
1
Jacket Thick leather Arms, torso 2 10lbs 100
1
Coat Thick leather Arms, torso, groin 2 12lbs 140
1
Cuisse Thick leather Groin, legs 2 3lbs. 40
Cavalry boots Thick leather Legs, feet 21 5lbs 100
Jack Reinforced leather Torso 2 10lbs 100
Jacket Reinforced leather Arms, torso 2 12bs 150
Coat Reinforced leather Arms, torso, groin 2 14lbs 210
Cuisse Reinforced leather Groin, legs 2 4lbs. 60

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Description Material Covers DR Weight Cost Notes

Gloves Reinforced leather Hands 2 1lb 30


Infantry boots Reinforced leather Feet 2 3lbs 80

RIGID LEATHER

Cuirass Cuirbouilli Torso 3 10lbs 100


Vambraces Cuirbouilli Arms 3 2lbs 50
Cuisse Cuirbouilli Groin, legs 3 3lbs 60
Greaves Cuirbouilli Legs 3 3lbs 60

MAIL AND BRIGANDINE (mail includes padding)

Jack Brigandine Torso 4 35lbs 420


Surcoat Brigandine Torso, groin, legs 4 56lbs 630
2
Byrnie Mail Torso 4/2 25lbs 230
2
Haubergeon Mail Torso, groin, arms 4/2 34lbs. 300
Torso, groin, arms, As above, but with
Haubergeon Mail
hands
4/22 36lbs 350 mufflers (gloves)

Torso, groin, legs,


Hauberk Mail
arms, hands
4/22 48lbs 460

Chausses Mail Legs, feet 4/22 15lbs 110


2
Vest/Byrnie Fine mesh mail Torso 4/1 15bs 690 Concealable
2
Shirt/Haubergeon Fine mesh mail Torso, arms 4/1 20lb 900 Concealable

PLATE (plate includes padding) Full suits do not include helmet

Breastplate Plate Torso (front) 6 18lbs 600


Cuirass/corselet Plate Torso 6 30lbs 1 300
Pauldrons &
Plate Arms 6 10lbs 1 000
gardebras.
Cuisses and greaves. Plate Legs and groin 6 18lbs. 1 100
Sabatons/sollerets Plate Feet 4 4lbs 200
Gauntlets Plate Hands 4 2lbs 200
DR4 on hands and
Full suit Plate All but head and neck 6 64lbs 3 800 feet

Breastplate Field plate Torso (front) 7 18lbs 1 000


Cuirass/corselet Field plate Torso 7 36lbs 2 300
Pauldrons &
Field plate Arms 7 12lbs 1 500
gardebras.
Cuisses and greaves. Field plate Legs and groin 7 22lbs. 1 600
DR4 on hands and
Full suit Field plate All but head and neck 7 76lbs 5 800 feet

Breastplate Hardened plate Torso (front) 7 18lbs 3 000

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Description Material Covers DR Weight Cost Notes

Cuirass/corselet Hardened plate Torso 7 30lbs 6 900


Pauldrons &
Hardened plate Arms 7 10lbs 4 500
gardebras.
Cuisses and greaves. Hardened plate Legs and groin 7 18lbs. 4 800
Sabatons/sollerets Hardened plate Feet 5 4lbs 1 000
Gauntlets Hardened plate Hands 5 2lbs 1 000
DR5 on hands and
Full suit Hardened plate All but head and neck 7 64lbs 21 200 feet

3 4 DR5 on hands and


Full suit Maximillian plate All but head and neck 7 64lbs x2 feet

5 6 DR6 on hands and


Full suit Jousting plate All but head and neck 9 86.4lbs x5 feet

HELMETS. All metal helmets and coifs come with an arming cap.
Arming cap Padded Head 1 neg. 2
Coif Padded Head 1 neg. 5
Coif Lt Leather Head 1 1lb 6
2
Coif Mail Head 4/2 4lbs 55 Includes padding

Kettle hat Plate Head 5 4lbs 100


Skull cap Plate Head 4 2lbs 20
Bascinet Plate Head 6 8lbs 250
Visored bascinet Plate Head, face 6 10lbs 340
Barbute, open Plate Head 6 7lbs 300
Barbute, close Plate Head, face 6 7lbs 325
Sallet Plate Head, face 6 6lbs 350
Visored sallet Plate Head, face 6 7lbs 400
Armet Plate Head, face, neck 6 7lbs 420
Armet Field plate Head, face, neck 7 9lbs 600
Armet Hardened plate Head, face, neck 7 7lbs 1 800
Close helmet Plate Head, face, neck 7 6lbs 500
Close helmet Field plate Head, face, neck 7 8lbs 750
Close helmet Hardened plate Head, face, neck 7 6lbs 2 250
Close helmet Maximillian plate Head, face, neck 7 6lbs 4 500
Includes padding
Great helm Jousting plate Head, face, neck 9 12lbs 1 500 and a skull cap.

Aventail/camail Mail Neck 4/22 2lbs. 30 Includes padding

Aimed attacks
against the face
Bevor Plate Face, neck 5 2lbs 50 can bypass the
bevor by taking an
additional -2 to hit

Face mask Steel Face 4 4lbs 100

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Description Material Covers DR Weight Cost Notes

Gorget Plate Neck 6 2lbs 50


Plumes/device Various - - 0.5lb+ 10+
1. DR2 against cutting, piercing and impaling attacks, DR1 against crushing attacks.
2. DR4 against cutting, impaling and piercing attacks; lower DR against crushing attacks. Halve
this DR if worn without any padding.
3. Maximillian plate gives a +1 Defence Bonus due to the deflecting flutes.
4. The cost of Maximillian plate is double that of the equivalent piece of Hardened Plate.
5. For the weight of each piece of Jousting plate, add 35% to the weight of equivalent plate.
6. The cost of Jousting plate is five times that of equivalent plate.

TRANSPORT
HORSES AND OTHER RIDING MOUNTS
Johann checked the horse’s teeth and was
satisfied that this mount was the bargain he
believed it to be. The merchant evidently didn’t
know the quality of the horse and was selling it for
several hundred shillings under its real value.
Trying to keep his excitement under control,
Johann finalised the deal and led his new bargain
away, he had already decided to call it “Folly”
after the merchant’s misfortune.
The dealer smiled as he watched the horse
trotting away. He wondered how long it would be
before Johann discovered the animal’s poor
eyesight and overwhelming fear of dogs.

Purchasing Procedure
In times past, it was only the gentry, nobles and soldiers who were allowed to ride
horses. Everyone else made do with a mule, donkey or cart.
In modern Saduria, however, the social restraints have all-but disappeared. Now the
only thing that prevents most commoners from riding a horse is the cost, not only
purchasing the horse but also looking after it.
The following rules are deliberately far more detailed than any used when buying
anything else. This is because a mount should be far more than just a piece of
equipment; it is almost an NPC in its own right and should be treated as such.
Note that the usual haggling rules are not used. When buying a mount, use the following
procedure. Bear in mind that the term “horse-trading” is not for nothing used to describe
a risky transaction….
1. Decide what animal is required. Often, a mule is as good as, or better than, a
horse. Ponies have the advantage of being small enough to go underground (if
so trained). Warhorses, however, are still best for combat situations.

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2. Roll to see whether or not the animal is available at that location. Villages
are not likely to have a stable full of warhorses, and even riding horses are liable
to be scarce.
3. Decide what the purchaser is willing to spend, or what quality he is looking
for. This is where the purchaser takes his first risk. Despite looking for (and
paying for) a high quality animal, he may still end up with something worse. On
the other hand, paying for a broken-down nag may occasionally result in
something with hidden value. Mount quality is classed as Low, Medium and High,
with some variation within those classes.
4. Referee rolls for quality of mount. Mounts may have merits and drawbacks
just like people, and not all of these are obvious when the mount is bought.
Rolling for the quality of the mount at this point determines whether the animal is
as good as it was advertised.
5. Purchaser examines mount. This is the final chance to spot hidden flaws or
virtues. Now that the mount’s actual quality is known, a purchaser with
appropriate skills can examine it and evaluate which of the quality categories
(Low, Medium or High) it actually falls into.
The following skills are appropriate to discover a mount’s characteristics; roll
once to find each Advantage, Disadvantage and for the final quality roll. It may be
better for the GM to make these rolls to avoid giving away the fact that the animal
has any special characteristics:
 Animal Handling (Equines).
 Merchant (only if specialised in horse-dealing).
 Packing (only for pack animals).
 Riding (Horse) (roll at –2).
 Teamster (Equines) (only for evaluating draft animals).
 Veterinary.
6. Finalise deal. Once the deal is finalised, the purchaser is left to find out what
they have actually bought!

Availability by Location
Most Sadurian villages are highly unlikely to have spare mounts for sale; even mules
and donkeys will be rare. Only those that specialise in horse breeding or have large
horse markets are likely to have horses available. Towns are more likely to have mounts
for sale, and will usually have more available than cities.
A common source of horses, especially warhorses, is the manors that have specialised
in breeding them. The lord of a manor will usually not involve his villagers in this
program, and it is often a hobby of the lord himself. In the following table, there are two
entries for villages; the first is the chance that a village has a mount for sale and the
second is the chance that the lord of the manor has a horse-breeding program of his
own. Many lords will not sell to commoners unless the buyer can demonstrate some
worthy merits.

The amount by which the roll is made determines how many of that animal is available. If
the roll is made exactly, one animal is available but it will prove to have been acquired
illegally.

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Horse
Sought Mount Village Town City Market* Market*
Pony 20% 25% 65% 55%

Donkey 30% 35% 70% 50%


Mule 25% 35% 70% 55%
Draft Horse 15% 30% 60% 60%
+10% +30%
Saddle Horse 10% 40% 75% 70%
Courser 05% 30% 35% 35%
Cavalry Horse 02% 30% 25% 25%

Warhorse 01% 25% 15% 20%


Dog ** 25% 35% 70% 95%

* Markets and Horse Markets are mutually exclusive (use one modifier only).
** Dogs are obviously not mounts, but their purchase follows the same rules.

Animal Descriptions
These are copied from the section on Pets and Trained Animals in B(4th)458.
Pony
ST 18 DX 10 IQ 3 HT 11
Will 11 Per 12 Speed 5.25 Dodge 8 Move 7
SM+1 (3 hexes); 800lbs.

Traits: Domestic Animal; Enhanced Move 1 (Ground Speed 14); Hooves; Peripheral Vision;
Quadruped; Weak Bite.

Donkey
ST 15 DX 10 IQ 3 HT 11
Will 11 Per 12 Speed 5.25 Dodge 8 Move 5
SM+1 (2 hexes); 500lbs.
Traits: Domestic Animal; Enhanced Move ½ (Ground Speed 8); Hooves; Quadruped; Weak Bite.

Mule
ST 22 DX 10 IQ 3 HT 12
Will 12 Per 12 Speed 5.5 Dodge 8 Move 6
SM+1 (2 hexes); 1 400lbs.

Traits: Domestic Animal; Enhanced Move ½ (Ground Speed 9); Hooves; Quadruped; Weak Bite;
Sterile.

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Draft Horse
Relatively rare as draft oxen are hardier, easier to keep and cheaper.
ST 25 DX 9 IQ 3 HT 12
Will 10 Per 11 Speed 5.25 Dodge 8 Move 6
SM+1 (3 hexes); 2 000lbs.

Traits: Domestic Animal; Enhanced Move 1 (Ground Speed 12); Hooves; Peripheral Vision;
Quadruped; Weak Bite.

Saddle Horse
Also called a palfrey.
ST 21 DX 9 IQ 3 HT 11
Will 10 Per 12 Speed 5 Dodge 8 Move 6
SM+1 (3 hexes); 1 200lbs.

Traits: Domestic Animal; Enhanced Move 1 (Ground Speed 12); Hooves; Peripheral Vision;
Quadruped; Weak Bite.

Courser
Would be called a racehorse in later TLs. Used for hunting by the nobility.
ST 20 DX 9 IQ 3 HT 11
Will 11 Per 11 Speed 5 Dodge 8 Move 9
SM+1 (3 hexes); 1 100lbs.

Traits: Domestic Animal; Enhanced Move 1 (Ground Speed 18); Hooves; Peripheral Vision;
Quadruped; Weak Bite.

Cavalry Horse
Also sometimes called a light warhorse.
ST 22 DX 9 IQ 3 HT 11
Will 11 Per 12 Speed 5 Dodge 9 Move 8
SM+1 (3 hexes); 1 400lbs.
Traits: Combat Reflexes; Domestic Animal; Enhanced Move 1 (Ground Speed 16); Hooves;
Peripheral Vision; Quadruped; Weak Bite.
Skills: Brawling 10; Mount 12*.
*May be increased with extra training; +1 per additional year of training.

Warhorse
Also known as a heavy warhorse.
ST 24 DX 9 IQ 3 HT 12
Will 11 Per 12 Speed 5.25 Dodge 9 Move 7
SM+1 (3 hexes); 1 900lbs.
Traits: Bad Temper (12); Combat Reflexes; Domestic Animal; Enhanced Move 1 (Ground Speed
14); Hooves; Peripheral Vision; Quadruped; Weak Bite.
Skills: Brawling 12; Mount 13*.
*May be increased with extra training; +1 per additional year of training.

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Dog
Obviously not a mount (not even for halflings), dogs are nevertheless animal companions worthy
of a little extra detailing. Prices are for IQ3-trained dogs. Mutts are usually free but untrained.
ST 7-9 DX 11 IQ 4 HT 12
Will 10 Per 12 Speed 5.75 Dodge 8 Move 10
SM-1 to 0; 40-90lbs.
Traits: Chummy, Discriminatory Smell, Domestic Animal; Quadruped; Sharp Teeth.
Roll d6 twice for random personality traits. Duplicates reinforce that trait. Roll against the owner’s
Will for a trained animal to act contrary to its personality:
1. Disobedient. -2 Animal Handling to train, and -2 owner’s Will roll to make it obey.
2. Loyal. Will hardly ever leave its master in need. +2 owner’s Will to make it obey.
3. Aggressive. Puts up a fierce show of barking and snarling (though it may be all front).
4. Coward. Will run away rather than face threats.
5. Friendly. Always reacts to people at +2.
6. Curious. Will investigate anything new and chase whatever runs away from it.

Decide on Price Range


Prices are expressed in three ways; the usual price range, a random cost, and the
quality of the mount determined by the price. These are used in different situations:
Price Range. Used to determine whether a given price is high or low.
Random Cost. Used when a mount’s quality is not known, or when a quicker
sale is required.
Quality by Price. Assumes that higher quality mounts are worth more. May also
determine what a cash-strapped buyer can afford.
Price Mount Quality by Price Range
Mount Range Random Cost Low Medium High
701-1000 1001-1400 1401-1700
Pony 701-1700 700+(d10xd100)
700+(d3xd100) 1000+(d4xd100) 1400+(d3xd100)

501-800 801-1200 1201-1500


Donkey 501-1500 500+(d10xd100)
500+(d3xd100) 800+(d4xd100) 1200+(d3xd100)

901-1200 1201-1600 1601-1900


Mule 901-1900 900+(d10xd100)
900+(d3xd100) 1200+(d4xd100) 1600+(d3xd100)

1201-1500 1501-1900 1901-2200


Draft Horse 1201-2200 1200+(d10xd100)
1200+(d3xd100) 1500+(d4xd100) 1900+(d3xd100)

701-1000 1001-1400 1401-1700


Saddle Horse 701-1700 700+(d10xd100)
700+(d3xd100) 1000+(d4xd100) 1400+(d3xd100)

3201-3500 3501-3900 3901-4200


Courser 3201-4200 3200+(d10xd100)
3200+(d3xd100) 3500+(d4xd100) 4201+(d3xd100)

Cavalry 2701-3000 3001-3400 3401-3700


2701-3700 2700+(d10xd100)
Horse* 2700+(d3xd100) 3000+(d4xd100) 3400+(d3xd100)

3801-4100 4101-4500 4501-4800


Warhorse* 3801-4800 3800+(d10xd100)
3800+(d3xd100) 4100+(d4xd100) 4500+(d3xd100)

Dog 10-40 1d4x10


* Double price for animals that are already combat-trained. Extra training (up to 3
years) will add +1 to Mount skill for each year of training, for an additional 50% price
per year of additional training.

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Obvious Modifiers
These are modifiers that are obvious to anyone buying the mounts. Generally these
modifiers will only be used for horses, though they can easily apply to other mounts:
 +10% for a pure colour.
 +10% for black or white colour.
 -10 to 20% for an obvious but harmless physical imperfection.
 +10 or -10% for every +1 or –1 Reaction modifier from Attractiveness.
 +10% for each +1 ST, DX, HT (max +5) or IQ (max +1), where known before
rolling for Quality.
 +100% for +1 Basic Move, +300% for maximum +2 Basic Move.

Referee Determines Quality


Using the agreed price (if appropriate), and then use the following table to determine the
actual quality. In addition any Advantages or Disadvantages are then generated. Note
that any changes to statistics do not affect price at this stage.

Actual Mount Quality

Roll 2d6 Quality as determined by price: Low Quality

2-3 A broken down beast really only fit for food.


 All Riding and Animal Handling rolls are at –2.
 All statistics are –2 except IQ, which is –1.
 Move is -2.
 Has the Unfit Disadvantage at the –5 point level.
4-7 Animal is a “nag” and makes a passable mount but little more.
 All Riding and Animal Handling rolls are at –1.
 All statistics are –1.
 Move is –1.
8-10 A good, honest mount.

11-12 The mount has promise. Roll on Medium Quality table.

Roll 2d6 Quality as determined by price: Medium Quality

2-3 Despite its appearance the animal is broken down. Roll on Low
Quality table.

4-10 A good, honest mount.

11-12 The mount has promise. Roll on High Quality table.

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Roll 2d6 Quality as determined by price: High Quality

2-3 Despite its appearance the animal is only average. Roll on


Medium Quality table.

4-8 A superior mount.


 Animal has Mount skill at 11 or +1 if already has the skill.
9-11 An excellent mount.
 Animal has Mount skill at 12, or +1 if already has the skill.
 All statistics are at +1.
 Move +1.
12 An amazing mount. Roll d6
(1-5)  Animal has Mount skill at 13 or +1 if already has the skill.
 All statistics are at +1, except IQ, which is +2.
 Move +1.

(6)  Horse is a creature of faerie. As above but also is


intelligent and has the abilities of a Faerie spirit (S57).

Advantages and Disadvantages


Mount Quality
Low Medium High

Advantages 1d-4 1d-3 1d-2

Disadvantages 1d-2 1d-3 1d-4

Roll 1d10 Advantages Disadvantages


1 +1d3 levels of Will. Bad Back.
2 +1d3 levels of Will. Bad Sight (nearsighted).
3 1d6 levels of Night Vision. Bad Temper (12).
4 1d6 levels of Night Vision. Bully (12).
5 Danger Sense. Combat Paralysis.
6 Danger Sense. Compulsive Trickster (12).
7 High Pain Threshold. Cowardice (12).
8 High Pain Threshold. Gluttony (12).
9 +1d3 levels of Perception. Phobia (loud noises) (12).
10 +1d3 levels of Perception. Stubbornness.

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Horse Care
Horses require at least an hour of care per day: 15 minutes to saddle and at least 45
minutes of care after being ridden. During the day it requires a two to three hour break to
rest and forage, and must be well fed to stay in top condition.
Horses require between 70 and 80 lbs of fodder per day, and without at least 10lbs grain
per day, the animal will not have the energy to operate at peak efficiency: double Fatigue
losses if on an all grass diet.

Barding
Only warhorses are usually trained to wear metal
barding, though cavalry horses may be trained to accept
leather and cloth. To train any other mount (or other
animal) to wear barding takes an Animal Handling
(appropriate animal) roll, usually at –5! Reduce this
penalty to –2 for leather or cloth.
Bear in mind the enormous weight of barding. You
cannot simply load a warhorse up with full plate barding,
and then expect it to happily trot around all day.
As a rough example of what a mount may be expected to
carry:
 Full plate barding (as illustrated above right)
weighs in at 159lbs.
 Bit and bridle, horseshoes, a war saddle plus stirrups weighs 3+4+35=42bs.
 An average warhorse has a ST of 24, and so a Basic Lift of 115lbs.
Therefore, a fully barded warhorse, one of the strongest mounts available, will be Lightly
Encumbered with 201lbs, and therefore at –1 Move and Dodge, before even taking a
rider and his equipment:
 A man-at-arms weighing 180lbs wearing full plate armour (64lbs) with plate armet
helmet (7lbs), carrying a sidesword (2 ¾lbs), large knife (1lb), longsword (5lbs),
lance (6lbs) and mace (5lbs), adds 270 ¾ lbs to the horse’s burden.
The final weight being carried by the warhorse is therefore 471 ¾lbs. This means that
the mount is Heavily Encumbered, and is at 0.4 Move and –3 Dodge, not to mention the
additional Fatigue being used if the horse is used to travel long distance or in combat.

Because of the weight consideration, it is common to armour only sparingly, perhaps


only the front of the mount, or even just the head and neck. It also makes stronger
mounts very valuable.
In the main, barding follows the same convention as human armour; heavier armour
comes with padding and so on. The main difference is that the range of armour is less
than with human armour. In addition, plate armour is generally thinner for barding
because of the weight considerations.
Maximillian plate is available for mounts (though it gives additional strength to the
armour rather than a defence bonus in this case), but it is prohibitively expensive (ten
times the price of equivalent plate). If someone has Maximillian barding, it is a sure sign
that they have both money and connections.
All barding is considered scarce anywhere but a town or city, and plate barding is scarce
except in cities.

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Armour Location DR Weight Cost

Upper Head Armour (Demi-chamfron)


Reinforced Leather Face 2 3lb 50
Rigid Leather Face 3 3lb 80
Plate Face 5 10lb 200
Maximillian Plate Face 6 8lb 2000
Head and Neck Armour (Chamfron and crinet)
Cloth Face, skull, neck 1 3lb 40
1
Leather Face, skull, neck 2/1 5lb 80
Reinforced Leather Face, skull, neck 2 7lb 120
Rigid Leather Face, skull, neck 3 8lb 150
Neck Armour (Crinet)
Mail Neck 4/22 12lb 200
Plate Neck 5 14lb 400
Maximillian Plate Neck 6 12lb 4000
Chest Armour (Peytral)
Cloth Torso (9-10) 1 8lb 90
1
Leather Foreleg, Torso (9-10) 2/1 12lb 120
Reinforced Leather Torso (9-10) 2 15lb 250
Rigid Leather Torso (9-10) 3 16lb 300
2
Mail Foreleg, Torso (9-10) 4/2 20lb 600
Brigandine Foreleg, Torso (9-10) 4 50lb 800
Plate Torso (9-10) 5 60lb 1200
Maximillian Plate Torso (9-10) 6 55lb 12000
Haunch Armour (Crupper)
Torso (11), Groin,
Cloth Hind Leg
1 10lb 75
Torso (11), Groin, 1
Leather Hind Leg
2/1 15lb 100

Reinforced Leather Torso (11) 2 19lb 220


Rigid Leather Torso (11) 3 20lb 275
Torso (11), Groin, 2
Mail Hind Leg
4/2 25lb 550
Torso (11), Groin,
Brigandine Hind Leg
4 62lb 700

Plate Torso (11) 5 75lb 1000


Maximillian Plate Torso (11) 6 70lb 10000
Leg Armour, per pair of legs (usually only forelegs)
Rigid Leather Fore or hind legs 3 4lb 50
Plate Fore or hind legs 5 16lb 400
1
DR2 against cutting, piercing and impaling attacks, DR1 against crushing attacks.
2
DR4 against cutting, piercing and impaling attacks, DR2 against crushing attacks.

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Trappings
Bit and Bridle. +2 to Riding skill to control mount, or +3 if using both hands. Both
bonuses are only ever used to cancel out skill penalties.
Horseshoes. Shod horses get +2 HT on any rolls for stamina on long rides. They also
give some protection to the hoof if crossing caltrops; 50% chance that the hoof receives
4 DR.
Saddle and Tack. Riding a mount without a saddle is at –2 to all skills unless a
bareback Technique is learnt. Combat from bareback is at –4, or –2 with the bareback
Technique. A Lance cannot be used without a saddle. Tack is required to keep the
saddle on!
Saddlebags. Maximum of four bags can be accommodated (two slung forward of the
rider and two to the rear). Sold in matching pairs, price and weight is for two connected
bags.
Sidesaddle. Wearing skirts or a dress on a regular saddle imposes a penalty to Riding
skill (as detailed in the clothing section).
Spurs. +1 to control a mount, only against Riding skill penalties.
Stirrups. The development of stirrups led directly to effective mounted combat with
couched lance. Mounted combat is at –2 without the use of stirrups, and lances cannot
be used at the charge without stirrups. Saddles are assumed to come with stirrups.
War Saddle. A war saddle is uncomfortable because it is restrictive. It is designed to
hold the rider tightly. +1 to Riding skill to remain seated (only against penalties), 50%
chance of staying in the saddle even if unconscious. Add 1 to fatigue penalties for long-
distance travel if travelling long distance in a war saddle. Most travelling mounted
warriors ride a palfrey with a standard saddle, only mounting the warhorse when combat
looms.
Yoke. This is required to connect a draft animal to a cart or wagon. Yokes may be
designed for either one or two animals.

Trappings Weight Cost


Bit and bridle 3lb 35
Horseshoes (4) 4lb 50
Saddle, tack and stirrups. 20lb 250
Sidesaddle, tack and stirrups. 20lb 300
Saddlebags (pair), 20lb capacity. 2lb 30
Saddlebags (pair), 40lb capacity. 3lb 50
Saddlebags (pair), 60lb capacity. 4lb 80
Spurs (pair). Neg. 25
Spurs (pair), silvered. Neg. 250
War saddle, tack and saddles. 35lb 500
Yoke. 20lb 50

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OTHER TRANSPORT
To travel with heavy equipment, it is usually easier to buy a cart or wagon than a string
of pack animals. This has its downside when travelling into areas without roads, and is
certainly unsuited to underground exploration. The effective encumbrance from the
weight of a vehicle and its load is divided by 10 for two-wheeled carts, or by 20 for four-
wheeled wagons or coaches.
The prices given are for very basic models
of the vehicles. Extra money may mean
extra features, but sadly there is no way to
make the vehicles ride more comfortably:
 +10% price for each +10% HP, up
to a maximum +50%.
 +10% to +30% price for a better
cosmetic finish.
 +50% price for +1 Basic Move (better axles and wheels), +1 maximum.
All the details for the following vehicles follow the Vehicle rules B(4th)462. No engines
exist in Saduria so all vehicles are unpowered (and so ST is 0). All unpowered vehicles
have Injury Tolerance (Homogenous).
Hnd/ LWt Load Cost in
Vehicle HP SR HT Move tons lbs in lbs SM Occ DR shillings
Handcart* 20 0/2 10c * 0.29 580 400 +1 1 2 250
Sedan Chair** 15 0/1 10c ** 0.08 160 400 0 1 1 300
Teamster
Cart (2-wheel) 25 -3/4 11c 4/7 0.5 1000 800 +1 1 2 400
Wagon 35 -3/4 12c 4/8 0.84 1680 1000 +2 1 2 680
Wagon, large 55 -3/4 12c 3/6 3 6000 4500 +3 1 2 1200
Coach 53 -2/3 12c 4/9 2.4 4800 2400 +3 1+9 2 11000
Boating (unpowered)
Rowing boat 30 +1/3 12c ½ 0.5 1000 800 +1 1+4 2 500
Boating (sailboat)
Small riverboat ‡ 55 -1/2 12c 1/3 1.5 3000 2400 +2 2+8 2 2000
Large riverboat ‡ 100 -2/3 12c 0.5/3 4 8000 4800 +4 3+20 3 5000
Fishing boat 110 -2/3 12c 0.2/4 4 8000 4000 +4 3+3 4 8000
Shiphandling (ship)
Caravel 147 -2/3 12c 0.2/5 85 170000 120000 +7 30 5 23000
Carrack 850 -4/4 14c 0.1/3 1500 3000000 2400000 +10 100 5 90000
*The handcart is pushed (or pulled) by a single person, sometimes two. The speed of the
handcart is determined by the speed of the operator(s).
** The sedan chair holds a single person and is carried by two or more people. Determine
encumbrance as normal. Sedan chairs can move off-road! Add the Basic Lift (not ST)
capacity together if two (or more) people are cooperating in carrying the chair.
† Covered, or boxed, sedan chairs weigh an extra 40lbs (0.02 tons) and cost an additional
100 shillings or more. Some are luxuriously appointed inside, and gloriously painted outside.
‡ Riverboats are not designed for the rigours of the open sea. Assess –3 to Boating skill if on
the sea in anything but calm weather.

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MARKETPLACE
FOOD AND DRINK
Hans regretted having chosen to buy the soft fruits. They had looked so tempting on the
stall, and he had laughed when his companions had bought the grey-looking dry fish and
dusty hardtack bread. Now, however, his fruit was a mouldering mess and the others
were laughing at him. He grinned ruefully, and nodded gratefully to Helen as she passed
him a piece of dry fish. They were right and he had learnt yet another hard lesson.

Dietary Requirements
The following rules add a touch of realism to a game, but will become unnecessarily
tiresome if applied all the time. It is enough to know the rules, so that they can be
applied in times when it becomes important (such as when characters are lost in the
wilderness or shipwrecked).
The average person is assumed to need between 5 to 8 lbs of mixed food, or 3 to
4 lbs of meat, or 2 to 3 lbs of field rations (preserved food) each day.
These requirements are increased by 25% when engaged in strenuous activity such as
travelling or heavy work, and by 50% when engaged in extreme activity such as warfare
or adventuring!
Missing these requirements once or twice a week will not have any adverse effects, and
a person may go without the above dietary intake for a few days without any ill effects
(apart from hunger), but any longer than this means that the person is starving:
• A point of Fatigue per day is lost if:
o Under half the above daily requirements are eaten in a day.
o Under the full quota, but over half, is eaten daily for a full week.
• Lost fatigue from starvation cannot be recovered unless the full quota of food is
eaten for that day.

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Food
The food you eat will very
much depend on your
wealth. The poor will see
meat very rarely, and the
meat they see will mostly
be pork, rabbit or fowl. Beef
is rare because cattle are
raised mainly for milk and
to draw ploughs, and
sheep are primarily for
wool. Only animals that die
of old age or injury are
likely to end up on a
yeoman’s dinner table.
Preserving meat is possible
through drying, salting and
smoking. Magic is sometimes used, but it is not common enough to make any sort of
impact on the lives of the vast majority of the populace.
Vegetables are almost always boiled because the fields are often fertilised with human
excrement! The end result is that both green and root vegetables are usually combined
in a “pottage”, sometimes with barley or other pulses. Fresh salads are almost unheard
of, though basic fruit is common enough. Note that even salad vegetables are well
boiled. Bread is the most common staple; potatoes, rice and pasta are unknown in
Saduria.
At the other end of the scale, the wealthy will try almost any combination of foods and
spices, the more bizarre and rich the better. The term “conspicuous consumption” refers
to the practice of the very wealthy of deliberately laying out more food than can be eaten
in order to flaunt their money. The food that is left over is usually eaten by servants or
handed out to the poor. Queues of the needy are often seen at the back of mansions
awaiting the daily ‘broken meats’
In general, people will eat two meals a day: dinner at midday, and supper in the evening.
Breakfast is simply a
matter of having a little
bread or cold leftovers
when you rise, and it is
not considered a formal
meal. Snack foods are
the domain of the
wealthy; various nuts,
sweets, fruit pies and
sweet cakes are
fashionable, and will be
offered to guests when
they call. Marzipan
shapes and
gingerbread are both
very popular in Saduria.

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Price per lb. (in


Food Examples
copper pennies)
Raveled bread (coarse wholemeal),
Bread, basic trencher loaf.
1

Manchet (fine white bread), bagels, sweet


Bread, quality pastries. 6

Farmhouse cheese, butter, curds and


Cheese whey. 6

Eggs Chicken or duck. 4


Fish, common Trout, eel, oyster, haddock, crab. 3
Fish, rare Salmon, carp, sturgeon. 8
Fruit, common Apples, pears, blackberries. 2
Strawberries, raspberries, lemons,
Fruit, rare apricots, figs.
6

Meat, common Pork, duck, chicken. 5


Meat, rare Beef, venison, pheasant, peacock. 10
Pie, fruit Apple, berry, pear. 4
Pie, meat Pork, goat, game. 7
Pie, mixed Pasty (e.g. “Cornish” pasty). 5
Pulses Peas, barley, lentils. 1
Snack food Gingerbread, marzipan, sweets, nuts. 5+
Vegetable, common Onion, turnip, carrot, cabbage, beets. 0.5
Vegetable, rare Celery, spinach, artichokes. 3

Field Rations
“Field rations” is a catch-all term for preserved food which may stay edible for a month or
more. Usually, the food is preserved by smoking, drying or salting, but magic may play
its part as well. However it is preserved, the food in field rations is very nutritious for its
weight. It does not, however, completely take the edge of hunger, and anyone with
Gluttony will find living on field rations hard work. Field rations also make you very
thirsty!
The actual contents of a packet of field rations will vary depending on where it is
produced, but it will likely include preserved meat or fish, dried fruit, hard cheese and
hardtack bread (normal bread, twice baked to make it last longer).

Field rations cost;


• 2 shillings for a 3lb pack, which is enough to provide food for a day of
relatively easy travel, or
• 3 shillings for a 4½lb pack, which is suitable for the requirements of
an active adventurer.

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Drink

In Saduria, drink usually means something alcoholic or milk. Water, unless direct from a
spring or somehow purified (by magic, for example), is simply too dirty to drink. Rivers
are a means of transport, a sewer and a bath, and even ill educated people know that
the water is usually less than pure.
What you drink is probably determined by your wealth. The rich prefer wine whereas the
poor drink beer or cider. This is not set in stone, however, and yeomen may well develop
a taste for wine while nobles may drink beer when not in formal settings.
Unadulterated wine is heavy and sweet, with a lot of solid residue that will require
decanting or straining before the wine is drunk. Wine may be flavoured with sugar or
spices, or may be watered down to make a less potent drink.
Beer is flat and made with barley flavoured with hops or other plants, small beer is
weaker and may well be homemade. Beer may also be flavoured with exotic spices.
Cider is made from both apples and pears (when it is correctly termed perry), and
ranges from weak to eye-wateringly potent.
Finally, distillation is known is Saduria, and alcoholic spirits are becoming more common
amongst the wealthy. Strong spirits are sometimes referred to as “aqua vitae” (not to be
confused with the alchemical term).
Drinking and Intoxication
The following notes refer to the Drinking and Intoxication rules, B(4th)439.
“Standard size” is the measure that the drink is served in. A mug is a pint mug or
tankard, a glass is a 4-5oz glass or goblet, a shot is a 1½oz cup.
The “Strength” refers to the relative alcoholic strength of the drink. Use this when
calculating how many drinks the person has drunk (so 4 mugs of strength 0.5 means 2
drinks for intoxication purposes).

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Standard Price per


Drink Examples Strength
size drink. (cp)
As drunk daily by most
Beer, small Mug 0.5 3
commoners.
Beer, strong Served at taverns. Mug 1 6
Wine, watered As drunk daily by the wealthy. Glass 0.5 3
As drunk at meals by the
Wine Glass 1 6
wealthy.
From certain vineyards in
Wine, good Saduria, mainly in northwest Glass 1 10+
Duisenburg.
As drunk daily by many
Cider, weak Mug 0.5 2
commoners.
Cider, strong Served in taverns. Mug 1 5
Cider, vicious Usually locally made. Mug 2 8
Spirits Brandy, whisky or similar. Shot 1 15
Distilled wine. Also called
Brandywine Glass 2 10
winter wine.
Sack Sherry, fortified wine. Glass 1.5 15
Milk Drunk by the young or infirm. Mug 0 2

Larger measures. A barrel (hogshead) holds 63 gallons, a tun holds 252 gallons.
There are approximately 8 mugs to the gallon, or 32 glasses, or very approximately 100
shots. If buying larger measures, a 20% discount can be expected.

LIVESTOCK
Whilst it is not expected that adventuring parties will
lumber themselves with small herds of pigs of flocks of
chickens, livestock are a staple of the rural economy and
it is therefore important to know their value to the farmer.
It is more realistic for small villages to reward
benefactors with livestock than with cash, and they will
feel that they are doing the recipient a favour in doing so.
After all, livestock is the gift that keeps on giving!
Livestock is relatively expensive. Before wondering why
a pig-breeder isn’t rolling in money, bear in mind that
disease and predators claim a proportion of animals,
feed needs to be purchased and grazing land rented, and once the animal is sold there
is no more income until the next generation is old enough to be sold. And all this
assumes a fertile breeding animal!

Animals
The following animals are commonly kept as domestic livestock. The weight of edible
meat is the amount a trained butcher can extract from an animal; reduce by a quarter for
an untrained butcher. Some of the livestock listed is not regularly raised for food, but
may be eaten in emergencies or if dying of injury.
Grain costs around 1cp per lb. Fodder is usually grass, hay or similar, sometimes
supplemented with grain for optimum conditioning. Pigs are happy with leftovers (if there

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are any), but are usually let loose to forage in orchards or woodland. Fowl eat grain and
insects, and will graze on weeds.
Livestock (but not mounts) can be considered plentiful at livestock markets, but scarce
within urban environments otherwise.

Weight of Daily fodder Average cost


Animal edible meat required in shillings
Bull 750lb 88lb 1000
Cow 500lb 88lb 400
Donkey 200lb 88lb 1050
Fowl 5lb 0.1lb 1
Horse, cavalry 450lb 75lb* 3250
Horse, draft 500lb 70lb 1750
Horse, saddle /courser 400lb 70lb* 1250/3750
Horse, war 500lb 80lb* 4350
Mule 450lb 70lb 1450
Ox 800lb 88lb 800
Pig 125lb 25lb 60
Pony 200lb 35lb 1250
Sheep 50lb 9lb 50
* Without at least 10lbs grain per day, the animal will not have the energy to operate at
peak efficiency: double Fatigue losses if on an all grass diet.
For completeness, a human would yield about a half their weight in edible meat!

CLOTHING
Everyone wears clothes, and the clothes that you wear state both who you are and what
you are. The accoutrements of your trade are worn proudly to declare how you make
your living, and it is as unthinkable to wear the garments of a different trade as it is to
wear clothing of the opposite sex.

Wear and Tear


Clothing is expected to last many years. Naturally, repairs and alterations are necessary,
more regularly if the clothing is worn for hard manual work (or adventuring). Apart from
repairing damage, clothing is regularly altered to keep up with changing fashions. Even
yeomen in rural villages find it necessary to stay reasonably fashionable, and for the idle
rich, fashion is possibly the most important thing in their lives.
Anyone with Housekeeping skill can maintain their clothing to a reasonable level, though
it takes Tailoring skill to make tidy repairs and alterations. Assume that daily wear and
tear is taken care of during the quiet times if at least one member of the party has
Housekeeping, otherwise repairs will have to wait until the party reaches a village (where
the Cost of Living covers paying for cleaning and repairs). If clothing is badly damaged
(perhaps through a series of cutting attacks) a professional will be required to repair it.
Housekeeping will be able to close up any rips or tears, but the amateur repairs will
show and detract from the look of the clothing.

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Sewing and Housekeeping


Housekeeping skill requires a few basic items to avoid the penalties for
working without proper equipment, as detailed B(4th)345.
The minimum equipment is a needle and thread, but usually also includes
spare needles, a thimble, scissors, a small roll of spare cloth and a few
spare buttons. All this is easily purchased from most peddlers, and costs 2
shillings. The weight is negligible.

Clothing and Status


Clothing is closely linked with status. Much of the
relationship can be ascribed to simple economics,
but there are also many complex social
conventions that dictate who can safely wear what.
This works downwards as well as up; a noble who
wears leather will ensure that it is either highly
decorated or otherwise easily distinguished from a
yeoman’s leather working clothes.
Clothes are grouped into outfits based on the social
level of the wearer, but are all based on the same
pieces of clothing. There is considerable variation
within each outfit, for convenience, though, these
are ignored, just assume each outfit costs the
same. Clothing is not cheap, but usually lasts for
several years with running repairs. Lower social levels will probably
use recycled bits and pieces of cast-off clothing from their social
betters, this is part of the normal price for an outfit and is perfectly
acceptable socially.
Buying an outfit provides all the pieces of clothing included in that
outfit, plus a belt and small purse. Any minor repairs or individual
replacements are covered in the monthly Cost of Living.
One important point to remember when choosing clothing: in
Saduria all prostitutes are required to wear yellow sashes to
advertise themselves and save embarrassment for “respectable”
women. Some therefore see yellow as the colour of a woman or
man with loose morals, and wearers may expect to be treated
accordingly.

Male clothing
• Hose. These join at the crotch (like trousers) and include a
DR1 leather codpiece, often of a considerably generous fit!
• Breeches (Optional). At the cutting edge of fashion and
ending just below the hip or reaching to the knee, depending
on fashion.
• Shirt (chemise).
• Tunic (bliaut). The sleeves may be ‘slashed’ at higher social
levels to show the expensive material of the lining
underneath.
• Hat. Fashionable as well as practical. No fashionable male
Sadurian goes without a hat.

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Female clothing
• Stockings. Knee length and secured with garters.
• Undershirt or chemise, also called the camicia.
• Petticoat/Underskirts. These add volume to the skirt or dress, and
may be as full as the wearer can afford.
• Bumroll and farthingale. The bumroll is a padded “horseshoe” worn
around the back of the hips and tied at the front, designed to make
the hips look wider and therefore the waist look smaller. The
farthingale is a reinforced underskirt that gives the fashionable “bell”
shape to the skirts. Neither of these are particularly practical or common for
working women.
• Corset. Mainly still limited to the nobility. From simple stiff linen to whalebone
reinforced. Formal reinforced corsets may give DR1 to the torso. Corsets require
help to put on as they lace up at the back, front lacing (a sure sign of common
birth and no maid) is a development for the future.
• Sleeves. These are worn laced to the dress or tunic.
• either Dress. All-in one. Full skirted dresses are the latest fashion.
or Tunic. Worn with a skirt, not with a dress.
Skirt. Worn with tunic. Full but strait “A-line” skirts are in fashion.

Outfits
Outfit Description Weight Cost (shillings)
“Court” ‘Sunday best’ or for appearing at the local social
3lb 100x(SocLev+1)*
clothes. high spot. Not seen below SL0.
Town clothes. Standard day wear for most people. 2lb 40x(SocLev+1)*
The most common outfit for adventurers, sailors
Travelling
and travellers. Clothing is tough, weatherproof, 2lb 60x(SocLev+1)*
clothes.
and designed for more freedom of movement.
Winter clothes. Cold-weather clothing. 3lb 60x(SocLev+1)*
Working May include a DR1 leather apron. Rarely seen
2lb 60x(SocLev+1)*
clothes. above SL1.
Cloak Description Weight Cost (shillings)
Light cape. A light cloak, rarely worn by women. 2lb 10x(SocLev+1)*
Cloak. A heavy cloak. Generally has a hood. 5lb 20x(SocLev+1)*
* Where (Social Level+1) is less than 1, treat as 0.5.

Penalties to Physical Skills*


Fashionable Sadurian outfits are deliberately restricting (demonstrating that the wearer
does not have to perform physical work); this penalty applies to those skills and activities
requiring freedom of movement. Note that Riding skill is unaffected unless the rider is
wearing long skirts or a dress and is not riding with a sidesaddle.
Outfit Male Female
SL1 or less. Town, travel and working outfits.
0 -1
SL2-4. Travelling outfit.
SL1 or less. “Court” and winter outfits.
SL2-4 town and working outfits. -1 -2
SL5+. Travelling outfit.
SL2-4. “Court” and winter outfits.
-2 -3
SL5+. Town, “court” and winter outfits.

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OUTDOOR EQUIPMENT
Whilst it is just about possible to get by living off the land if you know Survival skill,
without proper equipment the Survival roll is at –2 (for improvised tools).
Cost
Equipment Description Weight
(shillings)
Backpack, large Can hold 100lb of gear. 8lb 25
Backpack, small Can hold up to 40lb of gear. 3lb 10
Blanket Warm woollen blanket. 4lb 20
Canteen, 1 pint Often wood or horn. Weight empty 1lb. 3lb 10
Eating utensils Pewter bowl, mug, and spoon. 1.5lb 8
Fishhooks and line Can be used with or without a pole. Neg. 5
Includes a 5-gallon cooking pot, 30 yards of
Group basics light rope, hatchet, large knife, hammer, 33lb 180
tinderbox, and 10 yards of cord.
Throws its light up to 50 feet; penalties for no
Lantern light increase by 1 for each 5 foot from the 3lb 20
lantern to maximum -10.
Keeps a lantern lit for 24 hours. Will catch
Lantern oil, 1 pint 2lb 2
light in 3 seconds but is not explosive.
May be closed to partially conceal the light,
Lantern, shuttered 5lb 50
or be opened only on one side.
Pole, 6’ wooden Walking staff or tent pole. 2lb 1
Pole. 10’ wooden A tent pole, raft pole or trap detector! 4lb 1
3
Rope, /16” cord Supports 90lbs. Per 10 yards. 0.5lb 1
3
Rope, /4 “ Heavy rope, supports 1100lb. Per 10 yards. 5lb 10
3
Rope, /8” Light rope, supports 300lb. Per 10 yards. 1.5lb 5
Sleeping furs Still the warmest way to sleep. 8lb 15+
Low ceiling. Often pitched up against
Tent, 1-man 5lb 30
something to provide additional space.
The typical pavilion tent. High ceiling.
Tent, 20-man 100lb 400
Requires 16 10-foot poles.
Requires a 6 foot pole or equivalent, often a
Tent, 2-man 12lb 50
spear is used on military campaigns.
Tent, 4-man Requires two 6 foot poles. 30lb 100
A flint and steel with a small box of
Tinderbox smouldering tinder, ready for almost Neg. 4
immediate use.
Has pitch-soaked material at one end.
Throws its light up to almost 20 feet;
penalties for no light increase by 1 for each 2
Torch foot from the lantern (max-10). Burns for 1 1lb 10 copper
hour. An improvised torch (untreated cloth
wrapped around a stick) burns for only 15
minutes.
Waterskin, 1 gallon Weight empty 0.25lb. 8.25lb 5

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CONTAINERS
In some cases, the container a substance is carried in may be valuable in its own right.

Game assumptions
For ease of play, the following (slightly inaccurate) conversions are used:
• 1 pint weighs 1lb.
• 1 gallon = 8 pints = 8lb.
• 1 “dose” (for potions etc.) = 1/10th pint = 0.1lb. (usually neg. weight).

Weight Weight Cost


Container Description
empty filled (shillings)
Backpack, large Can hold 100lb of gear. 8lb 108lb 25
Backpack, small Can hold up to 40lb of gear. 3lb 43lb 10
Barrel, hogshead. Holds 63 gallons. 63lb 567lb 50
Barrel, keg. Holds 25 gallons. 25lb 225lb 20
Barrel, tun. Holds 252 gallons. 252lb 2268lb 200
Bottle or jar, ceramic, large Holds 1 gallon. 8lb 16lb 5
Bottle or jar, ceramic, small Holds 1 pint. 2lb 3lb 2
Bottle or jar, ceramic, tiny Holds 0.3 pint. 0.5lb 0.8lb 15 copper
Bottle or jar, glass, large Holds 1 gallon. 4lb 12lb 10
Bottle or jar, glass, small Holds 1 pint. 1lb 2lb 5
Bucket, leather Holds 5 gallons. 2lb 42lb 5
Bucket, wooden Holds 5 gallons. 5lb 45lb 3
Canteen, 1 pint Often made of wood or horn. 1lb 3lb 10
Wood with iron bands. Adds
Casket, reinforced 4DR and +20%HP. Capacity 30lb Var. 100
12”x12”x18”.
Commonly used to store items.
Casket, wooden 10lb Var. 25
Capacity 12”x12”x18”.
Wood with iron bands. Adds
Chest, reinforced 4DR and +20%HP. Capacity 80lb Var. 250
18”x18”x36”.
Common household storage.
Chest, wooden 20lb Var. 50
Capacity 18”x18”x36”.
Sack, large Holds 30lb of gear. 0.5lb 30.5lb 10 copper
Sack, small Holds 10lb of gear. Neg. 10lb 5 copper
Vial, ceramic. Holds 3 doses. Neg. 0.3lb 3
Vial, glass. Holds 3 doses. Neg. 0.3lb 10
Vial, silver. Holds 3 doses. 0.5lb 0.8lb 100
Waterskin, 1 gallon Often just a sewn up goatskin. 0.25lb 8.25lb 5

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COOKING AND EATING


Helen tore at the herbs with real violence. She regretted again having admitted to
learning household skills from her mother. Now she was the group’s cook and tailor, and
she was getting thoroughly fed up with it.

The skill of Housekeeping should be


sufficient for most groups of adventurers
to cook up a decent meal,
and even Survival will allow
for the roasting of some small
creature over a campfire. If
haute cuisine is required, the
Cooking skill is
recommended, though a
trained chef will find cooking
over a campfire inflicts some
penalties for insufficient
equipment (usually –2).
Most people of this Tech Level will eat with a spoon and knife (almost
everyone carries a small knife for this purpose). Forks are a new development
and still rare for personal use, though they are often used for carving and
serving meat.
Plates are pewter or wooden. Serving dishes may be plated (almost exclusively silver-
plate) or ceramic, but these are too heavy and fragile for taking on outdoor expeditions.
Many pieces of tableware count as artwork, use the base cost below and multiply by the
Artistic Modifier. Note that, at this TL, matching sets of crockery or cutlery are rare.
Cooking pots are heavy iron, or more rarely copper, affairs; everything is thrown in
together and well boiled. Note that even salad vegetables are well boiled because
human excrement is used as fertiliser on the fields. The most common dish is ‘pottage’,
a sort of all-in stew. Bread is the most common staple; potatoes, rice and pasta are
unknown in Saduria.
Cost
Equipment Description Weight
(shillings)
Bowl or plate, pewter Used in better households. 0.5lb 2

Bowl or plate, wooden The most common personal dish. 0.5lb 10 copper

5-gallon capacity. Can cook for up to


Cauldron, copper, medium 20lb 220
10 people.

1-gallon capacity. Cooks for one or


Cauldron, copper, small 4lb 50
two people only.

50-gallon capacity. Not a portable


Cauldron, iron, large affair. Used in great houses for 250lb 1000
feasts.

5-gallon capacity. Can cook for up to


Cauldron, iron, medium 25lb 100
10 people.

1-gallon capacity. Cooks for one or


Cauldron, iron, small 5lb 25
two people only.

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Cost
Equipment Description Weight
(shillings)

5-gallon iron cauldron, 1-gallon iron


Cooking tools (to cook for a
cauldron, utensils and a small 50lb 150
group of up to 10 people)
selection of herbs and spices.

Harder wearing and more attractive


Goblet or mug, ceramic 1lb 1
than wood.

Goblet or mug, pewter Most commonly encountered vessel. 1lb 5

Goblet or mug, silver plate Reserved for the rich. 1lb 50

Goblet or mug, wooden Basic but cheap. 1.5lb 10 copper

Goblet, glass Increasingly fashionable. 0.5lb 25

Knife, small Everyone carries a small knife. 0.5lb 20

Meat cleaver A big chopping blade. 3lb 8

Serving dish, ceramic Found in the better houses. 2lb 50+

Serving dish, pewter Used by commoners. 2lb 25+

Serving dish, silver plate Used for special occasions. 2lb 150+

Require containers (ten 0.3 pint


Spices (varied) x10 jars). Covers a wide variety of herbs, 10x0.3lb 100
spices and seasonings.

Spoon or fork Large serving cutlery. 0.5lb 5

Spoon, metal Harder wearing personal cutlery. Neg. 1

Spoon, wooden Very common personal cutlery. Neg. 10 copper

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HOUSEHOLD AND DOMESTIC


Few adventurers will carry their entire compliment of household goods around with them,
but are usually happy enough to strip someone else’s house of goods to sell. Many
domestic items listed here are equally of use in a manor house or temporary campsite.
Some are essential tools for the Housekeeping skill.
Cost
Equipment Description Weight
(shillings)
Bed linen Cotton sheets and blankets. 10lb 25
Bed linen, fine Finer cotton and even silk 8lb 100
Smoky and smelly. Burns for 4
hours. Projects light to 5 feet.
Candle, tallow 0.5lb 10 copper
Increase no light penalty by 1 (max
–10) per 6” from candle.
Burns for 6 hours. Projects light to 5
Candle, wax feet. Increase no light penalty by 1 0.5lb 1
(max –10) per 6” from candle.
Holds from one to six candles. Each 2lb+1lb 25+5 per
Candlestick, bronze or iron
candle is held on a ‘horn’. per horn horn
Holds from two to six candles. Each 2lb+1lb 100+20 per
Candlestick, silver plate
candle is held on a ‘horn’. per horn horn
10 copper
Holds from one to six candles. Each 2lb+1lb
Candlestick, wooden +2 copper
candle is held on a ‘horn’. per horn
per horn
Cleaning tools Broom, mop and cleaning rags. 5lb 1
Cooking tools (to cook for 5-gallon iron cauldron, 1-gallon iron
a group of up to 10 cauldron, utensils and a small 50lb 150
people) selection of herbs and spices.
Keeps a lamp lit for 24 hours. Will
Lamp oil, 1 pint catch light in 3 seconds but is not 2lb 2
explosive.
Essential for fashionable women.
1lb+Social 10+Social
Makeup set Higher social levels use more
Level Level
extensive and expensive sets.
Makeup, actor’s Tools for the Makeup skill. 2lb+ 15
Mirror, hand Handheld mirror. 1lb 25
Mirror, table For mounting on a dresser or table. 5lb 100
Musical Instrument, large Harpsichord, harp and so on. 10lb+ 500
Musical Instrument, small Lute, oboe, trumpet and so on. 3lb 150
Sewing kit Needles, thread and so on. Neg. 2
Soap, perfumed Definitely for the wealthy. 0.25lb 10
Soap, plain Not perfumed. General purpose. 0.25lb 1
Throws its light up to 50 feet;
penalties for no light increase by 1
Table lamp, oil fuelled 5lb 25
(max –10) for each 5 foot from the
lamp

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TOOLS
Cost
Equipment Description Weight
(shillings)
Requires blacksmith’s tools in addition to
Armourer’s tools 10lb 200
armourer’s tools.
Brushes, paints, charcoal and coloured
Artist’s tools 5lb 20
chalks. Also needed for drawing maps.
Axe, woodsmans Classes as a cheap quality military axe. 6lbs 20
Balance and weights For assaying and evaluating. 3lb 70
Blacksmith’s tools Hammers, tongs, anvil and ‘portable’ forge. 200lb 400
Carpentry tools Mallet, chisels, planes and so forth. 20lb 300
Cleaning tools Broom, mop and cleaning rags. 5lb 1
A 3-foot iron crowbar. Doubles BL for
Crowbar 3lb 20
forcing doors, windows and chests, etc.
Cooking tools (to cook 5-gallon iron cauldron, 1-gallon iron
for a group of up to 10 cauldron, utensils and a small selection of 50lb 150
people) herbs and spices.
Disguise tools Putty, makeup and wigs. 10lb 50
First Aid kit Bandages and a few medicinal salves. 3lb 20
Fishhooks and line Can be used with or without a pole. Neg. 5
Gemsmith’s glass Essential to properly evaluate gems. Neg. 75
Hatchet Classes as a cheap quality weapon. 2lb 6
Small precision hammer, chisels and tongs.
Jeweller’s tools 4lb 300
Includes the gemsmith’s glass.
Leatherworker’s tools Knives, hooks, needles and thread. 5lb 150
Makeup, actor’s Tools for the Makeup skill. 2lb+ 15
Medical tools Essential for Surgery skill 5lb 300
Pickaxe Can be used as a cheap quality weapon. 8lb 15
Plough, iron Requires a draft animal and yoke. 120lb 220
Saw Large, two-handed lumberjack saw. 3lb 150
Needles, thread and so on. Good for
Sewing kit Neg. 2
Housekeeping skill but no more.
th
Spade, iron blade The default for digging speed in B(4 )350. 6lb 20
Spade, wooden blade Very common tool. Half digging speed. 5lb 5
Partially corrects bad sight. Halve all Bad
Spectacles Neg. 250
Sight penalties while worn.
Spin wool into yarn. Includes carding combs
Spinning wheel 40lb 100
and knitting needles.
Scissors, measuring tape, needles and
Tailoring tools. 2lb 80
thread.
Holds 350lb. The effective weight of the
Wheelbarrow 18lb 60
load is divided by 5 for encumbrance.
Whetstone and oil Essential to maintain bladed weapons. 1lb 5
Quills, pens, sharpeners and inks. Includes
Writing tools 1lb 50
a few sheets of paper.

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Locks and Lockpicking


Hans grimaced as his levers strained without effect against the lock’s inner workings. He
paused and re-evaluated. Maybe this one was not the simple Kaufman lock that he had
originally taken it for. That meant it must be the fiendish Wittman Special. Hans took a
deep breath, this was not going to be easy….

Although they do the same job no matter where they are placed, locks are not the same
shape, size or complexity the world over. These rules redress the balance and add a bit
more interest to campaigns where breaking and entering feature heavily. They do add a
little more detail to the game, and may be ignored if the GM and players wish.
Locks are classified with a 3-digit code, which identifies the lock’s type, size and
complexity, for example D3.2 for an average door or chest lock.
Lock Type
Locks are designed to fit doors and chests, or as padlocks to secure hasps or chains.
Therefore, these two types are coded:
• D Door and chest locks, set within the body of the door or chest.
• P Padlock, external to whatever is to be secured.
Lock Size
The size of the lock really depends on what is to be secured; a vault door obviously
requires a larger lock than a jewellery case.
• Lock size expressed as a number from 0+.
The number roughly equates to the lock’s edge size in inches (0 being a fraction of an
inch), and the lock’s weight in pounds is equal to half its size (0 being negligible weight).
Lock Intricacy
The intricacy of a lock is determined by how difficult it is to pick. Use the intricacy
number as a penalty to Lockpicking skill.
• Lock complexity expressed as a number from 0+.
The vast majority of Sadurian locks fall within the 0-5 range of intricacy.
Prices
Locks are not cheap, especially at high complexities and at smaller sizes.
Lock Complexity

0 1 2 3 4 5 6

0 50 80 100 200 400 800 1600

1 25 40 60 120 240 480 960

2 15 20 25 50 100 200 400


Lock Size

3 15 20 25 55 120 240 480

4 20 30 40 80 160 320 640

5 25 40 60 120 240 480 960

6 40 55 80 160 320 640 1280

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THIEVING AND UNDERWORLD


Saduria has no organised “Thieves’ Guild”, but may have local groups of criminals
organised under a powerful crime boss. If this is the case, a criminal may buy “rank”
(levels 0-4) as follows:

Rank Cost Description

0 0 Criminal. Just an average lawbreaker with no formal group ranking.

Criminal ‘name’. Either a noted independent criminal with local


1 5
influence, or an enforcer working for a higher-ranking criminal.

Criminal lieutenant. Either the criminal mastermind within a small town


2 10 or village, a leading criminal concerned with a single aspect of crime
within a town, or working as a lieutenant for a higher-ranking criminal.

Crime boss. Has influence either over all crime within a town, or
3 15 possibly over a particular type of crime within a network of towns or
within a city.

Crime lord. Has influence over all crime within a network of towns or
4 20
within a city.

Naturally, criminal ranking does not endow the criminal with any social status, and has
no effect outside of the criminal organisation.
Availability of the following is considered scarce anywhere but in a town, and the items
marked * are scarce unless the buyer is in a city and has (or knows someone with) at
least Criminal Rank 1.

Cost
Equipment Description Weight
(shillings)
A 3-foot iron crowbar. Doubles BL for
Crowbar 3lb 20
forcing doors, windows and chests, etc.
Disguise tools Putty, makeup and wigs. 10lb 50
Goose grease For oiling hinges (normal availability). 1lb 5 copper
Iron, three-pronged grapnel. Supports up
Grappling hook 5lb 20
to 500lb.
Steel, three-pronged grapnel. Supports up
Grappling hook, light 1lb 200
to 300lb.
Lockpicks, basic Basic equipment for Lockpicking skill. Neg. 50
Lockpicks, good quality Adds +1 to Lockpicking skill. Neg. 250
Lockpicks, fine quality* Adds +2 to Lockpicking skill. Neg. 1000*
3
Rope, /8” Light rope, supports 300lb. Per 10 yards. 1.5lb 5
3
Rope, /16” cord Supports 90lbs. Per 10 yards. 0.5lb 1
3
Rope, /16” human hair* Supports 200lb. Per 10 yards. 0.5lb 50*
Stethoscope, brass Adds +2 to listening through doors etc. 1lb 50

* Availability always scarce unless in a city and with at least Criminal Rank 1, or knowing
someone with such rank (and who is willing to acquire the goods).

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Poisons
For more information on poisons see B(4th)437.

Poisons are both well known and widely used in Saduria. One reason that everyone with
a blade does not use poison is the social view that only assassins and criminals stoop to
use such underhand methods. Another reason is that they are not particularly practical.

They do, however, remain a popular means to assassinate society and political
opponents. Most people of any importance have defences against poison, ranging from
magical detection and neutralisation to food tasters. Many nobles have small vials with
antidotes to common poisons handy.
The art of poisoning is highly developed in Saduria, and alchemists and assassins alike
have developed extremely virulent poisons to supplement natural toxins. Anyone found
with this artificial or enhanced poison will be charged with poisoning, even if they have
not actually killed anyone!

Administration of Poison
Poisons may be administered in any one of four main ways:

Must reach a mucous membrane or an open


• Blood agent. wound. Blade venoms are of this type.

• Contact agent. Must be inhaled or touch the bare skin.

• Digestive agent. Must be swallowed.

• Respiratory agent. Must be inhaled into the lungs.

Types of Poison
Mineral Poisons
Arsenic. A very common poison for killing both rats and people! Only a
small amount is required to achieve lethality, and it is a very
popular assassin’s tool. Symptoms include cold, clammy skin,
collapse, convulsions, vomiting and colic.
Digestive agent. 1-hour delay and a HT-2 roll to resist. 1d
damage, repeating hourly for eight hours.

Arsenic gas. Produced alchemically, arsenic gas is as poisonous as the solid.


Symptoms are a burning sensation on the face, vomiting and
diarrhoea.
Respiratory agent. Half hour delay and a HT-2 roll to resist. 1d
damage, repeating hourly for eight hours.

Cyanide. A new and highly toxic poison developed by alchemists. May


also be known by many other names. Deadly in any form,
cynanide can be found as gas, contact, blood agent or digestive.
Symptoms include blue lips, respiratory failure and convulsions.

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Blood agent. No delay or HT roll to resist. 4d damage.


Contact agent. 15-min delay. No HT roll to resist. 4d damage.
Digestive agent. Digestive agent. 15-min delay. No HT roll to
resist. 4d damage.
Respiratory agent. No delay or HT roll to resist. 4d damage.

Lead. A low toxicity but nasty poison as even surviving the effects may
leave a victim with mental damage and chronic pains.
Symptoms include vomiting, a metallic taste in the mouth, and
bodily collapse.
Digestive agent. 24-hour delay and HT roll to resist, 1d damage,
repeated weekly for ten weeks. Any failed rolls also inflict a
cumulative point towards a mental disadvantage.
Long exposure (HT in months) of small doses will cause mental
instability and vague chronic pain in addition to any other
symptoms. Roll HT each month; failure inflicts a cumulative point
towards a mental disadvantage.

Mineral Acids. Acids are less poisonous than they are corrosive, but the
difference is academic if you swallow them. Acids come in
different strengths, rate them from 1 to 4. These strengths are
then used to determine the damage the acid causes. Vomiting,
usually a way to lessen a poison’s effects, works slightly
differently with acids, it lessens future effects as normal, but also
causes another cycle of damage as the gullet is exposed to the
acid again.
A related ‘poison’ is finely ground glass. A digestive agent only,
its effects are as a strength 2 acid.
Digestive agent. No delay and no HT roll to resist. 1dxstrength
damage.
Contact agent. No delay and no HT roll to resist. (1dxstength)/2
damage. Leaves permanent scars.
Respiratory agent (gas). No delay and HT-2 to resist.
(1dxstength)/2 damage.

Phosphorous. A common rat poison, phosphorous is slow acting but extremely


potent. Symptoms include jaundice, a smell of garlic on the
breath, and even smoke coming from the mouth.
Digestive agent. 6-hour delay and a HT-2 roll to resist. 1d
damage, repeating daily for two weeks.
Contact agent. Immediate effect, no HT roll to resist. 1d -2
damage, healing is at –2.

Phosphorous gas. Produced alchemically. Symptoms include jaundice, a smell of


garlic on the breath, and even smoke coming from the mouth.
Respiratory agent. Half hour delay and a HT-2 roll to resist. 2d
damage, repeating daily for four days.

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Quicksilver. Symptoms include a metallic taste in the mouth, thirst, colic and
vomiting.
Blood agent. 1-hour delay and a HT roll to resist. 1d damage,
repeating daily for two weeks.

Plant Poisons
Croton Seed Oil. Commonly used as a blade venom as it is not volatile (doesn’t
evaporate easily). It is also highly dangerous as a simple contact
poison. Symptoms include burning pain in the affected area and
in the bowels and groin, vomiting, pallor and collapse.
Blood agent. No delay and a HT-2 roll to resist. 1d damage,
repeated hourly for 24 hours.
Contact agent. No delay and a HT-2 roll to resist. 1d-2 damage,
repeated half-hourly for two hours.
Digestive agent. No delay and a HT-2 roll to resist. 1d damage,
repeated hourly for 24 hours.

Deadly Nightshade. Symptoms include hot, dry skin, delirium and hallucinations,
followed by stiffness, fever and convulsions.
Blood agent. 15 minute delay and a HT roll to resist. 1d –2
damage, repeated hourly for 6 hours.
Digestive agent. 1-hour delay and a HT roll to resist. 1d –1
damage, repeated hourly for 12 hours.

Ergot. A fungus that grows on rye and is sometimes found in rye flour,
used to make rye bread. The fungus can be used on weapons.
Repeated exposure may lead to gangrene.
Blood agent. 2-hour delay and a HT+1 roll to resist. 1d-1
damage, repeated hourly for 12 hours. Any critical failures mean
gangrene in the affected location (as the Infection rules
B(4th)444).
Digestive agent. 3-hour delay and a HT roll to resist. 1d damage,
repeated daily for 7 days.

False Hellebore. Symptoms include nausea and vomiting, followed by dizziness,


difficulty in breathing and convulsions.
Digestive agent. 2-hour delay and a HT roll to resist. 1d damage,
repeated 12-hourly for 2 days.

Foxglove. Not a particularly potent poison, but one relatively easy to find.
Symptoms include headache, nausea, vomiting, blurred vision,
delirium and loss of colour vision.
Digestive agent. 2-hour delay and a HT+1 roll to resist. 1d
damage, repeated 6-hourly for one day.

Fruit Seeds. A competent Herbalist or Poisoner will be able to properly


prepare certain fruit seeds to extract a very fast-acting, but

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relatively weak, poison. Symptoms include dizziness, vomiting


and headache.
Digestive agent. No delay and a HT+1 roll to resist. 1d –2
damage, repeated half-hourly for 4 hours.

Hemlock. A popular poison in Saduria, though losing its popularity to more


refined mineral poisons. Symptoms include colic, drooling,
vomiting, sweating, convulsions, a bluish colouration and then
suffocation.
Digestive agent. Half-hour delay and a HT roll to resist. 1d
damage, repeated hourly for 12 hours.

Mistletoe. The effects of mistletoe poisoning are functionally the same as


for foxglove poisoning.

Mushrooms. Mushrooms and toadstools vary widely in toxicity. Obviously


many are harmless (and tasty), and others provide
hallucinations and temporary insanity with little lasting harm.
Digestive agent. 1-hour delay and a HT+1 roll to resist. From 1d-
3 to 1d damage, repeated hourly for 4 hours.

Opium. Made from the seeds of the opium poppy. Symptoms include
vivid hallucinations, slow breathing, cold sweat and
unconsciousness.
Blood agent. Half-hour delay and a HT roll to resist. 1d damage,
repeated hourly for 6 hours.
Respiratory agent. 1-minute delay and a HT-2 roll to resist. 1d-2
damage, repeated half-hourly for 4 hours.

Poison Ivy. It is highly unusual to find poison ivy used as a poison in all but
very minor attacks (perhaps as a warning). Symptoms are
itching, rash, weakness and fever.
Contact agent. 1-day delay and a HT+1 roll to resist. 1d –2
damage, repeated daily for one week.
Respiratory agent. 12-hour delay and a HT roll to resist. 1d –2
damage, repeated daily for one week.

Strychnine. Another very popular poison, though one that is easily identified,
both before and after death! Symptoms include stiffness and
spasms. Following death, rigor mortis is almost immediate.
Digestive agent. 15-minute delay and a HT-1 roll to resist. 3d
damage, repeated after 2 hours.

Animal Poisons
Many of these poisons can also be prepared as blade venoms. Snake venom is very
popular with assassins as it is relatively simple to prepare as blade venom. Note that
monster venoms are hardly ever found commercially available, and nor do such venoms
find their way onto the blades of assassins.

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Type 1 snake. Examples: Rattlesnake, pit viper.


These snakes are slightly more common in the south of Saduria,
but are still quite rare.
The bitten area begins to swell and become painful within a
short time. Over the next few hours there is a bruise-like
discolouration of the skin and small red spots appear. The victim
suffers from weakness, fainting and nausea.
Blood agent. 1-minute delay and a HT-3 to resist. 2d damage,
repeated hourly for six hours. Victims losing 1/3, 1/2, and 2/3 HP
are at –2, -4 and –6 ST respectively.

Type 2 snake. Examples: Viper.


The viper is the most common venomous snake in Saduria.
The area of the bite becomes swollen and painful, and a bruise
forms with bleeding from the wound and/or gums. The swelling
may become very extensive. There may be nausea or vomiting.
Blood agent. 1-minute delay and a HT-1 to resist. 1d damage,
repeated hourly for six hours.

. Type 3 snake. Examples: Cobra, Green mamba.


Neither snake is encountered naturally in Saduria, but is found in
the southern continents and in Salta.
The victim suffers from drowsiness, weakness, drooling and
paralysis of the face and mouth. Coughing, blurring of vision,
convulsions and headache can also occur.
Blood agent. 1-minute delay and a HT-2 to resist. 2d damage,
repeated hourly for six hours. Victims losing 1/3, 1/2, and 2/3 HP
are at –2, -4 and –6 DX respectively.

Scorpion. The south of Saduria has a few scorpions, but they are relatively
harmless (HT+2 to resist, 1d-2 damage). This scorpion venom is
from more dangerous examples, usually found in Salta but often
imported by Saduria assassins.
There is a slight tingling or burning sensation at the site of the
sting. In severe cases there may be pain in the throat, cramps,
convulsions, incontinence and difficulty breathing.
Blood agent. 1-minute delay and HT to resist. 1d damage,
repeated hourly for six hours.

Spider. Like the more dangerous scorpions, poisonous spiders are


usually only found in Saduria when deliberately introduced by
assassins (or collectors).
The first symptom is immediate muscle spasm. This is followed
by slight pain, swelling and white skin at the site of the bite. This,
in turn, progresses to pain in the chest, abdomen and joints,
followed by nausea, drooling and sweating. Breathing becomes
difficult and the victim develops painful muscle cramps.
Blood agent. 5-minute delay and HT to resist. 1d-1 damage,
repeated hourly for six hours.

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Detection, Identification and Treatment of Poison

Doses
The listed damage and resistance rolls assume a single dose of poison. It is possible to
administer a larger or smaller dose, but the damage and victim’s resistance will be
similarly affected. It is also easier to detect larger doses of digestive poison before they
are consumed.

Bonus to
Dose Damage HT roll
Detect

Half x½ +2 -1
Standard Normal Normal 0
Double x 1.5 -1 +1
Triple x2 -2 +2

Detection
It is only poisons with a digestive agent that can be identified. Contact and many blood
agents will be obvious as a paste, powder or similar substance, but this requires no
special observation, simply a suitable Perception roll.
Most digestive poisons have a taste that identifies them, and may be used to detect
them in food and drink before a fatal dose is consumed. The bonus to detect these
poisons is based on the strength or distinctiveness of the taste and the size of the
standard required dose.
Bonus to
Poison Notes
Detect
Mineral Poisons
Arsenic. -1 Tiny dose required.
Cyanide. 0
Lead. +1 Metallic taste.
Mineral Acids. +3 Includes ground glass.
Phosphorous. -1 Tiny dose required.
Plant Poisons
Croton Seed Oil. 0
Deadly Nightshade. -1 Tiny dose required.
Ergot. +2 Fungus, gives a ‘mouldy’ taste.
False Hellebore. +1
Foxglove. +1
Fruit Seeds. +2 Large dose required.
Hemlock. 0
Mushrooms. +1 -1 to detect if hidden in a mushroom dish.
Strychnine. +2 Distinctive bitter taste.

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General modifiers
Alchemical Elixirs +2
In strong-tasting food -1 Strong taste or smell masks the poison.
In unfamiliar food -2 It is more difficult to detect a strange taste.
In wine 0
In spiced wine -1 Mulled wine is always a favourite of poisoners.
In beer 0
In spirit -1
Poisoner’s Poison skill roll when attempting to administer digestive poison
Made by 10+ -2
Made by 5-9 -1
Made by 0-4 0
Failed by 0-4 +2
Failed by 5-9 +4
Failed by 10+ automatic

Identification and Treatment


One of the best ways to treat digestive poisons is by administering an emetic; something
to make you vomit the poison from your system before it takes full effect. This is useful
to help fight off the worst effects, and may even neutralise the poison completely, but it
usually only helps lessen the damage.
It is better to have a dedicated antidote to completely neutralise the poison. Magic,
where available, is obviously also an effective remedy, though damage from acid, croton
oil and arsenic is from a physical effect and not just the physiological effect on the body.
This means that any magical neutralisation of poison will have limited effect on these
poisons. Instead of completely cancelling any effects of the poison, magical poison
neutralisation on acid, croton oil and arsenic simply adds +4 to all resistance HT rolls.
Treating Poison
At this Tech Level (3/4), treating poison is either a case of making the patient
comfortable and treating with bleeding and herbal concoctions to “clean the blood”, or
possibly using prayers, magic and alchemy to drive out the evil within. Antidotes to some
poisons are available, though they are not guaranteed to fully neutralise the poison.
First Aid will give the person treating the victim a good idea that poisoning has
occurred, though not what poison has actually been used. If immediate medical attention
is given, a successful roll will add 1d3 to the effective HT of the victim for each HT roll.
This takes the form of sucking out the venom, bleeding the wound, applying a tourniquet,
inducing vomiting or administering an emetic, and so on. This should be done
immediately (within 10 seconds) as any delay lets the toxin travel into the system.
Pharmacy-herbal (or Physician) adds half the effect number to the effective HT of the
victim during subsequent rolls against the effects of toxins. This takes the form of making
the patient comfortable, administering the correct drugs, occasional bleeding and so on.
No damage may be actually cured whilst the poison is still active, but after that has been
fought off, the physician may aid healing as normal, but only when the type of poison
has been identified.
Diagnosis will be able to determine the type of poison used and thus the best approach
to treatment.

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Herb Lore and Naturalist will be able to identify whether a plant is poisonous or not,
and may (-2) recognise symptoms as from a particular toxic plant.
Poisons skill allows both recognition of the symptoms of a particular poison and the
ability to produce an appropriate antidote (if possible).
Antidotes
Administering an antidote adds 1d+2 to all HT resistance rolls to avoid the damage from
a poison, however it is delivered. Obviously, the poison in question requires identification
before the correct antidote is administered. Anyone able to make or prepare poison will
be able to create the antidote.
Page 116 has some examples of medicinal herbs that are used as general purpose
antidotes to poisons.

Buying and Preparing Poisons


Poisons noted as illegal are seen as the exclusive domain of assassins and poisoners.
Anyone found with such a poison will be charged with poisoning whether they have used
the poison or not. Prices reflect how “acceptable” possession and trading of the poison
is.
Preparing poisons can be hazardous. A slip of the hand or a thoughtless wipe of the
brow can accidentally self-administer some of the poison. A failed Poisons roll deals a
half dose of poison to the would-be poisoner; a critical failure administers a full dose!
The Poisons penalty below is applied when preparing and readying the poison, not when
administering it to the victim.
Poisons marked “Natural” can be found in a basically useable form by anyone with the
appropriate skill (Alchemy, Biology-botany, Geology, Herb Lore or Poisons). If not
natural, extensive preparation or refining (Alchemy, Herb Lore or Poisons) is required to
create the poison.
Cost per Poisons Antidote
Poison Illegal? Natural?
dose penalty cost
Mineral Poisons
Arsenic 50 0 No Yes 75
Arsenic gas 100 -2 Yes No 100
Cyanide 250 -3 Yes No 200
Lead 2 +1 No Yes 5
Mineral Acids 50xstrength -1 No No 30
Phosphorous 50 -1 No Yes 25
Phosphorous gas 150 -2 No No 50
Quicksilver 200 +2 No No 200
Plant Poisons
Croton Seed Oil 100 -2 No Yes 50
Deadly Nightshade 15 +1 No Yes 10
Ergot 5 -1 No Yes 15
False Hellebore 10 0 No Yes 10
Foxglove 2 0 No Yes 5
Fruit Seeds 50 +1 No No 20
Hemlock 75 0 No Yes 50
Mistletoe 2 0 No Yes 5

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Mushrooms 5 +2 No Yes 10
Opium 100 0 No No 50
Poison Ivy 5 -2 No Yes 10
Strychnine 100 -1 Yes No 150
Animal Poisons
Type 1 Snake 50 0 No Yes 150
Type 2 Snake 20 0 No Yes 60
Type 3 Snake 30 0 No Yes 90
Scorpion 50 0 No Yes 150
Spider 50 0 No Yes 150

ALCHEMICAL SUPPLIES
HERBS
Herbs have a wide variety of uses in Saduria, from culinary to healing and alchemical.
Some may even have symbolic significance, like our TL7 use of mistletoe at Christmas.
The skills of Herb Lore and Naturalist, together with Pharmacy-herbal (and Cooking for
culinary herbs) are the skills of most use when dealing with herbs.

Healing
With little in the way of refined or artificial medicines, herbs in all their forms are the
staple of mundane healing in Saduria. Preparing and processing medicinal herbs may
mean a more effective result, but the benefit is essentially the same as using the natural
form.
Both Herb Lore and Pharmacy-herbal will allow a healer to properly use herbs for
healing, and both Herb Lore and Naturalist may be used to actually find the herb in the
first place. The penalty listed below is applied to the chance of finding the herb in the
wild.
The herbs count as required equipment for performing healing. They do not add to
recovery rolls, but if they are not available then a physician has a –5 penalty to their
Pharmacy-herbal roll, and Herb Lore cannot be employed at all.
Preparing Medicinal Herbs for Use
Herbs may be used fresh, dried, boiled in teas or decoctions, combined into poultices, or
distilled and used in a concentrated form.

Distilled. Distilling involves chopping and grinding the fresh herb up, and
then subjecting it to boiling and reducing, possibly in a neutral
suspension (such as vegetable oil or goose grease). The
process greatly reduces the amount of herb left, but it both
concentrates the active ingredients (reducing the quantity
required) and somewhat extends the duration of the herb’s
potency.
Potency is full. Distilled herbs retain potency for 1 week for every
point by which the Herb Lore or Pharmacy-herbal roll is made.
Dried Herbs. The most obvious benefit of drying herbs is extending their
useful life. Herbs are dried for two weeks in a well-ventilated

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area. The dried herbs may be used to make tea, added to food
or ground to a powder and sprinkled directly onto open injuries
or wounds.
Potency is halved so two doses of fresh herb are required to
produce one of dried. Dried herbs retain potency for 1 year for
every point the Herb Lore or Pharmacy-herbal was made by.
Fresh Herbs. Fresh herbs are usually the best, but it is inconvenient to go
hunting for the correct herb when a patient requires immediate
attention. Although listed for sale, it is unusual to be able to buy
fresh medicinal herbs thanks to their limited effective life.
Fresh herbs are either eaten (for digestive complaints) or
applied as a poultice.
Potency is full. Fresh herbs retain their potency for one day only
following picking. Using fresh herbs adds +1 to the physician’s
Pharmacy-herbal roll.

Some Example of Medicinal Herbs.


Price per dose (cp) Penalty to
Herb Good for Treating Distilled Dried Fresh find wild
Drunk as a suspension or tea, it acts as an
Agrimony 30 15 10 -1
antidote to digestive poisons.
Acts as an antidote for contact poisons
Angelica and acids. Helps to heal scrapes, burns 80 40 25 -2
and caustic injuries.
Aids recover from sprains and broken
Arnica 30 15 10 -1
bones.
When drunk as a tea, aids recover from
Catnip 5 3 2 0
fevers.
Chamomile As a poultice, aids recovery from wounds. 5 3 2 0
As a poultice, aids recover from sprains
Comfrey 5 3 2 0
and broken bones.
Figwort As a poultice, aids recovery from infection. 30 15 10 -1
Drunk as a suspension or tea, it acts as an
Goldenseal 80 40 25 -2
antidote to digestive poisons.
Inhaling burning dried henbane helps
Henbane 5 3 2 0
recovery from mental anxiety.
Mixed with rosemary, applying hyssop to
Hyssop the bite acts as an antidote to snake 80 40 25 -2
venom.
Ramsoms Aids recovery from digestive problems. 80 40 25 -2
Mixed with hyssop, applying rosemary to
Rosemary the bite acts as an antidote to snake 5 3 2 0
venom.
When consumed, it aids recovery from all
Skullcap 150 75 50 -3
mental illnesses.
Drunk or eaten, aids recovery from
Thyme 5 3 2 0
wounds, sprains and broken bones.
Wood When consumed, it aids recovery from
5 3 2 0
betony anxiety-based mental illnesses.

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Alchemical
Alchemy is, by its nature, an experimental affair. In addition, most alchemists tend to
keep their new discoveries to themselves, and so the herbs used by alchemists are
enormously varied. This variety makes any list of little use, and so herbs (and other
ingredients) used by alchemists are somewhat compounded into abstract units, and
priced as the ingredients required for making potions.
Full Alchemy rules are found in M(4th)210.

ALCHEMY AND HERB LORE


Helen sniffed at the orange liquid. It smelt faintly of
cinnamon but the fumes made her eyes sting. The
label stated that it was “Fore ye Recovery of Those
Lost to Our Worlde”. Holding her nose, Helen
swallowed a mouthful of the potion. With a flash, a
terrifying kaleidoscope of horrific images raced
through her mind. Helen slumped to the floor,
sweating and gasping for breath and swore loudly
never again to taste test potions.
Quite obviously, the skill of Alchemy or Herb Lore is
essential for making alchemical or herbal
compounds. Seeking out the required ingredients
may, however, use many different skills such as
Naturalist. The main thing to bear in mind when
using alchemical potions and concoctions is that
they are magical in nature, but not spells as such.
Therefore, the elixir can be detected as magic, but
not analysed. An alchemist (but not a herbalist),
however, can perform an analysis although this
takes 4 hours. Tasting the potion reduces this time to 10 seconds but any failed roll
means that the potion takes effect.
Alchemical preparations give the effect of a spell but do not require that the beneficiary
spend fatigue or make a skill roll.
Researching New Elixirs
Researching a new elixir will require a great deal of research and material expenditure; it
certainly cannot be done whilst adventuring.
• Take the energy cost of producing a magic item associated with the spell required
and divide by 50. The resulting number is the time in weeks that is required to
research a new elixir. The number is then multiplied by 100 to find the cost, in
shillings, of materials required. Duration of the elixir’s effects is 1 minute, extended to
1d minutes for a –2 on the following Alchemy roll, to an hour for –4, or to 1d hours for
a –6.
• An Alchemy roll is then required. Divide the time required by 10, and apply this
number as a penalty to the Alchemy roll (including any penalties for extended
duration), all fractions should be rounded to the nearest whole number.
• Once the secret of the elixir is discovered, producing a dose of the compound takes
1/10 of the research time, and a 1/10th of the materials cost. Remember that many
alchemists are highly secretive about their work, and dislike sharing their
discoveries.

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Types of Elixirs
A potion is a liquid made to be drunk. Potions affect a man-sized creature instantly they
reach the stomach. If left unsealed or contaminated, the potion only lasts a day.
A powder must be eaten in food or dissolved and drunk. If left open to the air, the
powder will last for 1 year per point the Alchemy roll was may by. Takes effect in 2d
minutes. Powders already mixed with food or drink last a month only.
A pastille should be burnt. It may be a thumbnail-sized tablet or in the form of a stick of
incense. Once a pastille is burnt (it should ignite immediately), the smoke must be
inhaled, it takes 2d seconds to take effect. The smoke of a pastille will fill a hex and the
adjacent six hexes to a height of 8 feet. It lingers for a minute indoors and with no
breeze, for 10 seconds without wind outside. An unburned pastille lasts a month if
exposed to air, but is destroyed immediately if it gets wet. Pastilles take twice the usual
time and cost to create.
An unguent is a cream or jelly, which is rubbed into the skin and takes immediate effect.
Note that the unguent must be in contact with bare flesh. If left on an object, it will affect
the first person to touch it. Lasts a week if exposed to air, but is neutralised by being
washed with water or alcohol.
Material Retail Time to
Name Effect
cost cost produce
Animal Control
Subject may speak with animals, as the
Beast Speech 300 1350 3 weeks
spell, for 2d minutes.
Subject may control birds as the spell,
Bird Control 200 900 2 weeks
for 3dx5 minutes.
Pastille only. The smoke does 5d 100 +
damage to any to any reptile. It will dragon
Dragonslaying affect dragons but only if ignited by heart 2000 4 weeks
dragon breath. This elixir requires a blood
drop of dragon’s heart-blood. (500+)
Combat Abilities

DX increased by 1d for 1 hour, and 2 weeks,


Battle subject is immune to fear for that time. 150 700
Powder or potion only. -1 to skill

Subject feels no fatigue for 1d hours,


except that used for spell casting. At the
Endurance 300 2400 6 weeks
end of that time, all remaining fatigue is
lost and the subject falls unconscious.
Encumbrance levels and limits are
Fetch and Carry 200 400 1 week
multiplied by 4, for 1d+1 hours.
Subject gains DR3 over his entire body
for 1d+1 hours. This adds to real and 6 weeks,
Invulnerability 1000 3100
natural armour. Use of this elixir in -2 to skill
organised contests is banned.
+4 to Leadership, +2 to Strategy and
Leadership 400 2850 7 weeks
Tactics for 1d hours. Potion only.
Basic speed and Move are both
Speed increased by 1 for 3dx4 minutes. Up to 200 850 3 weeks
three doses may be stacked. Not made

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Material Retail Time to


Name Effect
cost cost produce
in pastille form.
Stealth and Climbing are each raised by
1d points for 1 hour. Unguent only. 3 weeks,
Stealth 300 2000
Possession in urban environments may -1 to skill
lead to probing questions from the law.

ST is increased by 1d for 1 hour. Does 2 weeks,


Strength 100 500
not increase Hit Points. -1 to skill
Hostile Elixirs. See Detecting Poisons (p.114) for rules to detect.

Subject permanently ages a year. Any


aging rolls should be made immediately.
Aging 300 1350 3 weeks
Any antidote should be administered
within 6 hours to be effective.
Actually a fast-acting poison. No delay
and resistance roll halves damage. 4d
Death damage plus numbness and loss of 100 800 2 weeks
muscle control. One dose per hour
maximum. Highly illegal!
Fear Subject is affected as if by the Fear spell 50 400 1 week
IQ reduced by 3 for each dose (max 4
Foolishness 150 850 2 weeks
doses), for 1d hours.
Subject has –2 to all rolls for a day. Any
Frustration 100 850 3 weeks
number of doses may affect a victim!
Subject hates everything he normally
Hatred 125 500 1 week
loves for an hour.
Make the subject violently jealous of
Jealousy anyone he feels is better than him in 50 750 2 weeks
some way for 1d hours.
Subject suffers the disadvantage of
Lecherousness 200 700 10 days
Lecherousness for 1d hours.
Subject suffers the effects of the
Madness spell for 1d hours. The maker
may attempt to make an elixir to create
Madness 100 400 1 week
a specific form of madness, but must
make the roll by 2+ to gain the result
required, otherwise it is random.
Subject cares nothing for the opinions or
Narcissism well-being of anyone but himself for 20 1450 4 weeks
1d+1 hours.
Subject perceived as untrustworthy and
Odium unattractive; every reacts to him at –4 300 1700 4 weeks
for the next 1d+2 hours.
ST reduced by 3 per dose (max 4
Weakness 50 750 2 weeks
doses) for 1d hours.
Victim has the Unluckiness
Unluck disadvantage which affects him once in 400 3000 6 weeks
the next 24 hours. Not in pastille form.

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Material Retail Time to


Name Effect
cost cost produce
Magical Abilities

Subject is fireproof against normal flame


Fire Resistance 300 700 1 week
and magical fire attacks for 1d hours.

Gives the power of flight, as the 10 weeks,


Flight 500 4700
advantage, for 1 hour. -2 skill

Subject is invisible for 1dx10 minutes. 16 weeks,


Invisibility 1000 6000
This elixir is illegal! -3 to skill

Subject has the Luck advantage at the 6 weeks,


Luck 200 2300
15 point level, for 2d game hours. -2 skill
Subject turns into an animal, as the spell
Shapeshifting for 2d hours. Note that it
is possible for the subject to be trapped
in beast form; if this happens either a
Remove Curse or Antidote Elixir will
restore his natural shape. If the subject
Transformation takes the elixir knowingly he may 800 5000 12 weeks
transform into any creature within the
limits of twice his body weight to 1/10th
his body weight. If the subject takes it
unknowingly, he is transformed into the
creature most appropriate to his
personality (GM decision).
Allows the subject to see auras, as the
True Sight Aura spell for 1d minutes. Unguent only, 200 1300 4 weeks
must be applied to eyes.

Subject may breath water as if it were 5 weeks,


Water-Breathing 50 1100
air for 1d hours. -1 to skill
Allows the subject to walk on water as
though it were dry land for 3dx4
Water-Walking 150 1200 3 weeks
minutes. If the subject falls he will not
get wet but neither can he swim or dive.
Medical Elixirs
Counteracts the effects of any other
alchemical product. A dose of Antidote 2 weeks,
Antidote will instantly undo the effect of all other 250 1000
elixirs, and gives “immunity” to further -2 skill
doses of any other elixir for 1d minutes.
Subject will be exceptional fertile/potent
for 1 hour. Excepting physical 20 weeks,
Fertility 1500 11000
deficiency, any union will result in -4 to skill
offspring.
Restores 1d Hit Points or, if Hits are at
Healing full, restores 2d Fatigue. Repeated 50 250 1 week
doses have full effect.

Health Cures all and any diseases, and 200 1200 4 weeks,
restores 2 Hit Points. Only one dose per

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Material Retail Time to


Name Effect
cost cost produce
day is effective. -1 skill
Subject falls into a deep sleep lasting
indefinitely. Roll vs. HT yearly, on a
critical success the subject wakes.
Otherwise he may only be revived with
Long Slumber 4500 14000 25 weeks
Antidote Elixir. He requires no food or
drink, and is unaffected by either age or
disease. Wounds neither heal nor
worsen, though bleeding will still occur.
Unguent only. When brushed onto the
lips of a corpse, it will answer the next
question put to it, to the limit of the
knowledge of the person before death.
The brain must be intact, roll (16-the
number of days dead) to see if the brain 12 weeks,
Reanimation is capable of working. 2000 6200
-2 skill
If touching a living person, they will
suffer the effect of the Death Vision spell
and the elixir lost.
Use or manufacturing this potion is
classed as Necromancy in Saduria.

Unguent only. Must be rubbed into the 20 weeks,


Regeneration site of injury, will restore a single limb or 300 11000
appendage. -3 skill

Restores 2d Hit Points to the newly


dead (within an hour), and bring shim
back to life with a ST of 1. No missing
body parts are restored, and it will not 50 weeks,
Resurrection work if the head has been destroyed or 12000 40000
the body has been completely -5 to skill
destroyed (burnt, eaten, etc.). This is
seen as necromancy by the Saduria
religions of the New and Old Gods.
Subject must roll vs. HT-4 or fall asleep
instantly. He may not be awakened
Sleep except by magic, for 16-HT hours, and 50 250 1 week
then sleep for eight hours naturally
unless awakened before then.

Subject permanently becomes a year 50 weeks,


Youth 6000 60000+
younger. -8 skill

Mental Abilities

Subject adds 1d to any Reaction Rolls 3 weeks,


Charisma for 1d hours. Seen as ‘cheating’ if used 100 550
commercially. -1 skill

Subject sees a vision of some important


Foreknowledge 200 3700 10 weeks
point of his future life.
Gains first level Eidetic Memory for one
Memory 400 2500 6 weeks
hour.

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Material Retail Time to


Name Effect
cost cost produce

Increases IQ by 1d for 1 hour. The 5 weeks,


Wisdom increased IQ does not benefit 600 2400
spellcasting. -1 skill

Mental Control
th
Drunkenness Subject is drunk, B(4 )428, for 1d hours. 100 300 3 days
+3 Reaction Roll towards all others for
Friendship the next 1d hours. Pastille only lasts 3d 300 1000 2 weeks
minutes.
Subject falls in love with the next-seen
member of the opposite sex (or same
sex, depending on subject’s own
preference). Effect is permanent unless 3 weeks,
Love Potion 600 2000
countered with an Antidote, Remove -2 skill
Curse, or another Love Potion causing
the subject to fall in love with someone
else.

Skills and Physical Abilities

Gives bonus of 1d+1 to all craft skills for 4 weeks,


Craftsmanship 400 1800
1d hours. Roll separately for each skill. -1 skill
Gives bonus of +6 to hearing Perception
Hearing 125 500 1 week
for 3dx5 minutes.
Gives +4 to any music skill, or +3 to all
reaction to his music (subject’s choice),
Music 150 400 4 days
for 1d hours. Professional musicians
react at –3 to users of this elixir.
Gives bonus of +6 to sight Perception
Vision 250 700 10 days
for 3dx5 minutes.

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SERVICES
VISITING THE TAVERN
The difference between a tavern and an inn is
one of services offered. In many fantasy games
the two words are used interchangeably, and
most people would do so without any problems.
Correctly, however, an inn offers accommodation
as well as food and drink, whereas a tavern only
offers food and drink (mainly drink). The term
‘pub’, from ‘public house’ is a much later
development.
It is usual for taverns to exist in conjunction with
inns, possibly serving a different type of
customer.
Taverns may allow customers to sleep overnight
on the floor in the main room (taproom), but
more usually people are kicked out when the
landlord decides to close up.
The Tavern’s Responsibilities
Saduria law recognises that many public order offences are committed as a result of
visiting a tavern. As one means to reduce such crime, all tavern-keepers are held
responsible for the good behaviour of their customers. Any public order offences, such
as brawling, murder or the meeting of illegal societies, are deemed to hold the tavern-
keeper equally as guilty as those actively involved.
Along with such responsibility, however, comes the power to deal with potential trouble-
makers. A tavern-keeper’s word is law within his own establishment, and he is pretty
much free to deal out whatever force he feels is justified to prevent trouble. This does
not extend to murder or serious assault, but a rowdy customer may be beaten up and
thrown onto the street with little redress to the authorities.

Services Offered at the Tavern


Obviously, drink is available at taverns, but more is
usually offered besides. The beer may be brewed on
the premises by the tavern-keeper, or may be bought
in from a local brewer. Food is generally served, of a
quality dependent on the skill of the cook, and most
taverns will have some limited stabling for horses.
Another popular pastime to be found at taverns is the
pit. Sometimes it is actually a circular pit, but most
often just a back room with wooden barriers set up to
form an enclosed ring. This may be used for ratting
(setting a terrier to kill rats and betting on the number it
kills), cock-fighting, dog fighting or any of a number of
similar pastimes. Big money is sometimes involved,
and these games will often attract the wealthy and
those of status.
Actors and musicians use tavern yards to stage

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concerts and plays; there are no formal playhouses and the yards are the most common
alternative venue. All sorts of entertainer, from fire-eaters to performing animals may use
the yards to perform for the crowds.
The main attraction of the tavern, though, is the social interaction. In the evening people
get together to play dice, cards or boardgames, discuss current affairs and sing songs to
music supplied by buskers or professional musicians. Societies of like-minded people,
not all of them legal, also use taverns to meet and plot, and criminal gangs may base
themselves at a particular tavern if they can find a sympathetic tavern-keeper.
Finally, prostitutes often work taverns, though they are usually those at the lower end of
the professional scale, the tavern offering no place in which to physically ply their trade
except the surrounding yards and alleys.
Assume any moderate tavern costs are met by the monthly Cost of Living.

Drink Price
Service offered
Strength (copper)
Beer. Jug (8 mugs) of strong beer. 1 45
Beer. Mug of strong beer. 1 6
Cider. Mug of strong cider 1 5
Cider. Mug of vicious cider (where available). 2 8
Food. Cheap meal, such as a 2lb bowl of pottage plus 1lb bread. 10
Food. Good meal, such as 3lb of mixed meat, fruit and bread. 30
Stabling for a horse for the evening (no feed). 5
Spirits. Shot of spirit. 1 15
Wine. Glass of brandywine. 2 10
Wine. Glass of good wine. 1 10+
Wine. Glass of sack. 1.5 15
Wine. Glass of wine. 1 6
Wine. Jug (12 glasses) of wine. 1 65
The following refer to the Drinking and Intoxication rules, B(4th)439.
A mug is a pint mug or tankard, a glass is a 4-5oz glass or goblet, a shot is a 1½oz cup.
The “Drink Strength” refers to the relative strength of the drink. Use this when calculating
how many equivalent drinks the person has drunk (so 4 glasses of strength 1.5 means 6
drinks for intoxication purposes).

Dietary Requirements
These are restated from the Food section to give an idea of what the above meals mean
in terms of daily requirements.
The average person is assumed to need between 5 to 8 lbs of mixed food, or 3 to
4 lbs of meat, or 2 to 3 lbs of field rations (preserved food) each day.
These requirements are increased by 25% when engaged in strenuous activity such as
travelling or heavy work, and by 50% when engaged in extreme activity such as warfare
or adventuring!

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Missing these requirements once or twice a week will not have any adverse effects, and
a person may go without the above dietary intake for a few days without any ill effects
(apart from hunger), but any longer than this means that the person is starving:
• A point of Fatigue per day is lost if:
o Under half the above daily requirements are eaten in a day.
o Under the full quota, but over half, is eaten daily for a full week.
• Lost fatigue from starvation cannot be recovered unless the full quota of food is
eaten for that day.

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ACCOMMODATION
STAYING AT THE INN
The inn offers most the same services
as a tavern, but also has
accommodation available and a
correspondingly larger stable.
Many inns exist as ‘halfway houses’
along major routes. Travellers stay at
the inn to break their journey, and
these coaching inns can be found
scattered along routes in otherwise
sparsely populated areas, or sited a
mile or so outside of towns and cities
to allow travellers to rest up if they
arrive after the gates have shut.
As well as responsibility for keeping
good order within his inn, an innkeeper
also has a responsibility for his guests. Any thefts or harm that befalls an inn’s guest is
partly the responsibility of the innkeeper, so most inns have at least one guard or
watchman.
Guests should not expect to have a room to themselves; the best will offer a room with
two beds, but most rooms will have about four people sharing. Men and women will not
be allowed to share rooms unless they are married (or prostitutes…). Of course, paying
for all beds in a room ensures privacy.
Use the Tavern pricelist for those services shared by tavern and inn, and add the
following services. Again, moderate inn costs will be covered by the monthly Cost of
Living.

Price
Service offered
(copper)
Room for the night. Bedroll on the taproom floor. 10
Room for the night. Common room, sharing with 1d others. 25
Room for the night. Good room, sharing with 1 other. 75
Stabling and feed for the night. Horse, mule, pony or donkey. 10
Stabling and feed for the night. Warhorse (receives extra attention). 20
Stabling for the night. Parking up a coach, cart or wagon. 10

Dietary Requirements
The average person is assumed to need between 5 to 8 lbs of mixed food, or 3 to
4 lbs of meat, or 2 to 3 lbs of field rations (preserved food) each day.
These requirements are increased by 25% when engaged in strenuous activity such as
travelling or heavy work, and by 50% when engaged in extreme activity such as warfare
or adventuring!

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Missing these requirements once or twice a week will not have any adverse effects, and
a person may go without the above dietary intake for a few days without any ill effects
(apart from hunger), but any longer than this means that the person is starving:
• A point of Fatigue per day is lost if:
o Under half the above daily requirements are eaten in a day.
o Under the full quota, but over half, is eaten daily for a full week.
• Lost fatigue from starvation cannot be recovered unless the full quota of food is
eaten for that day.

LONG TERM ACCOMMODATION


Just like in the TL6 and 7 world, many people do not buy houses but instead rent them.
Even the wealthy will rent second and third homes in fashionable places, notably in
Sadur City.
Generally, only towns and cities will have accommodation to rent, though some villagers
may rent rooms if their own houses are large enough. Accommodation ranges from
entire mansions and their gardens, to single cramped rooms in attics. Even stables will
sometimes be rented out for someone to live in if the tenant is not too fussy.
Renting rooms or a house is a good option for an adventuring party who are going to be
staying in one place for several months, but they might otherwise be better advised to
stay at taverns.
Costs for long-term accommodation are priced per month, and costs for renting average
quality lodgings of the appropriate Social Level are covered by the monthly Cost of
Living.

Large House This might represent a furnished two or three-storey half-timbered


building with three or four rooms per storey, an attic for servants,
and possibly a cellar (usually used as the kitchen). Most large
houses will have some provision for horses, up to six may be
stabled in a back yard which will also have room for a single wagon
or coach.
Some large houses may have a pigsty or two, but little other garden
or room for raising crops or animals. In urban environments, people
buy their food rather than raising it!
Suitable for Social Level 4-6

Small House Small houses are furnished one or two-storey half-timbered


buildings with a small yard. The house usually has two, possibly
three, rooms per storey, a small attic, and often a small cellar
(usually used as the kitchen). A couple of horses might be
accommodated in the yard, but there is no room for any vehicles.
There is no room for any livestock or raising crops.
Suitable for Social Level 1-3

Mansion The mansion is the only building that has some formal garden,
though this is usually used for formal flowerbeds, rather than
growing crops. A small herb garden might be planted near to the
kitchens.

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Mansions may have two or three stories, and are often built entirely
of stone, though extensions may be half-timbered. There are plenty
of rooms, including ballrooms and great halls, and the attic and
cellars have room for many servants.
Some, though not all, urban mansions are set back from the street
and are surrounded by walls. Though there are no overt military
structures (and these would be viewed as threatening by the local
lord), mansion walls often incorporate many defensive features
disguised as decoration such as spiked railings and carved
crossbow ports.
As they are always located in exclusive areas, renting a mansion is
not just a question of having the right money. The would-be tenant
will also require at least gentry status, and more often, noble blood.
Even if the renter allows lesser mortals to rent the mansion, the new
neighbours will certainly make their views known!
Suitable for Social Level 6+.

Room Not everyone wants to rent a whole house. Renting a room is a


cheaper option, especially if the cost is then shared with a
roommate. Most rooms have very basic furnishings, but often the
landlord will provide meals. Rooms tend not to have accommodation
for horses available, and certainly no room for vehicles. If the
building is regularly used for renting rooms, the landlord may have
an arrangement with a local stable for lodging the mounts of its
tenants.
Suitable for Social Level –2 to 0.

Quality Quality is a difficult concept to measure, but it is abstracted to make


it easier for GMs and players to decide what is suitable for their
characters.
Poor quality lodging is obviously at the lower end of the scale.
Landlords will be either uncaring or unable to deal with complaints.
If furnished at all, such accommodation will have extremely basic
furniture. Although not necessarily dirty, poor accommodation does
tend towards the less hygienic, with plenty of vermin sharing the
rooms. Repairs will be poorly done, if done at all, and security and
heating will leave an awful lot to be desired.
Good accommodation tends to be offered by caring and friendly
landlords who take a genuine interest in maintaining their lodgings.
Skilled craftsmen will be called in to make repairs as needed.
Furniture will be, if not of top quality, then clean and chosen with
care. Pest control will be performed regularly (though some
infestation is inevitable), and any sort of nuisance will be taken
seriously.
Average lodgings, as their name suggests, fall somewhere between
poor and good.
All costs are in silver for long–term accommodation and are for a full month: part months
will be either pro-rata or charged for a full month. Add 10% to costs for lodgings in a city;
add 20% for lodgings in Sadur City. Take 10% off the costs for lodging in a village
(usually room/room and board only).

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Cost of Long Term Accommodation

Poor Average Good


Type of Accommodation
Quality Quality Quality

House, large 750 1200 1800

House, small 250 400 600

Mansion - 2000 3000

Room only 30 50 75

Room and board 75 100 150

Stabling for a normal mount* 8 12 16

Stabling for a warhorse* 16 24 32

Stable yard for coach or carriage* 8 12 16

* Stabling is at a commercial stables and is only required if the accommodation does not
include such facilities. Prices are monthly.

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ENTERTAINMENT
Johann bowed as the crowd raucously applauded his recital. He had judged the mood
correctly, and the bawdy verse had struck just the right note for the tavern’s clientele. As
he soothed his throat with another mug of beer, he kept an eye on the back room where
Otto was entertaining his own crowd with his skill at bare-knuckle boxing. No doubt Hans
would be collecting a fee from the unsuspecting crowds and Johann hoped he would be
a little less daring than last time: the watch captain had been about to buy a round of
drinks when he noticed the loss of his purse. Helen, of course, was at the gaming table.
Johann was constantly amazed at the number of gamblers who automatically thought
that an innocent young woman could not play cards for serious money. Johann guessed
that a few of these urban sophisticates were in for an expensive shock.

Bear Pit
The bear pit is a popular and common entertainment. Even many villages have a pole
that fulfils the same function. Essentially, bear pits are the small-town equivalent of the
gladiatorial arena.
Bear-baiting consists of confining a bear, or other dangerous wild animal, and then
letting loose several trained dogs on it. The entertainment, apart from the excitement of
watching blood and violence, is in betting on whether dog or bear will remain standing at
the end. Popular dogs or bears will attract more bets and a larger crowd.
Usually, only coppers are placed as bets, not least because only limited results are
possible and so the stakes are not large.
The limitations of a wooden pit or chained stake means that the most dangerous animals
are unsuited to fighting in the bear pit, but bears (obviously), wild boar and badgers are
commonly used, with numbers and abilities of the dogs matched to the creature being
baited.

Dancing
Dancing socially is not just the domain of the rich. Although ballroom dancing is essential
for any social climber, rural communities also set great store by their folk dancing.
Learning to dance is something that starts with your family and friends, but professional
dance instructors are seen as adding additional polish to your social skills. In addition,
new steps and dances are being invented all the time, and instruction is the only way to
keep up with the new fashions.
Dancing instructors usually charge 10 shillings per hour of instruction. More fashionable
instructors (not necessarily better) may charge up to twice this amount, and are
exclusive in addition.
Dancing socially is a great way to make yourself known on the ‘scene’, whether as a
gypsy dancing girl touring a province, or as a dashing beau flirting with the daughters of
the nobility.

Fencing
Carrying a sword (either a rapier or smallsword) is not only socially acceptable, but is
often seen as a badge of courage for its wearer. Unfortunately, it also means that others
expect that the wearer is prepared to use that sword. Wearing a sword demonstrates
that the wearer lives by the rules of duelling, and that he is prepared to pick and accept

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duels where others may resort to different means. Fashionable though duels are, they
are also dangerous, especially if the duellist is not a skilled fencer.
Impromptu duels break out in the streets of most cities and towns, the inevitable result of
bored and aggressive young men wearing weapons roaming the streets, anxious to
make names to themselves. These duels are illegal, but the duellists’ high status makes
any arrests extremely rare.
Fencing practice is therefore both fashionable and essential for the gentry and nobility
(commoners not being bound by the same rules).
A fencing master may teach any of the fencing weapons, either as true weapon skills or
as Combat Arts or Sports. Many also teach Boxing (bare knuckle only), Staff skill and/or
Two-handed Sword skill.
Most fencing masters charge 20 shillings or more per hour, depending on their
fashionability or skill.

Gambling
Sadurians will bet on anything, and the urban Sadurians regularly gamble as recreation.
Boardgames, cards and dice are popular in taverns and noble households alike. Bare-
knuckle boxing, bear baiting, ratting, dogfights and cockfights are seen in taverns and in
the streets, and attract bets from people of all social status. The arena attracts
organised betting, and those running the books are very protective of their monopolies.
If required, determine the odds and use this number as a penalty to the gambler’s
Gambling skill roll. A successful roll wins the original stake, plus the stake times the
odds. E.g. odds of 5-1 give –5 to gambling skill, but a winner will receive a total of
6xoriginal stake. Remember that the other gamblers may have a limited budget. If
someone places a stake of 1000 silver in a rural tavern game, the stake will almost
certainly not be accepted as the other players will be unable to meet it.
Roll against Gambling skill, either a straight roll or in
a contest against the other players’ Gambling rolls.
Making this roll, or winning the contest, means:
• Winning a boardgame or game of cards.
• Spotting the likely winner in a fight or similar
contest, including identifying any ‘ringers’.
• Winning overall at dice (over a period of time,
such as an evening’s play).

Games
Those citizens with the wealth to have free time enjoy gaming. Most of these games
involve gambling (see above) and even social games will sometimes involve large sums.
The idle rich, especially, regularly win and lose sums that represent several years’
income for commoners. Dinner parties are a popular venue for playing fashionable
games, balls and other such parties usually have some rooms set aside for those who
wish to play. Those who are not invited to these high-status functions play their games
in taverns.
Popular and fashionable games are:
♠ Cards (Primero, Taroccho, Trumps and so on).
♠ Board or table games (mainly backgammon).
♠ Drafts, (also known as checkers).
♠ Chess.

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‘Personal Services’
Prostitution is widespread and socially
accepted, if not completely acceptable.
Whores may be male or female, young or
old, attractive or ugly.
Whores are part and parcel of the Sadurian
social scene and may be a useful source of
information. They may also be used as
unskilled help by enterprising characters.
Many will be willing to indulge in petty crime
to supplement their income, expect at least
a passing acquaintance with the Pickpocket
skill, some at DX or better.
Whores usually work out of a tavern or inn,
though organised brothels exist in towns
and cities. Those at the lower end of the
scale may simply hang about local
alleyways and yards for their business. The
highest quality prostitutes (known as
courtesans) may have their own extensive
rooms but usually expect their client to
provide accommodation.
The Yellow Sash
By Imperial decree, all prostitutes in Saduria must wear a yellow sash. This acts as an
advertisement to their customers, and prevents respectable women from being mistaken
for prostitutes. It has been known, however, for bored ‘respectable’ women to wear a
yellow sash in search of an evening’s excitement…!
A woman working as a prostitute without the yellow sash displayed is guilty of the petty
offence of public indecency and usually punished by a night in the stocks or pillory.

Prices and ‘Levels’ of Service


All prices are highly negotiable! Rates are hourly (or less…); hiring a whore for a full
night will cost about four times the basic, and the customer will be expected to pay for
her food and drink for the night. Prices are not affected by the prostitute’s attractiveness,
but the more attractive ones may attract more business, and are usually at the upper
end of the service scale.
A prostitute will work at whatever level or service they can. Those forced to offer the
lower levels of service are less choosy or more desperate. They are often physically less
attractive, older, or less desirable for some other reason.

Courtesans
A courtesan is somewhat different from a common whore, and certainly does not
consider herself to be one. Courtesans are more ‘companions’, accompanying wealthy
men (or women) to social events in lieu of wives (or husbands). They are hired for a full
day or night, and expect both good food and drink and to be treated like a "lady". They
attract a better social class of client and often have exceptional talents and beauty.
There is little or no stigma attached to hiring a courtesan and it may even denote great
wealth. Courtesans may wield considerable political power! Courtesans prefer to be paid
in "gifts" rather than in cash, to maintain a respectable veneer.

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Level of Service. Cost. "Extras" Mod.


0. Street or tavern. 10 cp Private room.* +1/hr
1. Low quality inn or brothel. 1 A whole night's hire. x4
2. Average inn or brothel. 5 Unusual" services (!). x2
3. Good inn or brothel. 10 Dangerous services (!!). x3
Customer makes a Good or better reaction
4. Courtesan. 100+ x0.75
roll (Excellent may mean a freebie!)
Customer makes a Poor or worse reaction
x1.5
roll (Very Bad means rejection).

* Private rooms only cost extra at inns, and the supplement is usually paid to the
innkeeper. Without this supplement, there is a 2-in-6 chance of being disturbed by
another prostitute and client; most regular clients accept this. Courtesans automatically
provide privacy.
Social Disease
The chances of catching a "social disease" are loosely based on the quality of service
offered. Assume a base 50% chance per "encounter", minus (the level of service x 10).
A straight HT roll is required to avoid developing anything uncomfortable and highly
embarrassing.

The Tavern
The most obvious reason to
visit the tavern is for food and
drink. Many urban Sadurians
regularly take their main meal
(dinner, at around midday) at a
tavern. Some also eat their
supper (about 6pm) there,
although most eat at home with
their family. Prices for food and
drink are listed on pages
p.124.
The tavern, however, provides
many other services than just
food and drink. It is a meeting
place for friends or
conspirators, a place to watch
theatre or listen to music, a
place to game, and a place to meet prostitutes.
Many taverns have a back room with either a pit or a wooden ring, in which
entertainment such as bare-knuckle boxing, ratting, dog fighting and cockfighting may be
held. Ratting involves setting a terrier loose on a pack of rats, and betting on how many
rats the dog will kill within a given time. Dog and cock fighting both involve setting two
matched animals against each other, usually resulting in death or serious injury to the
loser while bets are placed on which will win. These forms of entertainment are not
confined to the common folk; members of the nobility are known to attend regularly, and
even enter their own animals in contests.

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Theatre, music and other entertainment take place in inn yards, or inside if the inn is
large enough. There are no playhouses, and most entertainers have no other option but
to perform at inns. They do not charge a fee, but rather have a collection at the end of
the performance.
Gaming is usually cards, boardgames or dice, with betting on all three. Serious money
may be won and lost, though most landlords are wise to the problems this can cause,
and may limit the stake unless the gamblers are well known or wealthy. Gambling
causes many duels and brawls and the tavern’s owner is held as responsible as the
fighters!

Theatre and Other Entertainers


There are no permanent playhouses or concert halls in Saduria. Entertainers perform in
tavern or inns, often in the yard, at the houses of the wealthy, or in the streets. Wherever
they perform, entertainers do not charge a set fee for watching them, rather they hold a
collection. If the collection is small, they may stop the performance (even midway
through) and move on, if good they will return to that venue if they can. In this way,
popular entertainers are attracted back for future shows.
A reasonable donation to the collection is 5-10 copper pennies for each point the
entertainer makes their relevant roll by. A badly failed roll is excuse enough for a shower
of rotting fruit and vegetables, and many people take some to a performance specifically
for this reason. A critical failure may attract worse missiles than vegetables, especially if
the entertainment is being held in a stable yard!
Pickpockets are very likely to accompany any sort of entertainment.
Common forms of Entertainment and relevant skills.
Though uncommon in Saduria, a director or troupe leader may use the Group
performance skill to add an effective +1 (+2 on a critical success) to any entertainment
skill roll.
• Plays. Religious themes are still popular, but an
increasing number of satires and bawdy comedies are
being written and performed. Women are very slowly
being accepted as actors. Performance skill (not
actor).
• Music. The only way most people hear new tunes and
songs is when travelling musicians visit. Often
accompanied by dancers. Musical instrument, musical
composition, singing or dancing skill.
• Poetry and recitals. The poet had better know his
audience; limericks and bawdy verse are going to be
most popular with the common folk, but will be
considered inappropriate at a gathering of the social
elite. Public speaking, possibly poetry or writing if you
write your own material.
• Performing animals. Still a favourite of the common man. Dogs, birds and
rodents are all popular. Using sentient animals or monsters will cause news to
spread quickly and ensure a good crowd. Animal handling and performance
skills.

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• Acrobats, clowns, fire-eaters and jugglers. Such entertainers often work in


groups, and are sometimes skilled at several disciplines. Acrobatics, fire eating
and performance.
• Magicians. Prestidigitation and small illusions are popular entertainment, but real
magic may be frowned on or banned by the authorities. Real mages would not
stoop so low as to perform cheap entertainments (at least, not unless they were
desperate). Sleight of hand.
• ‘Adult’ shows. Where a crowd gathers, sex sells. These acts are usually
performed privately, or in exclusive shows. They mainly consist of showing
scantily clad women in motionless ‘montages’, often with a classical (or even
religious) theme to maintain a veneer of respectability. They are not necessarily
aimed exclusively at male audiences, and all-male acts are known. Attractive
appearance or better, plus possibly sex appeal and maybe performance.

THE ARENA
Pit fighters are an ancient form of blood sport and training. Two warriors were placed in
a small pit or arena and allowed to fight to the death (or incapacity). This brutal
entertainment died out as civilisation took a hold on the various kingdoms.
A century ago, as a way to bring together his large and disparate Imperial population,
and to go some way to channelling their natural bloodlust into a harmless form, the
Emperor Wilhelm IV revived the entertainment of the arena. In deference to new
technology and the larger population, the arena space was increased and new
attractions were introduced.
Not only gladiatorial combat goes on in the arena, however. Some sporting events are
also held; knights and energetic nobles joust, and important announcements are made
to the population. The arena is a convenient large space in a town where an audience is
required. Some have suggested using the arenas for holding plays or musical recitals,
but few such performances are likely to attract enough audience to warrant using such a
huge venue.
Arenas are found in every city, and most large towns in Saduria. Smaller provincial
towns build them where they can, and they are seen as major civic buildings and
sources of local pride.
Prices depend on where the audience sits, prices are charged for entry. The customer
may stay as long as they wish, though the Arena is cleared at the end of the day:

Seating Price

Within three rows of the front 1


Most seats 10 copper
Private box, seating six 20
Food and drink are available within the arena, but prices are around 50% higher than
outside.
Betting is very common. Authorised betting agents circulate to take bets; they have paid
a fee (and bribe) for their position, and will not take kindly to anyone else muscling in on
their monopoly. Few such agents will offer long odds (4-1 is about their limit for an
unarmed man fighting a pack of wolves), but may lengthen them for clearly one-sided
contests (unarmed asthmatic halfling versus enraged elephant, for example).

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Events at the Arena


As mentioned, the Arena is not just used for gladiatorial combat, but this is still the most
common, and popular, form of entertainment that occurs.
An important point to remember is that contests in the Arena raise a great deal of money
for betting agents and trainers and that money talks. It has been known for fights to be
rigged, or even withdrawn at the last minute, if someone with power (financial or political)
does not like the odds.

Gladiators
Gladiators combat a variety of opponents in the Arena. The most popular fights involve
two gladiators battling each other with real weapons, but these are relatively unusual
and may only be staged once a week or even less. More common are staged combats
with either blunted weapons or wooden ones. Blood is still spilt, and deaths occasionally
occur, but the combats are supposed to be more of a demonstration of the combatants’
skills than a bloodsport.
Other common opponents are animals and even monsters. Naturally, the more
dangerous the creature involved, the more popular the fights. Supplying animals for the
Arena is a lucrative, if hazardous, occupation (about 1 silver per character point the
creature has). When creatures have abilities that require them, safety features are
constructed within the Arena to protect the audience. Mesh screens are an example, put
into place where a creature has a ranged attack or is able to leap from the arena floor
into the crowd. Injuries to spectators still happen, but the front rows are still the most
popular seats at such events.
Gladiators may be freemen, professional fighters who may turn to the Arena to raise
money for a few months, or might even fight until they retire. Well-known professional
fighters may become highly paid in rewards and gifts from fans, and they become
household names. If not freemen, gladiators will be criminals. Sentences for capital
crimes include being sent to the Arena, either for life or a set length of time. This is seen
as little more than a death sentence, as criminal gladiators are often used as opponents
for particularly dangerous creatures, often to emphasise the creature’s power before it is
pitted against a professional.

Animal Fights
As well as being pitted against gladiators, animals and monsters may be set against
each other in the Arena. Intelligent animals or monsters (including such creatures as
beastmen, ogres and even orcs) might be treated almost like a gladiator, with opponents
chosen to demonstrate particular skills or talents, but mainly the Arena operators just
throw together animals that they hope will spill a lot of blood before falling.
If a creature starts to win regularly, it might acquire fame as if it were a gladiator. When
the creature fights it will attract a crowd of regular supporters, and souvenirs bearing the
creature’s likeness start appearing.

Jousts and Tourneys


Originally held outside of urban centres in fields, knights and nobles soon realised that
the Arenas were ideal places to hold such events. More traditional nobles baulked at the
idea of holding such socially important events in the midst of the common folk, but the
promise of silver from the paying spectators has won over any idealistic objections.
Tourneys follow a very similar pattern to the ones held for the past few centuries. Many
different contests comprise the tourney, which generally lasts a few days, but the joust is

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seen as the highlight of the event and is usually held at the end. Before the joust may be
individual displays of combat, either real or staged, archery contests, displays of
horsemanship and other such demonstrations of martial prowess.
Very rarely, the tourney may become an excuse to play out vendettas and rivalries. In
this case, the combats will often be fought with real weapons (though usually only to
submission rather than death), and all the contests take on a new intensity. In effect, the
whole tourney becomes a huge duel between nobles, using their retinue as weapons.

Announcements and Proclamations


With a great deal of the population illiterate, mass communication has to take the form of
verbal announcements. Town criers wander the streets shouting news, but sometimes a
civic council decides to use the Arena to make major proclamations.
Usually, the proclamation will be made between contests during a normal day of events,
but very important announcements might justify cancelling a contest. This is done rarely
as it upsets both the crowd and the betting agents.

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HEALING
The full rules for Healing are found on B(4th)424.
In Saduria, there are four options open to the sick (five if you just
wait to heal naturally):
i. Magical healing.
ii. Professional Doctors/Surgeons.
iii. Barber Surgeons.
iv. Herbalists and other traditional healers.
Magical healing includes that from priests, mages and witches.
It is reliable, fast and potent but not necessarily freely available.
Professional doctors and surgeons have been trained in the
Sadurian universities, learning modern techniques and using good or better equipment
(see equipment modifiers B(4th)345). Most surgeons are also doctors, though they do
not have the Physician skill, and are trained to Diagnose as well as operate.
Professional doctors and surgeons operate (pun intended) at TL4.
Barber Surgeons are the self-trained surgeons that are a carry-over from an earlier
age. They are cheaper and more widely available than professional surgeons, may have
Diagnosis but are rarely Pharmacy-trained, and usually have only basic equipment.
Barber surgeons still use TL3 techniques, and many leave their patients in a worse
condition than they started in.
Herbalists are the wise men and women who create healing potions and lotions in rural
areas. They are very rarely Surgery trained, and limit their healing to administering their
herb-based remedies.

MAGICAL HEALING
Mages
Mages who have studied the Healing College may heal as well as anyone. They do not
necessarily need any mundane training, relying on the spell to diagnose the problems as
well as actually heal.
Most mages, however, are loath to heal on a regular basis. Firstly, they believe that their
powers are for higher things than caring for mundanes, and secondly they realise that
offering magical healing is inviting a queue of ill people knocking at their door and
interrupting their research. Where a mage agrees to heal, he will normally request
payment in kind. Quests to find needed ingredients or books are the usual fee. The
difficulty in securing such components may not necessarily appear to be in proportion to
the amount of healing performed, but it will rather reflect what the mage needs at that
time.
Mages may be willing to use spells that priests would class as heretical. Priests of Death
gods, especially, see the use of resurrection-type spells to be the worst form of
necromancy, whereas mages may just find it fascinating!
Hedge Magic
Hedge wizards with healing skills can perform acts of almost miraculous effect. They
tread a difficult path between being useful members of the community and being tried as
witches, and are often secretive about their power.

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Priests
Religious magic is fast, effective and available to all…at a price.
Religions that provide healing are always on the lookout for money to fund missions to
care for the poor. This means that divine healing is very expensive, although the cost
may be reduced if the person is in desperate need and cannot afford the fee. In many
cases, some other service may be taken as part payment. Usually this involves working
for a time as a missionary.
Mundane healing is also available, and is a popular alternative for those with fewer
funds, but the time it takes up means that priests are not always available to act as
mundane healers.
Service Offered Cost
Mundane (60% chance of being available each day)
First Aid (80% chance of being available) 25
Surgery (always have good or better equipment) 250
Ongoing medical care 10/day
Diagnosis/routine consultation (1 hour) 50
Magical
Awaken 100
Body Reading 150
Cleansing 100
Cure Addiction 500
Cure Dehydration 200
Cure Disease 350
Cure Insanity 500
Cure Starvation 200
Detect Poison 150
Healing. Per Hit Point healed. 50
Instant Neutralize Poison 500
Instant Regeneration 5000
Neutralize Poison 350
Regeneration 2500
Restoration 1000
Restore Hearing 500
Restore Memory 500
Restore Sight 500
Restore Speech 500
Sterilize 150
Stop Bleeding 100
Stop Paralysis 500
Suspended Animation 300
Youth (only to counter unnatural aging) 1000

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Witches
Witches are often antisocial and (understandably) suspicious souls, but may agree to
heal a person if the price is right. Witches, not usually having much need for silver, will
generally want a service in return for the healing they provide. If the healed person is
lucky, this will simply be to find and recover ingredients. If the witch is of a blacker
disposition, or in a vengeful mood, the task may be far, far more dangerous. In many
cases, more healing will be required afterwards! Not all witches are selfish. Some may
ask for a service on behalf of someone else, possibly a local community or natural site of
power.
Many witches are also skilled herbalists, and may sell herbal preparations as well as, or
instead of, using their magical powers.

MUNDANE HEALING
Professionals
Saduria has a recently established guild of Doctors and Surgeons, and is training new
doctors and surgeons at universities in cities throughout the empire. These new
professionals go a long way to becoming a reliable and safe avenue of healing, far
surpassing the old barber-surgeons and wisemen and women that used to fulfil the
function in times past.
Sadurian university-educated doctors and surgeons operate at TL4.

Doctors
Doctors are capable of diagnosing medical problems, and treating all non-surgical
complaints. Although the skill of Physician does not yet exist, using Pharmacy-herbal the
doctor can mix together pills and potions that help relieve the symptoms of most
diseases. A decent First Aid skill helps when treating breaks, sprains and abrasions, and
the Diagnosis skill allows better understanding of the problem being presented.
Some doctors may have skills such as Physiology and Biology, but this is not required of
them to become a doctor.
Pharmacy-herbal Use this whenever a Physician roll is normally called for, as it
replaces that skill. Medicinal herbs are required, examples are
listed on p116. Without herbs, the roll is at -5.
Diagnosis The ability to actually tell what is wrong. This is often the reason
people visit a doctor in the first place.
First Aid Enables the doctor to patch up injuries minor enough not to
require surgery. The doctor normally has good or even fine
equipment for First Aid, adding +2 to the skill roll.

Doctors charge by the hour, their prices normally reflect their clientele and are
thus multiplied by the Social Level of their patients. Naturally, a patient would not
dream of using a doctor who treats lower status patients. All negative social levels
class as SL0.
10 silver x (Social Level+1) for the first hour (will usually include the diagnosis).
5 silver x (Social Level +1) per hour for ongoing care. Any expenses incurred will
be added to the bill.

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Surgeons
Some, but not all, surgeons are also trained as doctors.
Note that, as there is no such thing as Physician skill in Saduria, all Sadurian surgeons
are at –5 if attempting anything but very basic surgery (no heart bypasses or kidney
transplants). Other possible modifiers are:
• -9 for improvised equipment! This would only happen in an emergency.
• -4 for basic equipment.
• -3 for good equipment. Most university-trained surgeons acquire good or better
equipment.
• -2 for fine equipment. Well-connected or wealthy surgeons may have fine
equipment.
Surgeons can stabilise mortal wounds if the patient can be taken to them, at –2 if the
patient is at –3xHP or worse, and at –4 if he’s at –4xHP or worse. Failed rolls allow
further attempts at cumulative –2 per repeat attempt. There is no resuscitation in
Saduria. A standard operation takes 1dx10 minutes per attempt; with no anaesthetic and
a risk of infection, speed is considered a good thing!
Lasting crippling injuries (but not permanent ones) can also be healed by surgery in a
2dx10 minute procedure. A successful roll shortens recovery time to weeks rather than
months. A critical failure makes the injury permanent.
Remember that there is no anaesthetic in Saduria, and no antiseptic. Check for infection
after any surgery: a HT+3 roll is required. See B(4th)444.

Surgeons charge 100 silver per operation. If repeated attempts are required for
the same result, the surgeon only charges once, so long as the attempts are all
made at the same ‘session’. Unlike a doctor, surgeons charge the same price no
matter who the patient is (all bodies are the same to them).

Barber Surgeons
Barber surgeons are relics of the past, where the local barber performed the surgery.
They are still numerous in Saduria despite the new breed of professional surgeons, not
least because they are considerably cheaper.
Sadly, most barber surgeons, whatever their skill and experience, have not had the
benefit of Sadurian university training, and are thus unaware of the newest techniques
and procedures. This means that all barber surgeons operate at TL3. In addition, most
have fairly basic equipment and the end result is that they have a larger penalty to their
Surgery skill than most professional surgeons, although this may not be a problem for a
simple procedure (such as pulling a tooth or resetting a dislocation).
Very few barber surgeons have any complimentary medical skills.
• -10 for improvised equipment!
• -5 for basic equipment
• -2 to rolls to resist infection from the surgery, as hygiene and barber surgeons do
not usually go together.
Barber surgeons charge 50 silver per operation. If repeated attempts are required
for the same result, the surgeon only charges once, so long as the attempts are
all made at the same ‘session’.

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Herbalists
An herbalist uses Herb Lore to manufacture drugs and herbal balms. Most herbalists live
in rural communities, often running a precarious line between being a valued local healer
and accusations of witchcraft.
Most herbal balms are non-magical in nature, conferring the equivalent of a First Aid roll
at a skill equal to the Herb Lore skill of the herbalist. Anyone can apply the balm, and
they should make the roll upon application. The effects are exactly as an appropriate TL
First Aid roll. A failed roll means that the balm was badly made or incorrectly applied,
and the dose is wasted.
Some skilled herbalists may produce potent semi-magical balms and potions, with
effects the same as alchemical preparations. Most semi-magical herbal balms take 1d
hours to work, possibly as much as a week. This means that herbalists are best
approached for curing long-term problems rather than as emergency healers. Herbalists
gather their ingredients from nature, and there is therefore no cost for ingredients. The
list of herbal preparations is far more limited than the list of alchemical elixirs as herbs do
not lend themselves to magical effects as do the exotica of alchemical ingredients.
Time to
Name Description Price
make
Subject will be exceptional fertile/potent for 1 hour. 20 weeks,
Fertility Excepting physical deficiency (not medical) or racial 5000
incompatibility, any union will result in offspring. -4 to skill

Restores 1d Hit Points or, if Hits are at full, restores 1 week,


Healing 125
2d Fatigue. Repeated doses have full effect. -1 to skill
Cures all and any diseases, and restores 2 Hit 4 weeks,
Health 600
Points. Only one dose per day is effective. -2 to skill

Many herbalists also have First Aid skill or even Pharmacy-herbal to aid them in
preparing medicinal preparations.

Herbalists charge in both silver and goodwill.


Non-magical preparations cost 1dx10 shillings, semi-magical preparations priced
as above.
In addition to the price in silver, an herbalist will demand a Favour from the
person being healed, at a level appropriate to the power of the balm.

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REWARDS AND BOUNTIES


The poster advertised that Felix was wanted dead or alive. The pay was 500 shillings
and the party were short on their cash. But Felix was a bad one. Otto knew that he was
a skilled poisoner and a master swordsman. If he was in the Badlands he had no doubt
taken control of some band of brigands or another. No, Otto thought, 500 shillings was
not enough for that job.
Bounty hunters are not uncommon in Saduria, where escape from justice might allow a
criminal to establish a new life elsewhere. Most bounty hunters are freelance, though
many priests of Pandour also work as bounty hunters, mainly for religious criminals.
Not all criminals attract bounties. It is usually only those that the authorities decide they
desperately need to capture or recover for whatever reason. This may be as much to do
with the embarrassment that the criminal is causing the authorities as with the alleged
crime.
In general, a bounty will be placed on the head of those who have yet to be tried or
those who have been tried but have escaped before punishment has been administered.
If awaiting trial, the bounty hunter will be required to capture the criminal alive (and at
least mainly intact). The punishment that has been pronounced on a tried and guilty
escapee will determine what state the authorities require the criminal to be in when
returned.
Life as a bounty hunter can be extremely hazardous. Seeking out minor criminals may
be easier, as few will kill to protect their freedom, but this will not provide much of an
income. The money is to be made in hunting down those escaping sentence for major
and capital crimes, and these people are often happy to kill a pursuer.
Crime Levels
Crime in Saduria is divided into four levels:
• Petty.
• Minor.
• Major.
• Capital.
These levels indicate both the severity of the crime (as locally interpreted) and the
resultant penalty. This is also a measure of the bounty the authorities will place on the
head of an escaped or wanted criminal as follows:

Bounty
Level Bounty Criminal’s Circumstances
Modifier
Petty 20 Known killer x2
Minor 50 Difficult to reach or find x1.5
Major 100 Notorious xReputation
Capital 200 Religious criminal x0.5

Bounty hunters are paid by results, not by the hour. It is part of the skill of the successful
bounty hunter to pick and choose what contracts he takes. If the job is too easy the
reward will not be worthwhile, too hard and the bounty hunter may not succeed, or
spend so long in pursuing the contract that the bounty becomes less attractive.

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TRAVEL
The party relaxed and watched the world drift by. The riverboat was quiet and gently
rocking as the waves lapped soothingly against its hull, almost purpose-made to send
them to sleep. They all decided that the boat had been the right decision; slower than
the coach, but without the bumps, stops and bandits.
Short Distance and Urban Travel
Realistically, short distances are limited to a few miles. Urban travel is within a single
town or city.
Price per
Mode of Travel Notes
mile
More common in rural areas, or to move to and from
towns. Passenger carts have 2 benches, laid out
Cart 2
lengthwise along the sides. Holds a driver and up to six
people, plus a small amount of hand luggage.
Similar in concept to the eastern rickshaw, the handcart
Handcart 1
carries two people and a small amount of hand luggage.
A chair, often boxed in, and carried by two or more people
using poles run lengthwise along the chair. A chair carried
Sedan chair by two men holds a single person; one carried by four can 5
hold two people. The most common form of transport in
urban areas.

Long Distance Travel


Long distance travel is defined as travel within the Empire.
Price per
Mode of Travel Notes
mile
The most luxurious form of road travel, carriages are still
an uncomfortable ride as they are not sprung. Most
carriages stop at inns overnight and regularly during day,
Carriage/coach both for the comfort of the passengers and to rest and 2
change horses. Carries a driver and co-driver, possibly a
guard and coachman, and up to six passengers plus their
luggage inside.
Although slow, riverboats and barges are the most
comfortable mode of transport. They also have the
Riverboat greatest capacity, being able to hold up to 20 passengers 1
in relative comfort. Riverboats usually moor overnight at a
suitable riverside village, town or inn.
The poor man’s coach, wagons offer a very basic and
informal transport service. The passengers will likely be
sharing the wagon with all manner of other cargo, and
Wagon 10 copper
stops and routes are erratic. If a valuable cargo becomes
available, passengers may find themselves supplanted at
short notice!

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ARTISANS
The armourer sucked his teeth and shook his head. “That’s a serious crack and I’m up to
my neck with making this suit of plate for the Baron”. Johann resisted the temptation to
make a smart reply. He knew the crossbow was seriously broken at present. It had cost
him just short of 900 shillings but all its fancy carving and inlays had not been able to
cope with being used to block the ogre’s club. With luck, though, this man could repair it.
With luck and a hefty bribe, anyway….
All manner of artisan may be required by
adventurers, and the adventurers may
have skills of their own that they can use
to bring in some silver. It is obvious that
listing every possible variation of artisan
and task would be impossible, but
hopefully the following list should be
representative.
Note that many mundane services offered
by the artisan can be assumed under the
Cost of Living, notably those of the tailor
and blacksmith.
As most of the following services are
priced by the hour, it might be helpful to
decide how long it will take an artisan to
finish a task. If in doubt use the time-
honoured method of rolling randomly.
After all, who is to say that a task didn’t
take longer due to an unforeseen
problem?

Artisan Rank
Artisans are almost exclusively members of craft guilds. Within
their ranks are:
• Apprentices.
• Artisan’s assistants (non-guild qualified artisans).
• Artisans.
• Master artisans.
Prices reflect the rank of the artisan, and should also reflect
the quality of the finished article.

Usual skill Cost


Artisan rank Rank
level modifier
Apprentice 0 Up to 11 50%
Artisan’s Assistant. 0 12-15 75%
Artisan. 1 12-15 100%
Master Artisan. 2 16+ 150%

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Services
Hours
Service required
Required

Armourer
Armoury skill (with appropriate specialism).
3 shillings per hour.
Repair metal armour, per point of armour’s DR. 2
Repair composite bow. 8
Repair crossbow. 6
Repair longbow. 4
Repair other weapon. 1
Repair self bow. 2
Repair sword of fine quality, 2
Repair sword of poor or average quality. 1
Repair sword of very fine quality (Master Artisan only). 4
Blacksmith
Smith skill (with appropriate specialism).
1.5 shillings per hour.
Shoe a horse (per shoe). 15 minutes
Repair cooking pot. 30 minutes
Carpenter
Carpentry skill.
1.5 shillings per hour.
Repair or replace wooden weapon shaft. 1
Repair wagon or cart. 4
Repair wooden shield. 1
Cook
Cook skill.
1 shilling per hour.
Simple meal. 1
Large meal. 2
Banquet. 4
Special or ‘unusual’ meal. x150% cost

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Hours
Service required
Required

Leatherworker
Leatherworking skill.
1.5 shilling per hour.
Repair leather armour, per point of armour’s DR. 1
Repair saddlery. 2
Tailor
Professional skill (Tailor) P/A, default DX-5.
1 shilling per hour.
Repair or adjust elaborate item, such as SL2+ dress. 5
Repair or adjust cloak or gown. 3
Repair cloth armour. 1
Repair or adjust shirt, leggings, etc. 2
Repair or adjust small item. 1
Materials
The costs quoted above assume that only a minimal outlay on materials is required.
Naturally, any additional cost will be passed on to the client. An artisan’s monthly income
is quoted as net income, after all expenses for materials are taken into consideration.
Apprentices and Artisan’s Assistants
Apprentices are trainees who are accepted for training by guild
artisans. They live in their master’s house and usually perform
routine tasks until considered skilled enough to tackle ‘real’
work. The term ’masterpiece’ originally referred to the piece of
work that the apprentice was required to make to be accepted
to qualify as an artisan for the guild. Any money paid to an
apprentice will almost certainly be passed on to their master.
Assistants also work for the artisan but are not as closely
dependent upon him as are apprentices, and may even be
skilled craftsmen in their own right. Assistants who are
freemen will be trained artisans who, for some reason, cannot
join the guild. Without guild membership they are not allowed
to set up their own business, and so are forced to work for a
fee under a guildsman. They may also be bonded labourers (see below), whose bond
has been bought by the artisan.
Note that a client will be charged for the time of an assistant where a job requires his
help.

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SLAVES & BONDED


LABOURERS
Legality and Morality
Slavery is illegal in Saduria, but generally legal outside of the Empire’s borders. In
Saduria it is seen as a savage way to treat fellow humans and certainly uncivilised.
Owning a bonded labourer, however, is both legal and socially acceptable. Bonded
labourers are those who are sentenced by the courts to work for a bond holder, either for
a fixed term or, more rarely, for the rest of their life. If the person to whom the labourer is
assigned does not wish to keep them, the labour bond may be sold on.

Maintenance Costs
The cost of keeping a bonded labourer or slave is their cost of living, rated usually at
Social Rank -4, but sometimes higher. This will normally be 50 silver per month. Housing
costs can be ignored where appropriate (the owner will presumably house them within
his own home), bringing costs down to about 25 silver per month covering cheap and
barely adequate food and drink, and very basic clothing costs and repairs.

Purchase Costs
Slaves and bonded labourers are valued according to their primary skills or attributes.
These traits are only applicable where they affect the job that they are being bought to
perform; a stunningly beautiful poet is equal to an ugly simpleton when working in a
mine. These prices are not fixed, as most are sold at auction.

Trait Price Modifier


Useful skill. Skill level x 50 silver.
Multi-skilled. + other useful Skill level x 10 silver.
Attractive looks. + best reaction roll for looks x 20 silver.
Good personality. + best reaction roll for Charisma etc. x 20 silver.
Elderly. -25% price per part 10 years over 50.
Obvious trouble. 50% price at best.
Non-human. 50% price at best (looks are usually irrelevant).

Bonded Labourers
As most are only sentenced to limited bonded labour, prices to buy the bond are usually
10%x number of years of sentence left to run.
Bonded labourers that cannot be sold at auction work at hard labour for the state. If
particularly unlucky, they may find themselves being sold as gladiators.

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INDEX
Subject Page
ACCOMMODATION 126
ALCHEMICAL SUPPLIES 115
ALCHEMY AND HERB LORE 117
Animal Descriptions 82
Animal Fights 136
Animals 95
Announcements and Proclamations 137
Apprentices and Artisan’s Assistants 147
Arena, Events at the Arena 136
Armour (combined) 77
Armour and Fashion 59
Armour Availability 59
Armour Care 59
ARMOUR 59
Armour, Clothing as armour 62
Armour, Heavy leather 65
Armour, Light leather, fur and padding 63
Armour, Mail and brigandine 67
Armour, Plate 69
Armour, Rigid leather 66
ARMS AND ARMOUR 27
Artisan Rank 145
Artisan Services 146

ARTISANS 145
ARTWORK 14
AVAILABILITY AND PRICE 9
Axe/Mace 28
Barding 87
Barter and Exchange 12

BASICS 6
Bear Pit 130

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Subject Page
Bonded Labourers 148
Books 25
Bow Case 43
Bow 43
Bowstrings (bow) 43
Bowstrings (crossbow) 47
Bracers 43
Brawling 29
Broadsword 30
Buying and Preparing Poisons 114
Clothing and Status 97
CLOTHING 96
Clothing, Female clothing 98
Clothing, Male clothing 97
Clothing, Outfits 98
Clothing, Wear and Tear 96
Coinage 6
COMBINED ARMOUR PRICE LIST 76
COMBINED WEAPONS PRICE LIST 51
CONTAINERS 100
COOKING AND EATING 101
Cost of Living by Social Level 7

COST OF LIVING 7
Courtesans 132
Crime Levels 143
Crossbow 45
Dancing 130
Dietary Requirements 91, 124 & 126
Drink and Intoxication 94
Drink 94
Elixirs, Types of Elixirs 117
Entertainment skills 134

ENTERTAINMENT 130
Exchange Rate; Metals 6
Fences 12
Fencing 130

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Subject Page
Fencing weapons 31
Flail 33
FOOD AND DRINK 91
Food 92
Forging, Clipping, and MagicalFraud 6
Gambling 131
Games 131
Gems 16
Gladiators 136

GOODS 27
HAGGLING 10
Hand Weapons 28
HEALING 138
Healing, Barber Surgeons 141
Healing, Doctors 140
Healing, Hedge Wizards 138
Healing, Herbalists 142
Healing, Mages 138
Healing, Priests 139
Healing, Professionals 140
Healing, Surgeons 141
Healing, Witches 140
Helmet Accessories. 73
Helmets 72
Helmets, Types of Helmet 72
HERBS 115
Herbs, Alchemical 117
Herbs, Healing Herbs 115
Herbs, Preparing Medicinal Herbs for Use 115
Horse Care 87
HORSES AND OTHER RIDING MOUNTS 80
HOUSEHOLD AND DOMESTIC 103
Jewellery 18
Jousts and Tourneys 136
Knife 33
Lance 34

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Subject Page
LIVESTOCK 95
Lock Intricacy 105
Lock Prices 105
Lock Size 105
Lock Type 105
Locks and Lockpicking 105
LONG TERM ACCOMMODATION 127
MAGICAL HEALING 138
Mail, Fine-mesh Mail 67
MARKETPLACE 91
Melee Weapons (combined) 51
Missile Weapons (combined) 56
Missile Weapons 43
MONEY 6
MUNDANE HEALING 140
Munition Armour 69
Net 48
OUTDOOR EQUIPMENT 99
Paintings 20
Poison, Administration of Poison 107
Poison, Animal Poisons 110
Poison, Antidotes 114
Poison, Detection 112
Poison, Detection, Identification and Treatment 112
Poison, Doses 112
Poison, Identification and Treatment 113
Poison, Mineral Poisons 107
Poison, Plant Poisons 109
Poison, Treating Poison 115
Poison, Types of Poison 107
Poisons 107
Polearm 35
Prostitutes, ‘Levels’ of Service 132
Prostitutes, ‘Personal Services’ 132
Quality, Steel and Blade Quality 27

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Subject Page
Rations, Field Rations 93
Reloading crossbows 46
Repairing Armour 60

REWARDS AND BOUNTIES 143


Second-hand Equipment 12
Second-hand plate, Wearing Second-hand Plate 69

SELLING 12
SERVICES 123
Shields (combined) 76
Shields 60
Shields, Damage to Shields 60
Shields, Types of Shield 61
Shortsword 36

SLAVES & BONDED LABOURERS 148


Sling 49
Social Disease 135
Spear 37
Staff 38
Statues 22
STAYING AT THE INN 126
Tapestries 24
Tavern, Services Offered at the Tavern 123
Tavern, VISITING THE TAVERN 123
Tavern’s Responsibilities 123
The Arena 135
The Bargaining Roll 10
The Tavern 133
Theatre and Other Entertainers 134
THIEVING AND UNDERWORLD 106
Throwing Skill 50
Thrown Axe 49
Thrown Knife 49
Thrown Spear 50
TOOLS 104
TRANSPORT 80

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GURPS Marketplace

Subject Page
TRANSPORT, OTHER 90
Trappings 89
TRAVEL 144
Travel, Long Distance Travel 144
Travel, Short Distance and Urban Travel 144
Two-Handed Axe/Mace 39
Two-Handed Flail 40
Two-Handed Sword 40
Weapon Care 27
WEAPONS 27
Whip 42
Yellow Sash 132

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