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Daily Rates for Training

Equivalent
level
Occupation Equivalent Spell Level Daily cost (Marks)
  1 acre of crops     -
1 Shepherd / Ploughman New Trainee 1 2
2 Farmer Apprentice   3
3 Man at arms / Archer   2 5
4 Parson Journeyman   7
5 Mounted man at arms   3 10
6 Knight Craftsman   15
7     4 25
8 Sheriff Master Craftsman   35
9 Lord   5 50
10 Baron     75
11     6 100
12 Viscount      
13 Bishop   7 200
14        
15     8 500
20 Earl     4,000

 

Purchasing Spells and Prayers

Priests and occasionally wizards may cast prayers or spells for you in your hour of need (if you pay enough). The cost will be dependent upon the spell and caster's level. Scrolls sell at the same value as it would cost to cast the spell.

Wizard feeling self important, stuck up, annoyed at being disturbed and superior to mere mortals will cast a spell at the daily cost for the spell, however priests will work at half the daily price. This is not the rate of pay that casters take home, it includes factors such as equipment, space and assistants.

Wizards need 2 days to teach a spell.

Bahrie the goddes of healing is very altruistic and normally charges only 1/5th of the daily rate.

Spell Level

Daily Cost
(Marks)

1
5
2
10
3
20
4
50
5
100
6
200
7
500
8
1000
9
2500

Equipment

These are equipment costs, items can be sold at half value.

   

Gold Marks
(Buying)

Availability
Accommodation Inn bed only (poor)
2s
Weekly cost = x5 Inn + food (poor)
10s
Horse = double cost Inn + food (avg)
15s
  Inn + food (good)
20s
  food / day groom
1
  food / day knight
4
  Iron rations
2
  Grain
2
Armour Light leather
5s
Shelf
  Padded
5
Shelf
  Boiled leather
1
3 weeks
  Scale
6-8
2 weeks
  Mail Hauberk
40-80
2 months
  Full mail
250
3 months
  Coat of Plates
500
1 month
  Plate armour
5000
1 year
Metal breastplates
200
2 weeks
Bracers & greaves
Boiled leather
15
Shelf
  Metal
100
2 weeks
Helms
Leather
2
Shelf
  Boiled leather
5
Shelf
  Mail
10
Shelf
  Small
10
Shelf
  Medium
20
Shelf
  Great
40
2 weeks
  Bascinet
500
2 months
Weapons Knife
5s
  Dagger
2
  Battle-axe
5
 

Arrow - Silver

1
Rare
  Sword - cheap
6-8
  Sword - good
40-80
Uncommon
  Sword - best
250
Rare
Travel Horse
250-2,500
  War horse (best)
25,000
Rare
  Cart
25
Houses Town House
10-25,000
  Luxury town house
25,000+
Adventure kit Book - Normal
50+
  Book - Magic info
100+
 
  Candle - wax
8s
  Candle - Tallow
5d
  Caltrop (20 off 1")
1
Uncommon
  Grappling Hook
2
  Holy Water
5
  Hourglass
50
Rare
  Horn
4
  Lantern Bullseye
10
  Lantern Hooded
5
  Mirror - metal
1
  Mirror - Silver
5
  Oil - Lamp
1s
  Oil - Greek
5
Rare
  Rope - Hemp (50')
2
  Rope - Silk (50')
100
Rare
  Scrollcase - Bone
10
Uncommon
  Scrollcase - leather
5s
  Spike iron x3
1s
  Waterskin
5s
Treasure Gem (Semi precious)
5+
Sell at 1/2 value Gem (precious)
40+
  Silver broach
2+
  Silver torc
1-5
  Small silver statue
5-20
  Silver goblet
15-100
  Silver bowl
30-200
  Bracelet
5s+
  Ruby ring
15+
  Diamond ring
100+

Silver plate = 1/3 of silver
gold plated silver = +20%
Gold = silver x 100

Food & Drink Wine (cask)
3-10
  Brandy (cask)
10-20
  Beer (quart)
1
  Spices / lb
25
Other Cloth (bolt)
10-30
  Silk (bolt)
20-40

Adventuring kit

Greek Fire
Greek fire is a volatile oil that comes in flasks which may be thrown. They break on impact causing damage to a creature that was struck for 3 rounds at L2/L1/L0. They have a splash area of 3', anything caught in the splash area suffers 1 level lower damage
Caltrops
These are 4 pointed 1" pyramidal shapes designed to cause damage to feet. 1 set will cover a 10' square area. Creatures crossing the area unaware save (no modifier) or take L1 damage (pierce) (to their feet). Creatures who are aware may walk across without harm, however running will need a dexterity save.

Quality weapons

Higher quality better balanced weapons are sometimes available, better balance means easier to swing and hit more easily. Additionally they may be made of a higer quality steel which means they penetrate armour more easily and do more damage. Smiths using the quality steels always don't badly balanced weapons so they always gain the "To Hit" bonus.

Type To hit Damage level Cost Availability
Balance
+1
x10 Uncommon
 
+2
x100 Rare
Steel
+1
+1
x100 Rare
 
+2
+2
x1000 Very Rare

Hiring of rooms / strongboxes

   
Marks / month
Room rent Room (seedy)
10
(empty) Room (normal)
15
  Room (Good)
25
  Room (Lab / Library)
50
     
Storage Strongbox (wood) 2'x1'x1'
1
  Strongbox (Iron) 2'x1'x1'
2
  Storage large item
1