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Legend: gm = gold Miza, sm = silver Miza, cm = copper Miza

1 gold Miza = 10 silver Miza = 100 copper Miza


Contents

Edible goods

Spices and Seasonings

Item Price Item Price Item Price
Angelica 5 cm/oz Anise 3 cm/oz Basil 1 sm/oz
Bergamot 3 sm/oz Borage 2 cm/oz Caraway 2 cm/oz
Cardamon 1 gm/oz Celery Seed 1 sm/oz Chives 2 cm/oz
Cinnamon 1 gm/oz Clary 8 cm/oz Cloves 20 gm/oz
Coriander 1 sm/oz Costmary 3 cm/oz Cubeb 15 gm/oz
Cumin 3 cm/oz Dilweed 3 cm/oz Dill 3 cm/oz
Fennel seed 1 sm/oz Fenugreek 10 gm/oz Garlic 4 cm/oz
Ginger 1 cm/oz Horehound 5 cm/oz Horseradish 3 sm/oz
Hyssop 4 gm/oz Juniper 2 sm/oz Laurel 4 sm/oz
Lemon balm 2 sm/oz Liquorice root 4 sm/oz Lovage 1 sm/oz
Mace 25 gm/oz Marjoram 4 cm/oz Mint 3 cm/oz
Mustard seed 5 cm/oz Nutmeg 30 gm/oz Oregano 2 sm/oz
Parsley 4 sm/oz Pepper 30 gm/oz Poppy seed 8 gm/oz
Rose hips 5 gm/oz Rosemary 4 sm/oz Saffron 65 gm/oz
Sage 1 sm/oz Salt 1 cm/oz Sweet cicely 1 sm/oz
Thyme 1 sm/oz Tarragon 1 gm/oz Turmeric 25 gm/oz
Woodruff 1 sm/oz

Corns

Item Price Item Price Item Price
Barley 1 gm/lb Buckwheat 5 gm/lb Chick peas 3 gm/lb
Lentils 2 gm/lb Millet 7 sm/lb Oats 7 sm/lb
Rice 5 gm/lb Rye 7 sm/lb Wheat 1 cm/lb

Flour

Item Price Item Price Item Price
Barley 2 gm/lb Buckwheat 1 gm/lb Rye 15 sm/lb
Wheat 3 gm/lb

Dried Fruits and Vegetables

Item Price Item Price Item Price
Apples 1 gm/lb Apricots 15 gm/lb Carrots 1 gm/oz
Cherries 5 sm/oz Currants 1 sm/oz Dates 5 gm/oz
Elderberries 1 sm/oz Fig 7 gm/oz Green beans 2 sm/oz
Green peas 2 sm/lb Lemons 2 gm/lb Mushrooms 1 gm/lb
Onion 5 sm/oz Peaches 15 gm/lb Pears 5 gm/lb
Prunes 3 gm/lb Raisins 1 gm/lb Tomatoes 1 gm/lb

Oils

Item Price Item Price Item Price
Olive 5 gm/gal Almonds 10 gm/gal Walnuts 2 gm/gal
Hazelnuts 3 gm/gal Lindseed 4 gm/gal Sesame 10 gm/gal
Sunflower 3 sm/gal Safflower 2 sm/gal Grapeseed 1 sm/gal

Nuts

Item Price Item Price Item Price
Almonds 3 gm/lb Cashews 20 gm/lb Chestnuts 1 gm/lb
Hazelnuts 5 sm/lb Pine nuts 10 gm/lb Pistachios 15 gm/lb
Walnuts 3 sm/lb

Sweeteners

Item Price Item Price Item Price
Honey 1 sm/pt Marzipan 20 gm/oz Molasses 5 sm/pt
Sorghum 3 sm/pt Sugar 1 gm/lb

Beef

Item Price Item Price Item Price
Corned 3 gm/lb Jerked 7 gm/lb Sausage 2 gm/lb
Smoked 4 gm/lb

Pork

Item Price Item Price Item Price
Bacon 4 gm/lb Ham 5 gm/lb Salted 3 gm/lb
Sausage 1 gm/lb

Fish

Item Price Item Price Item Price
Fresh listed price Living x2 listed price Pickled x2 listed price
Salted x2 listed price Smoked x2 listed price Albacore 2 gm/lb
Anchovy 5 cm/lb Barracuda 1 sm/lb Bass 4 cm/lb
Bluefish 2 sm/lb Capelin 1 sm/lb Carp 2 cm/lb
Catfish 2 cm/lb Caviar 75 gm/lb Cod 5 cm/lb
Dogfish 2 sm/lb Eel 6 cm/lb Elephantfish 1 gm/lb
Flounder 6 cm/lb Gar 1 cm/lb Haddock 8 cm/lb
Halibut 5 cm/lb Herring 6 cm/lb Icefish 6 sm/lb
Mackerel 6 cm/lb Marlin 2 gm/lb Moki 4 sm/lb
Monkfish 1 sm/lb Mullet 4 cm/lb Perch 8 cm/lb
Pike 6 cm/lb Pollack 9 cm/lb Ray 5 sm/lb
Rockfish 4 gm/lb Salmon 8 sm/lb Sardine 1 cm/lb
Seabass 7 sm/lb Shad 8 sm/lb Shark 5 gm/lb
Smelt 1 cm/lb Snapper 1 sm/lb Sole 1 sm/lb
Sturgeon 4 gm/lb Swordfish 1 gm/lb Tilapia 1 gm/lb
Trout 5 cm/lb Tuna 1 gm/lb

Venison/Game Meat

Item Price Item Price Item Price
Corned 3-4 gm/lb Jerked 7-8 gm/lb Sausage 2-3 gm/lb
Smoked 4-5 gm/lb

Exotics

Item Price Item Price Item Price
Chilies 12 gm/lb Cocoa 15 gm/lb Cocoa Butter 25 gm/lb
Coffee 25 gm/lb Coconut 25 gm/lb Hickory nuts 100 gm/lb
Hops 5 sm/oz Lotus 100 gm/oz Maple Syrup 15 gm/gal
Paprika 15 gm/oz Pimento 20 gm/oz Pineapple 25 gm/lb
Sarsaparilla 5 gm/oz Tobacco 5 sm/lb Vanilla 25 gm/oz
Walnuts, black 350 gm/lb Candy (Honey) 5 cm/thumb-sized drop

Miscellaneous

(Common Source) refers to common livestock such as goats, pigs, cows and the like.

Item Price Item Price Item Price
Milk (Common Source) 1 sm/gal Butter (Common Source) 1 sm/lb Cheese (Common Source) 2 sm/lb
Animal Fat (Common Source) 1sm/lb Yeast 1 sm/lb Eggs, Chicken 1 sm/dozen

Taverns, Inns and Lodging

Item Price Item Price Item Price
Ale, Gallon 2 sm Ale, Mug 4 cm Banquet (per person) 10 gm
Bread, per loaf 2 cm Cheese, hunk of 1 sm Companionship Inns and taverns across the land offer male/female companionship for a price. This can be as simple as time spent with someone for the sake of talking, spending time together and providing basic company to more exotic, erotic, romantic/sexual themes (prostitution) Open for negotiation beyond the basic rate. 4 gm/hr
Entertainment, Common Involves music, plays and various artistic expressions. 3 sm Entertainment, Good Involves music, plays and various artistic expressions. 1 gm Entertainment, Poor Involves music, plays and various artistic expressions. 5 cm
Inn, Common (per day) 5 sm Inn, Good (per day) 2 gm Inn, Poor (per day) 2 sm
Meals, Common (per day) 5 sm Meals, Good (per day) 2 gm Meals, Poor (per day) 2 sm
Meat, chunk of 3 sm Rations, trail (per day) 5 sm Rent, Apartment, Common (per day) 1 gm
Rent, Apartment, Good (per day) 3 gm Rent, Apartment, Poor (per day) 5 sm Wine, Common (pitcher) 2 sm
Wine, Fine (bottle) 10 gm

Clothing

Different types of clothing all have a base cost that may be modified based on size, types of cloth used, quality, style and various forms of decoration.

Decorations and Style

The following modifiers are added to the base price listed for each garment type. If multiple modifications are applied, add the modifiers together for the final modifier value that will be used. For example, adding beads, buckles, fur-trim and dye to a garment would break down like this: x10 (bead) + x10 (buckle) + 1.5 (dye) + 1.5 (fur-trim) = x 23. Thus whatever garment type was chosen to be modified would have its base value multiplied by 23 to get the final cost of the item. So, a linen shirt with a base cost of 1 sm modified in such a manner would cost 23 sm or 2 gm and 3 sm.

Beaded or Buttoned x 10 Bells, Simple This includes adding bells made from simple metals such as iron, copper, steel, etc. x 10 Bells, Fine This includes adding bells made from metals such as silver, gold or other precious metals. x 20
Brocade A class of richly decorative fabrics, often made in colored silks and with or without gold and silver threads. x 5 Buckles and Chains, Simple This includes adding buckles or chains to a garment. Such adornments are made from iron, copper, steel or other non-precious metals. Without this modification, belts, footwear and some types of garments will need the to be laced up with strings or otherwise tied together. x 10 Buckles and Chains, Fine This includes adding buckles or chains to a garment. Such adornments are made from silver and gold or other precious metals. Without this modification, belts, footwear and some types of garments will need the to be laced up with strings or otherwise tied together. x 20
Damasked A reversible figured fabric of silk, wool, linen, cotton with a pattern formed by weaving. x 3 Dyed x 1.5 Embroidered x 5
Fur-Trim x 1.5 Lace-Trim x 4 Fur-Lined (Common) x 10
Fur-Lined (Unusual) x 20 Fur-Lined (Monsterous) x 50

Sizes

Pycon x 5 Tiny 30% Small 50%
Medium N/A Large x 3 Huge x 5
Children 50%

Used Garments

These modifiers are added after all other modifiers have been applied to a particular garment. Thus a garment, after modifications, that costs 8 gm that is purchased used, costs 6 gm. A poor condition garment with the same modifications would cost 2 gm. Note however that used garments are often frayed, patched or faded while poor garments are often heavily stained or torn.

Good 75% Poor 25%    

Material

These materials modify the cost of base items by the multiplier listed. At the bottom of this list is the cost for 5 sq.yds. of whole cloth. The listed price is the base price that may be modified by the material modifiers also listed.

Burlap/Sackcloth 10% Canvas N/A Cotton x 1.25
Felt A non-woven fabric made of animal fibers. Instead of weaving or spinning, wool or animal fur is subjected to heat, moisture and pressure or agitation. This results in a permanent bond between the fibers and makes a suitable and versatile cloth. Any farmer or woodsman knows how to make felt. x 2 Isuas A Pre-Valterian plant much like cotton that can be woven into fabric that was absolutely superior to cotton. Isuas is lighter, stronger, and holds dyes far more vibrantly than modern day textiles. . x 2 Leather x 2
Linen N/A Ramie Ramie is similar to linen made from plant fiber. It is natural white in color, has a high luster and an unusual resistance to bacteria and molds. Used in fabrics often mistaken for linen, it is extremely absorbent and dries quickly. x 1.75 Rainproof (Oil Treatment) x 3 (after cloth type adjustment)
Rainproof (Magical) x 10 (after cloth type adjustment) Satin/Velvet x 20 Silk Predominately from Kalinor created from the eggs of the Ranekissra moth. x 25
Sisal Sisal is a common cloth in jungle areas, woven from stiff tropical bast plants. It makes sturdy twine and rugs, and is a suitable material for low-cost clothing. 50% Wool, Course N/A Wool, Medium x 1.5
Wool, Fine x 3 Wool, Superfine x 8 Wool, Llama Lighter and warmer than sheep wool while maintaining a smooth texture. x 10
Wool, Mohair A silk-like fabric or yarn made from the hair of Kalean mountain goats. It is difficult to attain and quite rare thus considered a luxury material. x 15 Whole Cloth 5 sm / sq.yd. Thread, Spool 5 cm
Yarn 5 sm

Garments

The following list contains a number of different garments. The listed price is the base price that any modifications are applied to.

Item Price Item Price Item Price
Apron 3 sm Bandana 1 sm Belt 2 sm
Bikini 2 sm Blouse 8 sm Boots, High 5 sm
Boots, Low 3 sm Boots, Riding 1 gm Breeches/Pants/Trousers 8 sm
Cape, Half 1 gm Cape, Full 2 gm Chemise 1 sm
Cloak 5 sm Corset 3 sm Doublet/Vest 3 sm
Eyepatch Often used to hide the fact that one is missing an eye. An eyepatch can be as simple as a piece of cloth attached to the head with a thick piece of string or something more elaborate with precious metals and jewels if one is looking to impress. 1 cm Dress 8 sm\ Girdle 6 sm
Gloves 5 sm / pair Headwear, broad-brim hat 4 gm Headwear, cap 2 sm
Headwear, coif 2 sm Headwear, cowl 2 sm Headwear, fez 1 sm
Headwear, hood 5 cm Headwear, turban 2 sm Jacket 6 sm
Loincloth 3 cm Robes 1 gm Sash 1 sm
Scarf 1 sm Shirt 1 sm Shoes 3 sm / pair
Shoes, sandals 2 sm / pair Shoes, slippers 1 sm / pair Shoes, dancing 10 gm / pair
Skirt 4 sm Stockings 4 sm Suspenders 8 cm
Tabard 5 sm Toga 8 cm Tunic 5 sm
Undergarments 1 sm

Tools and Items

Sizes

Due to the range of sizes that the races of Mizahar encompass; tiny Pycons to large Jamoura, tools and items can be purchased in the appropriate size. Note that the weight and cost of the item will either increase or decrease depending on the size modification.

Item Price Item Price Item Price
Diminutive (1% the weight) Cost x 3 Tiny (10% the weight) Cost x .75 Small (50% the weight) Cost x .5
Medium N/A Large (200% the weight) Cost x 2

Artistic Tools

These are some items that may be useful to those engaging in various artistic pursuits. Brushes are made from ox hair (sabeline); or more rarely, squirrel, pony, goat, mongoose or badger. Paint is often created through the use of various pigments consisting of root extracts, burnt shells, blood, dried/crushed flowers and various types of clays and other organic materials. Binder for paints is often made from various types of oils, eggs, milk, and hide glue (glue made from cooking down of animal hides/remains).

Item Price Item Price Item Price
Tiny/Detail Brush 5 sm Small Brush 1 sm Medium Brush 8 cm
Large Brush 6 cm Charcoal (10 sticks) 5 cm Paint Pigment 5 sm - 2 gm / .5 gal
Paint Binder 5 sm - 3 gm / .5 gal Pallete (wooden) 2 sm Ink Sticks (10 sticks) These small sticks allow ink to be carried around in a more space friendly manner. The sticks are formed by mixing ink with a binder and then left in a solid form. The sticks may be used as solids or heated to a liquid. 3 gm

Barrels/Crates

Item Price Item Price Item Price
Pail, Gallon 2 sm Bucket, 2-Gallon 5 sm Cask, 4-Gallon 7 sm
Barrel, 36-Gallon 2 gm Puncheon, 72-Gallon 10 gm Butt, 108-Gallon 20 gm
Tun, 216 Gallon 50 gm Vat, 450-Gallon 100 gm Pinewood Crate 5 cm / cubic-ft

Basketweaving

There are a number of tools and materials used in the making of baskets and similar woven items. Baskets can be woven from wood, grass, straw, animal hair, animal hides and just about any material suitable for weaving. Listed below are some of the materials and tools used in basketweaving. The base cost of baskets are listed by size (small, medium and large). Basket quality is listed as simple, common, elaborate and fine with their listed cost being a modifier to the base basket cost. For example, a small basket costs 5 cm. A small, elaborate quality basket would cost 5 cm x 1.5 rounded up for a total of 8 cm. One could further modify a basket with different materials. So our small, elaborate basket could be made of Birch wood (x 1.5 modifier) to get a small, elaborate quality birchwood basket for a total of (8 x 1.5) 12 cm.

How to Figure Price: Basket-Size x Basket Quality x Basket Material = Final Price

Item Price Item Price Item Price
Basket, Small 5 cm Basket, Medium 1 sm Basket, Large 3 sm
Basket, Simple Simple baskets are just that, simple. They are quickly crafted for functionality without decor or any cosmetic flamboyancy. The construction is not all that great however and they wear out quickly. 1/2 cost Basket, Common Common baskets are well constructed and quite functional. They may possess a bit of coloring, ribbon or other simple decor and hold up to general use quite well. Listed Cost Basket, Elaborate Elaborate baskets are crafted with both decor and functionality in mind. They are often colorful and adorned with all manner of decoration and/or coloring. They will hold up quite well over extended use and can stand up to a lot of wear and tear. 1.5 cost
Basket, Very Fine Very Fine quality baskets are the epitome of master craftsmanship. They are often exotic looking with extravagant decor while maintaining unmatched durability and usefulness. x2 cost Beech wood A pale cream to pinkish-brown hardwood that eventually darkens to a pale reddish-brown. Favored for baskets because it does not impart taste or odor to food. Listed Cost Birch wood Birch is a straight grained, fine textured timber with creamy-white to pale-brown coloring. x 1.5
Black Ash wood Grayish-brown to light-brown hardwood. Listed Cost Horse-Chestnut wood A common hardwood, white in color, with occasional light gray streaks. Listed Cost Poplar wood A common, grayish-white hardwood. This light, soft, weak wood is commonly used in making baskets. Listed Cost
Reed A type of tall, grass-like plant of wet places. Commonly used in weaving baskets. 3/4 cost Basket Shave Plane A plane specialy designed to make wooden strips suitable for basket weaving. 1 gm Bodkin A blunt slender instrument with a large eye for drawing ribbon through a loop or hem. 5 sm
Bodkin, Curved Useful in adding stakes sideways to a base. 5 sm Bodkin, Thin Thinner than a basic bodkin. Useful for fine work. 4 sm Boxwood Cleave This small, roughly egg shaped tool is used for splitting softwood rods into strips 5 sm
Grease Horn A hollow steer horn containing cheesecloth soaked in tallow. The bodkin is inserted into the tallow in order to grease it prior to use. 4 sm Rapping Iron A flat, rectangular piece of iron with a ring on one end. The rapping iron is used for beating down the weaving. The ring is used to straighten thick rods. 6 sm Screw Block Two blocks of wood 30 inches long with a screw on either end that allows one to adjust the amount of space between the two boards. The screw block is used for weaving square lids and bases. 1 gm
Weaver's Knife A small curved blade attached to a handle for use in basketweaving 7 sm

Chests, Loxboxes, Drawers, Keys

Used to hold all manner of items from coins to clothing and everything in between, chests, lockboxes and drawers of all kinds are listed here. Quality modifiers DO NOT apply to locks, only the containers. Locks are listed and priced by quality. Locks may be purchased either separate from their containers or built in though costs remain the same either way. All containers listed with locks come with a matching key.

Item Price Item Price Item Price
Low Quality Usually means the container is built with soft wood. There may be gaps or knotholes in the wood due to shoddy construction, weak hinges and overall poor hardware. The container does not look very sturdy or appealing to the eyes. Half Listed Cost Average Quality The container is crafted of average quality wood and bares the signs of good construction. It is solid with good hinges and hardware and looks sturdy and appealing to the eye. Listed Cost High Quality The container is of great craftsmanship and bares the signs of excellent construction. It is made of hardwood with strong hinges and hardware. The entire piece looks like great care was given to both appearance and functionality. 1.5 the Listed Cost
Apothecary Chest A low chest with dozens of tiny drawers, each used to store and organize medicinal herbs and other substances for later use. 40 gm Bachelor's Chest A small, low chest-of-drawers useful for those with few possessions. 30 gm Blanket Chest A large, simple chest used for general storage, usually kept in the bedroom. Often made of cedar to repel insects. 1 gm
Coffer/Lockbox A sturdy, heavy-lidded lockbox with recessed hinges and a prominent slot to facilitate the addition of coins. 1 gm Glove Box A small box used to store unused, possibly soiled gloves. 2 gm Great Chest An over-sized chest used for storing all manner of items. 4 gm
Haut Bois A tall chest of drawers composed of a base and a top section with drawers, which is often topped with a decorative piece of some sort. 20 gm Jewelry Box A small box lined with soft fabric for holding a small collection of jewelry 2 gm Knife and Cutlery Box A small box used to hold a variety of cutting utensils/implements 2 gm
Large Chest A large chest used for storing all manner of items 2 gm Lock, Amazing This lock is a thief's nightmare. Multiple tumblers and improved anti-lockpicking designs help make anything secured with this item sure to be protected from all but the most skill thieves. It is often designed with a good amount of decor as well. (L4 Larceny for lockpicking attempts) 150 gm Lock, Average The average lock is nothing grand however it is still rather functional. It is designed to deter simple thievery and provides some amount of security. (L2 Larceny for lockpicking attempts. 40 gm
Lock, Good A good lock is a friend to everyone but a would-be thief. Strong, with advanced design in construction, a good lock may also look a little fancier than its lessers. (L3 Larceny for lockpicking attempts) 80 gm Lock, Very Simple These locks are built to give piece of mind but little else. They are not very complicated and if someone were to want to pick them, chances are they could with but the slightest of skill. Still, they may slow down a thief even if they can't keep them out. (L1 Larceny for lockpicking attempts) 20 gm Mule Chest A chest with drawers in the base. 8 gm
Sewing Box A box used by women to neatly organize their collection of needles, threads, ribbons, laces, thimbles, yarns and every other sewing tool. 2 gm Spice Box A box used for storing jars of spices. 5 gm Small Chest A small chest used for storing all manner of items 1 gm
Vanity Box A box made to hold the various wardrobe accessories, perfumes, and finery for a those of wealth. 25 gm Key, Amazing It takes an amazing key to fit an amazing lock. Keymakers can make such keys to fit amazing quality locks. These keys are often quite odd in design and nearly impossible to duplicate. A Master Keymaker is needed to craft these. 75 gm Key, Average It takes an average key to fit an average lock. Keymakers can make such keys to fit average quality locks. These keys are straight-forward in design and not too difficult to duplicate. A Competent Keymaker is needed to craft these. 20 gm
Key, Good It takes an good key to fit a good lock. Keymakers can make such keys to fit good quality locks. These keys are rather unique in design and rather difficult to duplicate. An Expert Keymaker is needed to craft these. 40 gm Key, Very Simple It takes an very simple key to fit a very simple lock. Keymakers can make such keys to fit very simple quality locks. These keys are very basic in design and easy to duplicate. A Novice Keymaker is needed to craft these. 4 gm

Blacksmith Tools

These are some items that may useful to those practicing blacksmithing These are items commonly found in a smithy. Note the standard anvil followed by a short listing of different kinds. Certain anvils tend to be designed for varied types of smithing. Anvils and similar tools will have weights listed to give an idea as to how heavy they really are.

Item Price Item Price Item Price
Anvil (70 lb) 45 gm Coachsmith's Anvil (80 lb) 50 gm Double-Horn Anvil (100 lb) 95 gm
Farriers' Anvil (35 lb) 20 gm Sawmakers' Anvil (40 lb) 65 gm Square Anvil (70 lb) 45 gm
Bellows 5 gm Great Bellows 15 gm Bick Iron (10 lb) Bick Irons are similar to anvils and smaller, but they have no base. The sharp bottom of a Bick Iron is commonly driven into a wood block or stump for temporary use. This allows the Bick Iron to be more portable. 5 sm
Botter (4 lb) An anvil-like tool used in conjunction with a hammer to bend metal. 6 sm Case Hardening Box (25 lbs) This box creates a hard shell from the surface of the iron piece. The piece is sealed in the container, packed with charcoal, and heated for a period of time. 2 gm Cinder Rake 5 sm
Coal Shovel 5 sm Fire Tool 2 sm Heading Tool Used for making bolts and nails. A different sized tool is required for each size of bolt or nail. 4 sm
Iron Drill 8 gm Metal Saw 4 gm Metal Vice 1 gm
Hand Vice 3 sm Pinchers 8 sm Screw Plates A flat metal plate with one or more holes drilled, tapped, and filed with a cutting edge for threading screws, pipes, or rods by hand. 5 gm
Sledge Hammer 1 gm Stone Hammer 10 gm Tongs 6 sm
Whetstone 2 cm Whetstone Wheel 20 gm

Hammers and Mallets

Item Price Item Price Item Price
Carpenter's Mallet 1 sm Carver's Mallet 3 sm Nail Hammer 5 sm
Stake Mallet 1 sm Nails(Metal) 5 sm / lb

Hand Tools

Item Price Item Price Item Price
Crowbar 2 gm Hoe 3 gm Pitchfork 1 gm
Rake 1 gm Shovel 2 gm Spade 2 gm
Clam Shovel This device is a long narrow-bladed shovel with a small rake built into the back side. Users can either dig with this device or rake the sand with it to collect clams 3 gm Clam Tube This device is a long narrow metal or ceramic tube that has a cross bar handle at the top. It is enclosed completely at the top save for a small hole a finger can easily cover and it is completely open at the bottom. Users can shove the tube into the sand above a clam dimple and cover the hole with a finger. Lifting, they bring the sand up out of the beach, move it to the side, and then release the hole uncovering it, which then releases the suction inside the tube thus causing the sand and clam to fall out on the beach exposed. 5 gm Wheelbarrow 5 gm

Axes (Tools)

Item Price Item Price Item Price
Adze An axlike tool with a curved blade at right angles to the handle, used for shaping wood. 7 sm Hatchet 6 sm Axe, Carpenter's An axe with a blade mounted at right angles to a short shaft. 1 gm
Axe, Carving An axe used to carve wood. 1 gm Axe, Splitting A long handled axe used for splitting wood. 5 sm Half-Hatchet Bares a broader head than a hatchet with a hammer tip on the edge opposite the blade. 4 sm

Cosmetics and Grooming

The following items are primarily used, on a regular basis at least, by those of wealth. Any of these listed cosmetic/grooming materials can be mixed and created by anyone with at least L1 Philtering.

Item Price Item Price Item Price
Bath Salt Scented mineral salts that soothe the skin when bathing. 5 sm/6 oz Scented Vinegar A favored astringent used to tighten the skin. 8 sm/12 oz Skin Cream Creams used to soften and scent the skin. 1 gm/4 oz
Lye Soap Used to strip hair of it's natural color for artificial coloring. 5 sm/lb Powdered Soap 1 sm/2 oz Colored x2
Scented x2 Bar Soap 3 sm/2 oz Colored x2
Scented x3 Vanity Soap These are tiny little scented and colored soaps that are molded to look like birds, flowers, and other cute decorative shapes. 2 gm/2 oz Cold Cream A type of cleanser formulated to gently and quickly remove cosmetics. 1 gm/10 oz

Beauty Services

These are some of the services one may find in a shop that caters to beautifying their patrons. These services are offered only to those of wealth, at least on a regular basis. These services are all-inclusive in that service and care are often superb and the final product, barring outside interference, often lasts for many days at a time or until removed.

Item Price Item Price Item Price
Cosmetics This includes the application of a variety of cosmetics meant to accentuate and even improve one's beauty. 25 gm Egg and Honey Facial 5 gm Herbal Facial 15 gm
Mud-pack Facial 10 gm Steam Facial 10 gm Hair Dying 15 gm
Hair Styling 25 Manicure 10 gm Pedicure 10 gm
Plucking 5 gm

Cosmetic/Grooming Items

It is important to note that most of these items are found in use (regular basis) by those with some amount of wealth. Also, all of the listed cosmetics can be mixed and created by anyone with at least L1 Philtering.

Item Price Item Price Item Price
Cosmetic Brush 2 sm Face Pastes Decorative cosmetics in a variety of colors. Comes as powder, liquid, or pellets in pots for ease of transport. 1 sm/oz Face Powder A white or pastel face powder used to cover blemishes and imperfections. 1 sm/oz
Kohl A dark mineral powder used as an eyeliner. 1 sm/oz Lip Pomade A colored pomade painted on the lips. 1 sm/oz Powder-Puff 2 sm
Rouge A red or pink cosmetic for coloring the cheeks. 1 sm/oz Mouth-Wash A flavored antiseptic liquid used for cleaning the mouth and sweetening the breath. 5 sm/8 oz Toothpowder An economical alternative to the more expensive sweetened and flavored toothpastes. 3 sm/4 oz
Toothpaste A creamy abrasive paste flavored with various oils and extracts. 1 gm/4 oz Comb 1 gm Hair Brush 3 gm
Toothbrush 3 gm Hair Color Once stripped of color by using lye soap, hair can be recolored with these. They are made up of a variety of dyes. 1 gm Pomade A hair product made from a mixture of purified pork fat and wax, then scented with essential oils. Allows hair or wigs to be shaped and sculpted. 1 gm/10 oz
Wig Powder A powder made of starch used to color and/or scent wigs. 5 sm/lb Hair Kit Contains combs, hairpins, false hair, brushes, lye and colorings. It is a simple way to enhance attractiveness. This kit can also be used as an improvised disguise kit if a true disguise is unavailable. Must have the Disguise Skill though to use the kit in that manner. 25 gm Toilette Kit A portable sampler of soaps, perfumes, creams, powders, lotions, a mirror and applicators. It is the perfect set for anyone attempting to enhance their attractiveness. 25 gm
Cologne Alcohol and aromatic substances used as perfume. 1 gm/oz Scented Water The scented remains of distilled essential oils. Used for formulating cosmetics, creams and soaps. 5 sm/oz

Falconry Tools

These are some items that may be useful to those practicing falconry. Listed items include items for transporting, housing, and handling falcons and other large birds of prey.

Item Price Item Price Item Price
Hood Ensures that the bird remains calm while in the presence of humans, as otherwise it may become alarmed and distraught. Made from leather that makes it thin and supple, yet strong and durable. (One or three pieces of leather may be used one hood. 3 pieces is stronger, and also more expensive.) 1-3 gm Perch Perches emulate the natural for the bird and are used in the bird's mews. (Mostly made from wood) 5-10 gm Mews A unique cage of sorts to confine the bird. 15 gm
Jesses Thin straps, traditionally made from leather, used to tether a hawk or falcon in falconry. They allow a falconer to keep control of a bird while it is on the glove or in training. 2 gm Falconry Gloves These gloves are typically made of thick, tanned cowhide. Both small gloves (used for small birds and falcons) and larger gloves (Used for eagles and other large birds). Small gloves end at the lower arm and large gloves go all the way up to the shoulder. 6 sm

Magecraft Tools

This is a list of the primary tools used in the art of Magecraft. While the materials needed to create said items can be purchased from the appropriate merchants, the items as they are below may only be crafted by a magesmith and/or purchased from one. These items may also be purchased as part of a Magical Laboratory specialized for Magecraft. See the section on Structures for more details.

These items are magecrafted items with an MC less than 1. This means that they are only useful in the magecrafting process and have no other use outside of that discipline. This also means that their cost is also much less so when compared to magecrafted items of MC 1.

While a magecrafter may purchase the following tools from another, they usually end up making their own as part of their initial studies as magecrafting is not a “Teach-Yourself or Do-It-Yourself” discipline or they use those of their mentors. The magecraft process requires all of the following items.

Item Price Item Price Item Price
Optical Ring This device is composed of 1 inch thick, 2 inch tall, 3 foot diameter ring made of cold iron banded in copper. Attached to the ring are half-a-dozen adjustable clamps with settings in the top where lenses and mirrors can be put in place. There are three lenses and three mirrors that are set into the clamps. These optical tools are able to be positioned at varying points around the ring, at varying heights and angles to allow for the most optimized point for which to view an item to be magecrafted. The ring itself is not magecrafted however the materials it is made of work together to contain the djed manipulated in the center of the ring. 100 gm Magecraft Lens These lenses are simple magecrafted items possessing an MC below 1. They are essentially specially cut pieces of glass similar to those used in spyglasses. They are 3 inches in diameter and cloudy in color. When used by a magesmith as a part of the Optical Ring, the lens focuses the aura of an item being magecrafted so that the magesmith can see and monitor it. The lenses are useful only in 3’s and effective only when placed at just the right angle when viewing an item within the Optical Ring. 100 gm for 3 Magecraft Mirror These mirrors are simple magecrafted items possessing an MC below 1. They are only useful in 3’s and are cut to different sizes; 3 square inches, 6 square inches and 9 square inches. The mirrors help to focus and contain the djed within the confines of the Optical Ring. They are positioned between the three lenses on the Ring. 100 gm for 3
Magecraft Hammer While there are a number of different-sized hammers used in magecraft, they all serve effectively the same purpose. The Magecraft Hammer is a magecrafted item possessing an MC below 1. It charged with djed so that when it is used to hit an item to be magecrafted, the hammer opens up a new magical pathway within the item. By tapping the item at various points, the hammer is able to create a pattern of magical pathways within an item. This djed pattern grants the item its magical properties once the magecrafting process is complete. A typical set of Magecraft Hammers includes 6 different sized hammers from small enough to be used with a forefinger and thumb up to the size of a typical forge hammer. 200 gm/set Magecraft Tongs These tongs are simple magecrafted items possessing an MC below 1. They are charged with djed so that they can be used to hold an item to be magecrafted without disrupting the item’s aura and damaging the magical pathways within the item prior to completing the magecrafting process. A typical set of Magecraft Tongs includes 6 different sized tongs from small enough to hold the outer rim of a miza to large enough to hold an object the size of an average human’s head. 150 gm/set Magecraft Pedistal This pedestal is typically 3-4 feet tall and 3 feet in diameter. It can be made from many different types of stone and take a number of forms although the primary dimensions of the round upper slab is universal. While some crafters glyph their pedestals, this is not always necessary. The only required glyph, a glyph known to all magesmith regardless of their knowledge of glyphing, is the one carved in the center of the upper slab that helps contain the djed being manipulated in the magecrafting process. The cost of the pedestal can vary depending on the type of stone used. 100 gm-500 gm
Charge Basin A charge basin can be of any size needed to hold a finished magecraft item. The basin itself is a simple magecrafted item with an MC less than 1. It is basically a wooden basin with a simple magecraft glyph etched in the interior bottom that charges the water filling it. The charged water allows for magecrafted items to cool-down and solidify the magical pathways and patterns within the item itself. A typical magecraft lab may contain a number of different sized basins. 25 gm each


Philtering (Medicines)

Various medicines are made with the use of simple philtering techniques combined with knowledge of herbalism and medicine. The following is a list of the more common medicines found in Mizahar. This list is not meant to represent all medicines available, only what is most commonly found in use by a number of different individuals across the land.

Item Price Item Price Item Price
Tulja Poultice A thick paste made from a mixture of aquatic oozes and ground tropical tree roots. When applied to a fresh wound within an hour after injury, the pain is temporarily deadened and the healing process is increased. This paste may be reapplied every two hours until the wound is healed. Only works on minor cuts and scratches. L1 Philtering L1 Herbalism and L1 Medicine is required to create. 4-dose container. 10 gm Rugberry Tea A warming tea made from berries from a dry-weather plant resembling a sort of rug. The tea relieves the chills and speeds up the body's natural healing process to combat bruising, scratches and internal aches and pains. L1 Philtering and L2 Medicine is required to create. 4-dose pouch. 2 gm Krolar Poultice A thin paste made from mixing ground bark from a Krolar tree; a deciduous tree common to the Sylira Region with various crushed wildflowers. This medicine numbs pain and increases overall healing rates of all manner of wounds when combined with adequate rest. L1 Philtering, L1 Herbalism and L2 Medicine needed to create. 3-dose container. 5 sm
Sundyra Water A powerful wash made from a mixture of water, coastal plant roots and the secretions of the Sundrya Slug; a large species of slug found in a number of subterranean locales. When poured over the afflicted area, the wash works to rapidly reduce the severity of moderate exterior wounds over the course of a single day. The wash works for an individual only once per 24-hour period. L1 Philtering, L1 Herbalism, L3 Medicine required to create. 1-dose container. 30 gm Burn Salve This foul-smelling cream is made from mixing the syrup of various types of fleshy-stemmed shrubs with crushed earthworms. This salve can cool and rapidly speed up healing of light to moderate burns. It's only affective once on any particular burn. L1 Philtering, L1 Herbalism, L2 medicine to create. 3-dose container. 30 gm Marim Bitters Created from the maceration of various bitter herbs found throughout Mizahar. Consumed internally to those suffering from slight or partial hearing loss once per day for seven days, hearing will return to normal. L1 Philtering, L1 Herablism, L1 Medicine needed to create. 7-dose pouch. 1 gm
Chadast Oil This oil is extracted from the seeds of the Chadast plant found growing in remote sections of the Cyphrus Region. The oil, when applied externally, will increase muscle function and strength lost due to age and physical injury and for one hour per day. Additional applications have no effect. L1 Philtering, L2 Herbalism, L3 Medicine needed to create. 3-dose container. 40 gm Iskyny Tea Tea made from the leaf of the Iskyny plant; a plant found growing in warm, moist and/or swampy locales. The drinker will find it difficult to avoid falling asleep. The sleep is deep and can last up to 8 hours. The tea also also allows other medications to work somewhat quicker. L1 Philtering, L1 Herbalism, L2 Medicine needed to create. 4-dose pouch. 10 gm Filan Essence This fragrant liquid is made from Filan flowers; a common flower found throughout Mizahar. When applied under the tongue it can calm seizures and convulsions within a hour. L1 Philtering, L1 Herbalism, L1 Medicine needed to create. 4-dose container. 5 gm
Eye Wash This is a mixture of distilled water, salt and soaked needles from a variety of somewhat uncommon coniferous trees found in colder climates. When applied to a patient's eyes, it will cure blurred vision. L1 Philtering, L1 Herbalism, L2 Medicine. 2-dose container. 2 gm Chamayo Tonic A bland tonic made from soaked Chamayo seeds; a plant common to temperate areas of Mizahar. Used to promote mental clarity by reducing the affects of dizziness, confusion and memory loss. Symptoms are not cured, only diminished. The tonic only works once per day with additional doses having no added effect. L1 Philtering, L1 Herbalism, L1 Medicine needed to create. 2-dose container. 2 gm Hair Tonic When applied daily to the scalp, this solution (made from the excretions of a large species of caterpillar found in tropical climates mixed with warm water) will cause hair follicles that have been lost due to damage caused by burns, scars, or other external damage to regenerate. If used liberally (2-doses minimum) every day for an entire season, the tonic will cure any form of unnatural baldness. L1 Philtering, L2 Medicine needed to create. 5 gm
Hangover Tonic Made from a number of minty flavored herbs found in temperate forests, this tonic will reduce the affects of a hangover by half for up to 3 hours. L1 Philtering, L1 Herbalism, L1 Medicine needed to create. 2-dose container. 2 gm Iwart Ointment Rubbing on this ointment (made from crushed iwart leaves gathered from the iwart tree found growing in warm, moist locales) on an open sore heals it completely. L1 Philtering, L2 Herbalism, L2 Medicine. 2-dose container. 10 gm Mandrake Tonic This tonic soothes sour throats, coughs, labored breathing and restores lost voices. It is often mixed with other liquids to disguise the bitter flavor. Mandrake is poisonous, so overdosing will lead to sickness and possibly death. L1 Philtering, L1 Herbalism, L1 Medicine. 1-dose container. 2 sm
Sweetblossom Tincture This liquid is made from a strong mix of sweetblossom leaves (a small desert flower) and clear spirits, this medicine will relieve a case of diarrhea. L1 Philtering, L1 Herbalism, L1 Medicine. 2-dose container. 3 sm Arsyna Cream This special ointment, made from a thick syrup found in the stems of various coastal plants, will soothe the pain of sun-burns and eases the symptoms of mild heat exposure. L1 Philtering, L1 Herbalism, L1 Medicine. 4-dose container. 6 sm Rosemary Ointment This fragrant oil made from rosemary is rubbed on cramping muscles, relaxing the cramp within 20 minutes. L1 Philtering, L1 Herbalism, L1 Medicine. 4-dose container. 5 sm
Narnvayt Oil This foul oil, made from the Narnvayt root found throughout Mizahar, is used to induce vomiting. It is commonly used to combat ingested poisons when used within an hour after poisoning. L1 Philtering, L1 Herbalism, L1 Medicine needed to create. 4-dose container. 2 sm Sweetblossom Syrup This bitter syrup found in the stems of the sweetblossom (a small desert flower) will relive the symptoms of indigestion and flatulence within an hour. L1 Philtering, L1 Herbalism, L1 Medicine. 4-dose container. 1 sm Miaso Cream This fragrant cream, made from a mix of crushed mint and the syurp of a desert cactus, will remove one blister per application. L1 Philtering, L1 Herbalism, L1 Medicine. 4-dose container. 1 sm
Hista Balm This is a balm made from several uncommon temperate climate herbs and alcohol. It warms and soothes sore muscles, joints and feet and encourages blood-flow. It relieves body aches for up to 8 hours. L1 Philtering, L2 Herbalism, L2 Medicine. 2-dose container. 40 gm Lillian Root Tea This soothing tea made from common Lillian root, will calm the nerves and cure anxiety within an hour. L1 Philtering, L1 Herbalism, L1 Medicine to create. 4-dose pouch. 8 sm Myrian Salts This catch-all cure is used in various creams and washes to eliminate a multitude of rashes, itchiness, fungal infections and parasites, such as lice. It is made from dried, crushed leaves and stems found in tropical environments. L1 Philtering, L2 Herbalism, L1 Medicine. 3-dose container. 2 gm

Glass Items

Items crafted from colored glass will have modifiers applied depending on the color.

Item Price Item Price Item Price
Color, Blue x 2 Color, Clear x 3 Color, Red x 10
Color, Green x .75 Color, Pink x 1.25 Color, Violet Listed
Color, Umber Listed Color, Yellow Listed Beakers and vials, 1-6 oz 5 sm / oz
Pendant Vial, 2 oz A small vial often worn around the neck. 2 gm Bottles and Decanters, Ounce 5 cm / oz Bottles and Decanters, Pint 5 sm / pint
Bottles and Decanters, Gallon 5 gm / gal Bowls, Ounce 7 cm / oz Flasks, Ounce 1 sm / oz
Flasks, Pint 1 gm / pint Cups/Goblets/Mugs, 8 oz 6 sm Cups/Goblets/Mugs, Pint 6 gm
Jar, 8 oz 5 sm Jar, Pint 6 gm Pitcher, 2-Quart 2 gm
Pitcher, Gallon 7 gm Plate, 1 cm / inch diam Vase 5 gm Glass Ball, 1-36"
5 sm / inch diam Shot Glass, 2-Ounce 1 sm Snuff Box, 3-Ounce 3 sm Window Glass, 1'X1'X1/2"
20 gm / sq. foot

Pipeweeds

Pipe-weeds and the other listed aromatic herbs and spices that can be smoked are also available as snuff, a dried powder taken by sniffing with the nose or tucking into the lower lip.

Item Price Item Price Item Price
Cyphrian Tobacco This is by far the most popular tobacco type. It is mild enough to be smoked by people with a wide range of tastes and has the highest level of natural sugar, which gives it a light sweet taste. 1 sm/oz Calisye This smoking blend can be made from any sort of pipe-weeds, usually the cheapest if possible. The base weed, or mix of weeds, is treated until the natural tastes are almost gone. Then flavorings called 'castings' are added to the mix. This mix is a blend of sugar and a concentrated flavors made from fruit or alcohol that give this blend a unique taste. 2 sm/oz Dark Ba'tae These tobacco plants are very mature and developed at the time of picking, and the leaf is subjected to a double-fermentation process. The smoke is still very sweet, but with a full bodied flavor. 2 sm/oz
Sallowbell Tobacco This tobacco is the next most popular tobacco. It contains almost no sugar, which gives a much dryer and full aroma than Dark Ba'tae. Sallowbell is used in many aromatic blends because it absorbs the flavorings well without detracting too much from the new flavor. Sallowbell tobacco burns slowly and is a cool smoke, which makes it a nice addition to blends that tend to burn fast and strong. 8 cm/oz Kline A dark-black weed with a strong aroma. Common characteristic to describe Kline are dusty, dry and sometimes slightly sourish. In the times before the Valterrian, this was a more commonly smoked weed. 5 cm/oz Syliran Tobacco Syliran Tobacco is the result of a curing process involving heat-curing the leaves with controlled blazes of aromatic woods and fragrant herbs. After the leaves are harvested and dried, they are hung in tightly closed barns and smoke-cured. Small smouldering fires of oak and pine fill the barn with smoke, covering the leaves with aromatic smoke particles. 3 sm/oz
Swamp Weed Swamp Weed is a bright red pipe-weed, grown and processed in areas where flooding is common, mostly near rice fields and muddy rivers. Swamp Weed is a rare, slow burning, strong-tasting weed that is best blended with other, lighter weeds. Swamp Weed is cured like Sallowbell Tobacco, but for a shorter time. Thereafter, the leaves are put in large oak barrels or in cypress logs under heavy pressure, which will squeeze some juice out and make the whole mass ferment. The whole process takes at least one full year, so production is light, making its market value quite high. 1 gm/oz Sywart This weeds adds a fine flavor to food, ale, and smoke. It is rumored to bring vivid dreams, and sometimes even prophetic visions of future events although there is no solid proof of this. 5 cm/oz Blue Vision These blue water-flowers are not only noted for their delightful perfume, but also for bringing euphoria, awareness of self, and tranquility when smoked. 2 sm/oz
Vayt's Ruse Tasty yellow petals with a smooth, sweet smoke. These flowers grow on a vine related to the poisonous Englehorn Vine, and many thought the Vayt's Ruse was equally as deadly. After it was discovered that some nomadic tribes were using the dried flowers as a cooking herb, that myth soon vanished. 5 cm/oz Tevino This is not a single pipe-weed, rather a blend of various spices and herbs that are used in small amounts to create an interesting additive to other blends. Every region where smoking is commonplace has it's own Tevino blends, generally named for the one who invented the blend or the region itself. 5 cm/oz

Waterpipes

A waterpipe consists of a long stem and a jar of liquid. As the smoker draws air through the stem, the smoke is sucked through the liquid in order to cool the smoke, and sometimes to flavor it. The smoke is noticeably cooler than one finds with normal pipe smoke, and lightly intoxicating. The liquid in the jar quickly turns brown, so many smokers believe the liquid is also filtering out harmful substances that they would otherwise be inhaling. Simple waterpipes are made of polished woods and clay, while more respectable types are made of brass. You can also find more elegant ones made from decorated porcelain or precious metals.

Item Price Item Price Item Price
Metal Mouthpiece The mouthpiece on a waterpipe is removable, so more than one person can use the same pipe and still remain sanitary. 1 gm Metal Pipe 20 gm Clay Pipe 12 gm
Traveler's Pipe This small pipe is designed to be light and easily carried by a traveler who wishes to enjoy his smoke on the road. 40 gm Wood Pipe 14 gm

Herbalist/Botanist Tools

These are some items that may be useful to herbalists and/or botanists. Listed pots are made of clay although other materials may be used varied prices. Clay is the standard however. Common seeds include those most commonly found in general use of cooking and simple health additives. Uncommon seeds include those that are otherwise not easy to come by. These may be seeds found deeper in the wilds or in areas that are not easily accessible (without some risk). Rare seeds are those found only in the most remote areas of Mizahar. These seeds may or may not have unique qualities found nowhere else.

The amount of seeds available is based on rarity. Common seeds: 25, Uncommon Seeds: 15, Rare Seeds: 5

Purchased seeds have a default 50% chance of being viable.

Item Price Item Price Item Price
Flower Pots (Small) 3 sm Flower Pots (Medium) 6 sm Flower Pots (Large) 1 gm
Plant Seeds (Common) 5 sm Plant Seeds (Uncommon) 1 gm Plant Seeds (Rare) 5 gm
Full Grown Plants (Common) 1 gm Full Grown Plants (Uncommon) 5 gm Full Grown Plants (Rare) 25 gm
Starter Plants (Common) 7 sm Starter Plants (Uncommon) 3 gm Starter Plants (Rare) 13 gm

Pottery/Food/Cooking Containers

Items are all considered types of clay pottery. Prices listed are for glazed pottery while unglazed can be purchased at half the listed cost. Items may be made of tin for x 1.5 or iron for x 2 the listed item cost.

Item Price Item Price Item Price
Basin, 2-Quart 2 sm Basin, Gallon 3 sm Bowl, 5" / 8 oz 1 cm
Bowl 6" / 10 oz 2 cm Bowl 7" / 16 oz 3 cm Bowl 8" / 28 oz 4 cm
Bricks 1 sm / 50 units Cistern, Gallon 5 sm Cistern, 3 Gallon 15 sm
Cooking Pot, 2-Quart 2 sm Cooking Pot, Gallon 3 sm Cooking Pot, 2-Gallon 5 sm
Crock, 16 oz 6 cm Crock, 28 oz 8 cm Cup, 6 oz 3 cm
Cup, 8 oz 5 cm Cup, 10 oz 6 cm Cup, 12 oz 7 cm
Dish, 5" 1 cm Dish, 6" 2 cm Dish, 7" 3 cm
Dish, 8" 4 cm Jar, 6 oz 6 cm Jar, 8 oz 7 cm
Jar, 16 oz 1 sm Jar, 32 oz 2 sm Jug, 16 oz 1 sm
Jug, 32 oz 2 sm Jug, 2-Quart 3 sm Jug, Gallon 4 sm
Kiln, Pottery 50 gm Pan, 12" / 8 oz 3 cm Pan, 16" / 16 oz 4 cm
Pitcher, 2-Quart 5 sm Pitcher, Gallon 7 sm Plate, 5" 1 cm
Plate, 6" 2 cm Plate, 7" 3 cm Plate, 8" 4 cm
Platter, 12" 1 sm Platter, 16" 2 sm Tankard, 10 oz 7 cm
Tankard, 12 oz 8 cm Tankard, 16 oz 9 cm Tankard, 32 oz 1 sm
Tiles (Floor/Wall), 5" 1 sm / 50 units Tiles (Floor/Wall) 10" 4 sm / 50 units Urns 5 sm / Gallon
Picnic Basket Set This kit includes all the basic supplies needed to have a picnic, minus the food. There is a set of sturdy plates, bowls, and cups for four including the utensils (fork, spoon, knife) all contained in a large basket with a blanket that's perfect for spreading out and setting up a feast on. 5 gm Table Set This includes bowls, plates, cups and utensils (fork, spoon, knife), enough to accommodate a single person. 1 gm

Spoons

Item Price Item Price Item Price
Casserole Spoon 3 cm Coffee Spoon 1 cm Grapefruit Spoon 1 cm
Jam Spoon 1 cm Serving Spoon 3 cm Soup Spoon 1 cm
Sundae Spoon 1 cm Table Spoon 1 cm Tart Spoon 1 cm
Teaspoon 1 cm

Knives (Food Utensil)

Item Price Item Price Item Price
Bread Knife 1 cm Butter Knife 1 cm Cake Slicer 3 cm
Carving Knife 3 cm Caviar Knife 1 cm Cheese Knife 1 cm
Dessert Knife 1 cm Dinner Knife 1 cm Fish Knife 1 cm
Fruit Knife 1 cm Game Knife 3 cm Ham Knife 3 cm
Oyster Knife 1 cm Pastry Knife 1 cm Pastry Slicer 3 cm
Spread Knife 1 cm Steak Knife 2 cm Table Knife 1 cm
Tart Slicer 2 cm

Forks

Item Price Item Price Item Price
Carving Fork 3 cm Cheese Server 2 cm Cold Meat Fork 4 cm
Dinner Fork 1 cm Fish Fork 1 cm Fruit Fork 1 cm
Game Fork 3 cm Ham Fork 3 cm Lobster Pick 1 cm
Oyster Fork 1 cm Pastry Fork 1 cm Skewer 1 cm
Snail Fork 1 cm Strawberry Fork 1 cm Table Fork 1 cm

Kits

If wishing to replace used items and materials in a toolkit, the cost is equal to half of the toolkit's original cost.

Item Price Item Price Item Price
Toolkit, Artists This kit contains a number of items useful to those who produce art; paintings, drawings and sketches. There is a collection of various types of brushes, a number of different sized canvases, a number of small bowls and a handful of specially shaped charcoal. 25 gm Toolkit, Animal Groomer's This toolkit contains a set of brushes, combs, scissors, a couple rolls of string and specialized soaps for grooming domesticated animals. 10 gm Toolkit, Archaeologist's This kit is meant to be used by those attempting to uncover mysterious of the past through the study of pre-Valterrian ruins. The kit includes a variety of small picks, chisels, a small hammer and a set of tiny brushes. There are a couple rolls of cloth for covering and protecting artifacts as well as a journal for recording one's studies and observations. 45 gm
Toolkit, Beekeeper's This includes all the equipment needed to engage in beekeeping; a basic wooden structure for the hive, a protective suit made of leather, a smoker, a hat and netted mask and collection tools. 50 gm Toolkit, Blacksmithing This includes all the basic tools needed for blacksmithing minus the anvils and specialized hammers; a basic set of tongs of varying sizes, a collection of chisels of varying size useful in a variety of projects, there is a basic smithing hammer although it is more of a general use item, a simple all-purpose vise for general, non-specific projects and a small variety of punches and a basic set of measuring devices such as a basic ruler and a roll of parchment detailing measurement conversions. Anvils and more specialized hammers can be found in the Blacksmithing tools section and Hammer section. 65 gm Toolkit, Bowyer/Fletcher’s This toolkit contains all the tools required for someone to create bows, crossbows, arrows and bolts. 20 gm
Toolkit, Cobbler's This toolkit contains all the tools required to repair and construct all manner of footwear; varying-sized nails, hammers, thread and almost any other basic tools that a cobbler may need to perform their job.
30 gm
Toolkit, Cook/Chef Includes the necessary items used in cooking and preparing food such as a knife, small pouch of salt and simple seasons. Found primarily in the form of a small kit that breaks down for easy transport in a backpack. 10 gm Toolkit, Coinsmith’s This includes all the tools necessary for a character to smelt, cast, mint and stamp the coins of the local kingdom. Restricted Availability. Special
Toolkit, Crafter's This includes things such as snips, a small hammer, clamps, punches, needle and thread and a variety of other small tools one would use when working on small craft projects. 25 gm Toolkit, Embalmer's This kit contains the necessary tools for the processing and preparation of dead bodies for preservation. A small collection of knives, hooks, a small bag of salt and as well as a collection of jars to store essential organs. Skill in embalming is required. 50 gm Toolkit, Engraver's This kit contains all the necessary tools for engraving metal, glass and stone. A small collection of engraving tools tipped with tiny flecks of diamond are used to engrave a variety of materials. 50 gm
Toolkit, Florist's This kit contains all the necessary tools for arranging bouquets of flowers, doing table arrangements, and processing flowers. This kit includes sheers, clippers, florists clay, and florists frogs, and various wires, wraps, and containers for floral arranging . 50 gm Toolkit, Gadgeteering A variety of precision tools used in the construction and maintenance of various gadget-related items. The kit includes parchment, chalk, calipers, clamps, a selection of wrenches, hammers, various fasteners, and other small, seemingly useless pieces of junk that to a gadgeteer, are quite useful. 150 gm Toolkit, Glassblower This toolkit consists mainly of a clay blowpipe and a collection of simple clay molds capable of creating basic shapes out of glass. 45 gm
Toolkit, Grooming This small kit contains items such as a small set of shears, combs, brushes, files as well as small amounts of oils, soaps and ointments used in the care of hair, skin and nails. Also included are several applications of basic make-up. 30 gm Toolkit, Herbalist/Botanist Includes all the tools needed for growing, maintaining and harvesting herbs as well as various other plants such as flowers, fruits and vegetables (a small collection of varying sized pots and containers, a small set of cutting/grinding tools, a sampling of seeds for common plants and herbs). 20 gm Toolkit, Hunter/Trapper's A medium-sized leather pouch containing a hunting knife, a roll of thin rope for making simple traps, a handful of vials containing common animal scents (rabbit, deer) and a preserving kit. Also includes two tiny and one small animal snare as well as a 10 square foot camouflage tarp. 25 gm
Toolkit, Jewelcrafter's Jewelery kits normally contain ring, wire, side, top, snipe, round, and flat cutters/pliers. 6 jewelers needle files and pliers (pillar, warding, round, square, half round) are also included. They will hold a 3” square, scriber, saw frame and blades, double ended pin vice, metal rule 12", 2 emery paper, 3" dividers, 5 sets of tweezers (heat, self lock, brass, aa, large), rawhide mallet, ring file, hand files, two file handles, wedge clamps, cross pein hammer, triblet, and 7" shears. 250 gm Toolkit, Keymaker’s Tools for creating and duplicating keys. A wax pad will keep the imprint of any key until a suitable place can be found to file down the supplied ‘blank’ keys to fit the impression. 95 gm Toolkit, Leatherworker’s This includes all the tools necessary for a character to soak, tan, boil, wax and sew leather armor, essential to both construct and repair such armor. 70 gm
Toolkit, Mapmaker’s Includes everything to create accurate maps of the surrounding terrain. Includes parchment with pre-drawn gridlines, colored charcoal and a small, wooden ruler. 22 gm Toolkit, Masseuse A variation of the Groomer's Toolkit, this kit contains small amounts of oils, ointments and stones as well as a small selection of different sized linens for use in massage. 20 gm Toolkit, Mixology A collection of tools used in the mixing of beverages. Includes a shaker for mixing/straining, a collection of pourers, a mixing spoon, tongs, a couple different types of strainers, a jigger for measuring and a couple of drinking glasses and a corkscrew. Two small shot glasses are included. 35 gm
Toolkit, Navigator’s This set contains a wide variety of tools and instruments to enable a navigator to work his craft including log lines and chips to measure speed, a lead line to gauge depth, an hourglass, lodestone and a wide range of maps and charts. 250 gm Toolkit, Potters This kit contains a number of tools used in the manipulation and shaping of clay for the sake of crafting useable pottery. 25 gm Toolkit, Shipwright This kit contains a hammer, heavy mallet, measuring tape, basic level, ruler, charcoal for writing/drawing, several rolls of paper and very basic plans for beginning shipbuilding. 35 gm
Toolkit, Surgeon’s Consisting of a scalpel, scissors, small mirror and other tools, the surgeon’s kit is useful for inspecting a corpse, dissecting a creature or otherwise performing minute examinations of a living or dead creature. 200 gm Toolkit, Sewing Small leather kit containing tape measure, scissors, needles, needle threader, fasteners, fabredles, a thimble, spool of thread, glue, small pencil and a few sheets of paper, assorted buttons, tailor's tape all for general sewing and fabric repair. A piece of folded paper baring basic instructions for a variety of sewing techniques is also included. The sewing kit is useful for making basic garments and does not include cloth. 20 gm Toolkit, Stonecarver's This includes a variety of chisels and uniquely shaped blades purposed specificallyto carve and shape stone, both hard and soft. 70 gm
Toolkit, Survival This kit contains the basic essentials for a surviving in the wilds of Mizahar. It includes a simple first aid kit, flint and steel, 2 simple snares, a waterskin and a simple tent. It also contains a small compass, a small roll of fishing line and 6 basic fishhooks, 2 candles, a blanket, a needle and thread and a small, simple knife. 25 gm Toolkit, Tattooing A small wooden case containing a small collection of inks (basic colors) and a series of various sized and shaped needles with wooden handles. It also includes a small supply of pieces of pig skin for tattoo practicing. 25 gm Toolkit, Traveler's This is a lighter, extremely portable version of a "full" listed toolkit. The contents of the Traveler's Toolkit is stripped down to the barest of essentials. This kit works only for L1 uses of related skills due to the limited supplies and instruments available. 1/2 listed cost
Toolkit, Woodcarver's This includes a variety of chisels and uniquely shaped blades purposed specifically to carve and shape wood, both hard and soft. 50 gm Toolkit, Clam Diggers This kit includes a clam shovel, clam tube, mesh bag, an oyster knife for cleaning clams and a rasp for keeping the shovel, knife and tube sharp. 15 gm Toolkit, Candlemaking Includes the necessary items used in candlemaking including all the basic molds needed to form the most common sizes of candles, wick, wick anchors, and beeswax enough for a hundred candles. A large pot for dipping candles and a hanger for hanging the dipped candles is included. This kit is rather large and takes up the space of a medium crate. 20 gm
Toolkit, Soapmaking This kit includes all the basic supplies needed to make soap. It includes the scales for weighing ingredients, the pure lye and oil as well. Various standard molds are included as well as a few more decorative ones. This kit is rather large and takes up the space of a small crate. 50 gm Toolkit, Campfire Cooking This kit includes all the basic supplies needed to make and eat food over a firepit or campfire. Obtained from a blacksmith, this kit will house a cast iron tripod, cooking pot, ladle, a round grate that fits into the tripod, tongues, frying pan, and a set of two simple plates, bowls, and knife fork and spoon. 40 gm Toolkit, Handyman's This Kit contains basic tools simple homeowners or travelers might need to make small repairs or say nail up pictures around a home. There are nails, hammers, a scraper, measuring stick and tap, chalk, handsaw, a set of wrenches and screw drivers. There is also wood glue sand paper and stain to make touchups on nice furniture as well. 20 gm
Toolkit, Climbing This Kit contains basic supplies a Climber will need to safely navigate climbs and repells. The Kit includes a Climbing Harness, 200 feet of rope, helmet, a headlamp she could light that was filled with oil, coveralls, two kinds of belay devices (one was a tube style and one an assisted breaking device), a chalk bag with a carabiner attached and an extra bag of loose chalk as well as chalk sticks, eight quick draws, a full set of rock anchors, a hammer, two sets of nuts, and a set of slings. 100 gm

Miscellaneous

Item Price Item Price Item Price
Acupuncture Needles These very thin, finely crafted needles are often used in some of the more outlandish medical practices said to relieve stress and facilitate various forms of physical, mental and spiritual healing. (These items are not easy to come by and only jewelers are known to be able to craft them due to their skill with working very small metal items.) 10 gm / dozen Alembic This item consists of two vessels connected by a tube that essential form a still for distilling liquids. Most often used in the production of various types of beverages, philtering and similar processes. 50 gm Baby Carrier, Sling A piece of cloth that supports an infant or other small child from a carer's body. 1 gm
Baby Carrier, Cradleboard Cradleboards come in varying shapes and sizes. Woven cradleboards are made of willow, dogwood, tule, or cattail fibers. Wooden cradleboards are made with a variety of wooden frames often with buckskin laces looped through the frame. 3 gm Block And Tackle A system of at least two pulleys with a rope threaded between them used for lifting or pulling. 5 gm Body Building Equipment Commonly found in the home of an Isur but also found scattered throughout Mizahar are items meant to aid in the strengthening and shaping of one's physical strength and endurance. A set of this equipment consists of a variety of metal weights, bars, ropes and chains. The purpose of this equipment is to offer resistance to a person trying to lift, stretch or otherwise move such items. As the Isur discovered long ago, one's body responds to repetitive, resisted motion by growing muscle and thus increasing strength and endurance. The actual design of such equipment varies greatly but the uses are similar regardless of design. 25-45 gm
Brazier (Simple) A brazier is a container for fire, generally taking the form of an upright standing or hanging metal bowl or box. Used for burning solid fuel, braziers principally provide heat and light, but may also be used for cooking and cultural rituals. 5 sm Brazier (Elaborate) A brazier is a container for fire, generally taking the form of an upright standing or hanging metal bowl or box. Used for burning solid fuel, braziers principally provide heat and light, but may also be used for cooking and cultural rituals. 1 gm + Brewing Vat A copper container used in brewing. Priced by capacials Varies
Collar, Kelvic (Leather) This collar is fashioned from leather reinforced with iron. A small locking device built into the collar accommodates a small key. Slightly adjustable, the collar is designed to fit most average-sized humans. The primary function of the collar is to prevent a larger kelvic from transforming from human to animal. For the same price, a collar can be purchased that will prevent smaller kelvic from transforming from animal to human. 5 gm Collar, Kelvic (Iron) This collar is fashioned from iron. A small locking device built into the collar accommodates a small key. Slightly adjustable, the collar is designed to fit most average-sized humans. The primary function of the collar is to prevent a larger kelvic from transforming from human to animal. For the same price, a collar can be purchased that will prevent smaller kelvic from transforming from animal to human. 10 gm Collar, Kelvic (Silver) This collar is fashioned from silver reinforced with iron. A small locking device built into the collar accommodates a small key. Slightly adjustable, the collar is designed to fit most average-sized humans. The primary function of the collar is to prevent a larger kelvic from transforming from human to animal. For the same price, a collar can be purchased that will prevent smaller kelvic from transforming from animal to human. 20 gm
Collar, Kelvic (Gold) This collar is fashioned from gold reinforced with iron. A small locking device built into the collar accommodates a small key. Slightly adjustable, the collar is designed to fit most average-sized humans. The primary function of the collar is to prevent a larger kelvic from transforming from human to animal. For the same price, a collar can be purchased that will prevent smaller kelvic from transforming from animal to human. 40 gm Cooking Utensil This could be a number of things; a large cooking spoon or a set of simple tongs, rolling pin or any similar tool used in cooking. 2 sm Dollhouse, Pycon, Simple With the creation of the unique being known as the Pycon, an industrious individual decided to capitalize on the event by crafting a home sized appropriately. These little homes look like toys or miniature replicas of full-sized buildings. Known as dollhouses due to their size being relative to a child's toy, the simple home looks just like a tiny, single room cottage. It comes with a set of simple furniture sized for pycon. Though small, even the simple dollhouse is rather expensive due to craftsmanship required to make something so small with any detail. These homes are almost always made from wood. (Requires an L2 in carpentry or L2 in gadgeteering to build) 150 gm
Dollhouse, Pycon, Elaborate Like the simple dollhouse, this tiny structure is suited for pycons. The elaborate dollhouse however looks like the home of a well-to-do individual, just much smaller. It has two stories with a bedroom, living area, eating area and bathroom. There is even a tiny balcony on the second floor. It comes complete with basic furnishings for each room/area all sized appropriately for a pycon. They are very difficult to construct thus finding them is much more difficult and they are much more expensive than the simple house. (Requires an L3 in carpentry or L3 in gadgeteering to build) 400 gm Dollhouse, Pycon, Luxury Beyond the simple or elaborate pycon dollhouses is the luxury model. This small structure is a virtual castle or manorhome to a pycon. As big around as a large dining table and almost as tall, these dollhouses are sheer works of art. The main structure is three stories tall with up to twelve separate rooms/areas complete with high quality, miniature pieces of furniture. In addition to the main structure, they may have a handful of smaller, one-room structures outside with a wall or fence surrounding the entire area. These little paradises are some of the expensive works of art that one may ever find available and it requires a master crafter to create them. They are almost never found for sale however one may find them offered in places with great wealth or a from the rare master carpenter or gadgeeteer; if one can be found. (Requires an L4 in carpentry or L4 in gadgeteering to build) 1,200 gm Dice, Loaded This pair of six-sided dice are weighted on one side so that they almost always land on six. Crafted from ivory. 5 sm
Embroidering Kit A small leather kit containing a pair of snips, embroidering hoops, thimble, embroidering needles, stabilizing cloth silk floss, a small collection of basic patterns. 20 gm Gloves, Boxing/Sport There are many versions of the original design, each made of differing material with different looks and colors but the basic form of the boxing/sport glove is that of a heavily padded leather glove, usually mitten style, used in the sport of boxing or often in the training of various unarmed combat forms. 3 gm Grindstone This mechanical device can return a decent cutting edge or thrusting point to the dullest of weapons of tiny to medium size. 25 gm
Iron Kettle 8 sm Iron Pot 5 sm Mesh Bag 5 sm
Ladder, 10-Foot 5 cm Linen (sq.yd.) 4 gm Loom A loom is a device used to weave cloth. The basic purpose of any loom is to hold the warp threads uof the weft threads. The precise shape of the loom and its mechanics may vary, but the basic function is the same. 5 gm
Magnifying Glass This simple lens allows a closer look at small objects. It is useful as a substitute for flint, steel and tinder when starting fires. 100 gm Manacles A simple set of iron bindings for restricting movement. Comes with a simple lock. 15 gm Manacles, High Quality A set of iron bindings for restricting movement. Comes with a complex lock. 50 gm
Map, City Maps such as these are relatively common. Such maps detail points of interest and significant landmarks within a city. Note however that maps like these are only common in the cities that they detail. Thus finding a map of Syliras in the Kingdom of Sultros would be next to impossible and even if found, chances are it would be grossly inaccurate. 2 gm Map, Region Maps of regions are rare and difficult to come by; at least accurate ones are. Good quality maps such as these detail known landmarks, important points of interest as well as areas to avoid. Most regional maps only detail a single region however and are usually only available for purchase in cities residing within said regions. 10 gm Mirror, Small Steel 10 gm
Mortar and Pestle A tool used to crush, grind, and mix solid substances. The pestle is short, heavy club-like object, the end of which is used for crushing and grinding. The mortar is a bowl, typically made of hard wood, ceramic or stone. The substance to be ground is placed in the mortar and ground, crushed or mixed with the pestle. 1 gm Oil Press This relatively simple device is roughly the height of a small table overall and is made out of stone and wood. It is a smaller version of a larger press that was quite common in Pre-Valterrian times. The press is designed to extract oils from nuts and seeds. The oil extraction is based on crushing seeds and nuts with a large weight. The oil press is based on a heavy round stone that rolls along a grooved base. The crushing stone has a hole in the center, where a handle is connected on a vertical axis. These smaller presses are designed so that a person can pull the handle around the stone. The crushing stone rolls around the basin, mashing the nuts or seeds and extracting the oil. 50 gm Portable Forge (Isurian) This portable forge packs down into a heavy but transportable pack. It contains a small set of anvils that can connect together for larger jobs, specialized hammers and tongs, and a collapsing brick wall oven that can generate enough ambient heat to soften metal. It can't melt metal or create alloys, but it can be used for virtually any other kind of simple metalworking. Only average quality items can be forged with this collection of tools. 400 gm
Pole, 10-Foot 2 sm Rope, Hemp (50 ft.) 1 gm Rope, Silk (50 ft) 10 gm
Sack (Empty) 1 sm Scale, Merchant’s This scale includes a small balance and pans and a suitable assortment of weights. 2 gm Sealing Wax 1 gm
Sewing Needle 5 sm Signet Ring 5 gm Silk (2 sq.yd.) Comes predominately from Kalinor and the Ranekissra moth egg. 20 gm
Skep A small beehive that resembles an upside down basket. Bees are not included. 2 gm Sled 20 gm Soap (Per lb.) 5 sm
Spectacles Frames most often made from copper supportin cut to help correct poor eye-sight. Though poor sight cannot be corrected in full, the use of spectacles can help dramatically. Note that spectacles are not all that easy to come by due to the loss of knowledge after the Valterrian on how to craft them effectively. A single lens held in a copper frame is known as a monocle and is valued at half the price of a pair of spectacles. 50 gm Spinning Wheel A spinning wheel is a device for spinning thread or yarn from fibers. 45 gm Spindle A spindle is a straight spike usually made from wood used for spinning, twisting fibers such as wool, flax, hemp, cotton into yarn. 3 gm
Stocks This is a simple, wooden framework with a two-part, upright panel that holds both head and hands securely. 25 gm Target, Archer’s Constructed out of straw with a painted cotton, circular aiming section, this target allows one with time on his hands to practice the use of new ranged weapons. 18 gm Vial, Ink 1 gm
Washboard The washboard is usually constructed with a rectangular wooden frame in which are mounted a series of ridges or corrugations for the clothing to be rubbed upon. The ridges are typically made of wood. 12 sm

Trade goods

Item Price Item Price Item Price
Brass 7 sm/pound Bronze 6 sm/pound Clay As this is the primary food source of Pycons, many food venders have taken to offering clay along with their other food items. As many Pycon are too small to easily handle a full pound of clay, vendors will often sell it in smaller quantities however they still charge the minimum price of 1 copper miza regardless of whether or not the amount is less than a pound. 1 cm/pound
Coal 1 sm/pound Cold Iron/Steel Cold Iron or Steel gets its name from being cold to the touch even when exposed to direct sunlight for extended periods of time. Cold iron is found in iron mines alongside normal iron deposits but at a severely reduced ratio. It is slightly more difficult to work than normal iron but tends to produce greater quality items. 1 gm/pound Copper 5 sm/pound
Cosmetics, common 1 cm–1 sm/oz. Cosmetics, unusual 2 sm–1 gm/oz. Cosmetics, rare 2–10 gm/oz.
Cosmetics, exotic 11–25+ gm/oz. Dried goods, common 1–5 sm/pound Dried goods, unusual 6–15 sm/pound
Dried goods, rare 15–25+ sm/pound Fruits/Vegetables/Nuts, common For quantities of more than 100 lbs 1-5 sm/pound Fruits/Vegetables/Nuts, unusual For quantities of more than 100 lbs 1-5 gm/pound
Fruits/Vegetables/Nuts, exotic/rare For quantities of more than 100 lbs 6-10 gm/lb Fabric, common 1 sm–1 gm/yard. Fabric, fine 2–10 gm/yard
Fabric, unusual 11–25 gm/yard. Fabric, exotic 26–50+ gm/yard. Flour 2 cm/pound
Furniture, plain 1–5 gm/20lb. Furniture, fine 6–15 gm/20lb. Furniture, exotic 15–25+ gm/20lb.
Furs and hides, common These include rabbit, squirrel, dear, and other relatively harmless animals. 1–5 gm/20lb. Furs and hides, unusual These include wolf, bear, cougar, gator or other predatory animal that is considered to be moderately dangerous. 6–10 gm/20lb. Furs and hides, rare These include lion, tiger and a variety of other large cats and other large predatory animals that are considered very dangerous. 11–20 gm/20lb.
Furs and hides, exotic These include odd, unique specimens such as albino or those with very off coloring or even more fanciful creatures that are unique and found only in certain select areas. Note that these are not readily available and may require special permission from storytellers. 21–50 gm/20lb. Furs and hides, monstrous These include dire animals and any other animal that is considered quite deadly. Note that these are not readily available and may even require Help Desk approval. 51–200+ gm/20lb. Gold 5 gm/pound
Iron 5 sm/pound Isurian Steel Isurian steel is a rare material created by the Isur of the Sultros Kingdom through a unique combination of iron and other components found within the mines they work. In its raw form, isurian steel is less valuable than gold or silver however once used to forge equipment, weapons and armor by an Isur smith its value is fully realized. (Found only in the mines of Sultros) 2 gm /pound Ivory The teeth and tusks of many animals carries value that varies on the animal. If the animal is rare, difficult to hunt and gather ivory from or is otherwise unique in some way, its ivory can be quite valuable. If the animal is common, easy to hunt and gather ivory from, its ivory will be worth much less. 1 sm-200+gm/pound
Lead 5 sm/pound Leather, Common, Garment Grade More expensive than un-worked fur pelts and hides. Common leather used in crafting worn garments, usually comes from common animals such as cows or deer. 3sm/pound Leather, Exotic, Garment Grade Exotic, garment grade leather is made from creatures that are either rare, difficult to hunt and kill or are otherwise unique. 2gm-200gm/pound
Leather, Common, Armor Grade This type of leather has been specifically treated and reinforced to serve in the crafting of armor. It is thicker and more durable than garment grade leather. 1 gm/pound Leather, Exotic, Armor Grade This type of leather comes from animals that are either rare, difficult to hunt and kill or are otherwise unique. It is thicker and more durable than garment grade exotic leather. 5gm-400gm/pound Lumber, local 1–10 gm/sq foot
Lumber, unusual 11–25 gm/sq foot Lumber, exotic 26–50+ gm/sq foot Firewood, cord This is for the falling, lumping, and cutting of wood into manageable pieces that can be comfortably burned in fireplaces and hearths. Delivery and stacking is 5gm extra. 20 gm/cord
Paints and dyes, common 1 sm–1 gm/pound Paints and dyes, unusual 2–10 gm/pound Paints and dyes, rare 11–25 gm/pound
Paints and dyes, exotic 26–50+ gm/pound Perfume, common 1 sm–1 gm/oz. Perfume, unusual 2–10 gm/oz.
Perfume, rare 11–25 gm/oz. Perfume, exotic 26–50+ gm/oz. Rugs and tapestries, common 1–5 gm/5-15lb
Rugs and tapestries, unusual 6–10 gm/5-15lb Rugs and tapestries, rare 11–50 gm/5-15lb Rugs and tapestries, exotic 51–200+ gm/5-15lb
Salt 5 gm/pound Sculptures/carvings/etc., common 1–5 gm/5-15lb Sculptures/carvings/etc., unusual 6–10 gm/5-15lb
Sculptures/carvings/etc., rare 11–50 gm/5-15lb Sculptures/carvings/etc., exotic 51–200+ gm/5-15lb Silver 3 gm/pound
Silk Most commonly from Kalinor and the Ranekissra moth. 10 gm/sq.yd. Soapstone A talc-like material found near volcanic areas. It is often used as a medium for carving and sculpting. 2 sm/pound Slaves Slavery is found in a number of places across Mizahar; perhaps most prominently in Ravok. The cost for slaves varies greatly with price being affected by race, age, gender, health and skill. Ravok, having the largest formal slave market, works on a bid system. Starting bids vary from 100 gm for the average healthy human male up to 1000 gm for something rare such as some humanoids; Kelvic, Zith or Jamoura. These are not standards however and prices for slaves can vary greatly from place to place. Varies
Suvan Cement An ancient mixture of crushed stone, gypsum, volcanic dust and lime, this combination of materials, when mixed with seawater, becomes quite durable and extremely resistant to the elements. Useful not only as a structural material but also in arts and crafts. Somewhat uncommon in Post-Valterrian times. One bag equals roughly one square foot. 5 gm/25 lb bag. Tea leaves 2 sm/pound Tin 1 gm/pound
Tobacco 5 sm/pound Wheat 1 cm/pound Zinc 5 sm/pound

Games

Item Price Item Price Item Price
Card Decks/Rune Stones While cards are used for a variety of purposes, these cards are of particular use in fortune-telling. Baring a number of different images all with different meanings, the fortuneteller uses the cards to predict one's future and reflect upon the past. Rune stones also have a similar purpose with different symbols having different meanings. 5-15 gm Dice Set, Bone A set of dice with a four, eight, ten, twelve and twenty-sided dice, as well as two six-sided dice and a leather throwing cup. 5 cm Dice Set, Ivory A set of dice with a four, eight, ten, twelve and twenty-sided dice, as well as two six-sided dice and a leather throwing cup. 8 sm
Dice Set, Silver A set of dice with a four, eight, ten, twelve and twenty-sided dice, as well as two six-sided dice and a leather throwing cup. 4 gm Chess Set (simple) 25 gm Chess Set (elaborate) 50 gm
Checker Board & Tokens (simple) 5 gm Checker Board & Tokens (elaborate) 15 gm

Slaves

Main article: Slaves

Humans

Humans are the most common types of slaves and make up the vast majority of Mizahar's slave pool.

Item Price Item Price Item Price
Human Male Laborer 50 skill points, no L2 300 GM Human Female Laborer 50 skill points, no L2 350 GM Skilled Human Male 50 skill points, 1 @ L2 400 GM
Skilled Human Female 50 skill points, 1 @ L2 450 GM Extraordinary Female or Male Human Extreme beauty, 100 Skill points 1000 GM and up

Humanoids

Humanoids usually include any non-human that is common enough to consider feasible. These may include Myrian, Chaktawe, and sometimes Isur. More uncommon, Jamoura, Charoda, and Akvatari can be found. Ethaefal are almost always considered extraordinary due to their extreme beauty and extraordinary rarity.

Item Price Item Price Item Price
Average Humanoid Male 50 skill points, no L2 500 GM Average Humanoid Female 50 skill points, no L2 550 GM Skill Humanoid Male 50 skill points, 1 @ L2 700 GM
Skill Humanoid Female 50 skill points, 1 @ L2 750 GM Extraordinary Female or Male Humanoid Extreme beauty, 100 Skill points 1500 GM +

Kelvics

Please inquire about specific types being available in specific regions. Not all Kelvics are available at any given time. Talderian are rarely available if at all. More commonly for sale are deer, mouse, sparrow type Kelvics. Slave prices are listed according to (Small, Medium, Large). Please consult the Help Desk or a Storyteller if there is any question as to what category the kelvic slave might fall into. Price fall into small, medium, and large price ranges.

Item Price Item Price Item Price
Predators 400 GM, 600 GM, 800 GM Birds 300 gm, 400 GM, 500 GM Hoofed Animals 500 GM, 700 GM, 900 GM
Exotic 600 GM, 800 GM, 1000+ GM Rodents 200 GM Talderian 3000 GM+


Animals

The listed prices for the following animals does not include extensive training other than what is noted in the name. For example, a companion dog would have basic training such that it would not attack its master. A riding dog would be trained to carry individuals of appropriate size. A hunting dog would be trained to hunt and retrieve while a war dog would be trained to perhaps wear light armor and attack on command. It may be assumed that other types of animals come with the most basic of training to allow it to be purchased without attacking its owner or running away (at least not immediately). They will be trained enough to do duties common to that animal.

More extensive training is available but the cost of the animal increases by twice its listed price (Unless Noted Otherwise). Note however that some things are just not possible for certain animals. For example, a duck simply can't be trained to steal for you nor can a chicken be trained to carry your gear around. All training is relative to the animal to be trained. If you are unsure, ask a Storyteller for assistance. Also, not all animal merchants will offer such highly trained animals, again speak with a Storyteller for details. What does more extensive training entail? Highly reduced fight or flight instincts making the animal more reliable in stressful situations, a wider selection of tricks and learned commands (based on animal natural intelligence) and more noticeable personality.

Bees

Because Beekeeping is such a specialty skill, equipment is going to be listed with the bees. However, Beekeeper Toolkits can be found within the Toolkit section.

Item Price Item Price Item Price
Bee, Starter Colony This consists of approximatly three lb package of bees (all one variety) and one queen which equals between 10,000-12,000 bees. This is just the Bees, nothing more. Availability varies - most common around orchards and cities with established beekeepers. Not available in remote areas or bazaar type situations. These creatures must be purchased from other beekeepers. 7 gm Bee, Core Colony This consists of four or five frames of drawn comb which contain brood, pollen, nectar and water. A core colony also includes 20,000 bees and a proven queen but no actual beehive. Core colonies come from beekeepers making splits in already overcrowded hives. 12 gm Bee, Queen A singular queen bee of egg producing age can be acquired from other beekeepers. Availability varies - most common around orchards and cities with established beekeepers. Not available in remote areas or bazaar type situations. 1 gm
Beehive A four foot tall beehive consisting of a hive stand, bottom board, hive bodies, medium and small honey supers, an inner cover and a top cover. Bees are not included. 5 gm Swarm Trap This miniature hive is set up to be an attractive new home for bees that swarm out of beehives. Beekeepers often keep swarm traps around bee yards and apiaries to lure swarms in and keep them in captivity after they've left their main hives. A swarm trap consists of a brood box, frames that are already drawn with comb, a bottom board, top telescoping cover, and a scent lure laced with lemongrass oil tucked into a back corner. 2 gm Nuc A small portable four frame beehive used to make splits and transport new colonies of bees to various places. Nucs can be modified for breeding and mating queens as well by adding inserts to cordon off sections and add separate entrances. 1 gm
Queen Cage A tiny snuff box shaped container with metal wire on one side with the three remaining sides wooden. Two holes in either end are drilled through the side walls and closed off by corks. These cages are designed for transporting and housing queen bees. 2 sm

Cattle

The cattle listings are for average-size specimens. Note that in Mizahar, cattle are not bloated, meat and milk machines. They are smaller, leaner and not nearly as lethargic. Note the weight modifier and the associated added cost for larger animals with maximum weight being double the listed average. Cattle produce 3-4 gallons of milk per day, and 40% of their weight in meat; 10% of which is Fine Cuts, 40% is Ordinary Cuts, 25% is Organ Meat, and 25% is Tallow. Draft cattle (oxen) produce 2 quarts to 1 gallon of milk per day, and 40% of their weight in meat; 50% of which is Ordinary Cuts, 25% is Organ Meat, and 25% is Tallow. Calves produce 30% of their weight in meat; 35% of which is Fine Cuts, 35% is Ordinary Cuts, 25% is Organ Meat, and 5% is Tallow. The average cow requires 20 gallons of water per day, and 20-30 pounds of hay per day or 1.5 acres of grazing land.

Item Price Item Price Item Price
Bull (Adult), 850 lbs 100 gm Bull (Young), 400 lbs 25 gm Calf, 150 lbs 5 gm
Cow, 700 lbs 15 gm Ox (Adult), 1000 lbs 125 gm Ox (Young), 550 lbs 35 gm
Weight Modifier 100 gm / + 20 lbs


Chickens

The average chicken requires 2oz of drinking water per day, and .25 pounds of feed per day. A chicken can live comfortably in a cage no smaller than 2 times it's own size. Adult chickens produce 65% of their weight in meat and can lay one egg per chicken per day.

Item Price Item Price Item Price
Capon A male chicken that has been castrated. 2 cm Chicks(Clutch) 1 sm / 25 Cockerel A male chicken that is less than one year old. 5 cm
Hen 2 cm Pullet A female chicken that is less than one year old. 2 cm Rooster(Cock) 5 cm

Ducks

A domestic duck can live comfortably in a cage no smaller than 2 times it's own size and requires a source of fresh water, such as a pond, pool, fountain, creek, etc. The average duck requires 2oz of drinking water per day, and .25 pounds of feed per day. A duck can live comfortably in a cage no smaller than 2 times it's own size. Adult ducks produce 65% of their weight in meat and can lay one egg per duck per day.

Item Price Item Price Item Price
Drake 1 sm Duckling 5 cm Hen 9 cm

Eagles

The average domestic eagle requires 1oz of drinking water per day, and a pound of meat/fish per day. A domestic eagle can live comfortably in a cage no smaller than 2 times it's own size.

Item Price Item Price Item Price
Adult 250 gm Adult (Trained) 500 gm Chick 100 gm Egg 50 gm

Falcons

The average domestic falcon requires 1oz of drinking water per day, and a pound of meat/fish per day. A domestic falcon can live comfortably in a cage no smaller than 2 times it's own size.

Item Price Item Price Item Price
Adult 200 gm Adult (Trained) 400 gm Chick 50 gm
Egg 5 gm

Geese

A domestic goose can live comfortably in a cage no smaller than 2 times it's own size and requires a source of fresh water, such as a pond, pool, fountain, creek, etc. The average goose requires 2oz of drinking water per day, and .25 pounds of feed per day. A goose can live comfortably in a cage no smaller than 2 times it's own size. Adult geese produce 65% of their weight in meat and can lay one egg per goose per day.

Item Price Item Price Item Price
Gander 5 sm Goose 3 sm Gosling 1 sm

Goats

The following listings are for average-sized goats. There are a number of different domestic breeds of goats that vary in size. Note the price modification for weight with the maximum weight being twice the average.

Item Price Item Price Item Price
Nanny, 120 lbs 5 gm Kid, 40 lbs 2 gm Billy, 140 lbs 10 gm
Weight Modifier 10 gm / + 20 lbs

Hawks

The average domestic hawk requires 1oz of drinking water per day, and a pound of meat/fish per day. A domestic hawk can live comfortably in a cage no smaller than 2 times it's own size.

Item Price Item Price Item Price
Adult 100 gm Adult (Trained) 200 gm Chick 25 gm
Egg 5 gm

Owls

The average domestic owl requires 1oz of drinking water per day, and a pound of meat/fish per day. A domestic owl can live comfortably in a cage no smaller than 2 times it's own size.

Item Price Item Price Item Price
Adult 25 gm Adult (Trained) 50 gm Chick 15 gm
Egg 2 gm


Pigeons

Item Price Item Price Item Price
Cock 8 cm Hen 5 cm Squab 1 sm
Homing 100 gm

Snakes

Snakes in Mizahar come in two main types, venomous and non-venomous. Non-venomous snakes are quite common and come in many different sizes, colors and patterns. The majority of non-venomous snakes are considered to be of a single breed known as the Common Sikuva. While the appearance and actual names used for the Sikuva may vary by region, city, race and culture, the Sikuva is still descended from a single species of non-venomous snake. Venomous snakes and constrictors are classified differently with various breeds of venomous snake and constrictor in existence.

When it comes to sales and purchase, sizes are almost always small to medium as keeping large snakes for sale is not only dangerous but also expensive to feed. Venomous snakes are not easily found for sale on the open market in most locales thus they are hard to find for sale with some being even rarer than others. Non-venomous general refers to snakes without venom or without enough of it to be dangerous to the average adult human; these are the Sikuva.

The following listing of snakes includes those that may be found for sale in various regions across Mizahar. This list is by no means meant to detail every type of snake living in Mizahar.

Prices are listed as Young/Adult gm

Item Price Item Price Item Price
Sikuva The Common Sikuva varies in size from six inches to six feet. They are non-venomous and come in all manner of color and patterns although the shades are always some variation of brown, gray or black with combinations as well. They feed on insects and/or small animals and are generally considered mostly harmless to the average adult humanoid. Prices may vary by size with smaller snakes costing less than larger ones 5-10/10-20 gm Anaconda One of the heaviest snakes alive, the anaconda has an extremely thick body with a relatively small head. Its color is olive-green with black oval markings. It is aquatic snake in that it can swim. An adult is 20-33 feet long and 1 foot wide at the midsection weighing 330-550 lbs. They are a constrictor snake that kills by crushing their prey before swallowing them whole. They are found in tropical regions of Mizahar and are almost never found for sale outside of tropical areas. 10/100 gm Boa Constrictor A large snake with a narrow, pointed head. Its colors range from black to dark green, pinkish or even silver-gray. There are dark saddle markings along its back and it has a clear scale covering its eyes so that even when asleep it looks like it's awake. An adult averages 3 1/4-13 feet and weighs 30-60 lbs. They are capable of swimming as well as climbing. They are a constrictor snake that kills by crushing their prey before swallowing them whole. They are found in a variety of tropical to subtropical areas and are rarely found for sale outside of those regions. 5/20 gm
Python A large snake with buff or gray skin covered in interlocking dark brown blotches, the python also has an arrowhead mark on the top of its head. These snakes can swim or climb and are found in a variety of tropical regions throughout Mizahar. Adults vary in length from 16-24 feet and weigh between 70-300 lbs. They are rarely found for sale outside of tropical regions. 10/20 gm Black Mamba A light snake with a long, slender body, the mamba is olive, grayish brown or metal gray in color with some light banding around their body with light speckling. The inside of their mouth is black thus giving them their name. Adults range from 8-14 feet in length and weigh 1-4 lbs. They are highly aggressive and territorial and are found in tropical forests and grasslands. They are the fastest species of snake and may reach speeds over 7 miles per hour. They are extremely rare to find for sale in tropical regions and impossible to found elsewhere. Their venom is deadly and is a neurotoxin and cardiotoxin. The venom from a single bite is deadly enough to kill even the mighty Jamoura. The venom causes paralysis, tightening of the chest muscles, blurred vision, confusion and overall discomfort. Death from respiratory failure will occur in 7-15 hours. Quick antivenom can increase survival from a bite to 99%. 50/500 gm Bushmaster The longest type of venomous snake, it has a thick body with yellow or tan skin and a series of large, bold, dark brown or black blotches along its body. The scales are rough and their fangs are rather long; reaching up to 1.5 inches. They are mainly active at night and detect their prey through infrared. An adult ranges in lengths of 7-12 feet and weighs between 10-13 lbs. Their poison is a hemotoxin which causes internal bleeding. While it is somewhat weak, the snake is known to inject very large amounts with a bite which is almost always fatal if not treated with antivenom and even then the venom may leave the victim permanently injured. They are most often found in tropical forests and can climb as well as swim. They are rarely found for sale in tropical regions and are almost never found for sale anywhere else. 25/250 gm
Cobra, Ektolian A large venomous snake with colors including tan, gray, copper red, black or dark brown with pale or dark spots over the body and black bands on the neck. They have a large head and dilatable hood, broad snout, large eyes with a stout body and long tail. They reach lengths of 40-120 inches and weigh between 20-100 lbs. They are most often found in deserts and grasslands near water as they are capable swimmers. They do not spit their poison but do inject it. They are somewhat common for sale in Ektol but rare to impossible to find for sale elsewhere. Their venom is a neurotoxin and is quite potent. It causes pain, swelling, paralysis, unconsciousness and death in the absence of an antivenom. 30/300 gm Copperhead A medium-sized thin bodied venomous snake with a red, copper-colored head. Its colors are pinkish to gray-brown with a dark-brown hourglass pattern on the body. They are not aggressive and usually avoid contact with humanoids. They are usually found in temperate and sometimes tropical climates in forests, grasslands and some urban areas. Their venom is not very strong in that it is usually unable to kill healthy adult humans. It does cause great pain, swelling and nausea but usually does not require antivenom. These snakes are somewhat rare to find for sale but are more common than most other venomous snakes. 10/100 gm Coral Snake A brightly colored, small headed snake with smooth scales and bright red, white, yellow and black bands along its thin body. While there are many different types of coral snake, they are all more or less similar to one another. Adults range in length from 23-35 inches and weigh between eight inches to one pound. They are usually found in tropical to subtropical forests. Their venom is a neurotoxin that is painless at first but brings on slow paralysis and labored breathing. Antitoxin can reduce and ultimately eliminate these symptoms. Coral snakes are relatively common when sold in regions they are adapted to and are somewhat uncommon elsewhere. 10/30 gm
Cotton Mouth A medium-sized snake with dark olive or black coloring that is paler on the belly. Their head is thick and broader than the neck with their head covered in large plate-like scales. Its mouth has a white-lining inside which is where it name comes from. They are most often found in subtropical and temperate regions in lakes, rivers and general wetlands. The adult ranges from 20-74 inches in length and weighs 3-10 lbs. They may be found for sale in regions they are adapted to and are somewhat uncommon elsewhere. Their venom is a hemotoxin that causes extensive tissue damage around the bite area and extensive bleeding. Antitoxin can reduce the pain and bleeding while stopping further tissue damage. 20/50 gm Rattlesnake Large, heavy-bodied snakes that can be gray, brown or green in color. They have lighter broad diamond-shaped markings along their bodies. Their tails end in a segmented rattle that they use to sound a warning to enemies. Adults range between 5-7 feet and weigh between 4-10 lbs. They are found in subtropical forests, deserts and grasslands and are uncommon but available in most of these areas for sale yet are somewhat rare elsewhere. Their venom is extremely hemotoxic causing swelling, pain and extensive bleeding around the bite area as well as nausea, vomiting, shock, numbing, paralysis and respiratory distress. Included are other symptoms such as excessive salivation, thirst, swollen eyelids, blurred vision, spasms and unconsciousness. Death occurs within 1.5 hours of being bitten and even with quick use of antivenom, the victim will require significant recovery time and amputation of affected limbs is still quite common afterwards. 40-400 gm Isurian Python This large, thick-bodied constrictor snake is found only in the subterranean areas of Kalea and are rare outside of captivity. They are pale in color ranging from white to light gray and are blind. They track their prey by tasting the scent and trained specimens are intelligent enough to recognize the scents of those who handle them. Adults range in length from 16-24 feet and weigh between 70-300 lbs with rare individuals growing larger. Their lifespan is longer than any other snake at 100-150 years of age. They are rather slow however, moving at around 1 mile per hour. They are found for sale by a few select merchants among the isur and even then only in the underground isur cities. They are impossible to find anywhere else. Unlike their above-ground counterparts, the isurian python possesses a mild necrotoxin that kills the flesh around the bite area and causes it to soften for easier digestion. It is not fatal to healthy humans but is extremely painful and can result in amputation even after the use of antivenom. Those few who live outside of captivity prey on subterranean rodents. 50-500 gm
Pygmy Viper A tiny, thin-bodies snake with solid black coloring and a pale white belly, the Pygmy viper is the smallest known snake. Adults range in length of 3-6 inches and weigh only a few ounces. They live in tropical wetlands and can swim and climb. They are only found for sale in illegal markets and even then are quite rare. They are popular with assassins and others delving into more unsavory professions. They are venomous with their venom serving as a strong neurotoxin. A single bite from the pygmy viper can cause labored breathing followed by fast-acting paralysis and if not treated with antitoxin, death can follow in roughly a hour after. 60-600 gm
Snakes: Venom

Snake venom can be collected from snakes for use by poisoncrafters. To collect snake venom and/or craft antivenom, one must possess at least an L1 in Animal Husbandry and an L1 in Poisoncrafting with more deadly types of venom requiring higher skill levels. Even then, if collecting from a live specimen, chances of getting bit with only the minimum requirements are VERY high. Antivenom costs the same as the actual venom. On average, 5 doses of venom can be harvested from a single snake. The following is a list of common types of snake venom.

Item Price Item Price Item Price
Black Mamba (1-dose vial) A neurotoxic, cardiotoxic venom that causes paralysis, tightening of the chest muscles, blurred vision, confusion and overall discomfort. Death in 7-15 hours. L3 Animal Husbandry + L2 Poisoncrafting required to harvest. 1,000 gm Bushmaster (1-dose vial) A hemotoxic venom that causes internal bleeding and even if treated with antivenom, there is a 20% mortality rate within a few hours. L2 Animal Husbandry + L2 Poisoncrafting required to harvest. 1,000 gm Cobra, Ektolian (2-dose vial) A powerful neurotoxic vnom that causes pain, swelling, hypertension, nausea, abdominal pain, drowsiness, limb paralysis, unconsciousness and death within a few hours. L3 Animal Husbandry + L2 Poisoncrafting required to harvest. 1,000 gm
Copperhead (2-dose vial) A mild venom that causes immediate intense pain, tingling, throbbing, swelling and severe nausea. L1 Animal Husbandry + L1 Poisoncrafting required to harvest. 100 gm Coral Snake (2-dose vial) A potent neurotoxin that causes a slow onset of paralysis and impaired breathing, can be fatal. 100 gm Cotton Mouth (2-dose vial) A strong hemotoxic venom that causes tissue damage and extensive bleeding. L1 Animal Husbandry + L1 Poisoncrafting required to harvest. 100 gm
Rattlesnake (2-dose vial) An extremely hemotoxic venom that causes swelling, pain, bleeding around the site, nausea, vomiting, shock, numbing, paralysis, respiratory distress, excessive salivation, thirst, swollen eyelids, blurred vision, muscle spasms, and unconsciousness and interference with blood clotting. Death can occur within one and a half hours. Requires extensive recovery even after antivenom use with amputation of limbs and affected areas often required. L2 Animal Husbandry + L2 Poisoncrafting required to harvest. 200 gm Isurian Python (2-dose vial) Mildly necrotoxic venom that kills and softens flesh around the affected area. L1 Animal Husbandry + L1 Poisoncrafting required to harvest. 100 gm Pygmy Viper (1-dose vial) A strong neurotoxic venom causing labored breathing followed by fast-acting paralysis and if not treated with antitoxin, death in up to an hour. L3 Animal Husbandry + L2 Poisoncrafting required to harvest. 1,000 gm

Swans

A domestic swan can live comfortably in a cage no smaller than 2 times it's own size and requires a source of fresh water, such as a pond, pool, fountain, creek, etc. The average swan requires 2oz of drinking water per day, and .25 pounds of feed per day. A swan can live comfortably in a cage no smaller than 2 times it's own size. Adult swan produce 65% of their weight in meat and can lay one egg per swan per day.

Item Price Item Price Item Price
Cob A male swan. 1 gm Cygnet A young, immature swan. 2 sm Pen A female swan. 8 sm

Other

Item Price Item Price Item Price
Boar 15 gm Cat 2 sm Cat, hunting 100 gm
Cat, hunting (trained) 200 gm Dog, companion 10 gm Dog, guard 25 gm
Dog, hunting 15 gm Dog, riding This is a large dog specifically of one of Mizahar's Dog breeds (or mixed) that has been trained to carry a rider such as a pycon or a child.. 150 gm Dog, war 25 gm
Donkey/mule 8 gm Duck 6 cm Elephant 3,000 gm
Elk/Caribou (Riding) In Avanthal, common mounts include Elk and Caribou. Tack for said animals is similar to that of horses though fitted more for these particular animals (use horse tack types and prices). Bulls are 75 gm, Cows are 50 gm and Calves are 25 gm. See Description Ferret 2 gm Giant Frog 4 gm
Horses Varies Lizard, Iguana 45 gm Llama 75 gm
Monkey Monkeys come in all shapes and sizes. Those that are usually available for purchase as a pet is of the tiny to small variety. They are usually 1-2 feet in height or less and weigh about as much as a small dog or less. They are not very common in most areas outside of tropical rainforests and are considered uncommon to rare as far as availability is concerned. They are usually quite intelligent as far as animals go. 25 gm Partridge 1 sm Parrot 30 gm
Pony 30 gm Pig 6 gm Rabbit 1 gm
Sheep 4 gm Songbird 1 gm Warpony 100 gm

Mount-related Gear

Item Price Item Price Item Price
Armor, War-Dog This armor is essentially barding for war-dogs. It is made of leather with thin, light metal plate inserts that fit into pockets sewn into the leather. These plates help protect vital parts of the dogs body while allowing the greatest range of mobility. Adjustable straps allow for the perfect fit. 20 gm Barding, Padded 20 gm Barding, Leather 40 gm
Barding, Studded Leather 100 gm Barding, Chain Mantle 400 gm Barding, Hide 60 gm
Barding, Scale 200 gm Barding, Chain 600 gm Barding, Splint 800 gm
Barding, Banded 1,000 gm Barding, Half-Plate 2,400 gm Barding, Sea-Shell Made up of light-weight shells gathered from the sea, this barding is strapped to a sea-horse with tightly woven sea-weed and provides light protection for the mount. 100 gm
Bit And Bridle 2 gm Bit And Bridle (Sea-Horse) 2 gm Blanket And Hood, Horse, Huge 18 gm
Blanket And Hood, Horse, Large 8 gm Blanket And Hood, Horse, Medium 4 gm Branding Iron 6 gm
Cart (3 person) 15 gm Cart harness 2 gm Carriage (4 pass, 2 driver) This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers who sit in front of the cab. In general, horses (or two other beasts of burden) draw it. A carriage comes with the harness needed to pull it. 200lb cargo limit. 100 gm
Carriage, Dorm (2 pass, 1 driver) This carriage is designed more as a house on wheels. It comes with a simple bed, a chest, small chair and a very small table. It is fully enclosed with wooden walls and a wooden roof. There is a small set of double-doors at the rear and a small door in the front just behind the driver's bench. This carriage can be pulled by one or two draft horses and can carry two passengers comfortably. 600 gm Carriage, Armored (4 pass, 2 driver) Same as a Carriage with the addition of a raised steel shield around the driver’s seat, metal wheels, axle and half-inch steel plates riveted beneath the wood shell. It has steel shuttered windows and steel doors. 1,500 gm Carriage, Ornate (4 pass, 2 driver) Has an exterior intricately carved, painted and lacquered, with gilt edges. Axel and wheels incorporate large springs. Also has Richly upholstered seats filled with goosedown. 750 gm
Carriage, Armored, Ornate Combination of an Ornate and Armored carriage sporting the best components of both types. (4 pass, 2 driver) 2,000 gm Chariot, light (2 person) A single-axle, two-wheeled vehicle usually pulled by one or two horses or other swift beasts of burden. It is intended for combat, not transport. 1 driver, 1 passenger. 40 gm Feed, 10lbs 5 cm
Grooming Kit Composed of five brushes of various types including a curry comb, body brush, face brush, mane comb, and mud remover, this kit also includes a hoof pick, shampoo, and hoof oil. All items come in a standard 2 gallon bucket. 5 gm Halter & Lead 1 GM Highline Kit This is a system where a long line can be placed between two trees or two fixed points and horses can be tethered to it overnight. The Kit includes tree bands, pitons to secure into rock, 100 feet of strong hemp rope. This kit is adjustable to highline up to ten horses at a time. 10 GM
Riding Quiver, Small Can be attached to a saddle or yvas and holds 20 arrows. 25 GM Riding Quiver, Large Can be attached to a saddle or yvas, holds 30 arrows and has a strap for height adjustment. 32 GM Plow 10 gm
Saddle, Light Cavalry 12 gm Saddle, Military 20 gm Saddle, Pack 5 gm
Saddle, Riding 10 gm Saddle, Sea-Horse 25 gm Saddlebags, Small 4 gm
Saddlebags, Large 8 gm Saddle Pad 1 gm Sleigh Bells (set of 3) 1 gm
Stabling (Per Day) 5 sm Wagon 35 gm Wagon, Covered An upgraded version of the common wagon, the covered wagon is larger and maintains a cloth cover strapped over a wooden frame which encloses the back of the wagon. Two people can lay side by side with a large chest at their heads or feet. 45 gm
Wagon harness (2 horse) 5 GM Yvas 2 gm Yoke, horse 7 gm
Yoke, oxen 5 gm

Outdoors, Wilderness and Exploration

Item Price Item Price Item Price
Animal Snare, Bird Usually taking the form of stout cages with spring-loaded traps, animal snares are commonly used in the wilderness to capture small birds. Not meant for long term holding. 2 gm Animal Snare, Small Usually taking the form of stout cages with spring-loaded traps, animal snares are commonly used in the wilderness to capture small animals such as rabbits or squirrels. Not meant for long term holding 5 gm Animal Snare, Tiny Usually taking the form of stout cages with spring-loaded traps, animal snares are commonly used in the wilderness to capture tiny animals such as frogs or small rodents. Not meant for long term holding. 1 gm
Antifungal Ointment (10 Days) A small jar of slimy paste that when applied daily can reduce the chance of fungal infections caused by various sources in the wild. 25 gm Backpack (Empty) 2 gm Bedroll 1 sm
Bird Call By blowing into this finely-crafted whistle, one can create a sound similar to those created by game birds during mating. Each whistle is tooled for a different species of bird. 5 sm Blanket, Winter 5 sm Blood Decoy A small, vaguely fist-shaped object made of hard jelly that when tossed in water, spreads out and smells a lot like blood. May draw predators away. 5 gm
Boat Boots These wide boots can support a small man’s weight (about 150 pounds) on the surface of the water for short periods of time. 25 gm Body Pack This items consists of what looks like a padded body harness, crossing the chest, circling the waist and covering the back with a flat thin pack. The pack can store approximately 15 pounds of goods in a watertight containment. 10 gm Body Sled Measuring around 6 feet long, this sled can hold a creature of up to Large size. Designed for pulling captured quarry, many use it instead to assist fallen comrades. The body sled multiples a character’s dragging load by one-and-a-half. 45 gm
Bladed Boots These stout boots are designed specifically to aid climbers of trees and soft rock. With toughened soles holding an upturned blade secure, a climber can scale sheer surfaces easily with very little practice. 18 gm Breath Bag This thin, air-filled bladder contains enough air for one breath while underwater. 2 gm Brick Press This item allows the creation of ‘fuel bricks’ from animal waste. These bricks allow you to maintain a normal fire in situations where you might not be able to find wood for fuel. 10 gm
Cage, Large This wood and metal cage is designed to hold larger animals such as deer or even average humanized beings. It comes with a simple latch although a lock can be purchased separately. These types of cages are usually transported via cart or wagon due to their cumbersome size and weight. 25 gm Cage, Medium This wood and metal cage is designed to hold medium-sized animals such as dogs or similarly sized creatures. It comes with a simple latch although a lock can be purchased separately. 10 gm Cage, Small This wood and metal cage is designed to hold small animals such as birds or rabbits. It comes with a simple latch although a lock can be purchased separately. 5 gm
Camouflage Tarp (10 sq.ft.) 12 gm Canoe, Bark 10 gm Canoe, Dugout 10 gm
Canoe, Outrigger This 30-foot-long canoe holds as many as six people comfortably. Although only three feet wide, the canoe has two floating pontoons attached to it for stability and storage. 50 gm Canvas (1 sq.yd.) 1 sm Case, Map Or Scroll 1 gm
Chalk (1 Piece) 1 cm Climbing Claws Used for climbing and scaling trees, climbing claws are worn on the hands and feet. Comprised of leather straps with attached hooks, the claws aid climbing on most surfaces. 8 gm Climber’s Kit Special pitons, boot tips, gloves and a harness that aids in all sorts of climbing. 80 gm
Climber’s Kit, Advanced Same as regular climbers kit but may endure greater amounts of use in more extreme circumstances. 400 gm Compass 75 gm Dowsing Rod 5 gm
Fins (Pair) Used by many coastal people, one attaches simple leather fins to their feet to enhance their ability to swim. 15 gm Fishing Kit A kit of tackle, fishing cord and bait, this is ideal for anyone in the wild as it provides the necessary tools to fish without the hassle of crafting a net or fishing pole. 10 gm Fishing Pole 1 gm
Fishing Net (25 sq.ft.) 4 gm Flint And Steel 1 gm Forest Blind Used for concealment, a fully assembled blind consists of a simple chair, screens of appropriate vegetation and usually some kind of netting to hold it all together. A fully assembled blind can be installed in just under an hour. 55 gm
Grappling Hook 1 gm Gripping Resin (4 uses) This sticky resin comes in a small metal container. When applied liberally to leather gloves and boots it makes them tacky, allowing the wearer to more readily hold on to objects or walls. 10 gm Hammock 5 gm
Horn, Hunting 15 gm Horn, Small 1 gm Ice Boots 15 gm
Insect Netting 25 gm Insect Repellent 1 gm Insect Repelling Candle 5 gm
Ladder, Rope (30 ft.) 2 gm Lamp, Common 1 sm Lantern, Bullseye 12 gm
Lantern, Hooded 7 gm Leash, Huge 6 gm Leash, Large 2 gm
Leash, Medium-size 1 gm Leash, Small 5 sm Leash, Tiny 2 sm
Oil (1-Pint Flask) 1 sm Paddleboard These stand-up paddleboards come in all different shapes and sizes. They are lightweight and come with a suitable paddle, leg leash, and carry strap. Available only in Syka. 4 gm Packing Board 1 gm
Piton 1 sm Pot, Crab 1 gm Pouch, Belt 1 gm
Preserving Kit A preserving kit includes salt, a variety of sheets of varying layers, a tool for creating sawdust, jars and other assorted preserving supplies. 5 gm Preserving Kit, High Quality Much like the regular preserving kit however the tools are much higher quality. 55 gm Quiver Used to hold arrows; quivers are made from leather, bark, wood and furs. Usually worn strapped to the back of waist or sometimes to a saddle if the archer is mounted. 20 gm
Rope, Hemp (50 ft.) 1 gm Rope, Silk (50 ft.) 10 gm Rucksack Designed to complement the humble backpack, this rucksack is made of stout leather and is extremely durable. It is worn around the waist as a belt and fits snugly underneath the ordinary backpack, greatly increasing one’s carrying capacity. 1 gm
Sighting Lens This is actually two or more lenses held fast within a leather sheath. By looking through the sighting glass, distant objects are greatly magnified and brought into focus. One using a sighting glass doubles his spotting distances over clear terrain. 55 gm Signal Whistle 8 sm Sleigh, Two-Person 18 gm
Sleigh, Four-Person 50 gm Skates 2 gm Skis 6 gm
Snow Guards These opaque goggles have a narrow, horizontal slit cut out of the center of each eye covering. 7 gm Snowshoes 8 sm Sounding Drum 20 gm
Spyglass 100 gm Strong Rations Composed primarily of dried meat and fat, strong rations are particularly useful in the cold of the far north. 7 gm Surf Board These lightweight longboards come in a variety of shapes and sizes. They are often painted bright colors and include a leg leash. 3 gm
Tinder 1 cm Torch 2 cm Tent, one-person 2 gm
Tent, four-person 10 gm Tent, pavilion 50 gm Tourniquet 2 cm
Traveller’s Stock an almost black paste made of the highly concentrated renderings of various animals and grains. The stock can make an excellent and hearty soup assuming that you can get a fire going and have clean water to boil it in. When bought the stock has enough material to make 10 days’ worth of soup. 3 gm Trap, Shrimp 1 gm Trap, Lobster 2 gm
Tree Net 14 gm Water Additive This small vial of pure alcohol can be added to pools of brackish water, thereby making them fit for human consumption. Only one drop is required for every half-pint of water. 3 gm Water Pack 10 gm
Water Trap A water trap is comprised of several large, waxed sheets of tarp as well as an eight-foot-square wooden frame and a simple ceramic container. Each night when the water trap is spread out it collects dew and rolls it down into the container. 45 gm Waterskin 1 gm

Travel Costs/Expenses

Travel in and around Mizahar brings with it a number of different requirements, concerns and difficulties. For a more complete informational breakdown on travel, see Travel times.

In general, there are four things one must account for when preparing for a long journey between cities; Mode of Transport, Food, Water, Shelter. One can accomplish this by either starting play with the Roaming Wanderer housing package or purchasing the items included in the package before undertaking the journey. Also, one can book passage with others when traveling by land or by sea.

When traveling alone, one must account for the initial cost of materials/supplies that will be needed for the journey. As mentioned, with the appropriate skills included, one can travel on their own over land by starting play with the Roaming Wanderer housing package OR purchasing later the items included in that package. They are as follows:

(1 large tent (4 person), large tarp, 100 ft of rope, flint & steel, lantern, 2 torches, bedroll, blanket, fishing tackle & hooks, a compass, a riding horse, a full set of tack, and a large set of saddlebags. See Horses for the breed of mount you want to pick. However, keep your horse value right around 200 gm or less, which excludes Sungolds and Tiaden Warhorses.) This package, along with the basic items all characters begin play with, will give the simple necessities required for extended travel. In addition to this, you would need to purchase enough rations to cover the length of the journey (30 days of travel = 30 days of rations) or have the Hunting and/or Wilderness Survival Skill to find your own food along the way.

When traveling by sea, Svefra characters have an option for a starting package available to them. Rather than a home or tent/horse package, they can indeed start with a small casinor and its equipment. Ships don't automatically come with a mounted harpoon. Harpoons for casinors cost 50 GM extra and can fire 160 feet. Bolts cost 1 GM for a bundle of 10 bolts. These are equivalent to a heavy crossbow mounted to the bow with a rope attached. These ropes can drag smaller ships under if a large sea creature is harpooned. These characters must still purchase any extra food and/or water for their journey or employ skills such as Wilderness Survival and Hunting/Fishing and the like.

Again, see Travel times for more information including requirements, limitations and other essential information.

There are three different types of costs that may be assigned to modes of transport they are:

Fares: This is the least expensive means of getting from one place to another if it is available. Basically, you reserve a spot in/on a specific mode of transportation that is already on its way to your chosen destination. This is different from Chartering which involves paying for someone else to take you wherever you want to go. The costs are usually far less than Charter but you have less control over where you go.

Charter: Chartered transport involves a person paying for the entire trip for however many days it takes. This includes paying for the crew and/or driver's time. This is normally only available for travel done on established trade-routes/roads either by land or sea. Usually, the more people taking part in this type of travel the more you can offset the cost by dividing it up. Once the terms are agreed to and the costs are paid, one is usually free to bring as many passengers or as much cargo as the mode of transport can carry. Charter travel cost is more expensive by the day and especially difficult or dangerous trips may cost extra (double or triple) This is usually only available via certain established merchants. The benefit is the lack of size limitations of cargo and persons once the cost has been paid.

Cargo: Some modes of transportation require extra costs to be paid for carrying of cargo. This is basically the cost to ship goods via trade-routes/roads. These costs do not include handling beyond loading and unloading. If you are not traveling with the cargo, you must arrange for someone else to pick it up ahead of time on the other end. Note that horses or other living cargo that is transported via ship must be fed and watered just like a passenger. Thus any animals, each and every one of them, must be paid for as if they were a passenger. For example, a person and their horse traveling via ship would pay double the listed cost.

Self: If traveling by one's own mode of transport, the costs include the purchase of the mode of transport as well as any and all supply requirements for the journey.

Below is a listing of various modes of transport which includes costs per day of travel. The listed cost (that which is listed separately from the transport description) is the most common cost available.

Item Price Item Price Item Price
Caravan A caravan is a slow-moving collection of coaches, wagons and horses/beast-of-burden. The caravan sacrifices speed for protection in the form of an additional 10 days added to listed travel times unless otherwise noted. Cargo Cost: 2 sm/day/200 lbs, Charter: 5 gm/day (where available) 1 gm/day (Fare) Coach Coaches or carriages, are pulled by four horses and usually only travel from one city to the next nearest city. They are usually chartered though occasionally one can pay a fare to reserve a spot on a coach already traveling for other purposes. Cargo Cost: 5 sm/day/100 lbs. Fare: 3 gm/day 10 gm/day (Charter) Sailing Vessel Sailing vessels travel all across Mizahar's waterways. They are the most available mode of transport and overall least expensive. Fare is the most common though Charter is also a little less common. Cargo Cost: 1 sm/day/100 lbs, Charter: 4 gm/day 1 gm/day (Fare)
Sailing Vessel, Special) If one is able to convince a ship captain to travel outside of established sea routes, the cost is significantly higher than normal. Only Charter is available. Cargo Cost: 1 gm/day/100 lbs 10 gm/day (Charter)

Subterranean Items and Tools

Item Price Item Price Item Price
Axe, Stonecutting This thick headed axe is mounted with a short blade and a shallow arc, perfect for powering through dense rock. 90 gm Climbing Harness The climbing harness is loaded with tools to make the job easier, from small picks to pitons to carabineers. 50 gm Collapsing Cart A collection of steel poles, heavy leather and folding cross-supports, the collapsing cart can hold 200 pounds in its deep pouch, suspending the weight over a single, reinforced-metal wheel. 40 gm
Descending Staff (Isurian) A metal-shod, ten-foot pole with hinged, six-inch arms mounted every two feet along its length. One end bears a sharp, iron spike, which can be used to anchor the pole into solid rock. The side arms can be extended and retracted by pulling a lever on the other end, providing an instant ladder wherever needed. 60 gm Firebox A simple cube of iron plates with a bellows on the back and an open front. Coal is burnt inside the box and the open side of the box is placed as close to a rock face as possible. The heat from the fire cracks the stone, allowing miners to complete their work more quickly. 100 gm Fungal Rations These come in a small cube (six inches on a side), which contains a mulch of various types of mushroom and other organic bits, covered with a wool screen. On top of the screen, a dozen or more edible hybrid mushrooms grow, feeding on the material below the screen. The edible mushrooms will continue to grow at a regular rate, providing enough food for a single person each day, as long as the mulch is replenished on a regular basis. 50 gm
Gas Finder This cylindrical device contains an oil-fed flame, which draws air through a one-way valve on the bottom and expels smoke and fumes through another one-way valve at the top. A strand of waxed hair is strung through the cylinder far enough above the flame to avoid burning under normal conditions. If a dangerously explosive gas enters the gas finder, however, the flame will burn through the hair, causing both valves to slam shut to prevent an explosion. 200 gm Giantspars Massive caltrops made from a wooden core and large, metal spikes, giantspars are useful for slowing the progress of large creatures in cavernous settings. 80 gm Lye, Scouring This scouring solution made of lye and alcohol helps remove build-up of silt and sediment from tools and surfaces. 5 gm
Miner’s Pack Reinforced with steel plates and stitched together with wire, the miner’s pack holds two cubic feet of material and up to 200 pounds in weight. 150 gm Pick, Miner’s Similar in most ways to the common weapon, this pick is weighted and specially designed to aid in digging through stone. 3 gm Pulverizer (Isurian) A cylindrical, iron device is used to crush rock into fine gravel and dust, which can be more easily tested for the presence of precious metals or gemstones. It is roughly one foot in diameter and height, with a flip-top lid and a crank handle. After stones are placed in it and the lid clamped into place, the handle is turned. This rotates a number of grinding wheels inside, using gears to maximize the available force, crushing the rocks thoroughly. A pound of rocks can be ground to a gritty powder in an hour. 200 gm
Sounding Drums (Pair) These deep bass drums are played with hammers, using certain simple codes to send messages to a distance of over a mile underground. 80 gm Sifting Pan After rocks are crushed, the remains are thoroughly washed in this pan, where the grooves and ridges around the edges capture heavier pieces (particularly metals and gems) while allowing the dirt and other impurities to wash away. 20 gm Slide Grease Composed of mushrooms, minerals and a bit of some stinking oil distilled from coal, slide grease is an extremely slick substance used by miners to assist in moving large chunks of rock. 25 gm
Travois, Miner’s Consisting of a full roll of heavy leather attached to long poles and wheels on one end, a miner’s travois wraps around an injured occupant, protecting them from inadvertent damage during transport to safety. 60 gm

Entertainment Gear

Item Price Item Price Item Price
Bag of Glass Contains a variety of different kinds of colored glass, cut to resemble gemstones. 50-100 pieces in a bag. 10 gm Balls, Juggling (set of 5) 8 gm Disguise Kit (10 uses) A bag containing cosmetics, hair dye and small, physical props. 50 gm
Dramatic makeup (10 uses) Used by stage performers to over-accentuate their facial expressions, allowing their body language to be better seen over a distance, skilled artists can use the same materials to add emphasis up close as well. 50 gm False Faces Kit Consists of assembled disguises stored in protective sections of a slender wooden case, the false faces kit only provides three different facial disguises but can be switched out and applied in a couple of minutes. 150 gm Horn, Speaking A small horn that allows one to amplify and project their voice clearly over a short distance. 4 gm
Simple makup (10 uses) Used by just about anyone seeking to enhance their appearance or cover up minor blemishes. Includes a small amount of lipstick, powder, eye-liner and other basic makeup needs. Most often used by those with more than a few mizas to their name. 10 gm Lantern, Stage Sheds colored light in specific shapes through the use of tinted shutters. 75 gm Magician’s Chest Contains a false bottom designed to allow access to the center-stage trapdoor. The chest is also rigged to fall apart very easily. 100 gm
Manikin A jointed, wood and cloth doll made to resemble a featureless, humanoid creature. 180 gm Pocket Of Sashes Contains 12 multicolored sashes. One of the sashes contains within it a length of hard wire woven into the material. 20 gm Reversible Clothes Usually made as a shirt and trousers suit or a dress, reversible clothes can be pulled off extremely quickly, turned inside out and put back on with little effort. 250 gm
Trampoline 80 gm Tuning Fork 5 gm

Musical Instruments

Item Price Item Price Item Price
Bagpipes 15 gm Bellows Organ 500 gm Clappers 1 sm
Drums, Buckle 2 gm Drums, Kettle 10 gm Drums, War 10 gm
Fiddle 50 gm Flute, Metal 15 gm Flute, Wooden 5 sm
Gamba An odd mix of elements found in fiddles, harps and mandolins, the Gamba looks much like an over-sized fiddle that sits between one's legs with the arm resting on their shoulder. 45 gm Harp 50 gm Gea'tar This instrument is a newer invention having surfaced in the years following the Valterrian. It is larger than a fiddle with more strings and a longer arm. It offers a greater range of sounds and is growing in popularity in a number of cities. 80 gm
Mandolin/Lute 55 gm Ocarina An enclosed space with four to twelve finger holes and a mouthpiece that projects from the body. It is often made from materials such as wood, glass, clay, metal, and even vegetables. 3 sm - 15 gm Rhythm Rattles These unique instruments are usually played in pairs, consisting of a dried calabash or gourd shell or coconut shell filled with seeds or dried beans. They may also be made of leather or wood. 5 sm
Trumpet 30 gm Music Book A book containing pages of blank music scales for writing music. While the typical bard knows their music by heart, some musicians prefer to record their music on paper to aid in the teaching of others or just to preserve it. 4 gm Instrument Case, Simple Cases come in all shapes, sizes, colors and styles. Simple cases are usually made of wood and are held closed with leather straps. They are often lined with soft yet simple padding to protect the instrument. The idea here is function over fashion. 25% of instrument cost
Instrument Case, Good Cases come in all shapes, sizes, colors and styles. Good cases are usually made of wood and leather with metal clasps to hold them shut. They are often lined with soft, colorful padding to protect the instrument and may also contain interior pockets and pouches for holding accessories and supplies. These cases usually blend both function and fashion together in a harmonious mix. 50% of instrument cost Instrument Case, Excellent Cases come in all shapes, sizes, colors and styles. Excellent cases are usually made of wood and leather with metal clasps to hold them shut. They may also include other materials such as bone or rare woods and metals as well as jeweled adornments. They are often lined with the finest, softest, elegantly colorful padding to protect the instrument and also contain interior pockets and pouches for holding accessories and supplies. These cases blend both function and fashion together in a way that shouts extravagance. These cases also include an optional Good Quality Lock and Key. 75% of instrument cost

Jewelry (without stones)

Prices are copper/silver/gold. Other materials may be used for the creation of jewelry; the most common being bone. The prices of bone jewelry vary depending on the species of creature the bone comes from. The most common bone jewelry is made from the bones of deer, rabbits, wolf or bear as well as other common forms of wildlife. Another example of animal parts used in jewelry are feathers. Common birds such as chickens, ravens and other game birds fall in line with bone material as far as cost. Such items cost, on average, half that of copper.

When considering piercings for parts of the body other than earrings, use the prices listed for earrings.

Item Price Item Price
Broad Belt NA / 6sm+ / 6gm+ Armband 15cm+ / 15sm+ / 15gm+
Bracelet 1sm+ / 2gm+ / 20gm+ Brooch 45 cm+ / 45sm+ / 45gm+
Earrings 2sm+ / 2gm+ / 20gm+ Headband 4sm+ / 4gm+ / 40gm+
Locket 25cm+ / 25sm+ / 25gm+ Necklace 5sm+ / 5gm+ / 50gm+
Pendant 45cm+ / 45sm+ / 45gm+ Ring 3cm+ / 3 gm+ / 30gm+
Torc 5sm+ / 5gm+ / 50gm+

Religious Gear

Item Price Item Price Item Price
Altar Shroud Often inscribed with religious symbols of protection and warding, the shroud helps protect an altar from unwanted attention. 50 gm Back Travois Enables one to more easily carry their fallen comrades out of hazardous areas so they can receive treatment in a more hospitable location. Consists of a sturdy leather harness and a set of jointed wooden poles. The harness and poles connect together to form a simple triangle of wood and leather. 100 gm Banner Baring symbols of one's faith or religious order, this banner can be used to help inspire hope and purity or fear and darkness depending on the symbols. 350 gm
Bell Used to signal the beginning or ending of a hymn or other ceremony, large bells (or any other ringing instrument, such as gongs or cymbals) serve as a crucial focus in directing the energy of the congregation. 100 gm Besom A ceremonial broom, the besom is used to sweep negativity and lingering traces of energy out of a sacred space, cleansing it for a coming ceremony. 1 gm Blessed Food (Per Meal) Many rituals and ceremonies require the participants to share in a meal. Largely symbolic, these meals mark an important point in religious services, often calling down the blessings of the divine upon those who partake of this specially prepared and blessed food. 1 gm
Candle Snuffer 7 sm Candlemaking Kit Provides all the wicks, tallow or wax and other accessories needed to produce 500 hours worth of candles before needing to be replaced. 20 gm Chalice 100 gm
Clerical Vestments Ecclesiastical clothes for performing priestly functions. 5 gm Crystals These semiprecious gemstones, usually clear or pale-coloured, are sometimes used to mark ritual boundaries. 1 gm Diadem A blessed headpiece, coronet or tiara that incorporates a holy symbol into its construction. 250 gm
Divine Symbol Flask This flask acts as a holy symbol as well as a receptacle for one pint of holy water. A cap on the top can be dislodged with a flick of the thumb, allowing the cleric to scatter the contents across the area in front of him. 50 gm Drum, Ceremonial 50 gm Estuary Case A specially designed carrying case made of blessed woods, as little metal as possible and form-fitted to hold items of religious significance. An entire set of candlesticks, implements, statuary and other vital religious paraphernalia can be held in an estuary case safely. 120 gm
Field Healer’s Kit The field kit is a small box with the absolute minimum equipment necessary for five applications. Includes bandages, small splint, salve, scalpel and a few doses of common poison antidote. 55 gm Font, Great (Per 10x10 ft. section) In a shrine or temple, a font is a sacred fountain or pool that holds blessed water. During religious ceremonies the water is often used to douse items, or the faithful, in the hopes of washing away impurities. A great font measures at least 10-feet by 10-feet and is usually deep enough to bathe in. 1,500 gm Font, Portable Rarely larger than a soup tureen, portable fonts offer the ceremonial benefits of a font for small shrines and private gatherings. 150 gm
Graveyard Soil Preferably taken from the root of a tree growing in a graveyard, this dark soil is burned as a type of incense during dark rites and, conversely, during ceremonies believed to ward off the undead. 3 gm Headgear, Ritual This catchall category covers all manner of headgear, from antlered crowns to swan-feather veils. Ritual headgear normally symbolizes the wearer becoming the creature depicted by the item. 50 gm Healer’s Kit This kit is full of herbs, salves, bandages and other useful materials. 50 gm
Holy Symbol, Bronze 15 gm Holy Symbol, Copper 5 gm Holy Symbol, Gold 50 gm
Holy Symbol, Silver 25 gm Holy Symbol, Wooden 1 gm Holy Texts (copies) 40 gm
Holy Water (1-Pint Flask) Blessed by priests, this water is often used in religious ceremonies. 25 gm Horn Typically taken from a bull, the horn is used in a manner similar to the chalice, as a tool to hold liquid offerings to a deity and for divine communions. 20 gm Icon, Huge 1,600 gm
Icon, Large 800 gm Icon, Medium-size 400 gm Icon, Small 200 gm
Icon, Tiny 100 gm Kneeling Bar These small, square bars are usually carried by priests on extended trips away from their temples. Used to connect a worshiper to the energies of his deity, prayer while on a kneeling bar is metaphysically considered the same as being in one’s homeland. 30 gm Offering Bowl Decorated with religious symbols, offering bowls serve a vital function during ceremonies by providing a receptacle for gifts made directly to the deity itself. 40 gm
Pendulum An ornate weight depending from a length of chain or rope, the pendulum is most often fastened to the ceiling of the sanctuary. During the hymn, a cleric sets the pendulum swinging as a way to help the congregation enter a meditative or trance state. 100 gm Pennant these small and commonly triangular pieces of cloth tie near the point of a lance to identify the warrior more specifically than does a banner. 200 gm Pipe 5 gm
Pipe Organ 1,900 gm Portable Altar A heavy, polished, wood case, properly sanctified by the cleric’s religion. Carefully engraved with the symbols and imagery of the church, the heavy lid opens to reveal a silk-lined compartment designed to contain a large amount of religious paraphernalia. 160 gm Prayer Beads 50 gm
Prayer Book 100 gm Prayer Rug 80 gm Preservative Fluid (1-Pint Flask) This alchemical concoction is useful for preserving organic tissue for long periods of time. A pint of the fluid can be used to preserve a pound of material for a year, after which it will be necessary to drain the preservative fluid and replace it with a fresh solution. 30 gm
Sacred Cords (1 ft.) A physical representation of energy lines, ritual cords are tied around objects, people or places to ritualistically ‘bind’ them, holding in all of their spiritual power. 1 sm Sprinkler, Holy Water 20 gm Thurible Also known as a censer, this is a metal vessel designed for the ceremonial burning of incense. The thurible is suspended on long chains, which are used to gently swing the vessel from side to side, dispersing the fragrant smoke of burning incense throughout the temple. 25 gm
Tingshas These small cymbals are used by assistant clerics to signal the beginning and ending of different sections of a hymn. Tingshas are also used to enforce the timing of chanting during hymns. 60 gm Tower Bells (Per Bell) These massive bells must be cold cast, hand-hammered and hung in a tower for proper effect, a process that can take weeks of painstaking work. To be considered for hanging over a temple, a priest must oversee the entire process. 2,000 gm Vase 40 gm
Wine, Ritual (Per Bottle) 15 gm

Larceny and Underworld

Item Price Item Price Item Price
Acid (Per vial) Acid can quickly eat through rope, soften up metal, ruin a lock or serve as an impromptu weapon. 5 gm Bird’s Tongue A bird’s tongue is a simple, circular membrane stretched across a coin-sized metal ring. When placed at the back of the throat it raises a voice by an octave. 3 gm Blackface (5 uses) This cream paste is darkened through charcoal and sepia ink. Safe to apply in moderate amounts, blackface dyes the skin of any user jet black for four hours per application. 50 gm
Bodysuit, Silk Constructed of refined, hard-wearing black silk, the bodysuit both aids in staying within shadows and also moving with extreme quietness. 225 gm Caltrops (Bag) 1 gm Camouflage Makeup 10 gm
Compartment Book 10 gm Disguise Kit, Waterproof 250 gm Ear Blade This is a simple blade attached to a bracket that sits uncomfortably behind the ear. 15 gm
False Knife A hollow hilt with a dull blade, when the dagger strikes a target, the blade sinks into the hilt. 5 gm False Tooth A false tooth is simply a hollow bone carved in the rough shape of a tooth. A false tooth is useful for hiding very small objects, like tiny scraps of paper, or a thin garrotte wire. 2 gm Finger Blade Attached to a ring worn near the knuckle of any finger, this blade sits snugly between outstretched fingers where it will be hidden until needed. 4 sm
Flash Powder This item is a small packet of powder that produces a bright and smoky, but otherwise harmless, explosion when detonated. 75 gm Glass Cutter Padded with sound absorbing cloth, the wooden cone of the glass cutter conceals a diamond-tipped scoring blade wound by a handle. When placed against glass, one merely need turn the handle, gently scoring the glass until a complete circular hole is cut, wide enough to allow the passage of arm and hand to snatch valuables or unlock windows. By placing an adhesive on the surface of the wooden cone, one can ensure that the cut glass does not accidentally slip from the cutter and break. 10 gm Gloves, False Finger Leather gloves to which a hard, metal extension has been added, effectively extending the fingertips by one inch, enough to store small scraps of paper or fine garrote wire. 3 gm
Horse Nails (Bag) Designed to drive a long, thin spike up into the foot of any heavy being that steps on it with more than 400 pounds of force. A single bag of horse nails will adequately cover a 10-foot by 10-foot area. 30 gm Jailbreak Tools A specialised set of thieves’ tools designed to deal with jail cell bars and heavy masonry. 60 gm Listening Cone A hollow cone made of wood or paper, though some may also be constructed out of shell. When placed against a door or wall, the listening cone amplifies muffled sounds, allowing a rogue to eavesdrop on conversations he may otherwise not be privy to. 5 sm
Lock Picks, Long Stemmed These picks have long handles, allowing one to attempt to pick a lock or disable a trap from up to five feet away. While this may allow one to avoid the effects of a triggered trap, the long-stemmed picks are rather difficult to use with the same precision as a standard set of lock picks. 100 gm Marbles (Covers 10 sq.ft. area) 8 sm Mask A simple black leather face covering. 3 sm
Nettle Cloak Appearing as a normal cloth cloak, the long steel spikes sewn into its hem and collar drive into anyone trying to grapple with the wearer causing severe pain and wounding. 40 gm Oilskin Bodysuit Made of sleek, tight-fitting leather coated in a sheen of oil and treated to retain that coating for days at a time. Must be treated weekly to continue to work. Allows one to easily escape being held or allows one to slide through otherwise tight openings with ease. Wearing any sort of armor however negates all benefits of the suit. 80 gm Quiver, Climber’s A climber’s quiver has a covered top and a cork-lined base that holds arrows (or bolts) securely. Extra straps hold the quiver tight against the body, keeping it from swinging free at inopportune moments. 50 gm
Thieves’ Tools The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw and a small wedge and hammer. 30 gm Thieves’ Tools, Exceptional Similar to normal thieves tools but of much higher quality. 100 gm Vest, Burglar’s Designed to conceal various tools that requires one to exercise more clandestine skills, the vest also incorporates rings for climbing ropes, tear away sections to evade holds and grapples and padding to cushion impacts. 75 gm
Weapon Tarnish This tar-like substance spreads extremely thinly on metal, dulling its gleam and yet not interfering with a blade’s sharpness. Someone using weapon tarnish will not have his position betrayed by his weapon glinting in the light. 4 gm

Land and Buildings

Structures

Structures in Mizahar are a unique entity in themselves. Those wishing to purchase or build their own structures can choose from a list of various types of rooms complete with varying qualities and contents. Each of these individual structural components are listed below along with descriptions, prices, and basic square footage. These structural components can be purchased multiple times in order to increase the structure area and components may be added together to form complex buildings with numerous uses. Each component comes with basic to elaborate furnishings depending on the nature of the component. In addition to the structural components, walls for the structure have their own separate costs. The Building Materials section details the cost per square foot for different types of materials. It is important to note that if a structure is only one level, the cost for building materials is included in the component cost. Otherwise, for each additional level, wall costs must be figured for the total square footage of each one beyond ground level. The same is true for underground levels as well. Special Note: Constructing or purchasing buildings with multiple components and doing so all at once (does not include later add-ons) grants a 25% cost reduction to the total cost. Thus if one were to want a common cottage (500 gm) with a simple bath (200 gm), the final cost would be 700 - 25% (175) = 525 gm

Quality: Structures can vary in quality of construction. Newly built structures follow the prices in the price list. Used structures or those of inferior craftsmanship can be purchased at reduced cost. It is important to note that Used structures are not New. When purchased, they do not benefit from the discount given for purchasing multiple components at one time like new structures. The quality of used structures is also up in the air and can be anywhere from like-new to barely-standing.

Used Structures - 25% off total cost regardless of condition

Structures may also be purchase at a lower quality of construction. While this can provide a rather sizable discount, such structures are prone to severe structural defects such as leaky roofs, unstable and/or drafty walls and windows among other things. The number of low quality structures in Mizahar is quite high and said structures are more common than not. In order to purchase low quality structures, one must have storyteller approval. Also, do not be surprised encounter difficulties with such a structure that requires in-thread attention. Again, these are often thrown together with whatever shoddy materials are available at the time. They are not pretty yet they are functional, barely. Note that only simple components can be purchased for low quality structures. Said structures may be improved in-thread but may never contain components greater than elaborate.

Low Quality Structures - 50% discount to total cost

Magic Labs

The listed labs for magical use are generic. In order to be more specialized for use in varying types of magic, one may purchase specialized equipment for certain types of magic use. Basic tools, materials and equipment for specialized magic use can be included in the purchase of a lab for an additional 25% of the structure's cost. Thus if one were to want a simple lab specialized for alchemy, the cost would be the base of 1,500 gm plus 25% (375 gm) for a total of 1,875 gm. Note that this specialized equipment does not include the actual ingredients for producing items related to various types of World Magic such as Magecraft, Malediction, etc. What is included along with the basic equipment and tools is design, layout and overall structural changes to accommodate the desired magical discipline.

Item Price Item Price Item Price
Armory (Simple) Contains weapon and armor racks with enough space to store equipment for up to 25 soldiers. Equipment to fill the armory must be purchased separately 500 gm 400 sq.ft. Armory (Elaborate) Fancier in appearance with murals and artwork depicting various conquests and military glory to help with inspiration. Contains weapon and armor racks with enough space to store equipment for up to 25 soldiers. Equipment to fill the armory must be purchased separately. 1,000 gm 400 sq.ft. Barn Barns are buildings used to shelter harvested crops, livestock or other agricultural materials. Barns are usually of wood, often with a stone foundation, and come in a multitude of shapes and sizes. They are often 20-30 feet tall. 1,500 gm 1,600 sq.ft.
Barracks A single room containing up to ten wooden beds with simple straw mattresses, a footlocker for each bed, and a small privy. Can hold up to ten people. 800 gm 400 sq.ft. Bath (Simple) Contains a simple wood or metal tub with a chamber pot and some wood benches. 200 gm 200 sq.ft. Bath (Elaborate) Contains a large tub, chamber pot under a chair and a chute to a disposal area underground for the contents of the pot. There is a small fireplace, towel cabinet and dressing screen. There are also padded benches and a mirror as well as brushes and other grooming tools. 1,000 gm 400 sq.ft.
Bath (Luxurious) Contains a tub for two or three people, a large fireplace, two chamber pots with leather chairs. There is a cabinet, intricately carved that holds several towels and a wardrobe. A large mirror stands above a polished wood grooming table. There are stuffed chairs scattered about and a intricately carved wood and silk screen. Fine art adorns the walls. Requires one servant and one valet to operate fully. 5,000 gm 1600 sq.ft. Bedroom (Simple) Contains two smaller bedrooms with rough furnishings. There is a straw bed, one chest of drawers and simple mirror. Each of the two small rooms has a rough bench and small table. There is one privy for both of the smaller rooms. 350 gm 400 sq.ft. Bedroom (Elaborate) Contains two smaller bedrooms with a connecting door. Each has a good quality bed with a mattress made of cotton batting and fine cotton sheets. Each smaller room has a nicely carved bureau and wardrobe with a bell on a bed stand next to each bed for signaling servants. There is also a padded bench in each smaller room and a privy shared by both. 2,000 gm 400 sq.ft.
Bedroom (Luxurious) Contains two smaller bedrooms with a connecting door. Each of the smaller rooms contains a marble-topped bureau and fancy wardrobe. A four-poster bed in each room is made of the finest wood with hanging linens. The mattress and blankets are feather-stuffed with silk sheets. There is a stuffed chair and fine writing desk in each of the small rooms with art decorating the walls and a privy for both rooms to share. Requires one valet to upkeep the room. 10,000 gm 1600 sq.ft. Brewery/Winery (Simple) This small structure is tasked to the brewing of beer or wine. The floor is made of packed dirt and the walls are a mix of rough stone and wood. The upper story is used for the early stages of production so that the transfer of product from one stage to the next is smoother. Comes complete with a large copper vat, a number of lined wooden casks. In addition, the brewery includes a hearth and a number of stone crocks, copper kettles, and a small amount of copper pipe for the production process as well as maintenance of the operation. The simple brewery is capable of maintaining a very small operation that may produce enough beer to supply two or three small taverns. A winery can produce enough wine to fill 1 barrel of wine each harvest. 800 gm 400 sq.ft. Brewery/Winery (Elaborate) This structure is tasked to the brewing of beer or wine. The floor is made of worked stone and the walls are a mix of worked stone and wood. The upper story is used for the early stages of production so that the transfer of product from one stage to the next is smoother. Comes complete with a large copper vat, a number of lined wooden casks. In addition, the brewery includes a hearth and a number of stone crocks, copper kettles, and a small amount of copper pipe for the production process as well as maintenance of the operation. The elaborate brewery is capable of maintaining a moderate operation that may produce enough beer to supply a couple large taverns or a up to half a dozen smaller ones. A winery can produce enough wine to fill 2 barrels of wine each harvest. 1,800 gm 1,600 sq.ft.
Chapel (Simple) Includes a simple altar and a few rough pews along with a simple icon. There is a small storage closet and up to 30 people can fit inside although it is a little tight. 1,000 gm 400 sq.ft. Chapel (Elaborate) Includes a polished stone altar and well-crafted pews. There are also stained glass windows and a small dressing room for the cleric with a wardrobe inside. 40 people can fit comfortably inside. Requires one acolyte to maintain the facility. 6,000 gm 1600 sq.ft. Chapel (Luxurious) Includes an altar set with gems and precious metals, finely crafted pews and large, elaborate stained-glass windows. Candelabra rest in separate prayer alcoves and there is a finely adorned room with a wardrobe and large desk for the presiding cleric. There is a closet with copies of holy texts, candles, altar cloths and various religious items. Up to 60 people can fit quite comfortably inside. Requires at least two acolytes to maintain the facility. 25,000 gm 3600 sq.ft.
Common Area (Simple) This is a plain room or equivalent sized space containing a few benches and generic artwork or tapestries. This structural component may be purchased to for balconies, meeting areas or just an all-purpose room. 250 gm 400 sq.ft. Common Area (Elaborate) This is a room featuring polished stone or wood floors and comfortable benches. Murals and fancy curtains may adorn the walls and this structural component may be purchased for more elaborate balconies, meeting rooms or all-purpose rooms. 1,500 gm 400 sq.ft. Cottage, One-Room (Simple) For the average person living in Mizahar, this is the most common form of structure. Although the overall design varies depending on the location and race, this simple, one-room cottage includes a straw mattress bed, simple firepit, a chest of drawers, small table and a couple of simple wooden chairs. 500 gm 400 sq.ft.
Cottage, One-Room (Elaborate) The same size as a simple cottage, the elaborate one is found most often associated with common tradesman and those who can afford a little more than the basics. The overall design varies based on location and race but includes an average quality bed with cotton sheets, an average quality hearth, chest of drawers, simple wardrobe and an average quality table and four average quality chairs. 1,000 gm 400 sq.ft. Courtyard (Simple) An open space surfaced with either gravel or patches of grass. There is no roof and there may be a few flowers around the edges. Worn paths are found through the center with a rough bench nearby. 500 gm 400 sq.ft. Courtyard (Elaborate) Includes some grass and cobblestone or brick paths. Iron benches are found here along with a simple fountain in the center with paving stones surrounding it. There are also a couple small, simple statues included as well. 1,500 gm 400 sq.ft.
Courtyard (Luxurious) Entirely paved with smooth flagstones, there is also a massive fountain in the center with water pouring from an elaborately carved statue. There are numerous examples of finely carved statues as well as cushioned benches trimmed in gold scattered around. A roof may also be included and may be made of reinforced glass or wood or whatever the buyer would like. Requires a single servant to upkeep the area. 7,500 gm 400 sq.ft. Dining Hall (Simple) Long, rough wooden tables and benches are included along with a fireplace. The walls are decorated with trophys such as animal heads and the floor is usually wood or rough stone. Up to 30 people can be seated here. The Dining Hall requires the presence of a Kitchen. 1,500 gm 1600 sq.ft. Dining Hall (Elaborate) Includes finely crafted tables with chairs and a dominating fireplace in the center of the hall with a stony hood to ventilate the smoke. Murals and tapestries decorate the walls and the floor is made of polished wood or flagstones. Seats 30 people. One servant is required to operate and maintain the hall. 5,000 gm 1600 sq.ft.
Dining Hall (Luxurious) Includes a polished wood or marble-topped table and an expertly crafted chair at the head of the table. As an alternative, several smaller tables may be arranged throughout the hall and are covered in the finest linens and adorned with silverware. An amazing chandelier hangs in the center of the hall and small statues and artwork provides decor. The floors are marble. Seats 16 people in one large table or up to 30 in smaller tables. Requires two servants to operate and maintain. 20,000 gm 1600 sq.ft. Dock (Simple) Can accommodate up to two small boats or one medium-sized ship. 500 gm 400 sq.ft. Dock (Elaborate) Can accommodate up to four smaller boats or two of the largest of vessels. 3,000 gm 1600 sq.ft.
Dock, Dry Contains a variety of lifts, pulleys and rigging designed for quick unloading of cargo as well as the lifting of vessels out of the water to undergo complete repairs, overhauls or other modifications. Can accommodate up to two of the largest vessesls or four smaller boats. 25,000 gm 1600 sq.ft. Dovecote Dovecotes are usually twenty feet tall and twenty feet in diameter. They are round stone towers with many small cubbyholes on the inner wall, providing nesting space to the 700-1,000 doves within. A revolving ladder allows a servantaccess to all the cubbyholes by rotating around a central pole. Dovecotes often have wood or even thatch roofs, and a few have stone roofs. The doves provide food and an excellent source of fertilizer for the fields. 800 gm 800 sq.ft. Foundry (Simple) Somewhat similar to a smithy, a foundry is more specialized for casting metals and producing all manner of metal items. Floors are packed dirt and walls are stone. Includes a small blast furnace, a small collection of basic molds as well as the basic tools needed for metalworking. 1000 gm 500 sq.ft.
Foundry {Elaborate) A few steps up from a simple foundry, this structure has stone floors and walls along with a large blast furnace, more advanced molds (great variety as well), and high quality tools for metal working. 1,800 gm 700 sq.ft. Gadgeteer's Shop (Simple) The basic facility used by most gadgeteers for their work consists of a moderate-sized space with a simple stone floor. There are a handful of small tables and a small collection of shelves for storage. A couple of benches are set up as well for routine work. The shop comes complete with the basic tools and materials for the novice or competent gadgeteer to operate. The shop also contains the simplest of forges as well as a blackboard for sketching designs. Note that the required materials for building a gadgeteer's shop are only available in some of the larger, more established cities. 2,000 gm 800 sq.ft. Gadgeteer's Shop (Elaborate) This is the rarest of this type of shop yet it includes everything an expert or master gadgeteer may need to do their work. There are several sets of shelves, small tables, benches as well as a well-stocked forge. From the ceiling there are often amazing webs of ropes and pulleys for lifting and manipulating heavier materials and larger projects. This shop also comes with tools fit for the expert or master gadgeteer such as a drill-press, milling machine and a handful of other specialized equipment. Note that this shop is extremely hard to find materials to construct and fill it and may not be available in most cities. Even if available, only the expert or master gadgeteer could make full use of it. 4,000 gm 1200 sq.ft.
Gatehouse The main entrance into a keep or walled habitation; includes a gate and a drawbridge if necessary. Portcullis' are optional as are small adjacent guard towers. Guard posts are separate. 1,000 gm 400 sq.ft. Granary Granaries are buildings for storing threshed grain. Granaries are made of stone (there are no material costs in granaries as stone is assumed), because grain must be kept at a proper moisture level or it will be ruined. Stone is also more effective in keeping vermin out. Grain also exerts considerable outward thrust requiring the strength of stone to withstand. Granaries are usually large structures, built on piers to allow an undercurrent of air beneath the structure to maintain moisture and temperature levels. 1,200 gm 1,600 sq.ft. Guard Post This is a small area that allows guards to watch over their surroundings. May include arrow slits or a window. 300 gm 200 sq.ft.
Herbalism Lab (Simple) Contains plain wood shelves, a rough dirt floor (part of floor section off with simple stones for use as a garden and a small glass window on the ceiling positioned over the garden. There are a couple of small wood tables as well as an herbalist's toolkit. 700 gm 400 sq.ft. Herbalism Lab (Elaborate) Contains strong wood shelves and a stone floor with a section left bare for a garden. A large glass window on the ceiling and a series of smaller windows on the walls offer easy access to sunlight for growing a garden of ingredients. There are a couple of polished stone tables and equipment containing items of higher quality than the standard herbalist's toolkit. 1,500 gm 400 sq.ft. Ice House Ice Houses are insulated (usually using straw and/or wood shavings), cone-shaped structures used to store ice. They usually have a drainage system that allows the melted ice to drain out of the structure. The ice lasts for months or seasons, usually until the next winter. Note that these structures are only of any real use in areas that receive long enough and severe enough winters to produce an adequate amount of ice. 500 gm 250 sq.ft.
Infirmary (Simple) Contains six, small, average beds, a simple chair and desk and two small tables. Basic tools for simple medical treatment are included; small selection of scalpels, a couple of simple syringes, a collection of linens and a starting supply of simple medicines (L1). 800 gm 400 sq.ft. Infirmary (Elaborate) Contains six good quality beds, a good quality chair and desk and two good quality tables. Basic tools for medical treatment are included; similar to the simple infirmary but of greater quality. There is also a starting supply of medicines; those that require one or more L2 skills to produce. There is more room overall in this infirmary as well. 1,400 gm 800 sq.ft. Kitchen (Simple) Includes a simple stone or wood floor with a fireplace or stove in the center. Comes with a small pantry as well as a selection of simple tin pots and pans. There is also a small scullery to store brooms and towels and a basin for washing. Up to 15 people may be served by this kitchen and a cook is required to operate it. 800 gm 400 sq.ft.
Kitchen (Elaborate) Includes an iron stove, griddle, oven and cast-iron pots and pans. There is a scullery for storage and the floors are wood or rough tile. There is also a well-stocked pantry. Up to 30 people can be fed from this kitchen although it requires at least two cooks to run it. 1,800 gm 400 sq.ft. Kitchen (Luxurious) Includes two full stoves with a griddle, large oven and stovetop. There is an open fireplace and a scullery with two marble basins. Floors are polished marble and pots and pans are copper. Can serve up to 100 people but requires at least six cooks to operate. 5,000 gm 1600 sq.ft. Library (Simple) Contains plain wood shelves with one or two small tables. There is a lectern as well. 500 gm 400 sq.ft.
Library (Elaborate) Includes finely crafted, polished shelves from floor to ceiling. There are ladders to access the upper shelves and several small tables positioned throughout. 1,500 gm 400 sq.ft. Library (Luxurious) Contains floor to ceiling cabinets with glass fronts and hinged doors. There are wheeled ladders and a marble floor inlaid with symbols. There are two private study alcoves and several small tables with a single large table as well. Requires one full-time librarian to operate and maintain. 9,000 gm 1600 sq.ft. Magical Laboratory (Simple) Includes a wood or stone floor, a desk and a lab table. There are crude furnishings and a basin with an open barrel of water. Also included is a fireplace. 1,500 gm 400 sq.ft.
Magical Laboratory (Elaborate) Includes numerous tools for magical research. Blackboards cover the walls and there is a rough tile floor, four basins with barrels of water over them and a large barrel set up on a hinged platform for emergencies requiring quick dowsing of water. Otherwise similar to the simple lab but requires an apprentice to take full advantage of the facility. 3,500 gm 400 sq.ft. Master Bedroom (Simple) Includes a walk-in closet and a simple privy. Furnishings include a straw bed, two chests of drawers and a small mirror. There are also a couple of rough benches and a small table. 800 gm 400 sq.ft. Master Bedroom (Elaborate) Comes with a walk-in closet filled with a small selection of fine clothing and a comfortable privy. There is also a fancy looking bed with a cotton mattress and fine cotton sheets. There are two bureaus filled with a small selections of stylish cloths and a bell on the stands to either side of the bed for signaling servants. There is also a couple of padded benches and a small writing desk. 2,500 gm 400 sq.ft.
Master Bedroom (Luxurious) Comes with a walk-in closet filled with rows of shelves, handmade hangers, and two separate privies. There are two marble bureaus filled with cloths and a four-poster bed of the finest wood with linen hangings. The mattress is stuffed with feathers and it has silk sheets. A couple of stuffed chairs also are included along with a fine, fully stocked writing desk. Fine art adorns the walls. Requires one valet to upkeep the room. 12,500 gm 1600 sq.ft. Office (Simple) A small study with a desk, some shelves, a chair and a small closet for storing writing materials. 200 gm 200 sq.ft. Office (Elaborate) An upgrade of a simple office including higher quality furnishings, polished wood or smooth stone floors and a few padded chairs for visitors. 1,500 gm 400 sq.ft.
Office (Luxurious) Includes a fancy waiting room with an finely crafted couch and polished wooden desk for a clerk to sit at. Inside the main office there is a stuffed couch and a couple comfortable chairs around a marble desk. Art hangs from the walls and there is a fine desk, shelves and a closet for storage. 9,000 gm 900 sq.ft. Patio/Deck, Stone (Simple) A small, outdoor gathering area often found attached to business or residential structures. A stone slab floor. Includes simple wooden and/or stone benches for modest seating if desired. 400 gm 400 sq.ft. Patio/Deck, Stone (Elaborate) A small, outdoor gathering area often found attached to business or residential structures. A floor with sturdy wood frame covered in boards. Includes simple wooden and/or stone benches for modest seating if desired as well as a few small wood or stone tables and simple chairs. Also includes a roof and half-walls for privacy (wood or stone). 500 gm 400 sq.ft.
Patio/Deck, Wood (Simple) A small, outdoor gathering area often found attached to business or residential structures. A floor with a simple wood frame covered in boards. Includes simple wooden benches for modest seating if desired. 200 gm 400 sq.ft. Patio/Deck, Wood (Elaborate) A small, outdoor gathering area often found attached to business or residential structures. A floor with sturdy wood frame covered in boards. Includes simple wooden and/or stone benches for modest seating if desired. Also includes a roof and half-walls for privacy. 300 gm 400 sq.ft. Philtering Lab (Simple) Contains a basic set of vials, flasks, beakers, barrels, crates and a number of different types of storage devices to contain a variety founts and filters (acquired separately). It also includes a couple of stone slabs with adjacent shelves for storage as well as large barrel of water for cleaning and preparation purposes. There is a fireplace and the floor is made of rough wood or stone. 700 gm 400 sq.ft.
Philtering Lab (Elaborate) Contains advanced laboratory items (higher quality versions of the Simple lab), blackboards on the walls, simple tools such as tongs, mortar and pestle, four raised, stone slabs with adjacent shelves for storage and a large fireplace. The floor is made of ceramic tile. 1,500 gm 400 sq.ft. Poisoncrafting Lab (Simple) Contains a basic set of vials, flasks, beakers, barrels, crates and a number of different types of storage devices to contain a variety founts and filters (acquired separately). It also includes a couple of stone slabs with adjacent shelves for storage as well as large barrel of water for cleaning and preparation purposes. There is a fireplace and the floor is made of rough wood or stone. It is essential in creating some of the more difficult and dangerous poisons (up to L3). It allows for the creation of poisons and antidotes. Competent level in poisons required to purchase and operate. 700 gm 400 sq.ft. Poisoncrafting Lab (Elaborate) Contains advanced laboratory items (higher quality versions of the Simple lab), blackboards on the walls, simple tools such as tongs, mortar and pestle, four raised, stone slabs with adjacent shelves for storage and a large fireplace. The floor is made of ceramic tile. Can craft poisons up to L4 1,500 gm 400 sq.ft.
Prison Cell Includes shackles of iron mounted on the walls and a handful of hay mattresses. Up to six people can be held here. If desired, three cells accommodating two people each can be built instead. 300 gm 200 sq.ft. Servants Quarters Simple living accommodations separated into six smaller sections by thin walls. Each of these sections has a small bed, chest of drawers and a small table and chair. Includes a privy for communal use. 400 gm 400 sq.ft. Shop (Simple) This is the most basic of stores found in most towns and cities. Includes a small wooden sign on a pole out front, rough shelves and a counter inside with a small back room. Requires at least one clerk to operate if not self-operated by owner. 600 gm 400 sq.ft.
Shop (Elaborate) This is considered to be one of the more professional shops reserved for more successful merchants. It includes a large front window with polished wood floors, finely crafted shelves and glass cases. There is a small back room as well and at least two clerks are required to operate it or if self-operated by owner, one clerk would be needed. 2,000 gm 400 sq.ft. Shop (Luxurious) The wealthiest of merchants own shops such as these. Includes marble floors, a large display window and custom locked cases. Also comes with stuffed leather chairs and customers are often served fine snacks and wines. Includes a back room for storage but with the purchase of another storage room, a truly fine shop can be created. Requires two clerks to tend to customer needs as well as two guards to ensure security. 8,000 gm 400 sq.ft. Smithy (Simple) Includes a forge, anvil and set of metalworking tools. There is also a barrel of water and the walls are dirt or stone. 700 gm 400 sq.ft.
Smithy (Elaborate) An upgrade to the simple smithy with the addition of a marble forge and polished stone floor. 2,000 gm 400 sq.ft. Stables (Simple) Includes stalls for up to six mounts, a wooden trough and an unfinished floor covered in hay. Tack and saddles are hung over walls dividing the stalls. One groom is required to tend to the mounts. 1,000 gm 400 sq.ft. Stables (Elaborate) Includes wood or stone flooring covered in hay with stables offering fresh hay and independent water supplies. These troughs are stone and there is a small fireplace included in the structure for warmth. Houses up to six mounts and requires one groom to tend to mounts. 3,000 gm 400 sq.ft.
Stables (Luxurious) Includes polished floors with intricate inlaid woodwork and finished wood walls. Fresh hay is included in each stall and tack and saddles have their own elaborately carved pedestals to rest upon. Houses up to six mounts and requires two grooms to tend to the mounts and cleanliness of the facility. 9,000 gm 400 sq.ft. Storage (Simple) An empty room with rough walls and unfinished floor. Sometimes made into a vault with the addition of stone or masonry walls, locks and traps. 250 gm 400 sq.ft. Storage (Elaborate) Includes shelves of many shapes and sizes as well as finished floor. Offers greater storage capacity than a simple storage room. 1,000 gm 400 sq.ft.
Storage (Luxurious) Includes marble floors and the best built shelves and cabinets. There is a cushioned chair included for one to sit while a clerk retrieves stored goods. Requires one clerk to manage stored inventory which is kept at a much greater capacity than lesser storage rooms. 3,000 gm 400 sq.ft. Tavern (Simple) The most common type of tavern found in most towns and cities; includes a fireplace and a bar. Also comes with a few tables and benches. Requires a bartender and barmaid to operate and can seat up to 20 people. Food and drink are separate. 1000 gm 400 sq.ft. Tavern (Elaborate) One of the more upper-scale drinking establishments; includes a marble-topped bar, round tables with chairs and a few booths. Often a separate kitchen is purchased along with the elaborate tavern. Can serve up to 20 people. Requires a bartender and two barmaids to operate. Food and drinks are separate. 2,500 gm 400 sq.ft.
Tavern (Luxurious) The finest of drinking locales one may find in a city; includes a marble-topped bar, upholstered chairs and tables covered in fine linens. The walls are covered in art and up to 20 people can be served. Often includes a separately purchased kitchen and requires two bartenders and two barmaids to operate. Food and drinks are separate. 10,000 gm 400 sq.ft. Torture Chamber Normally found only in service to cruel rulers and located in prisons or other undesirable places; includes an iron maiden, a rack, thumbscrews, vises, etc. There are shackles on the walls and a cage that can be locked and hold a single person. There is a fireplace and a barrel of water nearby. Requires a torturer and a guard to maintain order. 3,000 gm 400 sq.ft. Training Room An open area that allows for training more martial skills. Includes a rack of wooden training weapons and a few suits of padded armor as well as archery targets and a couple practice dummies. Can accommodate up to eight people training at one time. 1,000 gm 400 sq.ft.
Trophy Hall (Simple) Allows the display of trophies and includes a few shelves, tables and mounting plaques for the walls. 1,000 gm 400 sq.ft. Trophy Hall (Elaborate) More of a museum in appearance; includes polished wood or stone floors and glass cases for storing trophies. There engraved plaques detailing the story behind each trophy stored here. Requires one guard to watch over the contents. 5,000 gm 400 sq.ft. Workshop (Simple) Used by the majority of professional craftsman; includes basic tools and equipment for a specific trade. 600 gm 400 sq.ft.
Workshop (Elaborate) An upgraded version of the simple workshop that includes higher quality tools for specific trades. 2,000 gm 400 sq.ft.

Sample Complex Structures

Simple Keep - This is a simple keep that a merchant or knight may own. These sorts of keeps are usually found on the outer borders of civilized areas in the case of knights or closer to cities for merchants. They often serve as the first line of defense against raids from nearby barbarian tribes. It is made up of the following structural components and is primarily made of masonry. First Level: 1 Gatehouse, 1 Simple Common Area, 1 Simple Stables, 1 Simple Bath, 2 Servant's Quarters, 1 Simple Courtyard (doubled sq.footage), 2 Simple Bedrooms, 1 Simple Dining Hall, 1 Simple Kitchen, 1 Simple Armory, 1 Simple Storage (basement). Second Level: 2 Guard Posts (small towers), 1 Elaborate Master Bedroom, 1 Elaborate Office, 1 Simple Storage, 1 Elaborate Bath, 1 Elaborate Common Area (balcony overlooking courtyard). Total Cost: 15,400 gm for Components + 800 gm for a basement built with masonry + 4,000 gm for the second level built with masonry = 20,200 gm (-25% or 5,050) 15,150 for the Basic Keep.

Simple Inn - This is the type of inn one may find along well established roads and trade routes. It is two stories and can host up to 20 guests and a 12 mounts. It is made up of the following structural components and is made up primarily of wood. First Level: 1 Simple Tavern, 1 Simple Stables (double sq.footage), 1 Servants' Quarters, 1 Simple Storage, 1 Elaborate Kitchen (basement), 5 Simple Bedrooms. Second Level: 5 Simple Bedrooms. Total Cost: 8,700 gm + 400 gm for basement built with wood + 2000 gm for second level built with wood = 11,100 (-25% or 2,800) 8,400 gm

Construction Materials

As mentioned in the Structure section, walls for a structure must be purchased separately for each floor above or below the ground level. Free-standing walls are also separate purchases with wall sections normally priced per 10' x 10' section. Prices are listed below.

Item Price Item Price Item Price
Masonry 2 gm/sq.ft. Stone 4 gm/sq.ft. Wood 1 gm/sq.ft.
Suvan Cement An ancient mixture of crushed stone, gypsum, volcanic dust and lime, this combination of materials, when mixed with saltwater, becomes quite durable and extremely resistant to the elements. It is useful not only in structures but also sculptures and adornments. Somewhat uncommon in Post-Valterrian times. 5 gm/sq.ft. Free-Standing Masonry 125 gm/section Free-Standing Stone 300 gm/section
Free-Standing Wood 50 gm/section Free-Standing Suvan Cement 450 gm/section

Land Value

Land value is determined based on the desirability of the terrain. For example, an acre of land in a city will cost much more than an acre of land in the desert. The listed values are mainly used when purchasing land from a settlement or whoever may own the land in question. It is also used when selling land to someone else. These are basic values that may very somewhat depending on the person or group selling it. Land not owned by anyone may be claimed by someone although they may have to defend their claim from barbarians, monsters, invading forces or some other opposition. With this in mind, it is best to claim amounts of land that are proportional to your ability to defend. It does no good to claim 100 acres of land if you can only realistically defend 1 acre. Note that the listed terrain and prices are for unimproved land. Improvements add to the cost and value; see individual land types for more details. A good example of add-on land is the Syka Jungle/Beach situation whereas you start with 900 gm per acre and add on Waterfront for 300 gm making the total to buy beachfront in Syka 1200 gm per acre.

Item Price Item Price Item Price
Desert This terrain offers the least number of options for improvements. Farming is virtually impossible and water is usually so deep underground that it too is unavailable. While land in the desert can be fenced, that is about the only real improvement possible aside from actual structures. Fencing in the desert adds 25 gm/acre. Landscaping is difficult if not impossible though with enough water, potted plants and the like can be had and add around 10-25 gm to the cost. To turn desert land into usable farmland increases the cost to 1,000 gm/acre. 100 gm/acre Mountains This terrain offers slightly more options for improvements although few would choose to live in the mountains save for perhaps an Isur. The land is rocky and difficult if not impossible to farm save for a few flat spaces here and there. Travel is hindered although water is often available from streams and mountain lakes. Fencing off land in the mountains is possible though difficult do to the presence of rock. Fencing adds 50 gm/acre though most divisions of land are done with stone walls. Landscaping is possible and usually adds between 25-50 gm/acre to the price depending on the level of landscaping done. Turning land in the mountains to usable farmland increases the cost to 500 gm/acre. 150 gm/acre Underground This terrain offers better options for improvements than mountains or deserts but less than other surface terrain. Water is usually easy to find underground and farming of various molds, fungus and lichen are possible. There is usually little need for fencing due to the already confined space though stone walls are still quite common. Landscaping is quite difficult save for stone carvings as few plants can survive for any length of time without sunlight. Turning land underground into usable farmland for molds and such increases the cost to 400 gm/acre. 200 gm/acre
Marsh This terrain, while more habitable than some others, can be quite dangerous. Disease, dangerous animals and stifling climate can turn many off to this type of land. It is however easy to find water; though not always healthy for humanoid consumption. Farming of certain types of plants is possible especially mosses, mushrooms and various other types of fungus. Fencing however is very difficult due to the swampy conditions and adds 100 gm/acre to the cost. Landscaping is slightly easier than it is in some terrain types although the humid conditions limit the life of most landscaping projects; add 25-50 gm/acre. Turning land in the marsh into usable farmland for mosses and fungus increases the cost to 400 gm/acre. 300 gm/acre Hills This terrain is one of the more desirable due to the increased availability of water and greater farming possibilities. Fencing is much easier than it is in rougher terrains as is landscaping. Fencing land in the hills adds 10 gm/acre while landscaping adds 10-20 gm/acre. Turning land in the hills into usable farmland increases the cost to 550 gm/acre. 500 gm/acre Forest This terrain is popular among many different people due to the increased availability of water and the natural landscaping opportunities. Fencing the land is difficult however as is turning the land into usable farmland. However, the availability of ready lumber offsets the cost involved in modifying this type of terrain. Landscaping adds 5-10 gm/acre while fencing adds 20 gm/acre. Creating usable farmland increases the cost to 700 gm/acre after the offset created by the lumber. 600 gm/acre
Plains This terrain is the most sought after of undeveloped land. There is usually a nearby water source or underground water close enough to the surface to provide a good supply. Landscaping is easy as is fencing. Turning this type of land into usable farmland is competitively simple and increases the cost to 750 gm/acre. Landscaping costs between 1-10 gm/acre and fencing adds 5 gm/acre. 700 gm/acre Farmland This terrain is second in value only to developed city land. It is land that has already been worked and transformed to best grow crops. Landscaping true farmland is usually not done though water is often readily available. Fencing adds 5 gm/acre. Most ready farmland is owned by merchants, local governments or other wealthy individuals and is worked by those allowed to live on the farm. 800 gm/acre City This terrain is the most expensive type available. It however offers the best availability of water and landscaping opportunities and is easily divided with walls or fences. It is not normally turned into farmland although personal gardens are common and are covered under landscaping. The common city land parcel is less than a quarter of an acre and is valued at 100 gm. From there, 1/4 acre costs 250 gm, half-acre costs 500 gm. Landscaping, including but not limited to the addition of a garden adds 1-50+ gm to the cost while fencing is usually included in the purchase of a city lot. 1,000 gm/acre
Jungle This terrain is some of the most dangerous. Found in Falnydar normally around Taloba, Zinrah, and Syka. This land is incredibly diverse and rich with life. Terrain varies depending upon location. It can hold much valuable food and timber resources. 900 gm/acre Waterfront This terrain is an add-on situation. You must buy the land in the type that is surrounding the beach (ie mountains, city, forest, jungle), and then to get beach access you need to add the beach adjustment for having waterfront property. This goes for ocean or river or lake additions. 300 gm/acre

Build Yourself

There is alternative to purchasing buildings and structures in the form of building your own. While land must still be purchased or claimed, it is completely feasible for a PC to build their own structures as long as they have the skills to do so. There are a number of skills that are useful and even essential to building your own structures. The listed skills will allow various benefits depending on the level possessed in each skill. L1 however is considered Primitive in that structures built at L1 are less than Simple quality ones. Primitive elements or structures are not trustworthy and will not hold up an entire season without regular maintenance every few days. Nobody is going to successfully construct a structure with a single L1 structural-related skill. Even with multiple L1 skills, one is not going to be able to build a luxurious structure but they will be able to find a number of benefits. Skills benefits stack and combine so that the more structural-related skills you have and the higher their levels, the greater your structures will be. Listed bonuses and discounts do not stack with other discounts.

Skills

Each listed skill will detail benefits based on level. (L1, L2, L3, L4)

Architecture Knowledge of design concepts that determines or increases the quality of structures based on level. L1 - Primitive Quality, L2 - Simple Quality, L3 - Elaborate Quality, L4 - Luxurious Quality

Carpentry Working with wood on a structural level. L1 - Wooden structures require daily maintenance. 10% discount to the cost of building wood structures. L2 - Wooden structures require seasonal maintenance. 20% discount to the cost of building wood structures. L3 - Wooden structures require yearly maintenance. 30% discount to the cost of building wood structures. L4 - Wooden structures require no maintenance. 40% discount to the cost of building wood structures.

Construction The process of building structures; determines time needed to construct. L1 - 100 sq.ft./day. L2 - 200 sq.ft./day. L3 - 400 sq.ft./day. L4 - 500 sq.ft./day.

Masonry Working with brick and stone on a structural level. L1 - Stone structures require daily maintenance. 10% discount to the cost of building stone structures. L2 - Stone structures require seasonal maintenance. 20% discount to the cost of building stone structures. L3 - Stone structures require yearly maintenance. 30% discount to the cost of building stone structures. L4 - Stone structures require no maintenance. 40% discount to the cost of building stone structures.

While there are many other skills that can benefit the construction of structures, the above skills represent the core skills needed for building.

Magic and Gnosis

Magic and Gnosis add a rather potent element to the construction of structures. Most prominently among these are Reimancy and Izentor. Reimancy, specifically Earth Reimancy, can be used to speed up and customize construction in ways that more mundane methods cannot achieve. Izentor, the Gnosis of Izurdin, increases the strength and integrity of structures beyond what is otherwise possible without it. A new level of Quality is introduced with the use of magic; Artifact Quality. Artifact Quality is almost unheard of in Post-Mizahar existence. These structures are infused with such concentrated Djed that they resist all elements, both mundane and magical and cannot be damaged short of divine intervention.

An L1 in a mundane building skill is required to use these skills.

Reimancy allows for no-cost building limited to the quality allowed by the level. Basically, using Reimancy eliminates the material cost of construction. Building only requires thread work.

Izentor has a cost of time and drain upon one's soul, mental and physical capacity.

Reimancy Earth Reimancy can create amazing structures limited only by imagination...and skill. L1 - Starting Simple Quality with Stone. L2 - Starting Elaborate Quality with Stone. L3 - Starting Luxurious Quality with Stone. L4 - Artifact Quality with Stone.

Izentor Izentor imparts a piece of the builder's soul upon the structure. General look and cosmetic quality is influenced by mundane skills. L1 - Structure is virtually indestructible. L2 - Structure has a quality imparted equal to L2 Izentor. L3 - Structure has magical qualities equal to L3 Izentor. L4 - Structure has magical qualities equal to L4 Izentor.

Furniture

Item Price Item Price Item Price
Arm Chair, Average 4 gm Arm Chair, Good 8 gm Arm Chair, Fine 20 gm
Arm Chair, Poor 8 sm Bed, Average 10 gm Bed, Good 20 gm
Bed, Fine 40 gm Bed, Poor 1 gm Body Pillow 5 sm
Bookcase, Average (50 books avg) 8 gm Bookcase, Good (250 books avg) 20 gm Bookcase, Fine (500 books avg) 40 gm
Bookcase, Poor (10 books avg) 1 gm Chair, Average 7 sm Chair, Good 1 gm
Chair, Fine 5 gm Chair, Poor 3 sm Chamber Pot 2 sm
Couch, Average 3 gm Couch, Good 6 gm Couch, Fine 20 gm
Couch, Poor 1 gm Cupboard, Average 2 gm Cupboard, Good 4 gm
Cupboard, Fine 8 gm Cupboard, Poor 8 sm Desk, Average 2 gm
Desk, Good 5 gm Desk, Fine 12 gm Desk, Poor 8 sm
Dresser, Average 2 gm Dresser, Good 5 gm Dresser, Fine 10 gm
Dresser, Poor 7 sm End Table, Average 3 sm End Table, Good 7 sm
End Table, Fine 2 gm End Table, Poor 8 cm Firepit 1 gm
Fireplace 15 gm Hearth, Average 3 gm Hearth, Good 6 gm
Hutch, Average 2 gm Hutch, Good 5 gm Hutch, Fine 10 gm
Hutch, Poor 7 sm Massage Bench, Average 2 gm Massage Bench, Fine 4 gm
Shelf Set, Average 5 sm Shelf Set, Good 2 gm Shelf Set, Fine 4 gm
Shelf Set, Poor 2 sm Table, Average 1 gm Table, Good 3 gm
Table, Fine 8 gm Table, Poor 7 sm Tub, Copper Average 30 gm
Tub, Copper Good 50 gm Tub, Copper Fine 75 gm Tub, Copper Poor 15 gm
Wardrobe, Average 2 gm Wardrobe, Good 5 gm Wardrobe, Fine 10 gm
Wardrobe, Poor 8 sm Wash Basin, Average 2 gm Wash Basin, Good 5 gm
Wash Basin, Fine 10 gm Wash Basin, Poor 8 sm

Ships

Ships (base cost)

The following list contains the classes of ships and sailing vessels most commonly found in Mizahar. The listed costs for the ships are their base price minus any modifications or additions. Though several ships of one class may share similar characteristics, they are usually quite different from one another; tailored to the owner and/or captain and crew. Most shipyards require four to five months to construct a 50 ton ship or larger. Ships smaller than that down to 25 tons take two to three months while anything smaller than that takes between one week and one month. Note that only ships of 50 tons are larger support mounts for adding weapons and specialized components. Mounts allow a ship to equip weapons or larger more specialized systems. Note that ships tagged for specific factions/races/etc., such as the Svefra, are normally only available to those specific groups.

Item Price Item Price Item Price
Rowboat A small, simple rowboat, found almost anywhere there are people and water. These boats are propelled by a single set of oars. Crew: 1, Passengers: 3 100 gm Ship's Boat This is the generic type of boat kept as back-up or utility vessels on larger sailing ships. They are used for boarding parties and landings. There is room for up to a dozen individuals, and a ton of cargo, although for each person left off, an additional ton of cargo can be carried. The ships boat can be operated by a single person, but normally there are 4 oarsmen operating two sets of oars, and a single pilot at the rudder. Crew: 1-5, Passengers: 7 300 gm Casinor (Svefra) A small, personal ship no longer than 30 feet with a single cabin. More than twice the size of the average rowboat, this ship is capable of traversing inland seas and coastal areas though it is unequipped to travel on the open ocean. The most common personal ship found among the Svefra. These ships are often found employing heavy harpoons for defense. Much of the free space on the ship has been converted into living quarters thus cargo is limited to 500 lbs. While it may carry a number of passengers, these boats are designed for a single person spending extended periods at sea. Crew: 1, Passengers: 5 500 gm
Catamaran A small, multihulled vessel consisting of two parallel hulls of equal size connected by a frame. These small, personal ships are roughly 30 feet in length. Though similar in overall size to the Svefra Casinor, the Catamaran is not designed for extended periods at sea (though it may be modified for such). They contain room enough for simple living quarters as well as light cargo and some simple comfort. The Catamaran is found in use by all manner of sailor for its flexibility of use and ease of customizing to fit individual needs. Crew: 1-2, Passengers: 3-5 1,000 gm Barge (10 ton cargo) This is a small, flat-bottomed cargo boat, used for hauling goods and various port duties. Crew: 2, Passengers: 5 3,000 gm Fishing Boat (25 ton cargo) The standard class used for several types of sailed fishing vessels. These vessels can occasionally be used as coastal trading vessels or cargo haulers as well. They are not normally armed. Crew: 8, Passengers: 7 7,500 gm
Khnor (25 ton cargo) Common in Eyktol, the Khnor is able to carry passengers and cargo in it deep wide hull. It is a smaller vessel, about 54 feet long with a single large sail and ten auxiliary oars used when there is no wind. Crew: 20, Passengers: 10 9,000 gm Palivar (Svefra) The most common sailing vessel found among the Svefra. A large family vessel no larger than 80 feet long with multiple cabins and living space, the Palivar is just a few feet smaller than the average Saique style merchant vessel. These ships are designed to comfortably house up to 10 individuals for extended lengths of time. It sacrifices cargo space for comfortable living quarters. It is most often found in the Suvan Sea. It supports 2 light mounts. Crew: 6, Passengers: 4 13,000 gm Saique (50 ton cargo) (Mt: 2L) The Saique is a small merchant vessel, which has a mixed rigging of square and lateen sails. It possesses a large cargo hold for its size and is usually found close to the coasts. This is the most common class of merchant vessel. It supports 2 light mounts. Crew: 10, Passengers: 5 15,000 gm
Kersha (60 ton cargo) (Mt: 2L) Meaning "shark" in Arumenic, the Kersha is used mostly in the South. Relying on the robust slave trade in Ahnatep, the Kersha is powered mostly by its 40 rowers and is known for it's speed. It has three levels including its deck. The rowers are kept below deck while passengers stay in cabins amidship, and cargo is stored below the rowers. It supports 2 light mounts. Crew: 50, Passengers: 20 20,000 gm Sloop (80 ton cargo) (Mt: 2L) These vessels are actually primarily merchant vessels, though they are so famous for their speed and toughness that they are often used as military vessels. This makes them a prime choice of smugglers and pirates as well as well-established and legitimate merchants. The sloop supports 2 light mounts. Crew: 50, Passengers: 10 24,000 gm Cromster (90 ton cargo) (Mt: 3L) A smaller version of the Galleon, the Cromster is known for its speed; it is as fast as a Sloop, although not nearly as maneuverable, but it carries more firepower. These ships are normally found in service of wealthier merchants. Supports 3 light mounts. Crew: 50, Passengers: 10 27,000 gm
Brigantine (100 ton cargo) (Mt: 4L, 1H) A good-sized merchant vessel, and the most common variety used by pirates. This class of vessel is so commonly used by criminals, in fact, that the name of the class comes from the word “brigand”. Wealthy merchants also find use out of this class of vessel. Supports 4 light and one heavy mount. Crew: 120, Passengers: 50 30,000 gm Navar (Svefra)(Mt: 2L, 1 H) The largest ship found among the Svefra. While indeed quite large; a scaled down version of the Galleon, the Navar is not a warship nor is it a cargo ship though it bares some elements of both. It is designed primarily to house a number of Svefra families. That said, it is still quite an impressive sight when seen sailing on the waters of the Suvan. Capable of carrying a small number of defensive weapons, the Navar is one of the largest ships found in the Suvan Sea. Most of the space within the ship is devoted to comfortable, sometimes luxurious living quarters with little room left for cargo. Baring a shallow draft, the Navar is able to to sail in shallow waters. It is not well-suited for the open ocean. It supports 2 light mounts and 1 heavy. Crew: 25, Passengers: 25 30,000 gm Schooner (100 ton cargo) (Mt: 2L, 1H) Schooners are built with a shallow draft to make them more useful closer in towards islands. Their speed and ability to enter shallow coves where larger vessels founder make Schooners an ideal choice for smugglers, pirates or blockade runners. Considered to be a light military vessel. Supports 2 light and 1 heavy mount. Crew: 50, Passengers: 20 30,000 gm
Fluyt (110 ton cargo) (Mt: 3L, 1H) A class of ship exclusive to the port city of Zeltiva, the Fluyt is relatively inexpensive to build and is very reliable. It is the most common vessel for wealthy merchants operating out of Zeltiva and fills the roll of medium warship and trade vessel quite well. Supports 3 light and 1 heavy mount. Crew: 100, Passengers: 20 33,000 gm Pinnace (120 cargo) (Mt: 6L, 2H) A large, three-masted merchant vessel. Often used to ferry cargo across open seas due to their sturdy construction. Unfortunately, they are not very maneuverable when compared to Brigantines, Sloops and Schooners, yet despite that, it is the most common full-blown military vessel found in most navies. It is also found serving in the trade fleets of very wealthy merchants. Supports 6 light and 2 heavy mounts. Crew: 180, Passengers: 50 36,000 gm Mizaharan (160 ton cargo) (Mt: 12L, 4H) Another product from Zeltiva, the Mizaharan is the epitome of naval dominance. It combines a large cargo capacity with sturdy construction and vast weapon potential and maneuverability. Only a small number have been built and the majority of those are found in service to the Zeltivian Navy and a couple so-called, Merchant Princes. Only Zeltiva currently possesses the knowledge and ability to build such vessels. Supports 12 light and four heavy mounts. Crew: 200, Passengers: 60 48,000 gm
Galleon (400 ton cargo) (Mt: 10L, 3H) This class of vessel is the largest merchant ship in existence. Although only a handful of these mighty ships exist, they are used by Merchant Princes and the governments of coastal cities to transport goods over very long distances. Their cargo capacity and startling display of weaponry makes them the most valuable pirate target although such attempts are seen as impossible. Supports 10 light and 3 heavy mounts. Crew: 200, Passengers: 60 120,000 gm

Ship Weaponry

Item Price Item Price Item Price
Ballista (Light Mount) A huge, heavy crossbow weighing around 400lbs. Mainly useful in damaging sails or enemy crew. When a bolt is lit on fire however, greater damage is possible. 500 gm Ballista Bolt A massive bolt loaded into a ballista; it can also be lit on fire to cause added damage and complications to an enemy vessel. Requires 1 person to operate. 1 gm Bombard, Light (Light Mount) An iron tube mounted on a ship, it is a relatively short and light piece designed to fire a round stone shot with small charges of powder. Capable of doing quite a bit of damage to a target although only at a short range. Requires 4 people to operate and weighs 500lbs. 2,000 gm
Bombard, Great (Heavy Mount) Similar to but larger than the light bombard, it fires a heavy stone ball with a modest charge of powder. Capable of doing immense damage to targets but only at a short range. Requires 8 people to operate and weighs 2,000lbs. 8,000 gm Catapult (Heavy Mount) Catapults hurl stones at enemies, and, because of their function, must be mounted on an open deck and require a target to be at a range of at least 100 feet to be effective. Although capable of doing a lot of damage, catapults are slow to fire and take longer to load than bombards. Requires 2 people to operate and weighs 2,000 lbs. 550 gm Firebomb (Bombard or Catapult Fired) It is a small cask filled with a unique mixture of alchemical substances, designed to set the target ship afire. A firebomb is about a foot in diameter and weighs 40 pounds. 50 gm
Harpoon, Heavy Similar in structure to a ballista, the heavy harpoon is a essentially a heavy crossbow modified to be mounted upon any size ship, including a rowboat. It fires light harpoons (barbed, sharpened poles tethered to the vessel itself) and is used mainly for fishing and limited defense. Most often found in use by the Svefra of the Suvan Sea or others who inhabit large lakes, seas or coastal areas. 50 gm Harpoon, Light A lightweight pole with a barbed blade attached to one end and a length of rope at the other. These harpoons are thrown by hand and not shot like the Heavy Harpoon. 10 gm Smoke Powder A unique type of powder that in small quantities creates a large amount of smoke. In large quantities however, it can create a small explosion. These larger quantities are used in bombards to fire the stone shot. It takes four pounds to fire a light bombard and 20 pounds to fire a heavy bombard. Amounts less than four pounds packed together will only produce smoke. 25 gm/pound
Stone Shot A rounded stone fired from a bombard or launched from a catapult. Light bombards use smaller stone shots than catapults or great bombards. 2gm/light, 4gm/heavy

Special Note Regarding Smoke Powder: Smoke Powder is NOT Black Powder. In Mizahar, smoke powder is simply a powdery residue found in various underground locales and usually discovered during mining. To date, there is no known way to reproduce this otherwise naturally occurring substance. Gathering enough smoke powder to fire a single bombard is quite a task in itself thus not only does the expense in mizas make it difficult to purchase but its overall availability also makes it hard to come by. This is why ships armed with bombards usually only carry enough smoke powder to fire light ones once or twice or a heavy one, once; requiring their use to be strategic in order to avoid needless waste. Very few merchants deal in smoke powder and those that do rarely carry more than ten or twenty pounds of it; often unable to acquire more. Even the largest mines carry only a limited amount of smoke powder and most mining operations do not choose to tackle the labor cost of collecting it as their manpower can better be used in actual mining. (Cannot be purchased as part of a starting package)

Ship Extras

Item Price Item Price Item Price
Mooring, Large (Light Mount) A special hoist and cradle designed to carry small boats on the deck of a larger ship. Most ships carry a rowboat or two stowed on deck, but a davit can accommodate a fairly large boat, and makes launching and recovering the vessel much easier. A large mooring can hold a boat up to 5 tons and requires a light mount. 500 gm Mooring, Huge (Heavy Mount) A special hoist and cradle designed to carry small boats on the deck of a larger ship. Most ships carry a rowboat or two stowed on deck, but a davit can accommodate a fairly large boat, and makes launching and recovering the vessel much easier. A huge mooring can hold a boat up to 25 tons and requires a heavy mount. 1,500 gm Diving Bell (Heavy Mount) An Zeltivian shipyard invention, the diving bell is a sturdy weighted barrel or sphere of wood and iron, fitted with several thick glass portholes. It can hold up to two people. The bell descends on a stout cable from the ship above, and can’t move horizontally—it can only ascend or descend. The bell can descend to a maximum depth of 200 feet.

The bottom can be left open to allow a diver to easily enter or exit. An open bell however can only descend to 100 feet. Comes with it's own mooring and a crude hand-powered air pump and waterproofed hose of canvas or leather to provide fresh air to the bell. It takes 2 crewmembers to work the pumps, and 4 crewmembers to operate the winch to raise or lower the bell.

The bell itself weighs 1,000 pounds. Requires a heavy mount the price includes the air pump, hoist, and bell.
7,000 gm
Grappling Ramp (Heavy Mount) This structure is a long ramp and frame that resembles a small drawbridge. When an enemy ship is near, the grappling ramp is dropped, so that it forms a bridge to the other vessel. The top end of the grappling ramp is usually fitted with iron spikes, cleats, or grapnels so that its drop drives the ramp into the enemy vessel’s deck, holding it fast. Weighs 1,000lbs. 500 gm Netting, Large Designed to hinder boarders, ship’s netting consists of a sturdy net of tarred rope that is rigged 10 feet or more above the gunwales. Anyone attempting to climb over the rail or gunwale and board the ship (or attempting to leave the ship, for that matter) can’t pass through the netting, but it’s perfectly feasible to make attacks through the netting. Available to ships between 50 and 100 tons. 50 gm Netting, Huge Designed to hinder boarders, ship’s netting consists of a sturdy net of tarred rope that is rigged 10 feet or more above the gunwales. Anyone attempting to climb over the rail or gunwale and board the ship (or attempting to leave the ship, for that matter) can’t pass through the netting, but it’s perfectly feasible to make attacks through the netting. Available to ships between 110 and 400 tons. 150 gm
Skis Avanthal maintains a unique modification to sailing vessels that allow them to slide across the ice where they would otherwise sail across the waves. This modification is unique to these ships. The need for increased support and structural strength of these skis brings with them added expense. + 15% to listed ship cost.

Sailing Gear

Item Price Item Price Item Price
Sextant A sophisticated device used to determine a vessel’s position by measuring the angle formed by the sun or stars and the horizon. It uses mirrors and carefully graduated scales to sight a heavenly body, whose position is compared to a listing in an almanac for the day and year of measurement. 250 gm Grapple Pole A simple pole with a hook on the end for gripping small boats or retrieving items or people from the water. In a pinch, it can be used as a weapon. 15 gm Float bladder A sack of oiled hide that can be filled with air. It has a long neck that is knotted shut after filling and ropes or straps to fasten it to the wearer. Can be used to keep a person afloat. 10 gm
Sails Sails are essentially very large pieces of cloth that are used to capture wind in order to propel ships through the water. Price for sails depends on the size of the ship in which they are being purchased for. The cost for most ships includes sails. Purchased separately, the cost ranges averages 75 gm with a range between 50-100 gm depending on the size of the ship. 75 gm Swimming goggles A leather frame containing a clear piece of glass (sometimes two) made to fit tightly over the eyes allowing one increased vision underwater. 15 gm

Melee Weapons

Weapons with a racial tag in parentheses are exclusive to the listed race and are not for sale. Also, while some "martial-art" type weapons such as a Katana and Naginata are listed along with a small number of others, these types of weapons are not commonly found in Mizahar because that particular "real-world" culture that these weapons sprouted from, does not exist. The occurrence of some of these types of weapons evolved from specific smiths who crafted their own style throughout history; styles of which never really caught on in mainstream weaponsmithing. IMPORTANT NOTE: See Isurian Steel in the Lore for more detailed information on that material.

Tiny

Item Price Item Price Item Price
Bagh Nakh A claw-like weapon made to fit under or against the palm or over the knuckles. Four or five curved blades are affixed to a crossbar or glove with the weapon being used to slash through skin and muscle. Often found in use by assassins or by thieves looking for an easily concealable form of protection in their line of work. 3 gm Bladed Boots The blades in these boots are typically extended via a spring located in the heel and activated by pressing firmly down upon it. 20 gm Dagger A common weapon often used as a secondary item of offense or defense. 2 gm
Dagger, Assassin’s This broad-bladed dagger is designed to inflict vicious, gaping wounds that are difficult to mend. 4 gm Dagger, Double-Bladed Consisting of two blades mounted together upon a central hilt. 8 gm Dagger, Ear A thin, double-edged dagger with a pommel that resembles a human ear. 5 gm
Dagger, Hollow Pommel The handle of this dagger is actually a secret carrying case. On most of these daggers, the pommel’s bottom portion screws off to reveal the handle’s hollow centre, though on some the blade actually twists off. 20 gm Dagger, Punching This dagger puts the full force of the wielder’s punch behind it. 2 gm Daggers, Tamo Tamo daggers, which are always sold in pairs, are thin, stiletto blades mounted on an often elaborately-carved, thick, wooden handle. Each handle has a slot near the blade that serves as a sheath for its twin – when the blades are sheathed the handles form a sturdy club. 20 gm
Finger Razors Attached to a ring worn near the knuckle of any finger, this blade sits snugly between outstretched fingers where it will be hidden until needed. 5 gm Flametongue The flametongue has a similar blade to the flamberge, being extremely wavy in design. This confers many of the advantages of the larger sword to this dagger, allowing it to cause crippling damage against an enemy. 40 gm Garotte A handheld ligature of chain, rope, scarf, wire or fishing line used to strangle a person. 5 sm
Gauntlets Although considered a piece of armor by most, the gauntlet also makes an effective weapon. Striking someone with an armored fist can be devastating while not necessarily being lethal. 2 gm Fias, Plain These metal fingertip blades are often razor-sharp and can be used as weapons in hand-to-hand combat. They are Benshira in origin, with the name meaning 'claws' in Shiber. One set includes five Fias sized for one hand. 10 gm Fias, Decorative These metal fingertip blades are often razor-sharp and can be used as weapons in hand-to-hand combat. These fingertip blades are decorated to look like elaborate jewelry, though they are deadly. They are Benshira in origin, with the name meaning 'claws' in Shiber. One set includes five Fias sized for one hand. Decorative fias are designed to look like elegant jewelry and are often crusted with semi-precious gems. 50 gm
Gauntlets, Edged Blades are placed along the back of the gauntlet to allow the one to slash an opponent with a backhanded swipe. These gauntlets also bare a rather intimidating appearance. 8 gm Gauntlets, Spiked The knuckles of these gauntlets are set with inch-long spikes which make a punch become much more deadly. 5 gm Gauntlets, Studded Weighted studs are placed upon the gauntlet to provide a more punishing blow to foes when a strike is landed with this gauntlet. 5 gm
Gauntlet, Teethed These gauntlets are meant to catch an opponent’s blade and help in disarming him. The fingers, knuckles, wrist and forearm areas of these gauntlets have irregular shaped protrusions that can catch small blades allowing the wearer an advantage. 10 gm Knife The knife is any blade smaller than a dagger, ranging from hunting blades to steak knives. Though not necessarily designed for direct combat, a knife can make for a good back-up weapon in a pinch. 5 sm Knife, Wrist A tiny, single-edged knife small enough to be concealed upon one's body in a way that is difficult to detect. Such knives are often found tucked into bracers, sewn into sleeves, hidden in boots, pretty much anywhere. 1 gm
Knuckleduster A knuckleduster is a spiked, leather strap worn across the knuckles that makes the wearer’s punches much deadlier. 5 sm Kukri This heavy, curved dagger has its sharp edge on the inside of the curve. 8 gm Lakan (Akalak) These twisted daggers are the preferred Akalak Warriors. Forged as part of a right of passage, these weapons are sacred to the Akalak. If anyone saves an Akalak Warrior's life, they tend to gift them with one of their Lakan, which the person can keep until the debt is repaid. Reported to have powerful connections to the warriors, the Akalak always know where their Lakan are. NA
Mace, Light A short, steel haft with a flanged head that relies on the strength of the wielder to deal damage. 5 gm Py-pole Pycons only. A long, highly elastic staff made from tree resin, the Py-pole has a sharp metal tip and can be used to stab or defend, though its foremost intent is as an aid for performing incredible leaps that usually result in powerful flying kicks. 10 gm Py-string Pycons only. They are sometimes seen wielding sharp spiderweb silk strings, holding one end in either hand. The fighter will generally vary the length of string between their hands during the fight, using them to parry, deflect, trip and cut opponents. 12 gm
Py-whip Pycons only. This whip is proportionally much longer than a whip for the bigger races. Made from extremely flexible leather materials, it is long enough to form dozens of coils and is usually wielded with two hands. When released, it can capture an opponent's limb and throw them around with a single movement. Its drawback is that the whip needs to be fully recoiled before it can be used again. 10 gm Ribbon Daggers Ribbon daggers consist of a small, flat blade and a series of ribbons or strings for the handle. The user spins the weapon much like a sling. The benefit of these weapons is in concealment. Because the blade is so small, it can be placed on or in clothing, leaving only brightly colored ribbons showing. This weapon is used mostly by entertainers who want a little extra protection. 1 gm Sickle This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. 6 gm
Spiked Helmet This is a strong and well-armored helmet with a long, sharp spike mounted upon its top. Fashions and styles vary, but spikes have been seen measuring over a foot in length. 25 gm Stiletto A dagger with a needle-like point meant more for piercing and puncturing than for cutting. It lacks a cutting edge is used primarily against heavily armored opponents. 1 gm Suvai (Konti) These are three-pronged weapons carved from the shed spiral horns of a white ocean whale. Complete with spiral handles they are used almost exclusively by the Konti women. When they draw blood, the Suvai tend to weaken the person they cut or pierce, so its highly likely the horn the Suvai are carved from is inherently poisonous to those not Konti. NA
Sword-Catcher Smaller than the sword-breaker, this dagger-sized weapon is based around the same principle, forged with two prongs that allow it to trap and break swords. 9 gm

Small

Item Price Item Price Item Price
Angle-Knife A curved, double-edged dagger, some examples are so extreme in their curvature that the point extends at right angles away from the hilt. The angle-knife can be a vicious weapon in the right hands, dealing serious wounds to even a well-armored enemy. 10 gm Armor Blades (Isurian) These blades sprout from the elbows, knees, forearms, shoulders or any other surface that could be used for striking out at an enemy. Sliding on hinged rails, these blades are normally retracted flat against the armor but those who are proficient in their use can snap the blades out for quick use. Requires a separate suit of armor. 100 gm Club A wooden club is so easy to find and fashion that it has no cost. NA
Dagger, Sap Pommel Incorporates a heavy, one-inch diameter bludgeon at the end of the dagger’s pommel. 1 gm Gladius Looking much like an ornate short sword, the gladius is actually a very different weapon. With a blade expertly-honed to the keenest point, the gladius is exceptionally well-balanced and utterly lethal in skilled hands. 45 gm Halfspear Half the length of an average spear. 1 gm
Hammer, Light This is a small sledge, light enough to throw. 1 gm Handaxe A small axe designed to be used as a secondary weapon, usually with a battleaxe. 6 gm Iron Fan An iron fan is a well-crafted fan with iron spines covered with either paper or silk and decorated with elaborate landscapes or animal motifs. 25 gm
Kopis A heavy knife with a forward-curving blade. It is useful tool for clearing away excessive foliage while traveling the wilds or for chopping meat. 4 gm Jutte An iron bar extending from a wooden handle, this weapon also bares a short hook protrusion just above the handle that serves as a mechanism for trapping the blades of edged weapons. 4 gm Kama Similar to a sickle with a curved blade and longer handle. Often used in pairs. 2 gm
Kris A long-bladed dagger often taking on a wavy shape though it may be straight as well. In some of the more uncivilized tribes of the wilds, the weapon is seen as a good-luck charm. 5 gm Lance, Barbed, Light This lance has a barbed metal tip designed to tear at wounds and cause greater harm. 10 gm Lance, Blunt, Light The point of this lance is blunt and rounded. 7 gm
Lance, Light Easier to balance and hold, their reach is limited and puts wielders at a disadvantage when used against longer lances. 6 gm Mace, Chained A chained mace functions exactly like a heavy mace until its head is removed. When twisted, the mace head detaches from the haft and a length of chain slides from the hollow handle. This effectively converts the weapon into a light flail. 75 gm Mace, Heavy A short, steel haft with a flanged head that relies on the strength of the wielder to deal damage. 12 gm
Morningstar A short wooden haft topped by a spiked steel ball, the morningstar improves over the simple impact of a club. 8 gm Nunchaku Two wood handles connected by a short length of rope or chain. 2 gm Pick, Light A pick is designed to concentrate its force on a small, penetrating point. 4 gm
Rooster Blade Resembling a thin, flattened, all-metal club with elaborate protrusions and a spear-like thrusting head. It is used to stab and is often used in pairs. 16 gm Sap A stick of less than arms-length, usually made of wood or metal. 1 gm Sawtooth One of the most primitive weapons to be carried into battle, the sawtooth is nothing more than a wooden sword with sharpened teeth or horns mounted along one edge. 10 gm
Shield, Mancatcher Though mainly a piece of armor, this large shield is meant to be strapped on the arm lengthwise and is distinguished by its telltale hook upon the shield’s tip. Useful for disarming and tripping opponents. 25 gm Sword, Cutlass A short, broad slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. 12 gm Sword, Short As the name implies, this is a sword that is a bit longer than a normal dagger. It is often used as an off-hand weapon alongside larger ones. 10 gm
Sword-Breaker A cunning weapon designed to catch, twist and break an opponent’s blade, this is often used as an off-hand weapon by duelists and fencers to break swords and daggers. Special notches in the blade allow opposing blades to be trapped and then by twisting the blade, opposing blades may break due to the leverage created. 16 gm Sykan Survival Knife This massive knife can be upwards of a foot long with one edge toothed so that the weilder can use it as hand saw and with the other side sharply edged like a bowie knife. This knife has a large strong handle that has an end-cap that can be removed to reveal a water-tight compartment where things such as matches, a small first aid kit, firestarter material or paracord can be stored. 23 gm Wakizashi Similar in design to a katana but smaller and less valued. Most often found dueled with a katana. 100 gm
Wrist Razor A wicked-looking weapon comprised of a sturdy metal band secured to the wrist and forearm with two or three large blades extending out above and beyond the hand. Such blades can be anything up to a foot or more in length and allow the wielder to fight in the style of a wild cat, scratching and clawing at his enemy, gouging great slashing wounds. Usually used in pairs. 65 gm

Medium

Item Price Item Price Item Price
Aclis A club attached to lightweight cord. Mainly used in close combat, it may also be thrown, with the cord being used to drag it back to be used again. 1 gm Battleaxe A much larger, heavier version of a simple handaxe. 10 gm Beads, Assassin’s A different take on a garrote, the wire is usually kept spooled within a pair of hollowed-out prayer beads. 10 gm
Bullwhip An 8ft braided leather whip with a wooden handle. 20 GM Death-Head Stick A six-foot length of thin chain with a metal weight shaped like a skull studded with spikes at one end and a barbed metal dart at the other. 10 gm Flail, Light A metal weight attached by a chain to a wooden handle. 8 gm
Karvar A huge and heavy cleaver being mounted on the end of a two-foot shaft. 5 gm Katana Never available "off-the-rack", a katana is custom-forged for the would-be owner. It is a single-edged blade with a slight curve and elaborately carved handle. 100+ gm Khopesh Often confused with the scimitar, the khopesh is a more unwieldy weapon but far heavier overall and capable of causing great harm. 15 gm
Lance, Barbed, Heavy This lance has a barbed metal tip designed to tear at wounds and cause greater harm than a typical lance. 14 gm Lance, Blunt, Heavy The point of this lance is blunt and rounded. 8 gm Lance, Heavy Longer and heavier than a light lance and with more reach, the heavy lance is also more difficult to balance. 10 gm
Longsword The weapon most favored by knights, the blade is straight and double-edged. 15 gm Machete This jungle weapon is as long as a sword - but can be shorter - and is double edged to chop through brush and enemies out in the wilds. 10 gm Pick, Heavy A pick is designed to concentrate its force on a small, penetrating point. 8 gm
Rapier A relatively slender, sharply pointed sword, used mainly for thrusting attacks. Known for its stylish and complex hilts. 20 gm Scimitar A long, curved, broad-bladed sword used primarily for slashing. 15 gm Sword Cane A thin, pointed blade usually concealed within an ornate walking cane. 35 gm
Sword Gauntlet A simple combination of a metal gauntlet onto which is attached a carefully-honed longsword blade. 45 gm Sword, Bastard Similar to a longsword but with a longer handle that is neither perfect for one-handed or two-handed use but both equally. 35 gm Sword, Broad A basket-hilt sword often found paired with a buckler. Common among cavalry. 35 gm
Sword, Crescent Appearing as a greatly exaggerated scimitar, the blade can curve back almost all the way back to the wielder. This grants the crescent sword the ability to bend right around a shield when swung, rendering it completely ineffective. 30 gm Sword, Estoc Similar to a rapier in function though less flashy in appearance, the estoc has a tapered blade useful in splitting the rings of mail armor. It lacks a cutting edge and utilizes a sharpened point for puncturing. 10 gm Sword, Skirmish Consists of a long handle topped on one end by a curved blade the size of a short sword with a single edge and by a sharp spear point on the other. 25 gm
Sword, Tiger Hook A three-foot-long blade, the first six inches of which is curved sharply forward like a fishhook. The wielder’s hands are protected by a crescent blade and the base of the hilt is sharpened to a spear point. 20 gm Sword, Talon A three-foot long sword with an elaborately crafted, glass-inlaid handle that makes up slightly half of the overall length of the weapon. The blade is somewhat curved and tapers into a broader, heavier tip. It is readily available in the mountain home of the Inarta, Wind Reach but is extraordinarily rare anywhere else. Inarta can acquire such a weapon from Wind Reach at half the average cost while someone trying to purchase it in the outside world, if they can find one, will pay three times more. Note that this weapon is EXTREMELY rare outside of Wind Reach. 45 gm Tonfa, Metal A flattened metal club with a handle on one side. Often used in pairs. 12 gm
Tonfa, Wooden A flattened wood club with a handle on one side. Often used in pairs. 3 gm Trident This three-tined, piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it is not as aerodynamic as those other weapons. 15 gm Tulwar A heavy-ended sabre, the tulwar is an easy weapon to use and extremely functional. 22 gm
Waraxe With a larger blade than a battle-axe, the waraxe is a two-handed weapon in the hands of most normal humanoids. 20 gm Warhammer A long-handled hammer topped with a heavy blunt side capped with tiny teeth opposite a long spike on the other. 12 gm

Large

Item Price Item Price Item Price
Axe, Double-Bladed A massive weapon with a double axe blade attached to each end of a thick wooden handle. 60 gm Sword, Double-Bladed A massive weapon with a double sword blade attached to each end of a thick wooden handle in the center. 50 gm Bec-De-Corbin A small polearm with a combined hammer and pick at its head. 30 gm
Bladed Cloak Appearing as a simple cloak, it has a series of knife-sized blades sewn into the hem. 40 gm Chain, Spiked A length of chain with spikes forged into the links. 25 gm Club, Wolf’s Teeth A one-foot long, wickedly barbed steel head set atop a five-foot long haft. 35 gm
Executioner’s Sword A simple wood handle with a massive blade. It is used primarily as an execution device and isn't designed well for combat. However it's sheer size and reputation are good for intimidation. 75 gm Falchion This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge. 75 gm Falx A slightly-curved blade mounted atop a two-foot shaft. 25 gm
Flail, Dire A sturdy wooden handle sporting a flail on either end. 90 gm Flail, Heavy A heavy metal weight attached by a chain to a wooden handle. 15 gm Flamberge Forged with a waved blade, the design greatly increases the surface area available for swings, allowing one to cut through his opponent’s defenses with ease and cause crippling damage. 150 gm
Glaive A polearm consisting of a single-edged blade on the end of a pole. 8 gm Greataxe A large, heavy, dual-bladed axe. 30 gm Greatclub A two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron. 5 gm
Greatsword An immense sword with a massive five foot long blade. 50 gm Guisarme A polearm with a foot long metal blade and backward hook. 9 gm Halberd A polearm with an intimidating axe blade and backward hook. 10 gm
Hammer, Great A double-headed mallet, with one side ending in a tapered point. 80 gm Kwan Dao A heavier, stylized weapon similar to a halberd. 25 gm Lance, Dire An immensely long lance requiring two hands to wield making it suitable to only the most skilled of riders. 20 gm
Longspear A spear with a 10 foot reach. 5 gm Mancatcher A polearm with unique looking forks used to grip opponents. It has sharp spikes within its large, metal and spring-loaded grips that can cause a considerable amount of pain for anyone trapped within this weapon’s grasp. It has a 10 foot reach. 40 gm Naginata A long, curved blade set atop an eight-foot shaft. 20 gm
Pike Almost twice as long as the greatest of longspears, this is a favored weapon amongst peasants forced to fight more skillful and heavily armored enemies. A character can strike enemies up to 20 feet away with a pike, but cannot attack anyone within 10 feet. Often used by infantry to oppose charging cavalry. 10 gm Quarterstaff A long wooden pole. 1 gm Pollaxe A long handle topped with a metal head. The head has an axe or hammer on the damaging 'face', with a spike, hammer, or fluke on the reverse. From the top protrudes a dagger like tip. 11 gm
Ranseur The head of a ranseur is composed of a spear-tip affixed with a cross hilt at its base. Often this hilt is crescent-shaped. Between six to eight feet in length and used primarily for thrusting. 10 gm Rock Crusher A massive hammer so big and so heavy that only the strongest of individuals can wield it and even then only with two hands. 50 gm Scythe While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war and is devastating when used for slashing. 18 gm
Shortspear Shorter than a long spear, this one can be thrown. 2 gm Spear, Snake The wavy design allows the blade to slip past bone to the target’s vulnerable organs more easily. 20 gm Spear, Two Headed A long, wooden haft with a spear-point on each end. 10 gm
Staff, Iron An iron staff is a heavier version of a normal quarterstaff, much sturdier and capable of inflicting much more pain. 25 gm Sword, Two-Bladed Two longsword blades connected by a sturdy handle. 100 gm War Fork A short polearm with two broad, parallel sword blades affixed to the end. 45 gm
Widowmaker A huge, double-bladed axe. The top portion of each axe blade is extended and barbed, allowing it to be used as a piercing weapon as well as for slashing. 35 gm

Weapon Related

The following items may be added to a weapon with their listed values added to the overall weapon cost. In the case of weapon materials, the price modifier is applied to the weapon AFTER all other extras and modifiers are totaled.

Different Weapon Materials

Item Price Item Price Item Price
Isurian Steel Weapons forged from Isurian steel are twice as durable as the highest quality iron and half the weight. They hold their edges longer and are prized for their use in magecrafting. Only Isurian smiths are capable of crafting weapons from Isurian steel as it requires the use of their specialized arm in the forging process. Note that Isurian steel is VERY rare outside of the Kingdom of Sultros thus it is only available for a starting package if you are Isur or have an Isur contact (consult a storyteller). Cost x 5 Cold Iron Weapons forged of cold iron, also called cold steel, are of superior quality; possessing greater durability and holding an edge longer than traditional iron or steel. The iron gets its name from being cold to the touch even when exposed to direct sunlight for extended periods of time. It is rumored that these weapons can cause greater harm to the undead than other weapons although such claims are unfounded. Cold iron is found in iron mines alongside normal iron deposits but at a severely reduced ratio. It is slightly more difficult to work than normal iron or steel but tends to produce greater quality weapons. Cost x 3 Flint Crafted through the process of knapping, flint weapons are quite crude. They are most often used by simpler more primitive societies and by those who either lack the skill or resources to work metal. Cost / 2
Glass Glass weapons are primarily found being used for ceremonial or decorative purposes. While crafted to be more durable that other items made from glass, they are not suited for use in combat. That is unless they are magecrafted or bare gnostic properties. Cost x 2 Iron Iron is most often used in the forging of tools and basic implements. Iron weapons are considered inferior to steel and are more susceptible to rusting. For use in weapons, iron does not hold as sharp of an edge. Cost / 1.5 Steel Metal weapons or any weapons containing metal on Mizahar are most commonly made up of steel. Steel is the the primary metal of choice for weapons and is the most available. Listed Cost
Practice, Metal Core Metal-cored weapons are wood that is bolted to a thin metal strip. The metal strip grants them a bit more durability and helps to simulate the weight of true metal when training with weapons. Such weapons are still too fragile to be of effective use against metal ones. Cost / 2 Practice, Wooden Wooden practice weapons are most often used to aid in learning to use a weapon. They are blunted, lightweight and of no use in combat against weapons of stronger materials. Cost / 4 Pure Copper Copper weapons, while being softer than steel, are rather valuable due to the fact that copper is often used for monetary purposes. Also, due to copper being quite malleable, it is often used in crafting more decorative, ceremonial weapons than strictly combative ones. Ages ago, copper was a more common material although such items were crudely made and bare little resemblance to more recent specimens. Cost x 4
Pure Gold Gold is quite malleable and is most often found in ceremonial weapons than actual combat unless magecrafted, baring a gnosis mark or charged with izentor. As gold is the primary monetary unit of many societies, getting enough of it to forge a weapon is very expensive. Cost x 7 Pure Silver Though slightly harder than gold, silver is also used primarily in the crafting of ceremonial weapons. It's use as a monetary unit makes finding enough to forge weapons with quite expensive. Cost x 6 Bone/Ivory Weapons crafted from bone or ivory range from being quite common to being quite rare depending on one's culture, religion and/ore location. Weapons made from common animals are obviously common while weapons made from the bones of rare, dangerous, mystical or otherwise uncommon creatures are more expensive. Sometimes weapons made from human bone may be found, these are considered somewhat rare as well. Cost / 2 - Cost x 4
Voril These are exceptionally well crafted items that have been handled by a Voril Mage and infused with Vorilescence. Cost x 10

Weapon Extras

Item Price Item Price Item Price
Atlatl Sometimes called a spear-thrower, this tool uses leverage to achieve greater velocity in dart-throwing, and includes a bearing surface which allows the user to temporarily store energy during the throw. The overall effect is that a spear or dart may be thrown with increased speed and power. 3 gm Crossbow Bayonet 20 gm Handle Tip 15 gm
Hilt Flail 10 gm Kusari Gama 35 gm Ornate Flail/Mace Head 30 gm
Serrated Blade 18 gm Sword Guard, Catcher 15 gm Sword Guard, Ornate 125 gm
Sword Handle, Grip 10-100 gm Sword Handle, Ornate 50-100 gm Sword Pommel, Ornate 50-150 gm
Sword Pommel, Weighed 15 gm Swordstealer Hilt 10 gm

Ranged Weapons

Tiny

Item Price Item Price Item Price
Crossbow, Bracer Mounted on a metal bracer that clasps normally around its wielder’s wrist. The bracer has a central groove for the bolt, a notch at the close end and a trigger extending forward. The weapon is loaded with both hands, but fired with only one. 85 gm Crossbow, Hand A smaller version of the standard light crossbow meant to be fired easily with one hand. 100 gm Crossbow Bolts (10) Standard missile for very small crossbows. 1 gm
Dagger, Throwing A small dagger with a slender blade. It is specially constructed for throwing and is lighter and smaller than a normal dagger, a throwing blade has a much longer range than its larger cousin but is nearly useless in close combat. 1 gm Knife, Spider Throwing Wickedly sharp, this multi-bladed dagger is well balanced for throwing in a horizontal fashion where its multiple blades can cause serious wounds upon a target. 10 gm Shuriken Tiny blades often shaped in a star form. They are very lightweight and quick to throw. 1 gm
Slingshot Said to have been invented in the jungle, residents their discovered certain resins combined well with intertwined strings to make a very elastic cord. Thus came this Y-shaped wooden stick with this elastic string tied on both arms, with a sling at the center. It is a good substitute for a normal sling in the restrictive confines of heavily-wooded areas. 5 sm Slingshot (Benshiran) Used by the Benshirans; desert shepherds that utilize slingshots as a projectile weapon to keep predators away from their flocks. These special slingshots are small enough for children to carry and don't require extensive strength to utilize. They can be bought in Yahebe, but are more often traded for, as Eyktoli people prize goods more than currency. Lighter than a standard slingshot yet just as effective. 6 sm Slingshot Bullets (10) Although any object of a similar size and strength can be shot, slingshot bullets are stones specifically chosen for their size and weight; providing the best "bang for the miza." 1 sm

Small

Item Price Item Price Item Price
Axe, Throwing Lighter than a handaxe and balanced for throwing. 8 gm Boomerang Similar in function to a throwing stick, the boomerang is a curved piece of bone or wood designed to be thrown. When thrown right, the boomerang will return to its point of origin. Note that such a function only works for hunting when used against animals smaller and lighter than the boomerang. 4 gm Chakram A thrown weapon with the shape of a flat metal hoop baring a sharp outer edge. While capable of being used in melee, it is primarily used for range attacks. 10 gm
Crossbow, Light The standard crossbow requiring two hands to fire. 35 gm Crossbow Bolts (10) Standard missiles for a light crossbow. 1 gm Crossbow, Aquatic EXTREMELY difficult to find, the string of this weapon is constructed from many wrapped twines of waxed sinew, the wood treated and all metal parts made of brass to resist the corrosive effects of constant immersion in seawater. In the water, this crossbow functions without difficulty. On dry land, it is no different than a light crossbow. 175 gm
Crossbow Bolts, Aquatic (10) These bolts are fluted and spin slightly in flight, thus enabling them to be used underwater far more effectively than conventional bolts. 2 gm Dart The size of a large arrow with a weighted head. 5 sm Flutegun Difficult to purchase in the open market, it looks like a normal flute but has hidden blowgun mechanism. It can be played and used as a weapon at the same time. The needles are not enough to do any real harm but they can be coated in poison. Only holds one needle at a time. 15 gm
Flutegun Needles (20) Tiny, very sharp slivers that can be fired from a flutegun. 5 gm Rope Dart A metal dart-like pin connected to a 9-16 ft long silk rope. 4 gm Rope Dart, Bladed A rope dart where the dart has had small 2 to 4 blades attached to it's top sides. 5 gm
Rope Dart, Chained A rope dart where instead of a silk rope, a small linked chain is the 'handle'. 6 gm Rope Dart, Chained/Bladed Similar to the bladed rope dart, but with a small linked chain in place of a silk rope handle 7 gm Sling A piece of leather used to hurl lead bullets. 1 sm
Sling Bullets (10) Tiny lead balls specifically designed for use with a sling. 1 sm Whip Often made from thick leather, the whip can be quite painful and is often used to trip or wrap around things both living and not. 1 gm

Medium

Item Price Item Price Item Price
Blowgun A long, hollow tube designed to fire poisoned needles. 10 gm Blowgun Needles (20) Slender needles fired from a blowgun and usually coated in poison. 1 gm Bolas, 3-Ball Made from three, heavy, wooden or metal spheres connected by a length of chain or strong cord. Spun, thrown and used to entangle and trip. 15 gm
Crossbow, Heavy A larger, heavier version of the light crossbow requiring two hands to fire. It has roughly double the range of the light crossbow and can fire up to 160 feet. 50 gm Crossbow, Quad (Isurian) Built around a heavy and durable shaft, this weapon has four crosspieces mounted in pairs and at right angles to one another. Four bolts may be loaded simultaneously and they are fired as with a normal crossbow with the wielder simply turning the weapon ninety degrees after each shot to make ready the next bolt. This allows the rapid firing of what is the equivalent of a heavy crossbow. 395 gm Crossbow Bolts (10) Bolts sized to fit and be fired by heavy crossbows. 1 gm
Crossbow, Repeating (Isurian) Similar in most ways to a heavy crossbow but with a special loading mechanism that allows a case containing five bolts to be loaded and fired. After each bolt is fired, the next one is automatically loaded in place. 250 gm Crossbow, Repeating Clip (5 Bolts) A specially designed wooden case containing 5 crossbow bolts to be loaded in a repeating crossbow. 1 gm Harpoon, Light A lightweight pole with a barbed blade attached to one end and a length of rope at the other. Most often found in use aboard ships. 10 gm
Javelin A light, flexible spear intended for throwing. 1 gm Lariat A uniquely woven length of rope with a special knot tied in it forming a loop at one end. When spun around and tossed toward an opponent with one end held tight then yanked upon landing, the loop tightens around the target. 1 gm Net Has small barbs in the weave and a trailing rope to control netted opponents. 20 gm
Shortbow The classic bow used by cultures across the continent. 30 gm Shortbow, Composite Made from laminated horn, wood or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. It is capable of firing further and with more of a punch than a normal shortbow. 75 gm Shortbow Arrows (20) Common missile fired from a shortbow. 1 gm
Symenestran Lash A whip-like weapon with a bone hilt. Its end is wire like with a sharpened edge on one side able to cut skin. Used like a garrote wire or whip. 70 gm

Large

Item Price Item Price Item Price
Bladed Bow A longbow with a thin-but-well-sharpened blade at one end, it is intended to give archers a defensive weapon when charged in combat. However, the blade is no substitute for a good sword and the bow itself is heavier than other designs, but only has the pulling power of a short bow, greatly reducing its effectiveness. 95 gm Crossbow, Siege A massive weapon of awesome power. Impossible for a human to operate without resting it upon a solid surface or using the foldaway bipod on its underside. Will puncture most normal forms of armor but is very slow to reload. 250 gm Crossbow, Siege Bolts (10) Typical missiles fired from a siege crossbow. 25 gm
Longbow Most often found in use by military archers on the battlefield, the longbow has a much greater range than a shortbow and is quite a bit larger as well. 75 gm Longbow, Composite Made from laminated horn, wood or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. Able to fly farther and with more impact than a regular longbow. 100 gm Longbow Arrows (20) Typical missile fired with the use of a longbow. 1 gm
Staff Sling A sling attached to the end of a five-to-six-foot-long pole and capable of slinging stones with a much greater force than a simple hand-held sling. 3 gm

Siege

Item Price Item Price Item Price
Ballista Essentially a very large crossbow. 500 gm Ballista bolt A massive crossbow bolt large enough to rip a hole through a man. 1 gm Catapult, heavy A large engine capable of throwing rocks or heavy objects with great force. Requires 3 to 4 people to operate. 800 gm
Catapult stone, heavy A large stone meant to be fired from a heavy catapult. 1 gm Catapult, light This is a smaller, lighter version of the heavy catapult requiring 2 people to operate. 550 gm Catapult stone, light A large stone meant to be fired from a light catapult. 1 gm
Ram The battering ram is a simple device consisting of a heavy pole—either suspended by ropes from a movable scaffold or held aloft by troops—that is repeatedly smashed into a gate or other barrier to break it down. The end of the pole is often shod in iron, which can be forged into a variety of decorative shapes such as dragon heads. The typical battering ram is 30 feet long. Requires at least 10 people to operate. 1,000 gm Siege Tower This is a large wooden tower on wheels or rollers that can be rolled up against a wall to allow attackers to scale the tower and thus to get to the top of the wall with cover. The wooden walls are usually 1 foot thick. A typical three-level siege tower is 30 feet tall and can hold nine people per level. It can be pushed by the nine creatures on the lower level. 2,000 gm Trebuchet A trebuchet uses a heavy counterweight to fire heavy projectiles an extraordinary distance. The trebuchet uses a 30-foot-long swing arm on a fulcrum with twin buckets filled with rubble attached to one end and a sling for the ammunition attached to the other end. The counterweight buckets are hauled into the air by a winch system and held in place by a latch. Requires 6 people to operate. 1,200 gm
Trebuchet stone A massive stone fired from a trebuchet. Weighs around 150lbs. 4 gm

Special Arrows

Item Price Item Price Item Price
Arrow, Armour Piercing (20) These arrows have long, narrow, metal points instead of the broader heads commonly used with most arrows. This far smaller impact area of the arrow allows it to punch straight through armour with ease. 20 gm Arrow, Barbed (20) With vicious, curved, back-hooks lining the head, this arrow causes a great deal of pain and damage when removed as it digs into flesh. 10 gm Arrow, Broad (20) This arrow has a broader head than a normal arrow, making it heavier and able to deal more damage when it hits. 15 gm
Arrow, Fire Fire arrows are specially designed to stay alight even in the midst of wind and rain through the use of a broad head and a small internal reservoir of oil. 15 gm Arrow, Fishing (20) Has small, barbed hooks and waterproofed fletchings to allow fishermen to easily catch fish just beneath the surface of water. 4 gm Arrow, Flight (20) Lightly constructed in order to give them much greater ranges. 3 gm
Arrow, Game (20) These arrows have blunt, heavy tips designed to stun small prey rather than completely destroy it. 4 gm Arrow, Whistling (20) Often used for signalling in the midst of battle, or as warnings by sentries, whistling arrows emit a distinctive, high-pitched sound when fired, by funnelling air through channels in the head of the arrow. The noise is easily audible to any within 60 feet of the flight path of the arrow. 20 gm

Ranged Extras

Item Price Item Price Item Price
Bow Case 20 gm

Armor

Except where specifically noted, most types of armor cannot be combined with items found in other lists such as the Enlightened and Magic Related and retain their individual properties. In particular, robes found in the Enlightened and Magic Related list cannot be combined with types of armor found in the Armor list and benefit from properties each item would have by itself. These two lists are stand-alone when it comes to armor and robes. For example, one cannot have armored pocket robes because the armor plating of the armored robes takes up too much room to allow for the extra pockets of the pocket robes. Also, armored robes cannot benefit from the sound-muffling properties of Akajia robes as the armor plates are too bulky and heavy thus they cancel out the muffling properties. IMPORTANT NOTE: See Isurian Steel in the Lore for more detailed information on that material.

Also, when there is a racial tag show in parentheses next to a piece or suit of armor, this indicates that the specific entry is designed and built by the listed race and finding that particular item or suit outside of that race's main geographical area of influence is next to impossible and if available, the price is 10x the listed amount.

Cost Modifiers based on the type of material an armor is made of are cumulative with other modifiers such as the before mentioned availability modifier and even modifiers assigned by having an item Izentored by an isur or anyone else marked by Izurdin. Note that material modifiers only apply to suits or pieces of armor that do not already specific a certain material in their name and/or description. For example, an isurian battle robe is already made with isurian steel which is figured into its price already. Thus no modifier for isurian steel is added. However, if a suit of silver chainmail is izentored, modifiers are applied as follows: 150 gm (chaimail) + silver (x6) + izentor (x10) = 150 gm x 16 (6+10=16)= 2,400 gm.

For those races with extra limbs or odd body structures/types, for example, Eypharians have multiple arms so armor would need to be specifically altered for them. If purchased in their homeland, such armor does not cost any extra. If purchased anywhere else, the cost increases by half.

Light

Item Price Item Price Item Price
Bone Mail (Aquatic) This is armor formed of small shards of bone, tied together with kelp rope or fish leather. 30 gm Buckskin Armor Composed of reinforced buckskin. Barbarians often gather the skins from young bucks to outfit their villages with this type of armor for tribal wars. 30 gm Camouflage Armor Made of interlocking leather scales dyed in earthy tones and shaped like leaves. Only the helmet, breast piece, bracers and grieves are crafted this way, with leggings and sleeves made of softer leather with etched leaf patterns. 50 gm
Chain Shirt A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap. 100 gm Chitinous Armor Crafted from the specially-treated shells of giant spiders, boulder beetles and various over-sized insects, this armor provides decent physical protection to its wearer, but excellent protection against missile attacks thanks to its naturally rounded shape and smooth exterior. 200 gm Climbing Armor Lightweight and covered with an assortment of hooks, carabiners and tough, leather loops, this armor is designed to assist the wearer in his climbing attempts. Unfortunately, the design that allows the wearer to clamber up sheer surfaces also makes it more difficult for him to maneuver when not climbing. 100 gm
Cord Armor Cord is woven from tree bark and other durable plant fibers, tightly knotted and plaited into a thick, durable fabric. Like chainmail, cord armor is sometimes combined with heavier metal plates and is usually accompanied by a silk under-dress that protects the wearer from the course nature of the material. Popular among forest dwelling cultures. 10 gm Leather The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather. 10 gm Leather, Night Ink-black and made with soft and tough spidersilk. The material seems to absorb light and is quite flexible and lightweight. The techniques for making such armor are highly guarded secrets by those who know them. 60 gm
Light Scale (Aquatic) Composed of small, light, scaled hide taken from fish and then hardened. It is most often used by more aquatic cultures. Often called, fish-leather. 30 gm Padded Padded armor features quilted layers of cloth and padding frequently in a diamond or square pattern. 5 gm Robe of Leaves Fashioned from the treated leaves of certain trees and reinforced with thin strips of tanned leather, this armor is both functional and often quite beautiful. Construction techniques are known only to certain crafters living among forest cultures. 55 gm
Slender Chainmail Shirt (Isurian) Specifically crafted to be concealed beneath a tunic and to be virtually noiseless as the wearer moves about. Though it offers slightly less protection than standard chainmail, it is still quite popular. 120 gm Soft Kelp Armor (Aquatic) The lightest and most flexible type of undersea armor, this armor is fashioned from kelp that has been treated to enhance toughness and resiliency. The armor is still very pliant and is woven in thin layers. It is usually pale green in hue. Most often found in use by aquatic cultures. 7 gm Stiffened Kelp Armor (Aquatic) Somewhat tougher than soft kelp and woven in thicker layers, this armor offers more protection at some cost in comfort and mobility. It is dark emerald green and is often decorated with small, brightly-colored mollusks that cling to the armor. The treatment process prevents them from digesting it. Most likely found in use by aquatic cultures. 15 gm
Studded Leather This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. 25 gm Symenestra Armor Comprised of Chitin materials with a sleeker outline than standard Chitin armor, specially crafted for lean Symenestra bodies. It is often worn in segments, the individual pieces buckled into place to allow for ease of motion. Its primary use is protection from close physical attacks. Torso only protection cuts 1/3 from cost. 90 gm

Medium

Item Price Item Price Item Price
Back and Breast Consist of a breast and back plate, usually worn in addition to lighter armor, thus providing an extra degree of protection at the expense of increased weight and less freedom of movement. Light armor already worn when this is donned transforms it into medium armor. 50 gm Breastplate Covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting movement much. 200 gm Brigandine Consists of metal splints sewed upon canvas, linen or leather and covered with similar materials. 250 gm
Chainmail Made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets. 150 gm Fur-Lined Hide Mail Made from hardened layers of leather, this armor is adorned with soft fur around the neck and waistline. 65 gm Hauberk A one-piece set of chain armor. It is similar to a chain shirt, except that it hangs lower, to just below the knee. Most hauberks have a hood attached that protects the wearer’s head. A hauberk is cheaper and easier to manufacture than regular chainmail and offers nearly the same amount of protection, although it hinders its wearer’s movements more. 110 gm
Heraldic Coin Armor A unique set of armor crafted from the various types of coins found throughout the land. Everything from copper to gold has been used to create intricate patterns, including family crests in some instances. This armor is highly prized by war captains and politicians as a symbol of their status. 450-5,000 gm Hide Prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. 15 gm Hide, Hunter’s The cured hide wraps around the wearer mimicking the anatomy of a beast, fur and smell included, with the head of the animal serving as a helmet. 20 gm
Lamellar This armor consists of hundreds of small rectangular iron, leather, or bronze plates patterned in an almost scale-like way, which are pierced in various locations and laced together into horizontal rows. Often worn over other forms of lighter armor such as leather or chainmail, the design of the Lamellar has a better chance of causing blades to skim over its surface rather than piercing or cutting. 45 gm Medium Scale (Aquatic) Used by the same cultures that use light scale, this armor is made of heavier plates from large, better-armored fish and several additional layers of smaller scales as well. 75 gm Tree Bark Armor Made from treated tree bark , this armor protects its wearer fairly well. Those who are out in the field and in need of an emergency set of armor often craft this type. 10 gm
Robe, Armored Small, metal plates and thick leather padding sewn into the inner side of the robe provide protection without drawing undue attention to the wearer. Unfortunately, armored robes are both bulky and heavy, limiting movement and speed. 55 gm Robe, Battle (Isurian) Resilient fabric made from gossamer thread intertwines with Isurian steel wire and small, iron plates, providing very good protection. There are versions of battle robes tailored as dresses and gowns. Amazing levels of protection combined with near weightlessness and flexibility make these robes a rare prize to be had. 2,500 gm Scale Mail This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets. 50 gm
Small Shell Armor (Aquatic) Consists of a soft kelp undergarment with many small shells sewn into it for added protection. The shells are often chosen for decorative as well as protection value and each suit of this armor is a unique work of art. Unique to aquatic cultures. 60 gm Wire Armour (Isurian) Rather than craft armor from rows of linked chains or overlapping plates, some Isur braid their armor from lengths of steel wire. It provides excellent protection from slashing and piercing but is unable to shield the wearer from bludgeoning. It is lighter weight than solid metal armor. 1,000 gm

Heavy

Item Price Item Price Item Price
Banded Mail Made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets. 250 gm Bladeshatter Plate (Isurian) The armor plates of this battle suit form sharp angles, which can chip or even shatter a sword or knife blade when it strikes them at the proper angle. The unique form of the plates does not affect axes, hammers, or other weapons. 3,000 gm Bronze Plate Half-plate armor that is much lighter in construction, allowing greater mobility at the expense of heavy protection. 900 gm
Full Plate Consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots and a visored helmet. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Each suit of full plate must be individually fitted to its owner by a master smith, although a captured suit can be re-sized to fit a new owner. 1,500 gm Half-Plate A combination of chainmail with metal plates (breastplate, epaulets, elbow guards, gauntlets, tassets and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armour still hangs more loosely than full plate. It includes gauntlets. 600 gm Heavy Scale Armor (Aquatic) Made from several layers of carefully prepared fish-leather reinforced with large scales. This thick, heavy armor grants little mobility but offers much security. Most common among aquatic cultures. 2,000 gm
Large Shell Armor (Aquatic) Uses larger shells to form the main components; the breast plate, shoulder plates and so on and links them together with smaller shells and bone pieces to provide excellent protection, though at a significant cost in weight and flexibility. 500 gm Plant Fiber Plate Made from densely compressed plates of extremely tough and resistant plant fibers. 700 gm Splint Mail Made of narrow, vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets. 200 gm
Wood Splint Armor Made of narrow strips of wood (usually painted black) backed onto leather with thick cord that is worn over cloth padding. Unlike many other suits of armor, wood splint is worn with heavy leather gloves, rather than gauntlets. 100 gm

Shields

Item Price Item Price Item Price
Buckler A small, metal shield strapped to the forearm allowing it to be worn and still use the hand. 15 gm Shield, Crossbow (Isurian) Similar to a tower shield, this device can be attached to the front of a crossbow to form a protective tripod. This not only shields the archer but also stabilizes the weapon for a more accurate shot. A small view hole allows one to see targets past the shield. 100 gm Shield, Jousting Has a round cleft on its right upper edge, designed to fit a lance for better stability. 30 gm
Shield, Large, Leather The leather is supported across a wooden framework and stiffened using processes similar to those used in the creation of hide armor. Piercing and slashing attempts rip through the shield while blunt are protected against. 2 gm Shield, Large, Wooden Similar in function to a large steel shield, the wooden shield is of course less durable. 7 gm Shield, Large, Steel A large protective shield that eliminates the use of the shield arm for anything other than using the shield. 20 gm
Shield, Retractable, Wooden (Isurian) Initially appears to be the size of a buckler and acts as such. It can actually be expanded with the pulling of a release key. Upon release the fans that make up the retractable shield spread out and become a large shield. The retractable shield then acts just like large shield. Retractable shields require one minute to retract to their original state and this is done by turning the key until the fans that make up the shield lock into place. 15 gm Shield, Retractable, Metal (Isurian) Initially appears to be the size of a buckler and acts as such. It can actually be expanded with the pulling of a release key. Upon release the fans that make up the retractable shield spread out and become a large shield. The retractable shield then acts just like large shield. Retractable shields require one minute to retract to their original state and this is done by turning the key until the fans that make up the shield lock into place. 50 gm Shield, Small, Leather Light and very flexible but provides only limited protection against attack. The leather is supported across a wooden framework and stiffened using processes similar to those used in the creation of hide armor. 1 gm
Shield, Small, Wooden A small shield’s light weight allows one to carry other items in that hand save for weapons. 3 gm Shield, Small, Steel A small shield’s light weight allows one to carry other items in that hand save for weapons. 9 gm Shield, Tower A massive, wooden shield nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a person comes out from behind it. 30 gm
Shield, Turtle (Isurian) Appearing as a normal tower shield, the turtle shield can be unfolded and will stand on its own, providing 100% cover to those behind it. It is most often found in use on the battlefield specifically to protect injured while they are tended to. 100 gm Shield, Woven Lightweight, steeply-rounded shields made of interwoven lengths of either lacquered rattan or bamboo. 10 gm

Extras

Item Price Item Price Item Price
Avantail This is a short piece of chainmail that hangs loosely from a helmet to add protection to the neck. 20 gm Armour spikes A series of spikes added to suits of armor. Mainly used to add an intimidation factor, the spikes can also be useful in close combat. 50 gm Besagues These circular plates are tied to the elbow joint and in front of the shoulders of full and half plate armor for additional protection. 50 gm
Form-Fit Armor with this modification has to be tailored to the character’s dimensions and crafted by a master smith. Form-fit armor is created in order to allow a character to put the armor on and wear it with the minimum amount of effort and fuss. 150 gm Gauntlet, Locked (Isurian) Small chains and braces that allow the wearer to attach his weapon so that it cannot be dropped easily. 8 gm Roundels Consisting of a series of discs attached to the vulnerable joints of metal armor, roundels provide a greater level of protection at the expense of extra weight. Roundels may be combined with any medium or heavy armor, with the exception of full plate. 125 gm
Surcoat Similar to a tabard, a surcoat is a cloth garment worn over armor to identify its wearer. It is long and flowing like a tunic. 2 gm Shield Spikes Allow a shield to cause more harm when used as a bashing weapon. 10 gm Shield Teeth Protrusions that are meant to catch a blade or shaft and rip the weapon out of an opponent’s hand. 10 gm
Tabard, Chain Consists of two layers of cloth with a middle layer of chainmail. It cannot be worn over heavy armor as it hampers movement too much. 55 gm Tabard, Padded A rectangular piece of cloth worn over armor. Normal tabards are meant to bear the wearer’s coat of arms or other symbols, but armored tabards add protection. A padded tabard is made of many layers of heavy cloth that can be worn over any armor. 15 gm

Helmets

Helmets come in all shapes and sizes and serve a variety of function. Below is a short list of some of the different styles commonly found around Mizahar. Note that the helmets are listed with base prices for steel. These prices may vary based on material. See materials below.

Item Price Item Price Item Price
Helmet, Chin Guard A helmet which may or may not impair vision to the sides. Provides less defense than the Great Helm or it's kin but does not impair vision as much. It often weighs less. The most important element of this type of helmet however is the strap, usually some type of leather, that helps keep it on the wearer's head. 50 gm Helmet, Great Helm A full helmet that covers the entire head and neck. It often has a visor with narrow eye-slots that flips up to offer a wider field of vision. It is primarily used while mounted on a horse but also used on foot. This helmet is quite efficient at protecting one's head and face yet somewhat impairs vision because of the visor and narrow field of view. It is also rather heavy. 30 gm Helmet, Nasal A common type of helmet that works to protect the head and nose. It allows for a wider range of vision at the expense of protection as other than the nose, most of the face is open. 25 gm
Helmet, Skullcap one of the oldest types of helmets to date and found in use all over Mizahar, the skullcap found its first widespread use centuries ago among the Isur who required head protection that did not impede them while offering some amount of protection. The skullcap is little more than a thin piece of metal shaped to fit over the top of one's head. It does not offer any protection to the face or neck and it is very thin. Thus, while protecting from light strikes to the head, it will not hold up against much else. 10 gm

Armor Pieces (Piecemail)

Item Price Item Price Item Price
Arm, Rerebrace 50 gm Arm, Vambrace 50 gm Breastplate 160 gm
Fauld (With Tassets) 80 gm Fauld (Without Tassets) 30 gm Joints (Full Set) 150 gm
Joints (Individually) 30 gm Leg, Cuisses 60 gm Leg (Greaves) 60 gm

Armor Materials

Item Price Item Price Item Price
Bone Cost / 3.5 Bronze Cost / 3 Gold Cost x 7
Isurian Steel Cost x 5 Leather/Hide Cost / 5 Silver Cost x 6
Steel Steel is the most common metal used in armor construction. Listed Cost Wood Cost / 4

Battlefield Gear

Item Price Item Price Item Price
Archery Glove A fitted leather glove to protect the fingers from the bowstring. Normally there are only two or three finger pockets, since only the fingers that pull back the string need padded. 1 gm Archer's Arm Guard A single leather cuff covering most of or the entire forearm of the archer. Protects their skin from the bowstring. 1 gm Bones (game) 1 sm
Builder's Kit, Simple Contains a small hammer, small chisels, nails and a simple saw, for maintaining and building small structures and fortifications. 5 gm Builder's Kit, Complex Contains a hammer, chisels, nails, file, hand-bore, saw, a few sticks of chalk and a roll of parchment for maintaining, designing and building small-medium structures and fortifications. 25 gm Burning Oil (1 lb) 20 gm
Cards 10 gm Figurine 1 gm Folding Brace A steel pole with folding metal pads on either end that can be used to brace a wall 70 gm
Folding Stool 10 gm Hand Ram 2 gm Jacks 2 gm
Memory Stones Small stones with letters or simple images carved into them to help jog a person's memory. 1 sm Officers Outfit Various militant groups throughout Mizahar require certain outfits to be worn. These often include colors/symbols of rank and are of better quality than lesser members 30 gm Personal Banner 2 gm
Portable Ram 10 gm Portable Shelter A wooden case that when opened, folds up into a small shelter large enough for one person to get out of the elements. 25 gm Practice Dummy, Simple A wooden cross sunk in the ground that is meant to resemble the basic form of a human. It is often dressed in beaten-down armor that is of little use for anything other than training. Such practice dummies are useful for training in any form of combat from archery to swordsmanship and even unarmed combat. 10 gm
Practice Dummy, Advanced Two, tall wood beams are sunk in the ground. From either one, chains extend down to connect, at four points, to a wood/rope figure resembling a humanoid. The construct is mean to simulate to some extent, movement from a target as it is struck; thus granting simulated body response to a strike. It is useful in training any form of combat be it armed or unarmed. The dummy itself may be armored, clothed, or left bare depending on the needs of the training. 50 gm Punching Bag The punching bag is essentially a leather pouch packed tightly with straw or some other soft substance. It can be used to aid in physical conditioning but is most often used to practice one's techniques in the art of Boxing. 5 gm Rustproofing Oil 10 gm
Scabbard 4 gm Scabbard, Container 6 gm Scabbard, Dagger 2 gm
Scabbard, Fancy 300 gm Scabbard, Secret Container 9 gm Sharpening Stone, Personal 10 gm
Sharpening Stone, Wheel 200 gm Signal Banner 5 gm Soldier’s Outfit 5 gm
Standard 500 gm Training Post, Simple This is a simple form of training/practice dummy used to help develop and maintain one's combat skills. It is a wooden post partially covered in rope or with canvas pads packed full of chicken feathers and sometimes covered on top of that with metal plates. The post sunk in the ground. One then strikes at the post with parts of their body or with training weapons in order to hone their skills. 5 gm Training Post, Elaborate This is an upgraded version of the simple training post. From the main post there are various wooden extremities sometimes cushioned or armored, sometimes not. This post offers more points of contact than the simple one and thus a wider range of movement for training. 15 gm
Travel Coins The equivalent of gold mizas, these simple gold coins are often accepted by places not familiar with the miza. 1 gm Umbrella Hat 1 cm Waterproofing Oil 5 gm
Weapon Harness 5 gm Weight Set This set is made up of a 3 steel bars, one four foot long and two 18" long ones. There is also a series of iron disks with holes in the center which can be slid onto each end of the bar and clamped on with a simple thumb screw. The disks range from 5 lbs to 25 lbs and there are 200 lbs worth of disks. The purpose of the set is to aid in bodybuilding. A special bench sitting and/or laying on can be purchased for 8 gm extra. An overall good set to have in any barracks or training facility. 45 gm

Enlightened, Magic and Magic Related

For the labs and kits listed here, the cost for replacing used/lost materials, items and equipment is half that of the full purchase price of the kit/lab.

Item Price Item Price Item Price
Acid (1-Pint Flask) A flask of corrosive liquid that can eat through most non-metal substances 10 gm Acid Bulb Consists of a thin, hard, spherical shell that is filled with acids and usually attached to the end of a long thrusting weapon, such as a spear. Usually found in use by undersea cultures. 90 gm Acidic Tar (½-Pint Flask) This thin glass flask contains a quantity of sticky, acidic tar that sticks to whatever it touches. The flask itself is quite fragile and great care must be taken in its handling. 50 gm
Embalming/Preservation Salts These salts are used primarily in the preservation of corpses in various religious and cultural practices. They are also commonly used by Nuit to aid in the preservation of their borrowed bodies. 10 gm / 10 lb Ivak's Fire (1-Pint Flask) This is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of Ivak’s fire to cause quite a bit of damage to an object or opponent struck by it. Ivak's fire is a rare material found near volcanoes in the form of slimy, sticky residue. It is most often found on rocks near volcanic vents. (Very rare to obtain) 20 gm Alembic, Greater A complex piece of glassware useful for philtering, the greater alembic handles several mundane boiling and separating tasks automatically, allowing the user to concentrate on other, more important processes. 100 gm
Antitoxin (Vial) Used to combat the effects of certain types of poisons. Antitoxins are specific to the poison that it is designed to combat. 50 gm Appraisal Kit Contains a variety of tools for identifying substances, alloys and methods of manufacture. Useful to jewelcrafters who may need to identify certain stones and determine their value. 50 gm Barrister Case This armored case is capable of holding up to four books; protecting them from water and moderate heat. 250 gm
Book, Common A common book, one that you are most likely to find in a shop is one that is poorly written with bad grammar and include personal stories and observations. They are basically someone's journal or diary. You don't buy a journal to learn Reimancy. These books cannot be used to learn skills. Though considered to be common, these books are still difficult to find. 5-10 gm Book, Average An Average book, one that is well written and might be more than a simple journal, may contain enough information to MAYBE will have just enough information to help you achieve an L1 in a skill. If we are talking magical skills, a VERY rare instance of one of these books may provide you with enough information to get you started on an L1 but that's about it. They are very hard to find and won't be found in your average shop. 50 gm Book, Blank These are books with pages yet to be filled. They are often bound with covers of leather although other materials such as wood or even bone are not uncommon. 3 gm
Book, Exquisite Exquisite books are Post-Valterrrian works of art. They often contain copied fragments from Pre-Valterrian sources and/or are written by those with high levels of education in different fields. Even then, you aren't likely to gain enough information for more than an L2 skill if you are lucky. These books aren't likely to be found for sale anywhere. 50 gm Book, Pre-Valterrian Pre-Valterrian books are more than 500 years old and are next to impossible to find fragmented and nothing short of a god quest will nab you a complete one. Starting with fragmented pieces of one of these books, it will cost at least 100 gm and we're talking a single page. The information rumored to be contained in these books is said to be quite extensive. 100-500 gm Candle Made from animal fat, a candle clearly illuminates a five-foot radius and burns for one hour. 1 cm
Candle, Standing This six-foot tall, one-foot wide candle stands upright on any flat surface. It is much like a a normal candle except for being larger. It illuminates a 25-foot radius and burns for 10 hours. 2 gm Candle, Smoking When lit, this candle produces thick colored smoke. A tiny amount of smoke powder is mixed into the candle along with a dye that creates the unique color when lit. 5 sm Choke Bomb These small, glass flasks contain a few ounces of dander gathered from animals. When thrown or dropped, the fragile flask breaks on impact and the dander spreads out into the air. This causes choking and sneezing to those within nearby (within 10 foot of the broken flask) 100 gm
Concealing Ring This ring has stone set in an ornate setting. The setting contains a concealed hinge and clasp, allowing the stone to rotate to the side. Under the stone is a tiny compartment, capable of containing a single dose of poison or other powder. Care must be taken when opening the ring to avoid spilling or otherwise releasing the contained material prematurely. 50 gm Akajia Orb Akajia orbs are small, four inches in diameter, balls of compacted, flammable material known as Akajia's fire diluted with non-flammable mineral powder that allows them to burn up to one hour. The orbs can be placed in lanterns, wall sconces or other receptacles and used as torches. The orbs increase the range of natural darkvision by 30 feet. Common in Sultros, rare outside of the Kingdom 50 gm Akajia Stick These four-inch-long sticks of Akajia's fire are commonly used for quick signaling, as they only burn for less than a minute. When lit, they work much like an Akajia orb however they increase natural darkvision by 60 feet and the glow is visible to others possessing darkvision from as far away as 500 feet. Common in Sultros, rare outside of the Kingdom 25 gm
Familiar’s Pack A way for familiars and animal companions to travel in style, this pack is crafted to provide comfort and protection for its occupant. Food pouches, a bladder for water, washable bedding and litter collection are all amenities the familiar’s pack offers. 90 gm Familiar’s Pack, Plated The same as a familiar's pack but with steel plating sewn in to provide added protection. 150 gm Fire Gloves Many philterers and even some smiths find that they need to handle very hot objects for long periods of time. Fire gloves are made from heavy animal hides with a lining of heavy cloth. 10 gm
Fireproof Oil Distilled from a variety of inflammable liquids and oils attained from any number of aquatic creatures, fireproof oil increases the ability of an item to resist the effects of fire and extreme heat. Each dose of this fluid may be used to coat an item roughly the size of five gallon bucket. The oil lasts for up to a day before losing its potency and becomes ineffective. 50 gm Flare Paste A heavy, black, slightly sticky substance that comes in a thick glass jar. The jar contains enough of the paste to cover a 10-foot by 10-foot area. When ignited, the paste burns for 20 seconds, doing damage every second to anyone that touches it. The paste burns bright white and ignites any flammable materials that touch it while it burns. Also found alongside Ivak's Fire, this paste is more common than the latter. 15 gm False Fire (½-Pint Flask) False fire is the common name for the faintly luminous oil made by many philterers from various types of luminescent moss. The oil doesn't give off enough light to see by, but does clearly outline whatever it covers in dim or darkened conditions. If contacted by bare flesh, it will create burns similar to mild sunburns. 10 gm
Isurian Gum A half inch of gum will hold five pounds of material at any angle from any surface solid enough to hold the weight without crumbling or breaking. Removing an item held by the gum after it has been in contact with it for one full minute requires a good amount of strength. 10 gm Jellyfish Breath This foul-smelling slime comes in a watertight pouch and can be inhaled through the nose and mouth thus granting the ability to breathe underwater for up to three hours. Once used, a person must enter the water within no more than 10 minutes or begin suffocating as the substance prevents air breathing until a few minutes before losing its potency. This substance is VERY rare and is usually found only in deepwater caverns of the Suvan Sea. 250 gm Glassware Be it bottles, beakers, bowls, vials or flasks, there is always need for such items. Price varies on size with vials being the cheapest and bottles/bowls being the most expensive. 1-5 gm/item
Glitter A pouch of glitter contains a metallic powder that, when exposed to air, flares into brief luminescence. The flare is more of an illusion created by light reflecting off of the powder's metallic surface. A pouch contains enough glitter to cover a single five-foot area. Everything in that area is covered with the glitter. 25 gm Glide Oil (10 Applications) The opposite of Isurian Gum, glide oil makes an item or person coated with it resistant to adhesion. The effects last for up to two hours. This substance is most often found in Sultros though it is rare outside of the Kingdom. Unfortunately, while coated with glide oil, an object is difficult to pick up, grasp or hold. Individuals coated with the oil will find it very difficult to pick up objects. 300 gm Ice Cutter A combination of concentrated salt and potent alcohol, when poured onto ice, melts it at the rate of one inch per 10 seconds. Each vial of ice cutter can cover a five-foot square and cut though up to four inches of ice. 15 gm
Ice-Maker A non-toxic chemical mixture that, when mixed and poured into water, chills the water down below the freezing point. A single pouch of ice-maker can freeze a five-foot square of still liquid in ten minutes. This powdery substance is most often found in icy region of Taldera. It is made from residue that forms on the bark of some trees in Taldera. 25 gm Identification Kit Sometimes a philterer does not have the space to carry around an entire lab, but does need to identify potions. The identification kit was designed for just such a thing. It contains carefully measured ingrediants, a few simple tools and a variety of vials. 50 gm Ink (1 Oz. Vial) This is black ink. You can buy ink in other colors but it costs twice as much. A single vial of ink holds one ounce. 1 gm, Colored 3 gm
Inscribing Paint This paint contains both metallic and black elements in a special mixture. When used to scribe fine lines this paint makes it look as though the lines are actually inlaid into the substance, not just painted on the surface. This is particularly useful for creating circles and glyphs. The average pot contains enough paint to inscribe a 10-foot radius area. 3 gm Jester’s Bell Philterers hang these over their equipment and around their labs to warn them of escaping vapors they might not be able to see or smell. 10 gm Otterskin This treated animal hide, backed with plant oils and philtered materials, can be wrapped around an object to provide a protection from water without altering or damaging the item itself. 90 gm
Paper (Sheet) A white sheet of paper made from cloth fibres. 4 sm Philtering Kit A large leather pack containing bottles, jars, mortar and pestle and various items required for producing simple potions (L1-L2). 150 gm Philtering Lab A large collection of philtering equipment including but not limited to, jars, mortar and pestle, books containing simple recipes and a handful of ingredients for producing simple potions quickly (L1-L2); enough ingredients for four L1 potions or two L2s. The lab equipment is sufficient for philtering up to L4; a room to hold the equipment is not included. (Can double as a poison-crafter's lab 400 gm
Parchment (Sheet) Goat hide or sheepskin prepared for writing on. 2 sm Quill Made from a variety of different types of feathers, a quill is effectively a feather with a sharpened end. 5 cm Robe, Philterer's A Philterer’s robe contains specially designed pockets and reinforced layers of padding to hold and protect fragile items, while keeping them accessible. Up to 10 items weighing less than one pound each can be kept in the pockets of this robe and up to 4 larger items can be stored within its special harnesses. 10 gm
Robe, Arcane Sometimes it is important that a djed-manipulator, regardless of specialization, look impressive. Such a thing is likely to be more common in places such as Sahova or the Silver Tower in Sultros. This thick robe has sweeping sleeves, elaborate embroidery and deep folds. 55 gm Robe, Pocket These robes have small pockets sewn throughout their sleeves, inner lining and other areas, each designed to be easily accessible. 7 gm Robe, Akajia An Akajia robe is usually dyed black and includes padded shoes and sound-absorbing lining to reduce the sounds one makes while moving. 35 gm
Robe, Kalean Quilted and thickly padded, a Kalean robe is designed to keep in as much of the wearer’s body heat as possible. Kalean robes are designed to be laced closed from neck to ankles and come with a drawstring hood that can enclose almost all of the wearer’s face to provide the most warmth possible. Nomads traveling and living in the foothills of Kalea often wear these as do people living in the coldest regions of Taldera 20 gm Ruler, Silk 50' of thin silk ribbon serves as a precise measuring device and a constant reminder of correct distance estimates. 80 gm Scroll See the entry for Paper or Parchment. Varies
Scroll, Waterproof This is a scroll written with waterproof inks on water-resistant parchments and then sealed in a watertight container. +10% to the cost Scrollcase, Isurian Steel This heavy, thick case is extraordinarily difficult to destroy 500 gm Scrollcase, Leather A simple, hollow, leather tube designed to hold rolled-up sheaves of parchment. 1 gm
Scrollcase, Watertight Constructed out of tin, the caps at either end of this scrollcase are sealed with wax to prevent water running inside and ruining the contents. 5 gm Smokestick This treated wooden stick instantly creates thick, dark smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 10 seconds and the smoke fades quickly. The smokestick is covered in smokepowder to cause the effect. 20 gm Spiritist Beads These pebble-sized stones are made of stone containing small amounts raw iron ore making them exceptionally heavy compared to their small size. Each stone is encased in a strong netting which allows each one to be connected to another via a sturdy woven string. These stones are specifically designed to be smeared with Soulmist and turned into Ghostbeads which may then be used to create safe-zones from ghosts. Spiritist Beads almost always found only for sale by Spiritists and are inactive until smeared with Soulmist. Each section is 1-foot long but multiple sections may be purchased to increase overall size. 10 gm/foot
Staff, Arcane Made from darkly stained wood, this heavy staff has gold and or silver inscriptions on it. The inscriptions are stylized and not actually magical in nature. The narrow end of the staff has an elaborate metallic spike on it. The head will typically have either a stylized depiction of some animal or a large, rough crystal. An arcane staff, while heavy, is not very sturdy and tends to break when struck firmly against something. It is really more for show than actual use. 100 gm Staff, Explorer’s A smooth, hardwood staff having a few metal fixtures on it that makes it somewhat useful to travelers and explorers. It has a single, flat side which makes it possible to set it down without it rolling. It has a metal loop attached near its middle, just above the grip. The staff is strong and can take nearly 200 pounds at its center point before breaking. This allows it to be used as an effective brace or lever. Finally, the staff has a spiked end, aiding in balance so to keep footing on rocky or icy surfaces. 15 gm Staff, Extension This item comes in the form of 10 one-foot sections of wood and a pair of metal caps. The sections of wood are set with metal on each end; one has screw threads and the other is a sheath designed to accept those threads. As many sections as desired can be put together, resulting in a staff as long as one may wish. Note however that the longer the staff, the weaker it will be. 75 gm
Staff, Fire A fire staff is a hardwood staff with a setting for a glass orb and a gold-lined reservoir in the upper part of the shaft. The reservoir contains a tiny amount of Ivak's Fire. When the glass orb on the end of the staff contacts a solid surface, it shatters and splashes Ivak’s fire on whatever was struck. 145 gm Staff, Kestrel Stand A specially-crafted staff with a foot-long, perpendicular rod attached with a hinge to its upper end, this item serves as a way for various animal companions to rest within arm’s reach of their masters. Various trained birds as well as isurian brynkil often make use of these staves. 50 gm Staff, Hollow These staves look like any other ordinary, fairly thick (three-inch-diameter), wooden staff. However they have a hollow, metal core and at least one way of accessing the central shaft (usually on one end). Detecting the access point is difficult. The staff can store a total volume equal to one cubic foot of material, so long as no part of the material is greater than ¾ of an inch wide. This type of staff is often used by spies and messengers. 150 gm
Staff, Sage's A wooden or metal walking staff with a small built-in podium on its upper end. Traveling sages and storytellers may find use from such a staff as it provides a subtle focus for those who use them regularly; such staves are not a common thing so their use can draw attention. 75 gm Travelers Chest A three-foot by two-foot rolling or sliding chest on a leash. A traveling chest can contain an entire, carefully-packed, philterers lab, vital scrolls and potions, or any number of varied types of paraphernalia. While the chest may have large wheels to aid in its movement, some are designed somewhat like a sled. 100 gm

Magecraft Items

Although the open practice of magic is frowned upon and even forbidden in some areas of Mizahar, there still exists a market for items baring magical properties. Those items crafted primarily through the use of Magecraft are often seen as less dangerous, more accepted and quite useful by even those who would otherwise condemn the use of magic by individuals. As a result, a number of minor yet quite useful items have made their way into various markets and bazaars throughout Mizahar. Due to the cost and effort required in producing Magecraft items, in addition to the danger involved in crafting high powered items, only items of a relatively low power level can be found for public sale. These items are never found for sale in random shops or general stores. They are exclusive to shops and businesses operated by the item's crafter and can be quite expensive even for simple items.

Items are listed with description, required reagents/catalysts, additional skill requirements in addition to Magecraft or skills used to construct the items itself including other magic and/or gnosis, the item's MC (Magical Coefficient) and the number of Magecraft steps. In order to operate a business that sells said items, the owner/operator must have the required skills/materials/gnosis for the listed items. Due to the extreme cost of materials, businesses dealing in Magecraft are few and far between and the items are considered rather rare or uncommon at best.

These are sample items that may be found in a shop dealing in Magecraft items. The listed items very well could be crafted through different means through the use of differing types of added magic, gnosis and/or reagents and catalysts, those found below are only examples of some things that can be found/made. The listed items may include Reagents/Catalysts in their creation. While items with less than 3 steps in a single category do not require Reagents/Catalysts, some optional materials can aid in the Magecraft process by granting additional properties. Some of the listed items below have optional reagents used in their creation to produce the desired effects.

Protection

These are items that provide some form of protection or defense from one or more of the many dangerous aspects of the Post-Valterrian World of Mizahar.

Item Price Item Price Item Price
Alarm Ring This ring is made from copper, silver or gold and is designed to help alert the wearer to a particular aura. These rings can only alert to a single aura and have a limit of a 100 foot radius around the wearer. When detecting the assigned presence, the ring will deliver a very quick jolt to the wearer, informing them of the assigned aura. This jolt only activates upon the initial detection of the assigned aura and does not give any indication of direction, quantity or any other information about the aura, only that it has entered the area of detection. Regeant/Catalyst: Blood of Assigned Presence, MC: 4, Skill: Auristics, Steps: 1 Magical (Auristics), 1 Behavioral, 1 Intellectual, 1 Gnosis (Zulrav). 15,000 gm Armband of Nature's Passage This armband is made of silver bands woven together with wooden strips and is designed to allow the wearer an easier time of traveling through thickly wooded areas. When worn, the armband responds to the presence of thick foliage that would otherwise restrict or bar passage. Branches will conveniently twist out of the way, vines will separate and thorns will dull so that the wearer can essentially create their own path. This will not cause entire trees to move nor will it eliminate the barriers; it only allows the wearer ease of passage and reduce or eliminate cuts, scratches or scrapes that may otherwise be incurred upon such travel. Regeant/Catalyst: None, Skill: Wilderness Survival: None, MC: 3, Steps: 1 Behavioral, 1 Intellectual, 1 Gnosis (Caiyha) 9,000 gm Beast Bane Beast Bane is a small metal amulet made of copper, silver or gold. It can be worn as an amulet or attached to a piece of clothing such as a glove, shirt or belt. The face of the amulet is etched with the shape of an animal such as a dog, cat, bear, etc. Beast Bane is designed to repel natural animals (animals that naturally occur in nature without the assistance of magic, gnosis or otherworldly forces) and deter them from threatening or harming the wearer. The affected animals will attempt to avoid the wearer though if pushed, will still attack. Basically, Beast Bane activates the flight instinct of the affected animal. Regeant/Catalyst: Blood or fur/scale/feather of affected animal, MC: 2, Animal Husbandry: 1, Steps: 1 Behavioral, 1 Intellectual. 5,100 gm
Badge of the Fallen This copper, silver or gold badge takes the shape of a feather. When worn, it grants minor protection to the wearer from injury sustained from falling great distances. While the badge will not make the wearer immune to physical damage taken from falling, it will seriously reduce the sustained injuries. If a fall would otherwise kill the wearer, the badge will reduce the damage to severely broken bones and minor to moderate internal bleeding, depending on the distance fallen. Of course, if the distance fallen would otherwise cause the wearer to shatter every bone in their body and splatter their innards, they will still die but the badge will save them from anything less; the amount of time they live after without medical attention however is still in question. Reagent/Catalyst: A bird's feather, MC: 2, Skill: None, Steps: 1 Behavioral, 1 Intellectual. 5,100 gm Fortitude Belt This leather belt bares a clasp of silver and is designed to provide the wearer with increased stamina and endurance. The wearer is granted increased physical fortitude and can push themselves further than they otherwise would be able to. The belt does not eliminate exhaustion, it simply delays it while tacking it on to the end. Thus, if one goes two days of activity without sleep or adverse affects, they must sleep two days to recover. However, the wearer will be able to function up to four days without physical repercussion although they will have to pay the price of four days of sleep in order to recover. Not paying this price will result in the effects of no sleep coming down upon the person with full strength. Reagent/Catalyst: None, MC: 2, Skill: None, Steps: 1 Behavioral, 1 Gnosis (Izurdin). 5,100 gm Hardened Shield This metal buckler shield possesses a hardened aspect which adds to its ability to absorb damage from weapons. Although not indestructible, the Hardened Shield can withstand an enormous amount of damage before finally giving in. This particular shield goes in the direction of practicality over beauty of appearance leaving it looking like an ordinary buckler while possessing supernatural strength. Reagent/Catalyst: A slice of skin from an Isur, MC: 3, Skill: None, Steps: 3 Structural. 9,000 gm
Iron Cloak Although often crafted as a cloak, the process used to Magecraft an Iron Cloak can be used on just about any piece of clothing. The Iron Cloak is crafted to resist tearing. While it is not indestructible, the Iron Cloak is able to resist normal wear and tear with ease and throughout extended use. It adds no added protection however against physical or magical attacks upon the wearer but will resist tearing as if it were made of much stronger material. Reagent/Catalyst: None, MC: 1, Skill: None, Steps: 1 Structural. 3,000 gm

Utility

These are items that are used more as tools than anything else. They do not have much in the way of defensive or offensive properties and are relatively harmless by themselves.

Item Price Item Price Item Price
Blind Fold This strip of black cloth is long enough to be able to wrap around one's head to cover their eyes. When worn and the command word spoken, the Blind Fold grants the wearer nightvision up to a distance of 50 feet. The effect lasts as long as the item is worn however if worn during the day, it will have no effect. The Blind Fold is especially useful for traveling at night when a light source may draw unwanted attention. Reagent/Catalyst: None, MC: 3, Skill: None, Steps: 1 Behavioral, 1 Intellectual, 1 Gnosis (Akaija). 9,000 gm Call of the Linguist This silver tongue piercing is tipped with a tiny ruby. It is designed to allow the "pierced" to speak a specific language based on the regeant used in creation (blood). So if Symenestra blood is used in the creation, the "wearer" can speak the language of the Symenestra at a basic level. When the wearer speaks in their own language, their words come out in the language the piercing is aligned to. This effect is activated via a command word, usually the word for the assigned language spoken in the wearers native language. Any language can be spoken this way as long as the right blood is used during creation. This also includes animals and sentient beings alike. Regeant/Catalyst: Blood of the spoken language, MC: 2, Skill: None, Steps: 1 Behavioral, 1 Intellectual. 5,100 gm Cube of Firestarting This piece of obsidian is carved into the shape of a cube. By themselves, the cubes provide heat equivalent to a warm blanket. The effect is constant and cannot be deactivated. When combined with the Flame Bowl, the cubes become capable of igniting a flame upon combustible material. Upon blowing on the cube, it breaks down into tiny fiery coals that are capable of igniting any easily combustible material. Reagent/Catalyst: Cube shaped piece of obsidian, MC: 2, Skill: Reimancy (Fire), Steps: 1 Magical (Reimancy). 5,100 gm
Firefly Globe This small glass globe is designed to create mild illumination in a general area or directed into a specific direction. The light effect is constant which means the globe must be covered to prevent it from producing light. The amount of light given off is equivalent to the average torch. Upon speaking the word for "brightness", the globe will produce focused light in the direction the user points the globe in. The amount of illumination is twice that of a torch focused on the target direction. Reagent/Catalyst: A firefly, MC: 2, Skill: None, Steps: 1 Gnosis (Priskil), 1 Intellectual. 5,100 gm Flame Bowl A clay bowl sculpted to a perfect finish, the Flame Bowl is etched with relatively simple glyphs along the inside rim. By itself, the bowl is capable of warming food placed into it to a temperature equivalent to the average bowl of hot soup. When Cubes of Firestarting are placed in the bowl, the cubes become able to start fires using combustible materials. Regeant/Catalyst: A piece coal, MC: 2, Skill: Reimancy (Fire): Novice, Steps: 1 Magical (Reimancy), 1 Intellectual. 5,100 gm Gourmet Spoon Crafted in the form of a metal spoon, the Gourmet Spoon is designed to turn any two ingredients including a solid and a liquid, into a edible, quite well-tasting substance. As long as the ingredients can be ingested, the spoon can turn them into a meal that can be eaten, enjoyed and provided nourishment. For example, a cup of water and a rock can be turned into a nourishing gruel by using the spoon. Regeant/Catalyst: None, Skill: Philtering: Novice, MC: 2, Steps: 1 Behavioral, 1 Intellectual. 5,100 gm
Hood of Grooming This velvet hood is designed to aid in simple facial grooming. By wearing the hood overnight, the wearer will wake up looking clean shaven with clipped hair and a healthy flush to the cheeks. They wearer will look as though they were clean, cropped and made-up to a perfectly presentable condition. The effects of the hood are not permanent however and one's appearance can still be disrupted through normal means. The hood can even make a nuit look a little more alive at least for a short time. Regeant/Catalyst: None, Skill: Morphing: Novice, MC: 2, Steps: 1 Behavioral, 1 Magical (Morphing) 5,100 gm Rain Repeller This item takes the form of a single piece of clothing such as a cloak, robe or shirt. The Rain Repeller is designed to cause rain and wetness to roll away from the piece of clothing thus keeping it completely dry. Regeant/Catalyst: None, Skill: None, MC: 1, Steps: 1 Structural 3,000 gm Soundstone This small stone is shaped from a piece of quartz. It is designed to create pre-recorded sounds that are set upon its creation. The type of sounds are numerous and depend on the reagent used. For example, if the stone were meant to reproduce an animal call, the blood of that animal would be required in the Magecraft process. Alternately, one could craft a short message or even a simple song into the stone using blood taken from their own tongue. Regeant/Catalyst: Varies, Skill: None, MC: 3, Steps: 1 Gnosis (Rhaus or Ionu), 1 Behavioral, 1 Intellect. 9,000 gm
Strong Rope Strong rope is rope that has had its strength increased via Magecraft. Strong rope, although not impervious to breaking, can withstand half again as much stress as mundane rope of the same material. Reagent/Catalyst: None, Skill: None, MC: 1, Steps: 1 Structural. 3,000 gm Waterbead Useful anywhere, especially in the desert, a waterbead is a bead made from a pebble taken from the center of a significant body of water such as a lake or river. When placed in an empty container and given a command word, the stone will produce enough water to fill an average-sized mug. The stone can only be used in this manner up to three times per day before it effectively overgives. If this happens, it becomes useless for a full day following the overgiving. Reagent/Catalyst: A pebble taken from the center of a lake or river, Skill: Reimancy (Water), MC: 3, Steps: 1 Magical (Reimancy), 1 Behavioral, 1 Intellect. 9,000 gm

Price list (Gadgeteering)

Poisons

Throughout Mizahar there are countless things, living, non-living and once-living that may be used in ways not always apparent to most people. However, those skilled in the arts of making poisons have learned how to use such things for deadly and sometimes beneficial ends. The following list of various poisons are those that more commonly known among the poisoners and assassins operating in various locales across the land. This is far from an exhaustive and concrete list of what is available; only some of the more well known. Note that the higher the price listed for specific poisons, the more rare and difficult they are to find and produce. To make it more simple, 1-150 gm = Common(L1), 151-750 = Uncommon(L2), 751-2,500 = Rare(L3), 2501-10,000 = Ultra-Rare(L4). Prices may vary a little per category but seldom more than 25 gm +/-. Most shops and/or dealers in poison will only have Common and Uncommon poisons available for sale. Antidotes for poisons usually cost roughly as much as the poison itself. The rarer, more potent poisons may be more expensive than the market price and haggling with an underworld figure may be required. To work with poisons, one needs at least a portable poisoncrafter's kit. For poisons of L3 or higher, a Poisoncrafter's lab is required.

Item Price Item Price Item Price
Black-Eye (2-dose tiny bag) A black, musty smelling powder made from dried, crushed black-eye mushrooms found growing on trees in various swampy environments. L2 Skill to create. Effects caused through contact with eyes. Causes blindness lasting for 12 hours followed by swelling and itching around the eyes for 12 more hours. 650 gm Bloodroot (4-dose tiny vial) A red, syrupy, odorless liquid brewed from a variety of roots found deep in various forest environments. L1 Skill to create. Effects caused through injury. Causes mild confusion and physical weakness for up to three hours. 50 gm Blue Lies(1-dose tiny vial) A deep, almost-purple blue liquid that smells of berries extracted from a blue lotus. L3 Skill to create. Effects caused through contact. Causes a nearly complete failure of mental faculties for twelve hours followed by another twelve hours of complete confusion. 1,000 gm
Blue Whinnis (4-dose tiny vial) An odorless, light blue liquid extracted from concentrated whinnis root found in forest environments. L1 Skill to create. Effects caused through injury. Causes mild weakness followed by unconsciousness for up to three hours. 175 gm Brawnpinch (4-dose tiny vial) A black, oily liquid with a bitter smell harvested from large scorpions. L1 Skill to create. Effects caused through injury. Causes moderate loss to physical strength over the course of twelve hours. 125 gm Bromine(4-dose tiny vial) A thick, red liquid with acrid fumes made from concentrated bromine syrup produced by the bromine tree found mostly in pockets of the Cyphrus region. L2 Skill to create. Effects caused through through injestion. Causes moderate physical weakness followed by extreme nausea and internal bleeding over the course of six hours. 500 gm
Blackened Breath (4-dose tiny bag) Pale yellow stones with pungent, colorless fumes found that when burnt and inhaled, cause a slight yet permanent loss of health followed by twelve hours of additional physical weakness. Most often found in coastal caves (Aquatic). L2 Skill to create. 300 gm Carrion Limb (4-dose tiny bag) A pale green powder that smells like smoke created from the boiled lungs of giant centipedes. L2 Skill to create. Effects caused through injury. Causes loss of movement in limbs for up to 10 minutes. 300 gm Close Call (4-dose tiny jar) An odorless yellow paste made from the bump root found in forest environments. L1 Skill to create. Effects caused through injury. Causes loss of motor skills, balance and agility for up to an hour. 75 gm
Corona (4-dose tiny vial) A lemon-colored syrup with a floral scent made from the aged arteries of a giant spider. L1 Skill to create. Effects caused through injury. Causes mild strength loss increasing to moderate loss over the course of six hours. 75 gm Coral-Blade (4-dose tiny vial) A luminescent, pink liquid that smells of melon made from the liquefied cartilage of a coastal fish. L2 Skill to create. Effects caused through injury. Causes loss of movement in limbs for up to two hours. 300 gm Caustic Jelly (4-dose tiny jar) A thick, gelatinous jelly with an acidic smell made from a variety of aquatic oozes and moss. L2 Skill to create. Effects caused through contact. Causes severe acid burns to unprotected flesh resulting in pain and scarring. 200 gm
Dark Tongue (4-dose tiny vial) A black, watery liquid that smells like coffee made from the concentrated venom of a black adder. L1 Skill to create. Effects caused through injury. Causes moderate physical weakness for up to four hours. 25 gm Dark Reaving (4-dose tiny bag) A gray powder that smells of mildew made from the solid remains of various undead creatures. L2 Skill to create. Effects caused through ingestion. Causes heavy physical weakness followed shortly after by a moderate loss of strength over the course of eight hours. 200 gm Deathblade (4-dose tiny bag) A black, smoke-scented ash made from filtered cinder of a burnt assassin vine found in mountainous regions. L2 Skill to create. Effects caused through injury. Causes moderate physical weakness over the course of six hours. 175 gm
Desert Sands (1-dose tiny bag) An odorless, light brown powder created from ground giant scorpion chitin. L3 Skill to create. Effects caused through injestion. Causes a severe and permanent loss of physical strength sometimes resulting in total loss of movement. 1,000 gm Ivak's Rage (1-dose tiny bag) Rust-colored crystals with the sulfuric odor made from the processed flesh of a giant worm said to dwell near the legendary prison of the god, Ivak. L3 Skill to create. Effects cause through injury. Causes wounded flesh to bubble and pop as if on fire causing severe damage and permanent scarring to the affected area. 1,200 gm Dripping Doom (4-dose tiny vial) A black, foul-smelling syrup made from the fermented residue of various oozes and slimes found in subterranean environments. L2 Skill to create. Effects caused through injury. Causes a moderate reduction in willpower and motivation resulting in lethargy for up six hours. 300 gm
Engeron Bane (2-dose tiny vial) A green, watery liquid with a minty smell made from concentrated fungi amalgam commonly found in subterranean environments. L2 Skill to create. Effects caused through injury. Causes unconsciousness for up to 12 hours. 500 gm Englehorn (2-dose tiny bag) A brown, green veined vine with red flowers often used as decoration. When burned the vine produces foul-smelling green fumes that cause a target's throat to dry, crack and bleed almost immediately. L2 Skill to create. Effects caused through inhalation. Causes moderate physical damage to the neck and throat resulting in fits of choking and coughing blood. Effects last for up to four hours. 300 gm Emerald Anguish (4-dose tiny vial) A mint-scented, clear fluid with small bubbles made from the oxygenated cranial fluid of the giant, emerald crocodile found in certain tropical swamps (Aquatic). L2 Skill to create. Effects caused through injury. Causes confusion for an hour followed by four hours of dulled mental faculties. 375 gm
Flamestrike (4-dose tiny vial) A clear, odorless liquid extracted from milking a live flamestrike rattlesnake found in the vicinity of active volcanoes. L2 Skill to create. Effects caused through injury. Causes severe loss of physical strength for up to twelve hours. 400 gm Fireice {1-dose tiny vial) An odorless, light blue, milky fluid that radiates cold made from the aged brain of a frost worm commonly found burrowing through the frozen wastes of the far north. L4 Skill to create. Causes flesh to grow cold over the course of four hours followed by another hour where the blood and internal organs begin to freeze. After six hours, the entire body turns to solid ice. There is no antidote to this poison. 5,000 gm Golden Arrow (1-dose tiny vial) A golden yellow liquid that smells of honey made from the extract of the insanely rare yellow lotus. L4 Skill to create. Effects caused through contact. Causes an exponential increase in one's intelligence and grants the knowledge of and ability to manipulate Djed via Reimancy for up to three hours. Afterwards, the subject loses nearly all mental faculties and falls into a coma for three hours before recovering. All benefits and consequences of using Reimancy apply for the length of the poison's useful duration. 8,000 gm
Greenblood oil (4-dose tiny vial) A dark green oil with a slight pine scent made from pressed rogue vines found in forest environments. L1 Skill to create. Effects caused through injury. Causes slight physical weakness for up to two hours. 25 gm Hag's Mask (4-dose tiny bag) A small, brown, odorless, tasteless lump made from the boiled heart of a grotesque-looking giant swamp rodent. L2 Skill to create. Effects caused through injestion. Causes a victim's face to break out in hives, pimples and soars that constantly ooze foul-smelling fluid for up to a day. 250 gm Heartstinger (4-dose tiny jar) A dense, brown paste that smells like manure made from the slime found in various mollusks. L2 Skill to create. Effects caused through injury. Causes moderate physical weakness for up a day. 350 gm
Hope's Demise (4-dose tiny jar) A dark purple jelly with the scent of grapes made from the aged scum collected from the oozes growing in subterranean environments. L2 Skill to create. Effects caused through contact. Causes the affected individual to become repulsive to the undead; keeping them at bay for up to twelve hours. When the effects fade, the individual is left feeling weak and lethargic for up to six hours. 225 gm Intellect Mist (4-dose tiny bag) Dark blue, cold vapors created from the burnt mucus of a Ravokian eel found only in Lake Ravok. L2 to Skill to create. Effects caused through inhalation. Causes affected individual to benefit from quickness of thinking and increased focus/attention for up to four hours. 300 gm Isurian Hammer (4-dose tiny vial) An odorless, crimson liquid with green flecks distilled from giant centipede blood. L2 Skill to create. Effects caused through contact. Causes victim to suffer from moderately reduced reflexes and lack of balance for up to five hours. 175 gm
Kracophage (4-dose tiny jar) A purple paste with an earthy odor made from the fermented wing membranes of various species of giant bats. L2 Skill to create. Effects caused through contact. Causes deafness in one minute of contact which lasts for up to an hour. 200 gm Lazy Gel (4-dose tiny jar) A teal-colored paste with a sugary scent made from the poison of small centipedes. L1 Skill to create. Effects caused through injury. Causes mild loss of balance and agility for up to two hours. 10 gm Lilyweb (4-dose tiny vial) A thick, purple liquid with the scent of lilies made from the venom of medium-sized spider species. L1 Skill to create. Effects caused through injury. Causes mild loss of physical strength for up two hours. 20 gm
Lost Tongue (4-dose tiny vial) An odorless, faint green mist made from evaporated vine oil from various vines found in forest environments. L1 Skill to create. Effects caused through inhalation. Causes thickening of the tongue to the point of muteness for up to two hours. Poison is inert at cooler temperatures. 15 gm Luminous Vos (3-dose tiny vial) A violet colored fluid with the consistency of blood that when coming in contact with flesh, causes a stain that glows with a violet luminescence. L1 to create. Causes slight irritation to the affected area. Effects casued through contact. Effects last for up to 5 hours. Made from aquatic seaslugs. 20 gm Nightblinder (4-dose tiny jar) Odorless, gray granules combined with water to form a paste made from the dried and chopped spleen of a giant mountain worm found in the mountains of the Kalea region. L2 Skill to create. Effects caused through injury. Causes nightvision blindness for up to three hours. 315 gm
Phantom's Shell (4-dose tiny bag) A brown powder with the odor of wet fur made from the ashes of various types of sea-weed. L1 Skill to create. Effects caused through injury. Causes the victim's flesh to become more sensitive to pain for up to four hours. 25 gm Pillowsap (4-dose tiny vial) An odorless, thick red fluid with a faintly bitter smell made from the curdled blood of a giant beetle. L2 Skill to create. Effects caused through injury. Causes a victim to fall asleep in one minute and lasts for up to three hours. 400 gm Rutlye (1-dose tiny jar) A thick, brown paste that smells of roasted nuts made from refined giant wasp stinger. L3 Skill to create. Effects caused through injury. Causes immediately loss of movement in limbs for up to 2 weeks. 900 gm
Shimmer Dust (1-dose tiny bag) A fine powder with a slight smell of freshly baked bread made from finely crushed shimmer stones; stones found around the location of great magical battles (mineral). L4 Skill to create. Effects caused through injury. Casues victim to lose substance and become incorporeal for twenty seconds. When the effects fade, severe headaches occur for up to two hours. 1,100 gm Silk Streak (4-dose tiny jar) A clear paste with a flowery smell made from the web of certain swamp spiders. L2 Skill to create. Effects caused through contact. Causes black streaks to spiderweb outward from the point of contact. The affected area feels like something is crawling beneath the skin as the poison attacks the nerves in that area. Actual damage often comes from the affected individual trying to kill whatever is crawling beneath their skin. Effect lasts for 12 hours. 750 gm Symenestra Poison (4-dose tiny jar) Poison produced by a Symenestra near starving, difficult to collect and spoils quickly. L2 Skill to create. Effects caused through contact. Highly acidic, erodes flesh and metal in potent doses. 700 gm
Terror-Root (4-dose tiny bag) A violet brick that crumbles to small lumps made from the boiled roots of certain plants found growing in mountainous regions. L2 Skill to create. Effects caused through contact. Causes moderate loss of balance and agility for up to five hours. 315 gm Viper Kiss (2-dose tiny jar) Pink threads smelling of decay made from the muscles of a giant viper. L3 Skill to create. Effects caused through injestion. Causes severe and permanent loss of physical endurance and shatters the victim's health for weeks to follow. 975 gm Void Mist (2-dose tiny bag) Green pellets that release an odorless, light green vapor when placed in water. Made from the spores of the void flower found in the vicinity of Spires. L3 Skill to create. Effects caused through inhalation. Causes blindness, deafness and muteness for up to six hours followed by shattered health and reduced physical endurance for up to twelve hours. 1,150 gm
Wildleash (3-dose tiny vial) Brownish-green paste that smells like dry leaves. Made from a variety of mushrooms found on the forest floor mixed with a couple drops of kelvic blood. L2 Skill to create. Effects caused through injury. Causes shape-shifters to lose control of their various forms; shifting uncontrollably until loss of consciousness. When awakening, the target finds they are unable to become angry or enraged, instead becoming quite passive. The uncontrolled shifting lasts until the target loses consciousness; only a minute or so while the passive affects last for up to an hour after waking. 575 gm Wisps of Change (1-dose tiny bag) Silver, crystalline flakes made from refined crystals found only at at the bottom of deep underwater caves. L4 Skill to create. Effects caused through inhalation. Grants the ability to randomly shift ones form to that of different animals from tiny to medium size for up to six days; some of the shifting is uncontrollable. When the poison wears off, the individual is left with broken bones in their arms and legs as well as broken ribs from all of the shifting. 4,500 gm

With poisons come the items and objects by which they are made and dispersed. The proper equipment or weapon is absolutely essential for those delving into the various aspects of poison crafting and poison use. The following list contains a variety of items; most considered illegal in most civilized areas and thus are only able to be purchased through a underground or a black market. Depending on the city, if one is found with these items in their possession, it will usually lead to incarceration or in extreme cases, execution. Note that during character creation and starting packages, some of these items may be taken though a certain skill level in poisons may be required. When this is noted in the item description, that level of skill is also required to create said items where applicable.

Item Price Item Price Item Price
Blade spring A small spring-loaded device that, when triggered instantly projects a stiletto blade or a sharp spike, or it can hurl a dart. These mechanisms can be built into most weapons and armor or even into most hand-held objects. Novice level in poisons required for starting package purchase. 4 gm Bolt, glass-bulb This device, filled with liquid or powder, can be installed on any crossbow bolt (even hand crossbows) or arrow. These items can accurately deliver a dose of poison to the target. 1 gm Bracer, utility A single, thin leather bracer that can be easily concealed under any loose-fitting sleeve. Each bracer is custom-made and can be fitted with up to three of the following options: Spring blade - 4 gm, Needle launcher - 7 gm, Vial sheaths (3) - 1 gm. Novice level in poisons required for starting package purchase Varies
Caltrops, poisoned (25) By wearing gloves and strategically placing these caltrops in front of doors, on a step, at a corner; anywhere that a pursuer couldn't easily see them, they serve as a means of delaying or channelling an enemy. In addition to causing minor wounds to a victim, including their slowing effect, the poison they bear serves to weaken further an enemy. Competent level in poisons required for starting package purchase. 25 gm Candle, dispersion These candles are made by combining molten wax with a dose of ingestion type poison and a binding agent like fat or egg albumen. When lit, the poison they contain slowly disperses into the air, filling a 10-foot radius area around the candle, turning the ingestion poison into a gas. This poison gas is invisible and generally odorless. These candles become effective one hour after they are lit and remain deadly thereafter while it burns. If the candle is quenched, any remaining duration is saved, though the one-hour burn process must begin again for the gas to build up again. Dispersion candles burn for a total of four hours in any event, and the gas lingers for 10 minutes after they go out for any reason. Competent level in poisons required for starting package purchase. 5 gm Clock, poison This, to all appearances, looks like a water clock with an alarm feature on it. There is a bladder hidden inside the clock where any airborne poison can be stored. The back panel of the clock needs to be removed in order for the bladder to be filled. Usually the bladder is filled with colorless and odorless poisons which give little chance of being detected, except by the use of a detect poison spell. Once the bladder is full the alarm of the clock becomes the trigger. When the alarm goes off, the bladder rapidly fills with water. When the bladder is full and the alarm goes off, the poison is released into the air. The poison will affect anyone within 20 feet of the clock when the poison is released and dissipates after one minute. This cannot be purchased as part of a starting package and is considered to be rare. 2,000 gm
Colorclear (treats 2 vials) When ground into a fine powder, the petals of this small white flower make most colored fluids clear. The thicker the fluid and the darker the color, the more powder required. Transformation from color to clear usually takes one minute of vigorous stirring, at which time the powder dissolves and is rendered invisible. A faint bitter taste remains, giving those who drink the now clear substance a chance to realize that the drink they have just imbibed my not be as pure as they'd thought. The plant from which the colorclear powder is made is not rare, but it is not hardy and grows only in very wet and warm areas. The flowers bloom for a period of ten days during early spring, then go to seed. Novice level in poisons required to for starting package purchase. 100 gm Death cup This metal cup comes in variety of shapes and styles, but all versions have a hidden reservoir that can hold one dose of a liquid poison. The poison is poured in first and seeps down into the reservoir through cleverly concealed holes in the base of the cup bowl. When another liquid is added, the poison and drink mingle during the pouring process. Competent level in poisons is required for starting package purchase 75 gm Portable Poisoncrafting kit Combining some of the functions from both an philterer's identification and appraisal kits, this portable kit is more specialized for the poisoncrafter's trade. A series of small vials, bags, bottles and tubes along with various identification and production tools are included in the kit. Contained in a large bag often strapped to a backpack, to the untrained eye, it looks very much like an philtering kit. Novice level in poisons required for starting package purchase. 150 gm

Herbs and Plants

There are countless examples of various herbs found in Mizahar. The following are examples of some of the more unique herbs that are known to possess a number of special uses that many throughout Mizahar take advantage of. This is not meant to be a full, exhaustive list of all herbs and plants one may find but does give a wide range of some things that stand out.

Botanists know how to grow and identify plants and often the proper means of harvest. Herbalists know how to utilize what parts of plants to turn them into additional useful items like medicines, beauty products, etc. Philterists can turn properties of plants into potions and brews ie philters. If a plant is listed as L1 Herbalism to identify and harvest, one can assume safely that L1 Botanists can also identify and harvest plants. Herbalists cannot grow or properly care for plants without Botany knowledge whereas Botanists can't utilize plant properties without Herbalism knowledge.

Herbs are listed with their frequency (how easy are they to come by, how difficult to identify), common locales (where do they grow), harvest type (annual: every autumn, perennial: midsummer, biennial: every other midsummer), Cost (how much for what parts) and description. The description will include appearance as well as common uses and any other special notes. A special note on frequency: Frequency is classified from common to very rare and is tied to the Locale. Just because an herb is common does not mean that it can be found anywhere (in the wild or for sale). If an herb is common, it is common in the locale listed for that particular herb. Outside of that locale, consider the frequency to be one category higher as far as finding it for sale. For example, an herb common to temperate areas would be uncommon when sold outside those areas and an uncommon would become rare. If this would take the frequency past rare then it is unavailable for sale in that particular area. With each increase in frequency such as mentioned above, the cost of a particular plant/herb doubles. Thus if a temperate herb that normally costs 1 gm is sold outside of a temperate area, the cost becomes 2 gm.

Infusion: Pouring hot or cold water over leaves, stems, seeds, etc.

Maceration: Soaking in a chosen oil for extended periods of time

Decoction: Boiling leaves, stems, seeds, etc.

Please note that the above processes are different from those involved in Philtering. Philtering can however aid one greatly in the practice of herbalism and allows a different variety of possibilities using the following list of plants and herbs. In many cases, Philtering, Poison and/or Medicine skills may be required to get the most out of a particular herb/plant.

Item Price Item Price Item Price
Acalai Frequency: Rare, Locale: Warm Climates, Harvest Type: Annual, Cost: 4 gm/oz of dried flowers/leaves, 6 gm/ounce of sap or 10 gm/lb of wood chips. This is a small tree with thin bark and rounded compound leaves. It has clusters of small yellow and white flowers. Acalai bark is commonly used as incense while its yellow flowers can be used to make a subtle dye. Thick sap flows easily out of the tree when the bark is cut. The sap can only be tapped after midsummer and must be stored in airtight jars to prevent it from drying to a hard crusty lump. L2 or higher Herbalism skill to identify and harvest. See Desc. Acson Frequency: Uncommon, Locale: Temperate, Harvest Type: Perennial, Cost: 5 sm/palm-sized sprig or 1 oz of seeds, 1 gm for 1 oz of syrup decoction. The Acson plant is made up of erect green stems covered by glossy dark green leaves with white undersides and clusters of light blue to purple flowers shaped like a hood. Fresh leaves and stem are mildly poisonous to the touch resulting in a mild rash and are highly poisonous if infused into food or drink; causing extreme nausea and vomiting. Dried or fresh acson can be chewed to help combat a variety of animal-based poisons but the taste has been compared to chewing on rotten feces. A syrup decoction is often made to help lighten the taste. L1 herbalism and L1 poison to identify and harvest. See Desc. Aletrid Frequency: Common, Locale: Temperate Hills, Harvest Type: Perennial, Cost: 5 cm/oz of dried leaves and flowers. Aletrid grows quickly with twisting roots that spread over low walls and other barriers. It has soft, serrated leaves sprouting all along its length. The leaves sometimes erupt in spikes covered with clusters of tiny five- pedaled gold flowers. Aletrid has a pleasing aroma and is often kept in tangles to mask bad odors. L1 herbalism to identify and harvest. See Desc.
Amur Frequency: Rare, Locale: Temperate Hills, Harvest Type: Annual, Cost: 2 gm/oz of dried flowers. Amur is a low-growing plant with triangular fan-shaped leaves. The stalk grows clusters of pale blue violet to white flowers. The stalks and flowers are dried, powdered and used as rare, potent incense. L1 herbalism to identify and harvest. See Desc. Azhiltu Frequency: Uncommon, Locale: Temperate Hills and Mountains, Harvest Type: Perennial, Cost: 5 sm/oz of dried leaves and flowers. Azhiltu has maroon to purple flowers and green stalks that redden as they approach their roots. Its green leaves have reddish undersides. Dried and crushed Azhiltu leaf and petal mixtures are used as a tea to cure stomach pains. The flowers and seeds are more frequently crushed and then turned into bright, unfading maroon to purple dye for paints and clothing. Azhiltu seeds must be collected by drying the flowers over a sheet and periodically shaking the stalks to loosen the seeds. Azhiltu is used to stop bleeding when applied to a wound as a poultice or dried and taken internally as tea. L2 herbalism to identify and harvest. See Desc. Baltisce Frequency: Rare, Locale: Warm Plains and Hills, Harvest Type: Biennial, Cost: 4 gm/oz of dried bark/root/bud/seed or resin. Baltisce is an aromatic evergreen bush that buds in late spring. Baltisce buds, resin, bark and roots are useful in creating potent macerated stimulants. L2 herbalism to identify and harvest. See Desc.
Batonal Frequency: Common, Locale: Temperate, Harvest Type: Annual, Cost: 5 cm/oz of leaves dried or fresh. This is a very common herb found throughout Mizahar. Batonal has rounded leaves and an aromatic scent that is easily recognized. Batonal is used mostly as a cooking spice but works as a hot infusion as a medicine against internal discomfort. L1 herbalism to identify and harvest. See Desc. Berridon Frequency: Rare, Locale: Temperate, Harvest Type: Perennial, Cost: 5 gm/oz of dried leaves and flowers, stalks or roots or 1 oz of berry juice (12 berries). Berridon is a large plant with reddish stalks, bright green leaves with red ribs and dull purple berries and flowers. It is considered highly poisonous and only really harvested by poisoncrafters. It can also be used as an infusion to cause hallucinations. Macerated berridon oils have unique distinction of being a strong contact, injury or ingested poison that causes extreme bouts of nausea. L2 herbalism and L2 poisons to identify and harvest. See Desc. Belltor Frequency: Common, Locale: Temperate forests and wooded marshlands, Harvest Type: Perennial, Cost: 5 cm per ½ oz of leaves or flowers, 1 gm/ oz tincture. Belltor grows in a crawling maze of roots. It has erect stems that extend up to two feet in height covered with ragged-edged leaves along the vine and stalks. The stems end in a cluster of light pink to deep crimson flowers at the top. It is commonly used in infusions to relieve head congestion and headaches. A hot poultice may also be made from Belltor to prevent scarring and to aid in wound closure. Belltor should be harvested as a whole plant and dried hanging upside down in loose bunches. The roots should also be discarded after drying. Seeds and flowers should be stored in airtight containers separate from the leaves. Belltor is most commonly preserved as a tincture that helps against colds and diseases. L1 herbalism to identify and harvest. See Desc.
Brinetooth Frequency: Uncommon, Locale: Any Forest, Harvest Type: Annual, Cost: 5 sm/oz of berries (roughly 1 oz berry juice) or 2 oz dried bark, 1 gm/8’’ length of wood. Brinetooth is a tough woody bush that grows in tight thickets and hedges. It has ovular leaves with tiny white flowers that become blue berries in the summer. The berries can be mashed, decocted and preserved as pasted used to restore strength and vitality. The wood is often used in woodcarving and shaping. L1 herbalism to identify and harvest. See Desc. Bon’mur Frequency: Common, Locale: Plains and Marshlands, Harvest Type: Annual, Cost: 5 cm/10 fresh leaves or 1 oz of dried leaves. Bon’mur is among the more durable of annuals. It has hairy oval-shaped leaves with blue flowers. It grows up to 18 inches in height. The leaves and roots are often chewed when suffering colds or fevers. Made into infusions, it can help heal injured or sore/dry eyes. Bon’mur is only used as macerated oils made from fresh leaves or in dried leaves as teas. It can also be used wake unconscious victims. L2 herbalism to identify and harvest. See Desc. Boldt Frequency: Uncommon, Locale: Forests and Seacoasts, Harvest Type: Perennial, Cost: 5 sm/oz of powdered bark or dried flowers. Boldt is a tough shrub found in soft, sandy soils. It produces strongg, straight fibrous to woody stalks and has bright yellow flowers and seed pods that pop when ripe. Boldt wood is used as thatch in areas where it grows in abundance. It is also useful in making brooms or woven into baskets. With careful preparation after a fresh harvest, the fibers can be pounded into paper or woven into ropes or cloth. Boldt must be worked within days of harvest unless one is drying flowers and bark for later use. L2 herbalism to identify and harvest. See Desc.
Bunwol Frequency: Uncommon, Locale: Any Marshlands or Fresh Water Coastlands and Riverbanks. Harvest Type: Perennial, Cost: 5 sm/10 fresh berries or as 1 oz maceration. Bunwol is a thick rooted and fast growing plant that climbs and stretches over most things in its path. It has brittle stems shooting up from the base with hairy leaves and greenish flowers that become orange berries in early summer. All parts of Bunwol are poisonous, causing light nausea and weakness if ingested however, when macerated, the resulting oil acts as an antidote to most types of plant-based poisons. L3 herbalism and L2 poisons to identify and harvest. See Desc. Bynntip Frequency: Rare, Locale: Temperate, Harvest Type: Biennial, Cost: 5 gm/oz of leaves or bark, dried and powdered. Bynntip is a small shrub like herb with diamond shaped leaves growing in branching woody vines from a central stalk. It is considered more of a weed that is useful in thatching although skilled herbalists may notice certain discolored pieces of Bynntip bark that may be dried, powdered and inhaled. The resulting effect causes the subject to see their surroundings shift and morph into different landscapes for around 30 seconds. The actual environment does not change as the subject is actually catching a brief glimpse of the Ukalas. L1 herbalism to identify and harvest the weed itself. The mystical effects of the herb require an L4 herbalism skill to identify and properly harvest. See Desc. Calgonquit Frequency: Rare, Locale: Mountain Forests, Harvest Type: Biennial, Cost: 12 gm/1 oz of dried root, 20 gm for whole fresh root. Calgonquit is an ugly weed with tough roots that crawl and climb at great speed. Its dark green heart-shaped leaves have black ribs and undersides. Calgonquit can spread over a 5 foot wide area. The only useful part is its tuberous central root. When chewed, the root helps clear the mind and is especially useful in meditation. It can also be cut, dried, powdered and finds better use when dissolved in liquid. L2 herbalism to identify and harvest. See Desc.
Clodgol Frequency: Rare, Locale: Temperate to Warm Hills and Mountains, Harvest Type: Perennial, Cost: 5 gm/oz of dried seeds (as spice) or by stalk (as dye) or by flower head. Clodgol is a rare plant that grows low to the ground. It has a tough stalk of gold and green with tough protective leaves forming a tight sheath on the stalk and ending in a six-petal star shaped flower of white and gold. The leaves and stalks can be boiled down to pulpy masses and crushed. This releases a strong yellow to gold colored die. Flowers and seeds are crushed and dried as a potent and highly desired spice for cooking. Clodgol seeds must be extracted from the flower heads which are dried flat by tipping the flowers upside down after drying to shake the seeds loose. Dyes produced from Clodgol must be extracted from the stalks within a month of harvesting else the color will become uneven and faded. L2 herbalism to identify and harvest. See Desc. Connal Frequency: Common, Locale: Temperate Hills Plains and Forests, Harvest Type: Perennial, Cost: 5 cm/oz of dried flowers or dried roots. Connal is a short plant with a rosette of wrinkled leaves with a velvety underside. From the base of the rosette grows a slim leafless stem that produces a yellow blossom with a red center. The dried flowers or roots can be used in a hot bath for relief of aching joints and wounds. It can also be infused into tea to induce sleep. Another popular use is fermenting the herb into a mild white wine. All parts of Connal can be dried and stored together. L1 herbalism to identify and harvest. L1 brewing needed to make the wine. See Desc. Dalmis Frequency: Rare, Locale: Desert or Warm Plains, Harvest Type: Annual, Cost: 6 gm/oz of ground damiana or cut sprigs. Dalmis is a tough, skinny, ground hugging shrub that grows in warm climates along the edges of deserts. It has grayish green stalks and dark green leaves that only produce tiny white flowers in early spring. The stalks and leaves are dried and chopped and mixed together as incense. The flowers and seeds drop off soon after blooming and only the leaves and stalks are harvested. When dried and ground, Dalmis powder becomes a good base for philters. L2 herbalism to identify and harvest. See Desc.
Delaviv Frequency: Uncommon, Locale: Any Temperate, Harvest Type: Annual, Cost: 5 sm/oz of dried flowers, buds or leaves and stalks. Delaviv grows only 8 inches high with square stalks and velvety round leaves. It has seed buds that bloom into tiny purple flowers in late summer. Delaviv is most often decocted into wine to ease and speed baby deliveries though the same medicines are used to aid in the flushing of poisons from the body. L1 herbalism to identify and harvest. See Desc. Didiatum Frequency: Common, Locale: Temperate Wetlands and Swamps, Harvest Type: Perennial, Cost: 5 cm/oz of leaves and roots. Didiatum leaves grow in large clumps from a central stalk like very tall broad lettuce and are easily noticeable as waxy rounded leaves of deep green with white ribs. The central root and the inside of leaves contain an oily sap that can be used as an insect repellent or for waterproofing light leathers and canvas. The leaves and root can be pressed to remove sap and if reduced by heating , the sap becomes a brilliant blue ink. If the leaves are harvested and allowed to dry, flattened under a cloth, their fibers can be twisted together to make cords as strong as hemp or woven together to create cloths or rugs. L2 herbalism to identify and harvest. See Desc. Demona Frequency: Rare, Locale: Warm Plains and Marshlands, Harvest Type: Annual, Cost: 6 gm/oz of liquid resin or 1 oz dried resin or 2 oz dried bark. Demona is an evergreen palm tree of small to average height with tough stringy bark that can be peeled off in strips and thick amber to crimson resin that can be tapped in early autumn. Demona bark can be twisted into rough cord similar to twine. It often gets dried in small chunks for incenses. It can be peeled off nearly year round though a tree should never be stripped beyond one side of the trunk. The resin, kept out of sunlight, can last up to eight months. It can also be spread on wooden trays and kept in the sun so that it dries into hard translucent umber colored lumps. Demona is used by Philterers to enhance the potency of their philters (doubles the effectiveness of philters it is added to). L2 herbalism to identify and harvest, L2 philtering required to use in philters. See Desc.
Doglo Frequency: Uncommon, Locale: Any Temperate, Harvest Type: Annual, Cost: 5 sm/1lb of berries or 4 oz fresh leaves, 1 gm/bottle of wine. Doglo is a berry laden vine that climbs and clings with triangular waxy leaves and thick succulent stalks. It has tiny white flowers that turn to bright blue berries. The most common form of harvest of berries is to make jams and ferment them into wines as well as drying and boiling out the essential oils of the fresh leaves in autumn to make a rich blue dye. L1 herbalism to identify and harvest. See Desc. Elentai Frequency: Uncommon, Locale: Temperate Plains, Harvest Type: Perennial, Cost: 8 sm/oz of dried petals or dried roots. Elentai grows with a smooth stem up to five feet high with leaves ranging from oval tooth-shaped leaves at the base to smoother spear shaped leaves higher up. Elentai flowers with a large head with many small petals ranging from pale orange through red to purple that bloom for most of summer. Most people chew the raw or dried root to prevent infections or to help resist moderate to serious illness. It should be dried in long, thin slices to dry out quickly and retain much of its healing potential. L2 herbalism to identify and harvest. See Desc. Emilvirute Frequency: Uncommon, Locale: Temperate, Harvest Type: Biennial, Cost: 15 sm/1 oz of milk or 3 oz dried leaves. Emilvirute, most often known as Emil, grows on an erect hollow stem covered with lance-shaped leaves. Emil flowers in summer with clusters of two to six white blooms. The skin of the fleshy stems can be cut to collect the milky juice from the plant which is used to induce vomiting and as a poison. The oily leaves give rashes and blisters. Emil’s milky sap and the plant itself are used in numerous ointments and balms and polishes despite its mildly poisonous nature. The sap can be collected in roughly 1/20oz amounts per plant and stored in an airtight container out of the sun for up to nine months. The milk is highly useful after distillation in many poisons. Poisonous effects include nausea, rashes and weeping blisters. L2 herbalism and L2 poisons to identify and harvest. See Desc.
Everlight Frequency: Common, Locale: Hills and Plains, Harvest Type: Annual, Cost: 5 cm/oz of dried or fresh flowers or in macerated oil. Everlight never grows more than a foot and creeps along the ground. Its jagged, deep green leaves and purple veined lilac and white flowers help its stems stand out from grass around it. Everlight is useful in helping clear clouded eyes or helping washout injured eyes. Everlight tea infusion from flowers acts as a stimulant to help focus the mind and aid in meditation. In order to keep more than a few weeks, Everlight flowers need to be macerated to keep more than a few weeks. L2 herbalism to identify and harvest. See Desc. Fauxsil Frequency: Uncommon, Locale: Marshlands and Riverbanks, Harvest Type: Perennial, Cost: 5 cm/oz of dried or fresh leaves or flowers. Fauxsil is a fernlike weed with small hollow stalks. It’s seed fronds and leaves cluster in trios along the stalk. Its leaves and stalks are commonly eaten as a leafy snack like lettuce but it’s most often used as an infusion to help with sleep. The effects are very calming. L1 herbalism to identify and harvest. See Desc. Flametoe Frequency: Uncommon, Locale: Temperate Forests, Harvest Type: Biennial, Cost: 3 gm/1 oz of dried root. Flametoe has a strong scent and spiraling roots that wrap around nearby objects. Small, brown, spade-shaped leaves cling along thin grasping. The root of flametoe is the only useful part of the plant. It is blood red and has a stronger scent than onions. Flametoe is kept dried in long pieces and used to help revive those who have fainted though the root has no effect on conscious individuals save for it really stinks. When dried, it’s usually done in eights and the root is large around as a potato. When dried and ground, flametoe root loses much of its smell and has little use. L1 herbalism to identify and harvest. See Desc.
Gigar Frequency: Rare, Locale: Hills or Plains, Harvest Type: Annual, Cost: 3 gm/oz of dried root or 1 oz of dried and crushed stems. Gigar grows on an erect hollow stem and its leaves reinforce the stem before growing beyond the sheath before becoming spear-shaped leaves of green with whitish undersides. Gigar crowns itself with a seed bud that rarely flowers though winds carry off the light seeds as they mature and separate. Gigar stems are often boiled in milk to relive colicky babies. The dried root is often crushed over meats and stews to add a flavor similar to ginger. L1 herbalism to identify and harvest. See Desc. Halbriar Frequency: Common, Locale: Temperate, Harvest Type: Perennial Deciduous Shrub/Tree, Cost: 5 cm/1 oz of dried blossoms or 3 oz of twigs/wood. Halbriar is a growing tree that can reach 30 feet in height. It can also be managed and trimmed to keep it as brambles and hedgerows. Halbriar is filled with strong smelling five-petaled white flowers with red pollen at the center. Halbriar is known to increase fertility. When fresh pollen is sprinkled in the eyes, one’s vision is altered causing them to see others as having heightened attractiveness. The wood is sometimes used in magecrafting items tied to fertility, attractiveness and lust. Although the tree is relatively common in temperate forests, collecting the pollen at the right time and in the right amounts requires a good amount of skill. L3 herbalism to identify and harvest. See Desc. Heldrog Frequency: Uncommon, Locale: Temperate Forests and Marshlands, Harvest Type: Biennial, Cost: 15 sm/oz of juice or per 4 oz of dried leaves and roots. Heldrog has a rather distasteful smell similar to that of rotting fruit. Heldrog is an erect plant with a smooth woody stalk. Its leaves are feathery with tiny white flowers. Its juices are normally highly diluted and used by philterers in salves or mixed in wine to serve as a sedative. However, undiluted, full-strength juice is an intense poison that can bring about paralysis and stomach damage. It must be harvested at night and the whole plant; leaves, flowers or berries roots and stems must be mashed into pulp and crushed to drain the juice. If the juice is exposed to sunlight it will evaporate quickly so it is rarely used directly. Dried leaves and roots are usually crushed and smoked in waterpipes where it acts as a powerful, relaxing drug. L3 herbalism and L2 poisons to identify and harvest. L1 philtering also needed to make salves. See Desc.
Hommos Frequency: Common, Locale: Temperate, Harvest Type: Perennial, Cost: 5 cm/4oz of leaves or 3 bunches of flowers. Hommos is a short, shrub-like herb with a strong woodsy stalk. It grows straight and tall and has lance-shaped leaves with blue flowers. The herb flowers in summer with a dozen or more blossoms. The flowers are often used in infusions of tea to help with stomach pain or as gargles to sooth sore throats. They can even be soaked in baths to help body aches and pains. An herb of many uses, theflowers and roots can be boiled to make deep blue dye or dried for incense. As far as preparation, hommos is tied in bunches and dried immediately after midsummer. The leaves are usually just dried through macerating them in oil. Its blossoms and leaves are often macerated into an oil to create a dark purple oil that can be burned as a lamp oil. L2 herbalism to identify and harvest. See Desc. Jile Frequency: Common, Locale: Temperate Forests or Hills, Harvest Type: Perennial/Evergreen, Cost: 5 cm/oz of berry juice/20 berries or 3 oz bark or twigs. Jile is an aromatic evergreen tree or shrub with green nettles smelling of pine with tiny brown to black berries all over them. The berries take two years to ripen but there are always berries of varying age present. Five berries are often taken as a fast-acting poison antidote. When decocted, berries and bark may be turned into salves to soothe skin conditions or as a wound cleanser. L1 herbalism to identify and harvest plus L1 philtering to craft a salve. See Desc. Kiv Frequency: Rare, Locale: Any Warm Plains or Desert, Harvest Type: Annual, Cost: 2 gm/oz of dried resin or 4 oz dried wood. Kiv is a small dark red shrub densely covered in waxy spade-shaped green leaves. Kiv leaves are dried out and mixed with the drying resin to create incense while fresh resin is used as a perfume. Kiv perfume is known for its lightly intoxicating scent. L2 herbalism to identify and harvest, L1 perfumery or philtering required to make perfume. See Desc.
Lidgefar Frequency: Uncommon, Locale: Temperate Fields, Harvest Type: Annual, Cost: 7 sm/oz of dried or fresh flowers or 1/8 oz dried seeds or seed powder. Lidgefar grows up to three feet tall with tiny oblong leaves and pink to purple blossoms present through the summer that lead to flattened black seeds by autumn. Lidgefar flowers are abundant and attractive enough that they are often used for decoration. The flowers and seeds are also used in a variety of forms to aid in helping blood clot thus serving well in treating wounds. L2 herbalism to identify and harvest. See Desc. Magecrafter’s Rose Frequency: Rare, Locale: Temperate Mountains, Harvest Type: Biennial, Cost: 15 gm/rosebud fresh or dried or 1 gm/petal or 1 oz dried thorns. Magecrafter’s Rose looks and smells like a common rose except that its branches are jet black and flowers come out a midnight blue with a few specks of white. In order to preserve the rose, one must separate the petals and spread them across cloth to dry them. The rose gets its name for its primary use in magecrafting. 1 dried petal is useful as a reagent in magecrafting. As a reagent, the petal provides coloring to an item similar to the plant and grants extreme resistance to color fade or blemish. A full dried rosebud provides the same properties as a single petal in addition to granting an item a visible, glowing, midnight blue fiery aura that appears under an unfiltered full moon sky. The effect is only visual as the flame is not true. L3 herbalism to identify and harvest and L1 magecrafting to make any use of the flower. See Desc. Midwife Miracle Frequency: Common, Locale: Any Temperate, Harvest Type: Perennial, Cost: 5 cm/oz of dried or fresh leaves or flowers. Midwife Miracle is an aromatic plant that grows 3 to 4 feet high with angular yellow-colored stems with light green leaves that are smooth on their topsides and covered in white hairs underneath. It has small, button-like flowers that bloom dull gold in color. The plant gets its name from its ability, in many forms, to grant relief from many pregnancy-related ailments. L2 herbalism to identify and harvest. See Desc.
Odesea Frequency: Rare, Locale: Any Temperate to Subtropical Hills, Harvest Type: Perennial, Cost: 2 gm/oz of dried or fresh flowers or root. Odesea resembles an iris that is light blue in color. Its dried roots are often used in perfumes and juice made from its flowers and crushed roots are used to create dyes which are used to bleach hair, linens or skin. L2 herbalism to identify and harvest. See Desc. Rhinedale Frequency: Uncommon, Locale: Any Temperate, Harvest Type: Perennial, Cost: 5 sm/oz of leaves or 5 berries. Rhinedale is a small deciduous tree that grows up to 30 feet in height. It has saw- toothed lance-shaped leaves and bright blue to dark purple berries. The wood of this tree is very strong although it does not grow in great enough quantities to be of any real use in larger construction projects. It is however often used in small pieces of furniture and other wooden items. Rhinedale ash, when combined with water, forms a paste that is soothing to blisters and burns. L2 herbalism to identify and harvest. See Desc. Salialana Frequency: Rare, Locale: Subterranean (special), Harvest Type: Annual, Cost: 15 gm/oz of powdered root. Although this small, ugly fern-like plant is classified an herb, it is more like a fungus. Growing as high as a foot tall from cavern floors, the root of Salialana, when powdered and ingested, acts as a very potent aphrodisiac. The plant itself is black making it extremely difficult to identify unless one possesses acute night vision. Salialana is found only in subterranean caverns alongside some of the largest, most established colonies of zith. It is said that through many generations of living around and feeding upon this fungus, the zith developed their rapid reproduction cycles. Whether or not this is true is unknown; however Salialana is a valued by many surface-dwellers. Salialana, along with its aphrodisiac qualities, increases fertility of those who ingest its root powder a hundred fold. L2 herbalism and night vision to identify and harvest. Only located in areas populated by large zith colonies. See Desc.
Tivcore Frequency: Common, Locale: Temperate Lowland and Marshlands, Harvest Type: Perennial, Cost: 4 cm/8 whole stalks or 1 oz ground seeds for ink; 2 sm/sheet of paper. Tivcore reeds grow up to three feet tall and with tassels of seeds that sprout twice a year; in Summer and late Fall. The reeds are often used as kindling or thatch or animal bedding. The seeds can be ground down and the reeds boiled to create inks and paper. Once boiled to pulp the reeds can be flattened and spread out like papyrus forming strong papers and the seeds are ground and mixed with oils and water to make ink. L2 herbalism to identify and harvest. See Desc. Tolm Frequency: Common, Frequency: Any Hills and Lower Mountains, Harvest Type: Perennial, Cost: 5 cm/1oz of dried root. Tom has a strong scent and grows on slim, erect stems with long hairy saw-toothed leaves topped in summer by light red flower combs and bunches. It is most often used in teas or tonics to ease pain, aid sleep and relax aching muscles. L1 herbalism to identify and harvest. See Desc. Vyfox Frequency: Common, Locale: Any Temperate Lowlands, Forests and Marshlands, Harvest Type: Perennial, Cost: 5 cm/ comb of flowers (roughly 1/10oz of flowers if crushed) or 1 oz dry leaf. Vyfox is an erect plant of slight stems with long, lance-shaped leaves formed of hundreds of tinier leaves. It has small white flowers that grow in flat combs and clusters atop the herb. Vyfox is known as a natural antiseptic and coagulant. It is placed over cuts or applied as a poultice to major wounds. The leaves can also be used to make tea to help increase overall healing of injuries. The flowers must be harvested in whole combs or clusters no smaller. L1 herbalism to identify and harvest. See Desc.

Drugs

One of the many gifts granted to the peoples of Mizahar by Nikali, Goddess of Slaves, Pleasure and Addition are the various addictive substances known as drugs. The use of these psychoactive substances to have fun, for the experience, or to enhance an already positive experience is not all that uncommon. Drugs are made from all manner of source material although plants and certain animal parts are the most common. The most common forms of drug administration include Inhalation, snorting, chewing and swallowing. Some drugs are also administered through injection although syringes are large and extremely uncomfortable to use thus reducing the overall common use of this method. Of course there are numerous other ways to administer a drug; they are not limited to those mentioned above.

Drug use on Mizahar is NOT illegal. While anyone can freely engage in the use of any drug they wish, use of it among children is highly frowned on in most racial societies. Due to the general commonality of drug use throughout Mizahar, the cost of many drugs is relatively affordable, by the dose, to most. Multiple doses however can get rather costly. The effects of a single dose of a given drug, unless otherwise noted, lasts anywhere from 1-6 hours on average; sometimes longer and sometimes shorter.

Note that a character's regular drug use can quickly lead to addiction and may end requiring the character to include drug cost into their Living Expenses.

The following drug listings include the Name, Use, Description, Effects, Skill to Create and Cost. This section is an active Work-In-Progress. The current listing of drugs is for Wind-Reach only. More will be added in the coming days.

Item Price Item Price Item Price
Poppers Use: Sniffed/Snorted/Inhaled, Effects: Chemical contained within the air sack of most aquatic animals. When tissue is punctured and the chemical reacts with the air, the user inhales the resulting gas and experiences a warm, light headed feeling. A feel good drug. No specific skill is needed to craft this drug however Fishing may be needed to catch the animals and remove their air sack. 6 gm / dose Winger Use: Sniffed/Snorted, Effects: For those looking for easy transport of their recreational substances, a powder narcotic that can be spread on the fibers of a feather and sniffed was created. Winger can also be snorted in bullet size out of a hallowed out talon. This drug causes fierce hallucinations as well as a feeling of intense invincibility and usually the side effect of thinking one can fly. Winger is made from the dried, powdered flowers of the Uncommon Wingthorn plant that grows in the foothills near Wind-Reach. L2 herbalism and L1 poison to identify and harvest/process. 8 gm / dose Rez, "R" Use: Can be added any hot drink, like tea, smoked or baked into food, Effects: An herb mostly used for medicinal purposes. It is intended to help balance the chemicals in ones brain that controls mood and temper, but when used for recreation it acts as a downer, slowing the pulse and inhibiting proper brain functions. Very dangerous when misused, but found to be a popular de-stresser. The Rez plant is an uncommon plant that grows in the hills near Wind-Reach and requires an L2 herbalism and L1 poison to identify and harvest/process. 6 gm / dose
Temper Use:Can be smoked or baked into foods, Effects: Wind-Reaches weed. Very popular among the lower castes since it is the more affordable of the drugs. Side effects include paranoia and the inability to sit still for very long. Temper is made from the dried leaves of the Temper herb found growing in a number of gardens in Wind-Reach. L1 herbalism and L1 poison to identify and harvest/process. 3 gm / dose Apple Sauce Use: Can be dried and smoked, eaten or dissolved in alcohol, Effects: The sap of a small, ugly bush that grows on the side of Mt. Skyinarta, it is one of very few plants that can withstand the severe weather. The plant, known as the Wind-Apple Bush, produces what look like miniature apples that are inedible, but the sap from the actual bush can be gathered and used as a narcotic. Apple Sauce causes a moderate high followed by exhaustion. L2 herbalism and L 1 poison to identify and harvest/process. 6 gm / dose Funkus Use: Can be dried and powdered, Effects: Small, hallucinogenic mushrooms that grow around the base of Mt. Skyinarta and in the surrounding forest. Can be eaten for extreme hallucinations that consist of either a positive or negative “trip” where ones whole awareness are consumed by this experience. L1 herbalism to identify and harvest. 6 gm / dose
Warp Use: Tablet or pill, Effects: After 1-2 hours of ingesting the drug, visual awareness is heightened, sounds become enhanced, emotions and physical sensations are altered. The user’s sense of self and its interaction with people or objects, their concept of reality is generally brought to question. Strange visual stimuli, that may or may not be comforting or frightening overwhelm the user, there is a real risk of irrational fear taking over, paranoia, confusion or panic. Equally, some people have apparently wonderful experiences with none of these symptoms. Warp is made from pressed powder made from a variety of different forms of dried lichen found in and around Wind-Reach. L2 herbalism, L1 poison and L1 philtering to identify, harvest and process. 8 gm / dose The "Pinch" or "Poke" Use: Can be smoked sniffed or injected, Effects: Another drug of Wind-Reach, it is used as a painkiller, when taken in large doses it’s extremely addictive. It causes a sense of euphoria, exhilaration and a sense of well being. It is an expensive drug that almost no one but the most wealthy can afford, mostly Endal. Even after moderate usage, if the drug isn’t continuously taken there are extreme withdrawal effects that usually cause the addict to do almost anything for another hit. Pinch/Poke is made from the powdered, dried root known as Piletar that grows on the side of Mt. Skyinarta. L2 herbalism and L2 poison to identify and harvest/process. 25 gm / dose Dreamweaving Use: Absorbed through the skin, Effects: The natural fumes of Mt. Skyinarta are put to use in the Dreaming Lady location of Wind-Reach, causing the user to experience vivid dreams and visions. Special
Slammer Use: Tablet, pill or injected, Effects: Primary used as a muscle relaxer, but study proved it to be too strong and with an odd effect. When taking this herb, the user experiences complete numbness in all of their limbs for a period of 1/half hours while still having full control of their bodies. In this condition the user could push their bodies further and harder without feeling any pain at all. Side effects once the dose wears off the user will gain the feeling of their earlier bruises and illnesses and probably need another dose. The Slammer herb is found only in the maintained gardens of Wind-Reach. L1 herbalism, L1 poison and L1 philtering to identify, harvest and process. 7 gm / dose Eagle Eyes Use: Absorbed through the eye, Effects: This liquid drug puts the ciliary muscles in the eye into overdrive, causing the pupil to dilate and increasing the near and far vision of the user to that of supposedly an eagle. Side effect, the user sometimes experiences sensitivity to light and long term use could result in blindness. Eagle Eyes is made from a whole slug; a rare slug found only in and around Wind-Reach. L2 poison to identify and harvest/process. 15 gm / dose Love Dust Use: Sniffed/Snorted or tasted, Effects: - A powder narcotic that is ingested through the nose or mouth. This drug causes intense lust to be with another (something similar to what animals feel in mating season.) The users body becomes ultra sensitive and something as simple as a hug could send them into blissful ecstasy. Side effect-way too many one night stands. Love Dust is crafted from the dried, powdered eggs of Trite Salamander, a species of salamander found only in select locations surrounding Mt. Skyinarta. L2 poison to identify and harvest/process. 14 gm / dose

Income

(Note: Characters may only receive a regular income after arranging it with a storyteller.)

Income received from performing a job varies greatly and depends on not only the job itself but also the skill and ability of the worker. City structure can also play an important role as well. In smaller cities of limited wealth and resources, worker income may be less than what it would be in larger cities with greater wealth. A city that prides itself in its mining operations may value miners and masons more than others thus the income of such occupations may also be greater. Below is a list of sample professions and their basic daily income. This assumes that the worker has at least a Novice (L1) level in the primary skill of that profession. As you will see, income may vary greatly but in general, falls within 1 and 10 gold mizas per day. From the list we can also see that jobs requiring more specialized skills offer a greater income but also require more responsibility. Those who fall behind in their job duties may see a reduction in pay or even the loss of their job.

As a person becomes more experienced and acquires a greater level of ability in skills that relate to their job, they may expect a greater income. For job-related skills of Competent (L2), income general increases by half again as much (rounded down). Thus an alchemist making 7 gm a day at a Novice level will make 10 gm a day at Competant Level (L2). At the expert level (L3), income doubles thus the Competent Alchemist making 10 gm a day will make 20 gm a day as an Expert. At the Master level, income for a job doubles yet again so that the Expert Alchemist making 20 gm a day will make 40 gm a day once they become a Master. Note that this is base income. Finalized income is set by the attending Storyteller and may include extras such as a percentage of sold items, etc. Such percentages added to regular base income does not normally surpass 20% per skill level (rounded down). Thus if a character owned an alchemist shop, the storyteller may decide that the character would make an additional amount of money from sales and services. For the L1 Novice Alchemist making 7 gm, they would get an additional 1 gm from sale profits for a total of 8 gm per day. The L2 Competent Alchemist making 10 gm a day would get 12 gm a day after sales profits. The L3 making 20 gm a day would get 24 gm a day total while the Master making 40 would get 48 gm a day total. Remember that these are routine, everyday wages that do not take into account character discoveries, innovations, inventions and adventuring that may bring separate, less routine amounts of money.

Note: See the Job Thread lore for more information regarding how to do your jobs.

Multiple Owner Notes

If there is more than one owner of a business, there is a primary owner's income to start. Thus if the business is a shop, then the income would be for a shopkeeper BASE income (4gm). For each additional owner, the business would bring in a number of mizas equaling one less. Thus if the before-mentioned shop has a base income of 4 gm, an additional owner would bring in 3 gm for that business for a total of 7 gm. If another owner was involved in the same shop, they would bring in 2 gm for a total of 9 gm.

This additional income is added to the Primary owner's business income as they are the one with the highest relevant skill and are the one who holds the majority interest in the business. Co-owners get the standard income that they would get if they owned their own business.

There is a limit of 3 co-owners in any business and the additional income for multiple owners is figured off of the BASE income for that particular business. Meaning, that it is figured off the listed incomes below without any skill bonuses added.

Skill bonuses still apply for the primary owner; this should be the one with the highest relevant skill used in that business.

Sales bonuses (up to 20%) only apply to the primary owner as well.

The primary owner of the business may not possess multiple occupations outside of their business.

Apprenticeships

Business owners may take on an apprentice in order to teach/pass on their skills in a particular trade. This is treated differently than the case of multiple owners. An apprentice gains a wage just like any other job with a base income based on the type of occupation they are apprenticing in. The wage is paid for by the one they are apprenticing for. For example, if someone is apprenticing as a blacksmith, they would get a base wage of 6 gm / day paid for by the one who they are apprenticed to.

The catch to this is that the apprentice, while learning the trade, contributes to the business through their work and assistance to the master. This assistance essentially pays for the apprentice's wage so that the master does not actually subtract the apprentice's wage from their business income.

The apprentice actually adds to the master's business income with their assistance. The added income to the master takes the form of half of the apprentice's base income value (without skill bonus) being added to the master's income. For example, an apprentice blacksmith with a base income of 6 gm / day would add 3 gm / day to their master's business income.

Only those with a Master level skill can apprentice someone. The apprentice may remain an apprentice until they reach an Expert level in the skill they are apprenticing in. Once the apprentice reaches Expert, they are no longer an apprentice. They may choose to go off on their own and start their own business or they may remain with the Master and continue to contribute to the business as a whole.

A business can only benefit from the added income bonus for a single apprentice no matter how many they may actually have.

Multiple Tradesmen vs Employees

Employees are classified as characters (NPC or PC) who work for a business in order to keep the business operating. These are clerks, assistants, laborers, etc. While they do contribute to the operation of the business, they are not usually significant to the overall growth of the business. A business may have as many employees as they feel necessary to run the business but they must pay the employees full wage from the business income. A balanced number of employees with relevant skills for the business that employs them may offer a sales bonus to said business and/or ingenuity creativity bonuses.

Tradesmen are those who own/run the business or who actively work to expand and grow the business in a more significant way. Former apprentices who remain with their masters and continue to contribute to the business are considered tradesmen. For example, two blacksmiths working in the same forge can produce more and offer more services than a single smith. To be considered a tradesman, one must have a competent level in the primary skill relevant to the business OR be the business owner.

A business owner cannot employ tradesmen who are of a higher skill level than they are. For example, a Novice blacksmith with their own forge cannot employ a Competent or higher blacksmith to work with them as a tradesman. The reasoning behind this is that if the tradesman is more skilled than the business owner, they would have their own business rather than simply being an employee.

The case of multiple tradesmen is different than multiple owners in that the primary owner owns the entirety of the business while the additional tradesmen is still something of an employee albeit more integral to what the business offers in the way of goods and services.

The trademan's wage is treated like that of the apprentice in that their contribution to the business essentially covers their wage while adding bonus income to the primary owner's business income in the form of half of their base income (minus skill bonuses). For example, a skilled blacksmith with a base income of 6 gm / day working for another blacksmith who owns their own forge would add half of their base income (3 gm / day) to the primary owner's business income.

Expert or Master Tradesmen who are employed by a business may offer additional sales bonuses on top of the additional income their contribution adds.

A business may employ any number of additional tradesmen however only the first one has their wage covered by their contribution and only the first one offers a bonus to the business income. Two or more additional tradesmen in a business requires that the business owner subtract the full wages for those individuals from the business income. (This is for the sake of balance in Mizahar's economic system)

PC Guilds, Gangs, Organizations

A business is but one type of income-producing entity. There are others that do not quite fit into the business model. These are generally classified as guilds or gangs; each being more of a generic term used to classify a number of different organizations. Guilds are generally more formal organizations that engage in a specific task, group of tasks or a purpose within a city. Mercenary groups, tradesmen cooperatives, formal religious groups, these are but a small few groups that fall within what it is to be a guild. They are more formal and structured with set purposes, goals and are usually accepted by the cities in which they reside.

Gangs tend to be a bit more loose in structure although not always. They are not typically supported by the cities they reside in and are generally not as formal in structure or purpose as guilds are. See Guilds and Gangs for more detailed information.

Occupations

Nearly all occupations require a specific skill or skills in order to gain access to said occupation. In the case of occupations with a wage range (example: 5-7gm), merely having the required skills at Novice will only earn the lowest end of the wage range. The higher your skill level in required skills, the higher the base wage.

Item Price Item Price Item Price
Acolyte As with Priests, an Acoylte is a valued member of society and is more commonly encountered. They preach the word of their deity in the service of their church. (L2 Gnosis required to attain this base salary. L2 Gnosis doesn't guarantee salary; must be an active, serving member of a church.) 10 gm Altar Boy Altar Boy is just one name out of many that describes those who serve in the beginning ranks of a church. (L1 Gnosis required to attain this base salary. L1 Gnosis doesn't guarantee salary; must be an active, serving member of a church.) 4 gm Animal Handler Those who make a living handling animals (both wild and domestic) are found throughout Mizahar. Most individuals who operate businesses that deal in the sale of various types of animals require those involved to have some ability to handle said animals. This occupation covers the care and/or sale of animals otherwise not listed in other occupations. (Animal Husbandry is required for this occupation.) 5 gm
Armorer An Armorer is one who applies their skills toward the crafting of various types of armor. Most of what they work with involves some type of metal though materials such as leather, bone and hide are also common. (Must have the Armorer skill to gain access to this occupation) 8 gm Artist While anyone can slap paint on a surface, a true artist creates beauty. Those with wealth and influence often employ artists to decorate their homes with paintings. In addition, artists often delve into various types of crafts with the results being artistic and/or eccentric if not beautiful. 4 gm Assassin In a world where peace and civilization is broken, the prevalence of those who kill for others is high. While the actual deed of killing another can bring in a widely varied amount of mizas, there is often much more that goes into eliminating a target such as learning a target's schedule, behaviors, friends and family, etc. These too can bring an income as well. Like a mercenary, an assassin's income can vary. In even the most chaotic of societies, assassinations are often frowned on by some or all elements of the society. This can bring about dreadful consequences to the assassin if caught. Must have a Weapon skill and Poison skill (L3 in one, L2 in the other) Stealth, Impersonation, Subterfuge or Seduction (L2 in all or at least 3 out of 4) Blind Fighting, Escape Artist, Forgery, Cryptography, Intelligence, Unarmed Combat (L1 in all) and be regularly employed to earn the listed income. 12 gm
Attorney As civilization begins to rebuild, the need for law and order is essential as is the need for those who understand the law. With the rebirth of institutions of law, so come the attorneys. Attorneys, sometimes known as advocates, work to prosecute as well as defend those who find themselves, for better or worse, in the grasp of locale justice systems. (Must possess one or more of the following skills to gain access to this occupation: politics, leadership, negotiation, intelligence, interrogation, persuasion, storytelling and some related lore.) 7 gm Auristic Auristics, like many users of magic, find that their skills can bring them a varied amount of mizas. The ability to read auras can be quite valuable and depending on the location, population and other demographic details, great profit can be made. (Must have the magic skill of L2 Auristics to gain access to this occupation. L2 required for mid-range wage, L3 for highest end.) 7-14 gm Barmaid Barmaids are a common sight in any inn or tavern. Though anyone can serve a drink or carry a plate, a skilled barmaid brings beauty, personality and charm to the job. While there isn't a skill requirement to be a barmaid, one will not be able to advance in wages without at least one of the following: seduction, storytelling, persuasion, dance or any skill that lends to the service of customers. 1-2 gm
Bartender Working behind a bar in a tavern, bartenders pour drinks, in some cases serve food and of course listen to their patrons. The classic bartender pours a stiff drink and hears a patrons worries while occasionally offering a bit of advice. Leadership is the primary skill for bartending as getting people to trust you is key. 3 gm Beekeeper Beekeepers are somewhat rare outside of larger cities where demand for honey is greater. They tend to a number of hives and help maintain the health of their hives while harvesting as much sweet honey as they can. Must have the Beekeeping skill to access this ocupation. 6 gm Blacksmith Blacksmiths are a common fixture in nearly every city and surrounding villages. Responsible for the construction of tools and implements needed in every aspect of society, blacksmiths are relatively common but invaluable nonetheless. (Must have the black-smithing skill to gain access to this occupation.) 6 gm
Bounty Hunter It takes a unique person to hunt other people. A Bounty Hunter is a person who excels in tracking, killing or capturing all manner of individual in exchange for money. The targets are often criminals on the run but can be anyone who has otherwise done something to warrant a bounty on their heads. In order to gain access to this occupation, one must have an L2 in Tracking and at least one combat skill at L1 and be regularly employed to earn the listed income. Note that the listed base income will be adjusted to reflect the L2 skill requirements). 5-7 gm Bowyer/Fletcher In the time immediately following the Valterrian, good quality, well-maintained weapons were scarce in a world wrought with danger and death. Just above the most basic of weapons was the always reliable bow and arrow. If there was one weapon that can be said to have saved humanity from the brink of extinction, it would be the bow. (Must have the Fletcher/Bowing skill to gain access to this occupation.) 3 gm Brewer/Philterer Creating malt beverages or crafting a variety of potions and brews is a skill found across the land from well-established shops and inns to roadside carts and tents. (Must possess the brewing or philtering skill to gain access to this occupation.) 7 gm
Cartographer Rare in a world where most people choose not to travel due to the dangers involved, those who can accurately create maps of cities and regions are still in need. Merchants and explorers often use maps to help them get around while cities often employ them to create and update maps used for city operations. 6 gm Cleric/Priest Religion is an important aspect of many a person's life. Because of this, the clergy is highly regarded by the populace often regardless of divine source. Churches, temples and shrines across the land often lend a hefty stipend to their clergy for their services. (L3 Gnosis required to attain this base salary. L3 Gnosis doesn't guarantee salary; must be an active, serving member of a church.) 13 gm Clerk One of a number of different occupations that are needed in a city yet require little skill, a clerk tends to a number of duties. A clerk is most often found serving in a support capacity in political institutes, schools and mercantile operations. Clerks assist shopkeepers in running their business, assist politicians in running their governments and aid merchants in tending to the books. (Although no skill is required to gain access to this occupation, a clerk may acquire skills related to the job they do and thus can use one of those skills to determine future wage progression.) 3 gm
Cobbler Cobblers are adept at crafting all manner of footwear. Found in cities and surrounding villages, there is always employment for a cobbler. (Must have the Cobbling skill to gain access to this occupation.) 3 gm Cook Cooks make a living working for anyone from an innkeeper to a wealthy city official. Their ability to prepare food for consumption is what brings in some mizas although many cooks may sometimes find lodging from those they work for. (Must have the cooking skill to gain access to this occupation.) 2-3 gm Courier Everyone needs to get a message to someone else from time to time yet don't always have the time, motivation or ability to do it themselves. This is where a courier finds their niche. Couriers are hired to transport messages and small packages from one place to another. In the dangerous land of Mizahar, most couriers rarely deliver between cities. Instead they perform their duties within a city and its surrounds. Those who do travel between cities can earn a considerable amount of mizas though risk their very lives in doing so. Greater income can be attained through individual threads. 1-5 gm
Dancer Common in taverns and inns as entertainment as well as found in a number of other locales across the land, dancers display art through body movement. (Must have the dancing skill to gain access to this occupation.) 4 gm Doctor's Assistant While doctors are quite knowledgeable and more than capable of tending to the sick and infirm, they often need assistance with lesser tasks such as cleaning wounds, handling materials, feeding or cleaning patients, giving and/or applying medication and various other duties that do not involve direct, detailed medical treatment. This is where the Doctor's Assistant comes into play. (Must have the medicine skill to access this occupation) 2-3 gm Engineer/Architect While anyone can throw together a crude hut or tattered tent, it takes skill to build durable structures. More commonly found in cities or in societies who value durable buildings, engineers and/or architects are valued no matter they are located. (Architecture is required to gain access to this occupation although masonry and carpentry are also helpful.) 6 gm
Engraver Whenever one looks for intricate designs etched in metal, stone or glass, they go to an engraver. An engraver uses their skill and tools to create all manner of highly detailed designs, shapes and writing into otherwise unworkable surfaces. (Etching and/or Engraving is required to gain access to this occupation. 6 gm Falconer Those who train hawks, falcons and other large raptors are known as falconers. Such individuals train these birds to hunt, entertain and even protect. These individuals are often found employed by those with a specific taste for the unique.) 5 gm Farmer Farming in Mizahar is not the industry it used to be before the Valterrian. Now, farmers operate small farms that they can work by themselves or with a handful of family members or hired laborers. Most cities employ a number of farmers to supply the people with adequate food. While it is possible to operate a large farm, the costs involved keep the potential profits in check and thus prevent a farm from growing too large. (Must have the agriculture skill to gain access to this occupation.) 4 gm
Fisherman Like farming, fishing was once a thriving industry in the coastal cities of pre-Valterrian Mizahar. Now however, fishing far from being industrious. Fisherman make their living from streams, rivers and lakes as well as the coast. They sell/trade the majority of their catches to nearby cities though the need for fresh fish prevents fishermen from selling/trading large quantities. More than a fishingboat's worth of fish sold/traded in a city will cost the fisherman more from rot than profits would justify. (Must have the fishing skill to gain access to this occupation.) 4 gm Fortune-teller/Card Dealer Giving insight into one's future, be it legitimate or a farce, can bring joy or despair to those who have their fortunes told. In some cultures, fortune-tellers are taken more seriously than in others. 4 gm Gardener Some cities maintain a number of gardens and parks. Said environments require someone to tend to them; someone with a bit of skill in handling plants. (Those wishing for the greater income need to have the gardening skill to gain access to the higher income of this occupation.) 3-4 gm
General Merchant In the various cities of Mizahar there are those who engage in trade that doesn't quite fit into any specific category. These traders often operate out of wagons or tents and offer a wide variety of items instead of focusing on any particular good or service. (Must possess Leadership or Persuasion Skill to gain access to this occupation.) 4 gm Glassblower Shaping and molding glass is not a very common skill in many cities thus those with such skill can find a decent living. These individuals craft glass shapes, decor and even windows. (Must have the glassblowing skill to gain access to this occupation.) 7 gm Groom Not to be confused with a Groomer, the Groom is one who tends a stable and cares for horses. While there isn't a skill requirement for this occupation, Animal Husbandry is needed to advance in wages. 1 gm
Groomer/Masseuse Found almost exclusively in cities employed by wealthy and/or influential people or at established bathhouses and high quality inns, professional groomers are a valued asset. Groomers perform duties such as bathing, perfuming, massaging and general grooming of others. (Although many skills and lore can aid in this occupation, skills such as massage and storytelling are useful yet so can be the skill of seduction.) 5 gm Guard Be it a town guard, city watch, constable or other named individual tasked to keep the peace, these individuals, while not as skilled as someone in a military position, do possess the necessary skills for combating crime in a city. (Must possess at least an L1 in a weapon and L1 in some form of unarmed combat. 5 gm Healer Healers owe much of their talent and skill to the Goddess, Rak'eli. Though many also possess skill in medicine, they rely mostly on their gnosis. Those who only have the Healing gnosis can expect the base of 7 gold mizas. Those with related skills such as medicine or herbalism and related skills can expect more. L2 medicine for highest wage. 7-12 gm
Herbalist A bit more common than a doctor or philterer yet still highly regarded, herbalists are highly adept at crafting all manner of useful mixtures from various roots, herbs and flowers found throughout Mizahar. Because their talents are very useful in locales lacking doctors or healers, Herbalists are well-regarded in most societies. (Must have the herbalism skill to gain access to this occupation.) 6 gm Hunter While most individuals living for extended periods away from the cities possess some survival/hunting skills, some people devote their lives to such things and in turn make a living off it selling meat, hides and other products of successful hunts. (Must possess the hunting skill to gain access to this occupation.) 5 gm Innkeeper/Tavernkeeper Innkeepers are a mainstay of most cities. Catering to travelers and locals alike, the innkeeper offers lodgings, food and drink, stables and general comfort all under one roof. (Although innkeepers come from all walks of life and bring with them a variety of skills, Leadership is essential for managing employees or simply keeping the peace among patrons and is a required skill for gaining access to this occupation.) 6 gm
Explorer/Researcher This profession is a catch all for those exploring ruins, investigating low level non-specific incidents and doing general research. 3-6 gm Jewelcrafter/Gemcutter TA gemcutter is one who works with gems and precious stones; cutting, shaping and polishing these elements into highly sought after items of immense value. 9 gm Laborer There are numerous opportunities for someone living in Mizahar to find occupational opportunities that require little to no skill. Chopping wood, working a mine, unloading ships, transporting supplies, and a number of other jobs are available to those willing to put their back into it. 1-2 gm
Leatherworker Though a tanner works with hides to make leather, a leatherworker turns that leather into more elaborate works such as saddles or clothing and items with more tooling and detail. One must possess the Leatherworking skill to attain this occupation and Tanning is also helpful) 5 gm Locksmith Although not possessing the miraculous talents of ages past, current locksmiths nonetheless carry with them a special skill. In a time when security is more important than ever, those who can craft locks and related security devices are valued members of society. (Must have the Locksmithing skill to gain access to this occupation. 8 gm Mason Masons are skilled in constructing buildings and other structures out of stone, brick or some other related material. Where the architect/engineer designs the structures, the masons put forth the manual labor to complete them. (Must have the Masonry skill to gain access to this occupation.) 3 gm
Mercenary While not everyone can specialize in a specific skill or talent, there are many who offer a wider range of abilities to those with the money to pay for them. Mercenaries as they are often called, are hired for many things from protection to exploration and treasure/relic hunting. The things these individuals are called upon to do are often dangerous and potentially life-threatening. (Must have AT LEAST one combat related skill AND one relevant supplementary skill to gain access to this occupation. L2 in these skills to earn the highest wage. 4-7 gm Metalsmith The metalsmith makes their living casting various types of metal and thus producing a variety of metal objects and components. Where a blacksmith primarily crafts tools and implements and a weaponsmith crafts weapons, a metalsmith crafts all things in between. 7 gm Midwife A midwife is someone who helps care for pregnant females before and after giving birth and aids in the delivery of babies. Midwives usually possess an L1 in Medicine. 3 gm
Nanny/Caretaker A nanny or caretaker is tasked with tending to the needs of another. Those they tend can be children, the elderly or even the sick and/or infirm. Nannies and Caretakers are most often found in the service of those who are not necessarily rich yet possess enough wealth to comfortably employ them. 4 gm Papermaker A Papermaker is someone who works with plant based materials to create their product. This can be done in a number of fashions, all of which require time, patience, and skill. Must possess the papermaking skill to gain access to this occupation) 3 gm Performer/Bard/Busker Found in inns, taverns and town squares across Mizahar, performers, also known as bards, entertain people with all manner of skill. Busking, storytelling, acting and many other entertainment related skills can be found in use by a bard. (Must possess some form of entertainment skill to gain access to this occupation.) 4 gm
Perfumer Uncommon among the poor, unwashed masses that make up the majority of the population of Mizahar, there are still those with a few extra mizas who delight in smelling fragrant, fresh and clean. For these people, a perfumer is perfect. Specializing in odors, aromas and scents of all kinds, the perfumer offers the illusion of scent for sale. (Must have the perfumery skill to gain access to this occupation.) 4 gm Poisoncrafter Though not as easy to find as a philterer or herbalist, a poisoncrafter is still a fixture in the shadows of society. There will always be a need to remove unwanted individuals without the use of bloody violence and there will always be a need to combat the countless numbers of natural poisons that threaten all living beings. (Must possess the Poison skill to gain access to this occupation. L2 for the highest wage.) 5-7 gm Potter This is a true craftsman that throws clay pots on a wheel in order to make serviceable containers to utilize for foodstuffs, storage, and other purposes. These artists often know how to paint, glaze, and fire various clays to achieve different effects including foodsafe finishes. ) 5 gm
Prostitute One of the oldest known professions, prostitutes of many races, genders and ages ply their trade in all rungs of society in nearly every established city across Mizahar. In a time when most struggle to survive, prostitutes sell themselves in hopes of doing just that. The lives of these people are seldom easy and more often than not, the job brings about an immense amount of risk; risk of disease, bodily harm and/or death. Average wage depends greatly on the location and clientele. On occasion, a prostitute can earn much greater amounts as some people are willing to pay great amounts of mizas for a night they will never forget. 1-4 gm Reimancer Reimancers are not usually known for being all that employable based solely on their magical skills. That said, others may find their specific talents useful. Earth reimancers can move dirt and stone and aid greatly in construction. Air reimancers can aid in deflecting the fury of enraged storms. Fire reimancers work to fight fires and burn away refuse. Water reimancers can be invaluable in desert areas where water is scarce. Of course, like all who manipulate djed, location and population diversity tends to dictate how much they may earn with their specialized skills. (Must have some form of reimancy to gain access to this occupation. L2 required for mid-range wage, L3 for highest end.) 7-14 gm Sage Following the destruction of the Valterrian, books and other written works became rare. Those few who were lucky enough and educated enough to retain fragments of such work, passed it on over the years. Now, those who spend their time lost in the fragments of ancient knowledge work to record the present as well as advise current leaders of the past and how to shape the future. These sages are rare and highly valued in more civilized societies. (Must possess at least one skill at 51 plus a number of related lores. Please Help Desk requests for this occupation) 15 gm
Sailor Sailors come from all walks of life yet choose to make their way aboard a ship as part of a crew of individuals working for someone else. Wages for sailors vary and depend on their position among the crew. A captain of course will make more than a deckhand. Wages can be set by the ship's owner or captain but also can come from dividing up the ship's profits among the whole crew. 1-7 gm Scientist/Gadgeteer A rare breed of individual on Mizahar, a Gadgeteer buries themselves in study, experimentation and creation of unique objects and ideas that border on supernatural. They are usually quite eccentric and often keep to themselves; though this is not always the case. (Must have the Gadgeteering skill along with all its listed requirements to qualify for this type of occupation. 8 gm Scribe Scribes are most often found employed by sages, religious or political figures. They turn the spoken word into written works as well as copying existing writings. (Must have the Writing skill to gain access to this occupation.) 3 gm
Shipwright This profession is involved in building and repairing ships. Carpentry skills are handy, but the main skill is shipbuilding or shipwrighting. 5 gm Shopkeeper Shops are an essential part of any city. They come in all shapes and sizes and offer countless goods and services to would-be customers. The skills required to operate a shop depend on what the shop specializes in. Some shops such as an herbalist shop, would fall under the herbalist occupation. A shop selling tools and implements would fall under a blacksmith. General stores selling a variety of wares or shops that do not require specific skills for the shop specialty, require the Leadership skill in order to access this occupation. 4 gm Slaver Slavers are a common fixture throughout Mizahar. With slavery being an accepted part of life throughout Mizahar, a person can often find a nice living buying and selling other sentient beings. In order to gain access to this occupation, one must possess at least one of the following skills at L1; Leadership, Persuasion or Intimidation. Alternately, Larceny may also be used if the slaver resorts to kidnapping, extortion or other related means of acquiring their product. 4-6 gm
Spy There are always people wanting to gain an advantage over others. Some merchants wish to learn more about their competition and perhaps sabotage them. Governmental figures do the same. Whoever the target, when one employs another for the purpose of spying they are trading in information. (While a number of skills can aid here, Intelligence is required to gain access to this occupation.) 6 gm Surgeon/Doctor In a time when health and vitality are difficult to maintain, doctors and surgeons are always in need. Those possessing a number of skills, all doctors and surgeons are required to have the medicine skill though actual specialties may vary and are often decided by the type of medical-related lore one has. 8 gm Tailor/Seamstress/Sewer Tailor are adept at crafting all manner of clothing. Found in cities and surrounding villages, there is always employment for a tailer. (Must have the Sewing skill to gain access to this occupation.) 4 gm
Tanner A tanner is one who prepares animal hides and turns them into leather for a variety of uses. Although a common skill possessed by many people across the land, some make a living out of making leather for people from all walks of life. (Must have the tanning skill in order to gain access to this occupation. 3 gm Tattoo Artist While anyone can scrawl some shapes on their skin with a bit of animal blood and their fingers, a tattoo artist is able to etch permanent works of art into one's flesh. 4 gm Teacher/Instructor Those individuals who find themselves employed to teach and train others earn varying wages depending on the commonality of the skills they teach as well as the level at which they do so. Because of this, teachers and instructors receive pay based on the their level in the skill they teach which may be adjusted somewhat based on what that skill is. Those who have formal employment training in rare magical disciplines may have a base income much higher than someone teaching the basics of cooking. Income is granted at Storyteller discretion although L2 is required for mid-range wage while L3 is required for the highest end. 1-15 gm
Thief/Bandit/Smuggler In a world where survival is the name of the game, a professional thief can make a pretty good living with their trade. Thieves are more urban; employing their skills in cities while bandits resort to robbing travelers or those living somewhere outside of a city. Con-Artists often use their words and wit to steal coin and livelihoods from their victims. Smugglers are often used to sneak slaves out of an area or sneak illicit goods into an area. Some cities however are easier to employ larceny skills than others. Speak to your Storyteller for actual wages. Larceny skill is required for this occupation. L2 required for highest wage. Greater rewards can be sought through individual threads. 1-7 gm Torturer/Interrogator Sometimes referred to as an interrogator as well as torturer, these individuals are skilled at prying information from those choosing to hide it. Torturers/Interrogators are employed by military organizations as well as the different forms of city law enforcement. The distinction between the two names often depends on the methods used to pry information from the unwilling. Must have torture and/or interrogation skills to access this occupation. 6 gm Undertaker This is a skilled individual who not only prepares a body for burial but in fact entombs the dead as well. Embalming skill is required for this occupation. 4 gm
Veterinarian Animals are an essential part of life and living in Mizahar. Horses, livestock, pets, all require health maintenance and it is the local veterinarian who helps. Although medicine and herbalism skills are extremely helpful, the primary skill of any vet is Animal Husbandry. It is this skill that is required above all others in order to gain access to this occupation. 6 gm Voider A Voider performs a specific task which can be quite valuable to many, waste disposal. Voiders can often find work in mid to large-sized cities where they are paid to dispose of trash and other unwanted items. Like all who mainpulate djed, location and population diversity tends to dictate how much they earn with their specialized skills. (Must have voiding to gain access to this occupation. L2 required for mid-range wage, L3 for highest end.) 7-14 gm Weaponsmith Those who take basic blacksmithing techniques and use them to craft weapons are valued by more militant societies though even more peaceful ones can benefit from the skills a weaponsmith possesses. (One must have the weaponsmithing skill to gain access to this occupation.) 8 gm
Weavers Weavers are adept at crafting all manner of weavings from tapestry to rugs to fabrics. They work in all sorts of materials from silk to cotton to wool. Found in cities and surrounding villages, there is always employment for a weaver. (Must have the weaving skill to gain access to this occupation.) 4 gm Wilderness Guide As one travels away from the cities and into the wilds, their chances of survival diminish drastically. This is where the Wilderness Guide comes into play. These brave individuals make a living by guiding others through the wilds as they move from place to place. Even guides however seldom venture far from known, established paths. (Must possess the Wilderness Survival skill to gain access to this occupation although skills such as hunting are also valuable.) 5 gm Woodcarver It takes a creative mind and skilled hand create art from wood. A wood carver crafts items from wood as simple as a basic lettered sign to something as advanced as a life-like wooden statue. 5 gm
World Mage Those skilled in the varied arts of World Magic may find that their magical skills are quite valuable to those who can afford their services. While these individuals can earn a large number of mizas, the time, effort and materials required to perform their art is often restrictive when it comes to making profits. Because of this, their expected pay varies and depends on location, population, local economic strength and access to materials. (Must have a magic skill related to the profession one wishes to pursue. If one wishes to gain wealth through alchemy, they must have that skill. If they wish to be a magecrafter, they must have the magecrafting skill and so on. L2 required for mid-range wage, L3 for highest end.) 7-14 gm

Magic-Related Occupations

Anyone seeking an occupation that relies on any form of magic, magic-related skill or even gnosis, must have a specified employer who is already established within a given city in order to gain any form of regular income. Also, if they have an approved business they may also gain an income. What this means is that someone cannot simply act as a freelancer and to gain an income. They must meet one of the following requirements:

  • Have an approved business plan that details out their magic-related business

OR

  • Have an approved employer who is already established within the respective city


Note that in most cities, there isn't enough demand for the wandering mage for the mage to gain steady income on their own. Also, magic is not widely accepted by most average people throughout Mizahar which means there are few, if any who would pay for it. While a wizard can find employment from time to time using their talents, it is still rare and not guaranteed. Just because someone has the skill doesn't mean there is need enough for others to pay for it. For example, an Auristic, would have a terrible time trying to start an Auristic business in most cities. There isn't really much need for people to pay to have their auras read. They may however find employment working for someone who had need for such a thing.

The same is true for most other forms of magic. Most do not lend themselves well to business ownership yet can be valuable to the rare employer who can benefit from the wizard's magic.

Skills in magic disciplines are best for businesses when used to supplement a different primary skill. Creative use of magic in operating a business can add bonuses to the final income.

Yes, magic-related occupations are on the Income/Job list but they are rare and difficult to acquire.

Magecraft Occupation

The cost of starting up and running a Magecraft business can be quite restrictive for most characters. In order to sell any item that has been made through the use of Magecraft, one must put forth the mizas to produce it. The simplest Magecrafted trinket costs 1,000 gm to construct and that does not include the base item which must be purchased separately. The market value or the cost to purchase that same item from a Magesmith is x3 the base cost so that is at least 3,000 gm for an MC 1 item. Very few individuals, NPC or PC have the disposable funds to buy even the simplest Magecraft item. Much of the income that is gained by a Magecraft business is through the selling of reagents and related materials to other Magesmiths. Due to the extreme costs involved, it is almost impossible to see an item with an MC greater than 5 for public sale. In other words, a character WILL NOT get rich off Magecraft.

As far as starting a Magecraft business is concerned, any Magecraft items to be sold as part of the business price list must have their initial creation costs paid up front. So, if someone wishes to offer a single MC 2 item for sale in their shop, it will cost 1,700 gm just for the creation plus whatever it costs to make/purchase the base item.

STORYTELLERS, it is bad-form/HIGHLY FROWNED UPON to use NPC's to purchase individual items from PC Magesmiths as there is no accounting for the funds involved. Individual sales of Magecraft items should only be done through PC to PC transactions.

Living Expense

Just as one earns a number of mizas from an occupation or through adventuring, it also costs mizas to support their lifestyle, whatever that may be. While anyone can spend their lives in taverns and inns; many do, there are many more who choose other ways of living. Everyone, even the poorest of wretches, must somehow support their lifestyle. Below is a listing of the average cost of living for different lifestyles. The listing takes into account general maintenance (health, home, clothing), shelter, food and drink.

Pricing is listed in gold mizas per season (gm/s) and broken down further for reference into gold mizas per day (gm/day).

Important Note: You DON'T have to pay for living expenses in seasons you have ZERO threads in/inactive.

Item Price Item Price Item Price
Squalor The lowest form of civilized (barely) living. Includes sleeping on the streets or in the wild with little more than a overhang or tree for cover. Clothing is sack-cloth at best; usually in disrepair. Washing oneself consists of bathing in a stream or street puddle which is where drinking water would also be found. Food is either gathered, such as berries in the wild, eating garbage in a city or possible through begging or stealing. What cost is incurred from this lifestyle includes the occasional coppers one may get from begging or stealing in order to buy a bit of bred or a hunk of cheese or even the occasional sackcloth shirt or pants. 5 gm/s (.05 gm/day) Poor A common lifestyle found in Mizahar, the poor are overall, much better off than those living in squalor. This form of living includes sleeping in a tent either in or on the outskirts of a city or somewhere in the wilds. It may also include renting the occasional low-end room at an inn. Bathing oneself is often done either in streams and lakes in the wilds or via occasional visits to a bathhouse. Health is still not that great but better than those in squalor. Clothing is somewhat better than that found in squalor with sackcloth, cotton or linen being most common along with fur. Food and drink is usually found in taverns or inns along with a bit of begging and/or stealing. 45 gm/s (.5 gm/day) Common This form of living is one enjoyed by those possessing some form of relatively steady income. Often one owns their own home even if it is a simple one or involves somewhat regular visits to decent inns. Even those who live in a carriage or coach may fall into this lifestyle. Health is pretty good; mainly due to better food and overall living conditions. Clothing varies from linens and cotton to the occasional bit of silk and finer materials. Food and drink are purchased with mizas either from taverns and inns or from merchants operating food stalls or stores and can even come from skilled hunting and gathering in the wilds when necessary. Growing one's own food is also common. Bathing oneself is usually done in the home or through regular visits to a bathhouse. If in the wild, clean lakes or rivers may also be considered. 135 gm/s (1.5 gm/day)
Good This lifestyle is one envied by many. Those of some wealth enjoy this way of life; well-to-do merchants, successful adventurers, treasure-hunters or anyone else possessing higher than average income. One almost always owns their own home or spends a lot of time in good quality inns. Food and drink are of high quality, clean with a varied diet and are either purchased, grown, or otherwise acquired from good quality venders. Clothing is usually silk, velvet or fine linens and may include rare and exotic furs and hides. Health is very good and includes access and use of healers and medicines. Bathing takes place in one's own home or in some of the finer bathhouses. 450 gm/s (5 gm/day) Exquisite This is the lifestyle that most can ever hope to attain. It is the life lived by powerful merchants, racial nobility, politicians or great military leaders. One always owns their own, rather large, home and hardly ever requires use of an inn; they have fancy coaches and massive pavilion tents for that when traveling or find themselves guests of the wealthy and influential. Health is the finest with healers and medicines immediately available. Food and drink are of the finest quality and diets include rare and exotic delicacies. Clothing is nothing short of exquisite quality with some of the most expensive and rarest materials being quite common. Bathing is an amazing experience including the finest soaps and often someone else to assist in the process. 675 gm/s (7.5 gm/day)

Special Note: The listed costs per season for the different lifestyles assumes that a character has already purchased the type of items mentioned in each one and/or possesses the necessary status to be in that specific style. For example, if one wants to pay for an exquisite lifestyle each season, they first need to purchase a large, expansive home of some sort, make the initial purchase of the exquisite clothing and have attained the status of a powerful merchant, some form of what one would consider nobility, or be named a high ranking, highly skilled military leader. Most characters will start out at most, either poor (no source of steady income) or Common (having some type of occupation or other form of income). Depending on character concept and overall creation, one may even start out in squalor.

Lifestyles can be increased over time with sufficient in-thread effort thus bringing about greater resources which in turn allow for an increase in the quality of life.

Special circumstances may apply that transcend the above cost of living expenses. This may include things gained in-thread that would affect cost of living either positively or negatively such as being granted free lodging or in the case of Nuit who do not need worry about general health. When such special circumstances are applicable, mention should be made in one's character sheet regarding it.