Adventurers sort through lanterns, firearms, maps and chests at a lakeside camp.
A harbour town with a tall ship at the quay.

Equipment

How much a character can carry, and what a pack animal or a canoe can hold, is covered in Carrying, in chapter 13.

Money

A large crowned piece and a small bit coin.

One silver coin is accepted everywhere: the piece, minted by the southern crown. It divides into 10 bits. A price in bits is written with a b, so 4b is four bits; a bare number is pieces. A labourer earns about 4 bits a day.

1 piece (10 bits) — 1 bit (1/10 of a piece)

Where the coin comes from

The piece is struck from the silver of the kingdoms the southern crown toppled in the far south, and no one else on the continent mints coin. The crown ships most of its silver home, so the coin that stays passes from hand to hand for years, and there is never enough of it.

Who How they use coin
The southern crown Pays its soldiers, priests and officials in its own pieces, and collects them back in taxes and tithes.
The charter colonies Mint nothing. They pay taxes and wages in crown pieces they cannot make more of, and much of their trade runs on credit and promises to pay at harvest.
The river traders Take their wealth in furs and pay for them in goods. Coin matters most to them at the forts.
The merchant company Keeps accounts and writes bills of credit that its own factors will honour and almost no one else will.
Spilled silver coins, a map, a spyglass and an armillary sphere on a table.
A bearded traveller and a smiling halfling trade coins at a harbour stall.

How money is used

The Crown's silver piece is accepted everywhere, but among the elves, dwarves and halflings it is not equally important. The table describes common practices rather than rules every individual must follow.

New World people How money is used Trade and payment
Forest elves Pieces are accepted in dealings with outsiders but do not govern every exchange within the League. Goods, obligations and negotiated exchanges matter alongside coin; formal agreements carry weight.
River elves Coin is useful when trading with settled peoples, but the boat-clans are not dependent on it. Boat transport, cargo and exchanged goods sustain their travelling trade.
Plains elves Silver is an important and visible sign of wealth, especially among those trading with newcomers. Horses and hides go out; silver, cloth and steel come back.
Canyon dwarves Pieces are useful for dealings with the Crown and outsiders; local exchange need not depend on coin. Stonework, metalwork and rune-forged goods may be exchanged for scarce supplies.
Shore dwarves Coin is accepted in outside trade, but copper and skilled workmanship are wealth in their own right. Copper, tools and finished metalwork are important trade goods.
Halfling homesteads Pieces pay for purchases beyond the homesteads, including land and outside supplies. Farm produce, neighbourly credit and direct exchange also sustain local trade.
A bag of silver coins, a tankard, maps and a spyglass.
A traveller examines a steel helmet at an armourer's stall.

Armour

Armour is bought and worn per location, and each location matches a result on the hit location die: head, body, arms and legs. A character can mix pieces, such as a steel helmet over a buckskin coat. Creatures have natural armour on the same scale.

  • Value is the armour value for that location only. A location with nothing on it has a value of 0.
  • Drawbacks add together across the pieces worn. The Sturdy talent reduces the total.
  • A coat in a career's trappings, such as a buckskin, heavy or wolf coat, covers the body and arms.
  • A full set is one piece for each location, and costs the total of the four. Wooden slat armour is native-made. Full plate is an heirloom or dwarven work, and is not for sale.

Head armour

Protects the head and face.

Armour Value Price Drawback
Padded cap or fur hood 1 2b None
Hardened leather cap 2 1 None
Wooden helmet 3 1 None
Mail coif 3 3 None
Steel helmet 4 3 None
Plate helm 5 Not for sale None

Body armour

Protects the chest, back and abdomen.

Armour Value Price Drawback
Padded jack or buckskin shirt 1 1 None
Hardened leather or hide jerkin 2 4 None
Wooden slat or rod cuirass 3 3 -1 Stealth
Mail shirt 3 12 -1 Stealth
Brigandine, half plate or breastplate 4 12 -1 Stealth and Acrobatics
Plate cuirass 5 Not for sale -1 Stealth and Acrobatics

Arm armour

Protects the upper and lower arms.

Armour Value Price Drawback
Padded or buckskin sleeves 1 4b None
Hardened leather bracers 2 1 None
Wooden slat bracers 3 1 None
Mail sleeves 3 4 None
Steel vambraces 4 4 None
Plate arms 5 Not for sale None

Leg armour

Protects the thighs, legs and feet.

Armour Value Price Drawback
Padded or buckskin leggings 1 4b None
Hardened leather greaves 2 2 None
Wooden slat greaves 3 1 None
Mail leggings 3 6 None
Steel tassets and greaves 4 6 -1 Movement
Plate legs 5 Not for sale -1 Stealth and Acrobatics, -1 Movement
A helmet, gauntlet, sword and mail laid out on a red cloth.
A traveller and a weaponsmith inspect an axe at a stall.

Weapons

Older weapons and gunpowder weapons are both in use. Gunpowder is new, elves and dwarves never adopted it, and armour still matters.

Damage is the weapon's base damage, before Might or Agility and the margin are added. P marks Piercing. Range is the band a ranged weapon reaches without penalty; see Range and distance in Combat. A knife or a hatchet appears in both tables, since it can be used in the hand or thrown. Might marks a ranged weapon that adds Might to damage instead of Agility. Agility marks a light melee weapon that can add Agility to damage instead of Might; see chapter 8, Combat.

Polearms, an axe and a lion banner stacked among barrels.

Melee weapons

Weapon Group Damage Price Notes
Unarmed Brawling 1 None
Improvised Brawling 2 None
Dagger or knife Basic 2 5b Agility. Can be thrown
Club Basic 3 Free
Hatchet or tomahawk Basic 3 1 Can be thrown
Smallsword Basic 3 (P) 8 Agility
Axe Basic 4 2
Hanger or cutlass Basic 4 4
Mace Basic 4 (P) 3
Sabre Basic 4 6
Sword Basic 4 5
War club Basic 4 (P) 1
Warhammer Basic 4 (P) 4
Whip Flexible* 2 1 Agility
Flail Flexible* 5 4
Spear or fixed bayonet Polearms* 4 1
Halberd Polearms* 5 4
Lance Polearms* 6 3 Usable only when mounted. A mounted charge is a critical hit.
Staff Staves 3 Free
Great axe Two-Handed* 6 3
Greatsword Two-Handed* 6 12
Maul Two-Handed* 6 (P) 3
Maces, a shield, swords, axes and a helmet piled together.
A quiver of arrows, a lantern and an archery target before a lake and castle.

Ranged weapons

Older weapons and gunpowder weapons are both in use. Gunpowder is new, elves and dwarves never adopted it, and armour still matters.

Damage is the weapon's base damage, before Might or Agility and the margin are added. P marks Piercing. Range is the band a ranged weapon reaches without penalty; see Range and distance in Combat. A knife or a hatchet appears in both tables, since it can be used in the hand or thrown. Might marks a ranged weapon that adds Might to damage instead of Agility.

Weapon Group Damage Range Price Notes
Thrown knife Basic 2 Near 5b Also a melee weapon, as a dagger or knife.
Javelin Basic 3 Near 5b Might.
Sling Basic 3 Far Free
Thrown axe Basic 3 Near 1 Might. Also a melee weapon, as a hatchet or tomahawk.
Shortbow Bows* 3 Far 2
Longbow Bows* 4 Long 4
Composite bow Bows* 4 Far 6 Might.
Light crossbow Crossbows 5 (P) Far 8 Reload 1 round.
Heavy crossbow Crossbows 7 (P) Far 12 Reload 2 rounds.
Pistol Firearms* 6 (P) Near 6 Reload 2 rounds.
Blunderbuss Firearms* 7 Near 8 Cannot shoot beyond Near. Reload 2 rounds.
Trade musket Firearms* 8 (P) Far 6 Light and cheap. Reload 2 rounds.
Military musket Firearms* 8 (P) Far 10 Takes a bayonet. Reload 2 rounds.
Long rifle Firearms* 8 (P) Long 20 Reload 3 rounds.
Ballista Artillery* 12 (P) Long 40 Needs a crew.
Swivel gun Artillery* 12 (P) Long 60 Boat or wall mounted.
Field cannon Artillery* 16 (P) Long 400 Needs a crew.

Twenty arrows or bolts cost 1. Powder and shot for 5 rounds cost 1, four times the price per shot.

A quiver, powder horn, musket and shot piled on chests.
Arrows, a target, a lantern and bedrolls before a mountain castle.

Who carries what

Each people fights in its own way, shaped by its land, its history and what it can make or buy. The table shows the weapons and armour each is known for. It is a guide to what a character is likely to carry, not a rule: anyone can use any weapon they have the skill for.

Weapons and armour Typical users
Longbow, spear, war club, slat armour Forest elves
Lance, shortbow, sabre Plains elves
Knives, light crossbows, hidden blades River elves
Maul, warhammer, great axe, mail and plate Canyon dwarves and shore dwarves
Greatsword, halberd, mace, breastplate Southern crown
Sling, staff, hatchet Halfling homesteads
Musket, pistol, bayonet, hanger Charter colonies, river traders and merchant company.

Trade goods

Away from the coast and the river towns, most trade is done in goods, not coin. The fur trade runs on the pelt: a prime pelt trades as 1 piece. The goods that pass for money on the frontier are the ones in the price lists below: powder and shot, knives and hatchets, copper kettles, wool blankets, glass and shell beads, tobacco and rum.

  • Listed prices are coast prices. In the back country, goods from the coast are worth more and coin buys less. A trading post far upriver may ask up to double, or refuse coin and ask for pelts.
  • Goods for goods are reckoned at their listed prices, and a good bargainer can shift the balance a bit or two either way.
Bedrolls, chests, a lantern, compass, map, kettle and snowshoe by a lake.
A canvas tent, barrels and a lantern at a lakeside camp.

Goods

Everything in a career's trappings can be bought here, along with what most travellers need. A holy book is priced as a book and a keg of powder as powder and shot.

Powder and shot, knives and hatchets are in Weapons, and pass as trade goods too.

Trade, travel and camp

Item Price
Birchbark canoe 8
Canvas tent 4
Compass 4
Copper kettle 2
Cord, one length 1b
Fish hooks and line 2b
Flint and steel 2b
Glass beads, one string 2b
Hooded cloak 1
Lantern and oil 1
Marker stakes, one bundle 1b
Pack mule 20
Regional map 5
Riding horse 30
Rope, 50 feet 5b
Item Price
Rum, one flask 2b
Rum, one gallon 1
Saddle and tack 8
Salt, one jar 2b
Shell beads, one string 5b
Snowshoes 2
Spyglass 15
Steel trap 2
Tin cup 1b
Tobacco, one twist 5b
Travelling clothes 2
Twine, one ball 1b
Week's rations 1
Wool blanket 3
Camp gear spread out: bedroll, lantern, compass, map, kettle and snowshoe.

Tools and other gear

The people of the New World need many tools and useful items for travel, trade and daily life. This table shows common gear and supplies, with typical prices.

Item Price
Bayonet 1
Begging bowl 1b
Book 3
Bottled remedies, one case 1
Engraving tools 5
Face paint, one pot 2b
Fiddle or flute 5
Fine clothes 6
Gloves 5b
Gun-cleaning kit 5b
Hammer 5b
Hand wraps 1b
Herbs, one pouch 2b
Holy symbol 5b
Leeches, one jar 5b
Liniment, one jar 2b
Loaded dice 1
Lockpicks 5
Magnifying lens 3
Manacles 2
Item Price
Mask 1b
Pack of cards 2b
Pennant 5b
Performer's costume 2
Powder horn 5b
Pry bar 5b
Sealing wax and seal 1
Slow match and fuse 5b
Songbook 1
Spare bowstring 1b
Surgeon's kit 10
Surveyor's instruments 20
Whetstone 1b
Whistle 2b
Writing kit 1

Not for sale: runic artefacts, and papers such as a letter of introduction, letter of marque, warrant, writ of authority or employer's badge. These are granted, earned or otherwise acquired.

A still life of satchel, bedroll, lantern, tools, dice, books and weapons.