Goods, services, and holdings

Marketplace

Buy rations for travel, guides whose Regional Knowledge opens up another Journey option, a bag or chest with a lock to store and protect your things. Own a business or purchase a home, even buy a cat for that much needed love and affection or to chase away mice.

Shop for your characterBuy some items for your character.

Buying Things Is Play

An item without a numeric bonus does what it fictionally does. A wagon moves cargo, a spyglass reveals distance, fine clothing opens a kind of room, and a secure warehouse makes a different plan possible.

299entries shown

Lowest price first · Select an item for details

01

Food and Drink

36 entries

02

General Store

131 entries

03

Clothing and Luxury Goods

22 entries

04

Weapons

18 entries

Grace or Might means you may use either Stat for each Fight roll. Two-handed weapons cannot be used with a shield. Reach controls who can threaten whom before opponents close. Reload requires free hands and a real opportunity before another shot. Fictional limits still matter even when a weapon's Harm is high.

05

Armor and Shields

8 entries

Wear only one suit of armor; a shield and helmet may be added to it. Effects that work once per conflict refresh only when the current conflict meaningfully ends.

Heavy Armor: Heavy armor is loud, conspicuous, and gives -1 to Grace when swimming, climbing quickly, sneaking, or making similarly delicate movements.

06

Gear That Advances You

13 entries

Once per Conflict: These effects refresh only when the current conflict ends through victory, defeat, surrender, escape, retreat, or a meaningful disengagement. A new target or exchange does not refresh them.

07

Animals and Pets

13 entries

08

Transport

10 entries

09

Hirelings and Services

17 entries

Typical prices: 5 gp for basic labor, 10 gp for a trained professional, 15 gp for an adventuring specialist, 20 gp for an elite professional, and 25+ gp for dangerous, unusual, secretive, or magical work.

The House Account cannot be used to hire or pay the ongoing wages of armed followers, mercenaries, Guards, Veteran Guards, or other combat hirelings that could form or contribute to a battalion. These must be paid from the character’s personal Gold.

The House Account can pay for appropriate noncombat household expenses and services, including servants, porters, scribes, translators, animal handlers, entertainers, craftspeople, guides, couriers, lawyers, and other reasonable noncombat services.

Scouts and other specialists hired as armed combat followers must also be paid personally.

Ongoing hirelings use the listed per-session cost for wages, food, and ordinary expenses. Any hireling who becomes an ongoing follower begins at Loyalty 0; use the Loyalty rules to see how pay and treatment change that relationship. Three or more comparable followers can be organized into a battalion through play; battalions are not purchased as a single Marketplace entry. Ordinary spies, guards, and other hires are not Rogue Contacts.

10

Property and Businesses

17 entries

Properties and businesses include the ordinary workers needed to function unless stated otherwise. These workers are not personal followers.

An operating business pays its listed Net Income at the start of each session. If it is destroyed, seized, or otherwise unable to operate, it produces no income until restored.

Ownership also gives you everything the property reasonably provides: a place to work, store goods, host people, conduct business, find customers, or otherwise use it in the world.

Bedrooms show how many proper sleeping rooms a property has, not its maximum occupancy. People may share beds, use couches, sleep on floors, or otherwise crowd together when needed.

The listed Lifestyle assumes reasonably comfortable use of the space; heavy overcrowding may reduce that comfort.

11

Magical and Religious Services

14 entries