Employment Wages and Hiring of workers: Use this information if you need to hire an NPC to work for you during the adventure. The percentage is the chance of finding that worker at any given time. If the worker is already employed you may have to pay more. That will be determined by the Game-master. A more complete list is in the basic rules.This may also be used to determine the cost of using a professional's services. such as a surgeon healing a wound. Personal servant: (97%) 1 gold per month plus board& room Common sailor: (on a merchant ship) (98%) wages 2 gold per month plus board and room. Boatswain’s mate: (95%) sailing skill 5+ or higher 3 gold per month Guard with sword & spear: (78%) 1 gold per month per skill level plus board & room Carpenter: (89%) 2 gold per month per skill level Stone mason: (85%) 5 gold per month per skill level Day laborer: (99%) 2 copper per day Lawyer: (28%) 15 gold per week Surgeon: (38%) 4 gold per skill level per day Potter: (86%) 3 gold per month per skill level Miner: (77%) 2 gold per skill level per month The Village Baker: Most villages have a baker and the larger towns may have several.They start baking at about 3 am ,open at 6 am and by 2-3 in the afternoon they are closed with an empty shop. If you don't get to the baker early they can be sold out. Common items are; A Hard tack for use on long voyages, B a meatpie ready to eat, it won't keep long, C Wheat bread the most expensive, D Corn bread, E the daily special croissants, Then can be a different special each day depending on the season. other items that are only baked as special are cookies, fruit pies, apple-bread and such, F bean and wheat bread the least expensive bread, G Rye bread, H fry bread. The baker only bakes enough for their average market. Strangers in town may go without bread if they don't shop early. Itinerant Merchants: In almost all smaller towns or seaports there will be itinerant beach side merchants selling an odd assortment of wares from a simple canvas shelter. These may be hardworking honest folk selling what they have made, traded for or found. On the other hand some are highly dishonest selling what they have stolen, or found, their wares may be broken or forged copies of the real item. They may offer you cheap prices or a free drink which is drugged and you awake to find them gone along with everything you own. These merchants can be a great asset in an adventure with information about the local island and local events if they are honest or a real nightmare and stumbling block if they are not. A weapons Merchant Shop: Has a selection of knives and daggers plus swords and pole weapons. It also stocks a couple of crossbows, bows, arrows and a small ballistia designed to be mounted on board a ship. Weapons are displayed on tables or items like javelins are stacked in an open barrel. The merchant has a ledger to kept track of his purchases and sales. coins can be weighed in a set of scales to make sure they are the correct weight.Most weapon merchants have a few helms, shields or other bits and pieces of armor that they have taken in on trade or consignment. They almost never have a full set of armor. If the shop keeper knows the customer and trusts them there may be a few "other" items hidden in the back room. Things such as a hand cannon, a grenade and such. The weapons shop has small barred windows and heavy bolted doors to prevent the shop being burgled. A. The T-Baslard dagger, popular with soldiers and workmen for its rugged construction a solid wood handle riveted to a full tang. Average price 5 gold florins. B. Wheel pommel dagger, a sturdy double sided blade with cast brass or bronze pommel and guard. The wood handle is wire wrapped. Average price 6 gold florins 3 silver marks. C. Bronze bladed fishing knife, this blade has a copper or bronze guard and pommel with a bronze blade it will not rust in seawater and is popular with fishermen. The handle is a simple leather wrap over wood. Average price 6 gold florins. D. Rondel dagger, popular on the battlefield or with criminals this long narrow blade will slide through maille, and into the joints in armor. Brass or bronze guard and pommel with Damascus steel blade and leather wrapped handle. Average price 7 gold florins 5 silver marks. E. Baslard dagger, with sculpted wood handle and brass guard and pommel. The blade is Damascus steel for a bit extra the handle can be carved to fit the buyers hand. Average price 6 gold florins. Custom grip adds 2 gold to the price. F. The Chessman blade, The brass guard and pommel has inlaid bone and glass decorations with a Damascus steel single sided blade. This is popular with leather workers and other craftsmen for its sharp cutting tip and edge. For real gems instead of glass the price can vary by the stones. The handle is a waxed and polished wood. Average price 6 gold florins. Real gems 4 to 20 gold extra. G. The Aruth Dagger, this double edged blade had a guard of brass with inlaid glass or stone a waxed and polished wood handle and a brass pommel. Average price 6 gold florins. With a stone inlay the coast is 2 to 14 gold extra. H. Ferlie war dagger, gold plated iron pommel and guard with a ivory handle over a steel tang the single edged blade is ferlie steel. Average price 15 gold florins. I. Ferlie dress dagger, gold plated brass guard and pommel the handle is carved ivory over a steel tang. The single edged blade is great for slashing and cutting and made of ferlie steel. Average price 22 gold florins. J. Falcon War dagger, A thick curved blade for chopping and cutting with a carved wood handle over a steel tang. Average price 8 gold florins. K. A Falcon Dress dagger, A wide double edged blade with cast one piece bronze guard, handle and pommel. This blade is popular with officers and nobles of the falcon Empire. Average price 7 gold florins. The Record Keeper: Since the first days of Human colonization a person has been selected to keep local colony records. Now hundreds of years later the record keeper still exists. they also often run a print shop or do tutoring for children to add to their income. They keep the records of the colony and pass all records to their successor. They are by ancient law admitted to court to make a record of proceedings. They have also negotiated between two sides as an official arbitrator. For a fee they can research a question and provide an answer. The Herbalist Shop: sales potions , lotions and other herbal items. Wound wort paste: for small bites and wounds,3 Silver Marks, enough for 3 treatments. Chill fever balm: for those afflicted with chill fever, 5 silver a fortnight's worth of treatments. Headache powder: 6 silver for 20 portions. Toothache oil: for relief from toothache pain, 6 silver for enough for 10 days of pain relief. Sleeping potion: For help falling to sleep excellent for those suffer post-traumatic shock form an encounter with serious danger. 4 silver for 10 nights worth of treatment. lye soap: for cleaning clothing 1 silver per 6 oz. bar. Perfumed soap: for cleaning people mild enough for children, 2 silver per 6 oz. bar. Burn Ointment: for all survivable burns 4 silver for enough to cover 2 sq. ft. of burn. Sea turtle eggs: for those with refined desires, 4 gold each. Wood Alcohol: for disinfection and cooling those with a fever. 4 silver per quart. Love potion: to be administered to that special someones drink, 5 silver for one dose. Vanilla juice: for spicing food, 3 silver per half pint. Burl Oak nut paste: As a protein supplement added to other foods to boost nutritional value and energy 3 silver per half pound ( 40 servings). Powdered Feather palm: a food spice similar to curry in flavor, 3 silver mark per qtr. pound of spice. Powdered Ka Bean: a food spice that tastes like hot cinnamon, price 2 silver per qtr. pound. Powdered Mace: a native substitute for black pepper, 3 silver per qtr. pound. Tree of life Juice: a intoxicating and popular power drink that plays off the tree of life myth with the Ferlie 2 silver per quart. The drinks give a plus 1 to the drinkers strength for 2 hours after which they have a -1 strength for 4 hours. The Cartographer's Shop: With large maps and charts to small locale harbor charts this is where you find the map or chart you need. The Game-master will collect the price of each chart the players decide they want to buy. There are places where the ruins of ancient Duarf cities lie just beneath the surface of the waves. Filled with untold wealth and populations of octopi; and ready to be explored by the brave or reckless.
The Fallen Dome Baronial Guard corp. numbers 450 men including officers. The carry a painted rawhide over wood shield with the Barony's Swan ennobled symbol painted on a black field. They serve an 8 hour shift and patrol routes in groups of 2, 4 or 6 men, depending on how isolated the patrol may be. One third of the guards are trained with crossbows or the new Aruth hand cannon. Patrols outside the urban areas are also equipped with 4 grenades per man, with 2-3 men armed with either crossbow or hand cannon. Urban Patrols most often only carry a spear and sword. All men are armored with a heavy leather jack, over a knee length maille Bernie which is over a thigh length quilted padding. Armor code: leather jack; Cut 10, Thrust 8, impact 5 Burn 3, Maille over pad; Cut 20, Thrust 10, Impact 10, Burn 2, Shield Cut 16, Thrust 12, impact 12, Burn 10, Helm Cut 28, Thrust 18, Impact 28, Burn 2. heavy leather boot mid calf and foot, Cut 6, Thrust 4, Impact 6, Burn 3. This means that over the vital chest area they have a combined Cut 30,Thrust 18, Impact 17, Burn 5. Their official sword has a weapon code: Cut 14, Thrust 9, Impact 1, Burn 0. Spear weapon code Cut 6, Thrust 16, Impact 3, Burn 0. Other weapons are found in the basic rules.
While the Guard have been a traditional defensive force to protect Fallen Dome, recent events over the last two years, has caused the baron to look to increase the guard by 150 men as an offensive expeditionary force to aid other nearby islands if they are attacked. Being adrift alone and lost at sea. At some point the food and water runs out and clouds can obscure the sun so that you don't even know, in which direction you are drifting. A good Game-master can use this scenario to allow a new player character to join an existing game by having the current players fine the poor cast-a-way. Of the game master can require a moral role to determine at what point the player character cracks and takes drastic action.
The new baron at Aruth has begun training all new recruits in the use of the Aruth hand cannon, which has a fixed bayonet and a longer barrel than the Falcon hand cannon. The Aruth Military can field 900 officers and men. It is currently into an expansion to 1200 under the guidance of the new Baron. The basic fighter is armored with a maille over pad Bernie that is mid thigh in length armor code: Cut 20, Thrust 10, Impact 10, Burn 2; Over the torso is a layered canvas fabric quilt Cut 12, Thrust 8, Impact 8, Burn 3; The knee has a hardened leather cop code: Cut 17, Thrust 15, Impact 11, Burn 2; the shin is also protected with a hardened leather greave. The head is protected with a steel cap. code: Cut 28, Thrust 18, impact 28, Burn 2.
The Gold Florin is about the size of a USA, Earth, Dime; The Silver mark is about the size of a USA, Earth, quarter; and the copper pence is about the size of a USA, Earth, nickle. 10 copper pence with an "S" for service on one side and a ship on the other equals a silver mark which has a representation of the mythical "Isle d'Prime" on one side and the various baron's head on the other. Ten silver pence equal a gold Florin which has the traditional fleur d' lie on one side and the various Barons on the other.
In every port of call, there are rumors of possible employment, here are a few that can be used to start an adventure. Elizabeth Isle: There is a current need for up to 15 mine guards. Duties include guarding workers at the mine against Duarf attack both above ground and in the mines. Also guarding the ore wagons that haul the ore from the mines to the smelters near Port Elizabeth. Pay is 10 silver marks per day plus a bonus of 5 gold florin for each confirmed Duarf killed if attacked. Table Isle: The Miners are looking for adventurers to help exterminate a large infestation of Hell hounds that were recently discovered on the island. Only experienced fighters and hunters need apply. Pay: food and 3 silver marks per day, plus 3 gold florins for each hell hound head turned in. You should have your own hunting equipment. Aruth: The Thomas family are looking for a party to effect the rescue of their only son who was pressed by the Falcon Empire during a voyage to Isle d' Mary on a glass buying trip. The rumors are that he is now an indentured servant, at the Falcon navel base Porto Navale on the north shore of Isle d' Throne aka Isle d' Trono. For the safe return of their son they are prepared to pay 2,000 gold florins upon his safe arrival back in Aruth. Fallen Dome: The MacShaw family is looking to hire 3 or 4 experienced adventurers to search for their son, his wife and their 4 grandchildren who went to Long Beard isle about 6 months ago in search of a lost Duarf emerald mine. They will require proof of identity for any remains found. pay is negotiable. Isle d'James: The harbor master at Isle d'James has a bumper crop of Cotton to move and is looking for merchants and ship captains interested in a deal on bales of raw cotton at 20% off the regular price for cargo loads of 5 tones or more.
Weapons that the Duarf are known to have: A: The pneumatic flamethrower shoots a stream of Greek fire onto its target; B: The Duarf Falchion with engraved Damascus steel blade; C: Duarf glaive with engraved Damascus steel blade; D: Duarf Power staff produces a streak of blue lightning from the large end it is effective with burn damage against all metal armor; E: Duarf throwing javelin used in both hunting and war; F: A ancient Duarf hand weapon with retractable blade. Reports from the Kor war claims this could drop multiple targets in rapid succession. There are no reports of this weapon in the last 80 years; G: Simple primitive blow gun that shots a poisoned dart; H: Hooked knife with a etched bronze blade. I: a pneumatic dart gun that fires a poisoned dart much farther than the primitive blow gun.
While some Duarf have been seen to use Human made Crossbows, pole-weapons and swords; the Duarf seem to feel that it is illegal for a human to own one of their weapons. This has resulted in assassinations and attempted assassinations against the human owners of Duarf weapons. A: Dried Apricots, can be kept for up to a year if kept cool and dry; B: Cheese, can be kept up to 4 years if kept dry the cheese will continue to get sharp but it is still good to eat, and any worms can be picked out by hand before eating very old cheese; C: Pickled hard-boiled bluegull eggs can be kept for up to a year in pickled brine vinegar; D: Pickles or more correctly pickled cucumbers can be kept in pickled brine vinegar for up to a year; E: Hard tack a hard bisque t like flat bread, it must be soaked in liquid to be eaten without damage to the teeth. If it is kept dry it can last for up to 6 years; F: jerked meat most often goat or lamb, if kept dry it will last up to a year; G: cooked gruel or porridge usually oats or cracked wheat. the dried cereal will last about a year if kept dry and free of worms: H: Fresh fruit with apples and pears being popular, the pears can be picked green and ripen at sea with 2 months safe use. Apples are picked ripe and will keep up to 6 months as long as any bad apples are removed as they are found; I: Fresh bread a 1 pound varlet of wholewheat will last two weeks at sea before it becomes moldy; J: Sea Sausage: a precooked sausage with meat,grain, vegetables and spice, it can be eaten cold,fried, baked or boiled. If kept cool and dry it will last 6 months; K: Smoked fish, if kept dry it will last 6 months.
A popular stew is sliced ship sausage with rice and what ever fresh vegetables can be found. Meals can be supplemented with fresh fish, or fruit or meat from an island but these all take time out of the voyage. The Lost Treasure of the Survi: A few years ago a small group of non-believers managed to sneak onto the Isle of Remembrance and steal a box of priceless ancient human relics from the "founders", the first human colonists. Some versions of the story say that one of the thieves claimed the relics were his families that his great-great grandpa's name was on them. In other versions the idea was to sell the relics back to the Servi for gold. In any case, the would be treasure hunters only got as far as the island of Servi Tertius before they were cornered by the Servi. They claimed they were innocent, and it is true that the stolen artifacts were not with the hapless thieves when they were caught. Nor did the Servi find them on the island which does have lots of hiding places. If they chucked the priceless artifacts over the side they are lost forever if they are hidden on the island then they are still there. The thieves were executed by the Servi after a trial that proved they were heretics against the coming of the "Others". Since they didn't have the stolen property with them, under Servi law they could not be executed for theft. A Beach on Servi Tertius is shown. The Legend of Smuggler's Cave: In the barrier reef that surrounds the isle d' Mary in the Falcon Empire is an island locally known as Smugglers cave isle. On one side of the island are the deep open ocean waters and on the other the calm shallow waters of the lagoon with the Isle d' Mary just a short distance away. In the days before the Falcon Empire conquered the Isle D' Mary, smugglers would off load illegal cargo into the island's caves. Their ships hidden from view of the officials on Isle D' Mary by the island. Then later, fishermen who worked for the smugglers would bring small amounts of smuggled cargo back in their fishing boats sailing in the lagoon right under the official's noses. During the war of independence with the Falcon Empire, the smuggler was killed fighting for the freedom of the Isle D' Mary. His crew made prisoners in the Falcon Empire, never to be seen again. Even though years have gone by the smuggler is still a hero to the islanders of Isle D' Mary and rumors persist that much of his treasure is still hidden in the cave tunnels of Smuggler's isle, never found by the conquering Falcon troops. Graveyard Cay: A very long time ago a great ship crashed and was broken up on the sand at Graveyard Cay the families of the dead erected huge stone boulders as grave markers over the remains of their loved ones. Such a huge amount of wealth is buried in these graves that it is said the survivors cried for months because of the loss. What might be found if these 15 foot tall markers could be moved off of the graves. The Fabulous Treasure of Long Beard Isle: The humans on Longbeard Isle have gone native they cover their bodies with tattoos and wear almost no clothing. The men are reported to wear long beards from which the island has its name. Yet despite having no real culture they wear fabulous antique golden jewelry from the Duarf. They story is told how there is an ancient Duarf "City of Gold" hidden in the jungles of longbeard island. While the native humans seem hostile to outsiders at best, some claim to have traded items such as a steel knife or axe for some golden trinket a native was wearing. Most sailors will tell of hearing about someone being dropped off on the island to search for this fabulous city but to be never seen again. In year 189 a small merchant ship was found abandoned yet anchored off the islands north shore with no sign of the crew. The food on board had molded months before. Nova London and the Isle d' Prime: The Myth, The town of Nova London on the Isle d' Prime was the historic location of the very first human settlement according to legend; but no such island or town are currently on any known sailing chart or map. There are some rumors that it was sunk into the sea and others that it was destroyed by volcanic eruption. The entire island seems to have vanished into the mist of time. Some stories are still told about how the people on this island could sail through the air like birds and light the darkness without a fire. How they could make an enemy vanish into a cloud of smoke from a great distance and have metal people that can talk. With the passage of time the legends of this magical place have only grown more fantastic. Yet no-one knows where it is. The "Servi" claim that it is their home island but except for the "Temple of Remembrance" there is no real evidence to support their claim. The Servi do have some strange looking artifacts but no-one living has seen how the artifacts are used. The Servi reverence the objects but never do more than look at them in awe and wonder. Some suspect that it is the Isle d' Benjamin that was the first landing site. No one knows the truth. "Harp-sum" the Duarf Heaven, or a Duarf cloud are some of the names associated with this strange round cloud that appears from time to time in the sky. It is a gray-white color and never changes shape but floats with the clouds. Some Duarf say that it is "Harp-sum" or heaven the place where all Duarf who have taken care of the Earth will go when they die. Many humans refer to them as" Duarf clouds" and believe that if their shadow falls on you, you will have nothing but bad luck until the next time one appears high in the sky. Observation over the last 200 years has failed to show a pattern to their appearance in the sky One noted scholar at the university in Deeport believes that there are more than one Duarf cloud and that is the explanation as to why their appearance can't be predicted. At night they can't be seen unless they cross the moon when they do this, the moon can be seen faintly behind and through them.There is a 10% chance of seeing one in any given month. Poor Willy: The story is told of poor Willy a foolish young boy who went to sea on an ill fated voyage The ship was becalmed for weeks and the food ran out when the carcass of a dead Orick was seen floating on a dead tree while none of the other sailors, despite their hunger and thirst, would touch the carcass But against the warning of the other sailors Willy ate a large portion of the dead creature during the night Willy turned into a monster and attacked his own ship mate and killed half of them before he was killed two days later there was wind and the remaining crew were saved. Willy body was on display for several years before it was destroyed in a fire. No one living will claim any first hand knowledge of the story but the story is told to young children on several dozen islands as an example of the need to listen to the older folk who are wiser. The Beastman: Is a story told by the Servi about how those who reject the teachings of the Servi and go "ative"( native) will become beast-men contaminated by the alien world around them. The Servi have a extensive list of what is clean and unclean so that their followers will know what to eat or drink and how to live as "Umans" (humans) and be ready for the "others" when they come and take the righteous to Earth (Servi Heaven)in the great "Escue" (rescue) Crocodile Joe: This legend says that a man named Joesph Moorhead went to Wraith Isle to Live as a hermit and search for a lost Duarf treasure; but that he became a crocodile-man from eating swamp-gators and nothing else. So now Crocodile Joe roams the swamps of Wraith isle attacking anyone who comes near in a hope that by eating humans he will be turned back into a human. "Harp-El": The story is told that in the early days of Antonio's isle, Harp-El was a giant King more than 40 feet tall, who had collected a vast fortune in tribute from the lessor Duarf, who lived in fear of him because of his size and his skill in battle. Then with the coming of the humans the other lesser Duarf revolted and allied themselves with the humans who had in those days great magic at their disposal. Fearing that he would be overthrown in the revolt; Harp-El dug a huge cave in the Duarf's crown mountain and crawled inside dragging his fortune in gold after him. He then filled in the cave entrance so no one could find it and hid himself in a smaller cave nearby until the day came when the Duarf would reject the human invaders and call for Harp-El to return and be their leader again. At this call, his vast treasure would be used to arm the Duarf with powerful weapons and they would defeat the humans and serve their true King. The Wood-witch: The Ferlie tell stories of the wood-witch a nocturnal creature made of wood. This evil spirit roams the woods at night stepping on sleeping victims and sucking their life-force out of them with its root like hands and feet.Only fire will keep the wood-witch away at night and woe to anyone sleeping without a fire in the dark of night. Human have picked up the tale and more than one father has put his children to bed with a story of the Wood-witch getting careless children who left the house after dark. Errk-El: The Duarf talk about an evil woodland creature called the Errk-El this voracious carnivore roams the mists of the woods just after dark and just before dawn. It is said that it uses its feet to disembowel its victim so that the victim lays helpless as the Errk-El eats it alive. No human admits to seeing this creature but it isn't hard to find those who insist that they have seen its grisly leftovers and they are convinced that it is real. The Nemo Brotherhood: No knows if the Nemo brotherhood is real or not. The story is that they steal young children who are then never seen again.No ransom is ever requested. They are often associated with strangers who ask questions about "bright" children and youth near schools and universities.Parents are known to tell their children to beware of strangers who might be from the Nemo Brotherhood. While some strangers have been arrested and a few tortured no missing child has ever been recovered no any proof that any stranger is indeed from such an organization. The Missing Colony of Bear Island: 80 years ago a colony from Fallen Dome was started on Bear island but within 8 months all 150 men women and children were gone and assumed dead. Rumors have swarmed that they had found gold on the island; But no-one knows for sure why the colony was founded or what happened to them. Trader Jack: Also known as Jacobi Gibson, or so the rumors go. It is said that for the last 30 years he has been the only human to maintain a trading post and friendly relations with the Quillian. He is supposed to have a trading post on an uncharted island somewhere south of Deeport on Kings isle in the Falcon Empire. That about twice a year he sails to Deeport with a ship full of pearls which he trades for supplies which he then takes south to his undisclosed trading post. It is easy to find those who have heard of "trader jack" but it is very hard to find anyone who admits that they have met him. Flying Ships: For centuries there have been stories of ships that can fly through the sky. There are many who will insist over an extra drink in the tavern, that they have seen strange lights in the night sky, or shadowy shapes sailing like silent ghosts through the growing dark of a late evening sky. Even the Duarf insist that once upon a time their ancestors had such ships and they sailed the sky from island to island. But the truth for more rational minds is that it must be nonsense no evidence for such things has ever been found . No proof at all. Wraith Island: This uninhabited island, was so named because of the mysterious ghostly lights which are sometimes seen on its mountain tops. The island is surrounded by impassable salt-water swamps that ring the island; with no safe anchorage for a ship. Some have claimed that the island is home to a race of giant Duarf who have a great treasure. Others say that it is the haunt of Duarf ghosts killed in the treachery of the Kor wars. Only the most desperate or crazy ever go near the island. The Tree of Life: This myth seems to have started with the Ferlies, though they deny it's truth if asked publicly. The story is that somewhere on the planet is a tree and it is said that if you eat from the fruit of the tree under a full moon, you will live forever and never die. Some variations of the myth claim that the Ferlie will pay a small fortune for new fruit from unknown trees on the planet. The Treasure of "Kozu-Ok-Tak": This legend says that starting between the "great white towers" there is a way through the maze of rocky shoals to a great ancient treasure in the center of the Sea of Rocks. it is a fun story and creative map makers have made and sold hundreds of fake maps to the gullible "want-a-be" treasure hunters. Dozens of young adventurers have bought these bogus maps and headed for the sea of rocks never to be seen again.
Wholesale bulk prices for merchants:
These prices will vary from season to season and island to island. The prices are for wholesale purchases in large amounts to a merchant for resale on another island. Game-masters should not allow player characters to buy personal equipment and supplies at these prices unless they are a merchant buying in bulk. Since merchants take some extreme risks sailing on dangerous seas they have the potential of great wealth, profit margins can range from 10% to 200% on a good voyage. A bad voyage can result in the loss of everything even your life. Grains: Not all earth grains grow on Archipelago and not all native grans can be eaten by humans. Wheat: 2 gold per hundred weight or 35 gold per ton at harvest; add 10% to the price per month past harvest until six months after harvest when no bulk wheat will be available. Barley: 1 gold 5 silver per hundred weight, or 25 gold per ton. Price increases each month by 10% after harvest. Rice: 7 silver per hundred weight or 10 gold per ton. Price increases by 5% each month after harvest. Oats: 6 silver per hundred weight or 10 gold per ton. Rolled oats: 1 gold per hundred weight or 18 gold per ton. Scrat a native grain eaten by humans 1 gold per hundred weight or 17 gold per ton. Lintels (Dried beans) 5 gold per 1000 weight. Fruits: Almost all fruits must be dried for transport or it will mold. The fruit shipped fresh has its best value if it is sold before three weeks has passed. The month given is the peak month to buy. Dried strawberries in June 10 gold per hundred weight. Dried cherries in July 2 gold per hundred weight. Dried prunes in July 1 gold per hundred weight. Dried peaches in August 2 gold per hundred weight. Fresh Apples in September 2 gold per hundred weight; Dried apples 1 gold 5 silver per hundred weight. Raisins in October 2 gold per hundred weight. Dried breadfruit in May this is a native plant, 8 silver per hundred weight. Ka Beans in September Coconuts raw in the shell 6 silver per hundred weight year round; Dried coconut 1 gold 3 silver per hundred weight. Pineapple fresh from June –September price; 1 gold 2 silver per hundred weight. Fresh banana April to November 7 silver per hundred weight; Dried banana April to November 2 gold per hundred weight. Dried Kabua a native plant in October 2 gold per hundred weight. Misc. Food Items: Honey 6 gold per hundred weight (about 9 gallons). White sugar 90 gold per hundred weight. Raw Sugar 60 gold per hundred weight. Vinegar 1 gold per hundred weight (about 12 gallons). Poor wine 2 gold per 12 gallon amphora (100 lbs), Average wine 3 gold per 12 gallons (100 lbs.), Good wine 4 gold per 12 gallons(100 lbs.). New goat cheese 4 gold per hundred weight in 5 pound wheels, Aged goat cheese 6 gold per hundred weight in 2+ year old 5 pound cheese wheels. Fish Jerky 8 silver per hundred weight, Lamb jerky 4 gold per hundred weight, Goat Jerky 3 gold per hundred weight, Beef jerky 25 gold per hundred weight, Kapsur jerky 20 gold per hundred weight. Behemoth jerky 8 gold per hundred weight. Sea turtle eggs base value 5 silver to1 gold per egg. Sea cucumbers a floating green fruit from a sub-tropic species of sea weed high in vitamin “C” 4 silver per hundred weight. Spiced olives in olive oil, 4 gold per 10 gallon amphora, (100 lbs). Olive Oil, 2 gold per 10 gallon amphora, (100 lbs). Metals: Metal can be purchased as either raw ore from a mine which can still contain 5%-25%worthless rock or as smelted ingots of pure metal. Copper ore 6 gold per ton, Copper ingots 8 gold per ton. Tin ore 2 gold per ton, Tin ingots 7 gold per ton. Zinc ore 6 gold per ton, Zinc ingots 14 gold per ton. Lead ore 2 gold per ton, Lead ingots 3 gold per ton. Iron ore, Iron ingots. Silver ore 140 gold florin per hundred weight, Silver ingots 160 gold florin per hundred weight . Gold ore 1400 gold florins per hundred weight, Gold ingots 1600 gold florins per hundred weight. Bronze is made from tin and copper and is only available as an ingot Bronze 4 gold per ton. Pewter is made from tin and zinc and is also only available as an ingot Pewter 11 gold per ton. Coal while not a metal is needed, its mining and transport is necessary for all metal production; Coal 1 gold per ton to buy. Building Supplies: Fire wood is sold by the cord a pile of cut wood 4 feet wide and tall and eight feet long Firewood 3 silver per cord (about 1.5 tons). Cut lumber is sold by the board foot a sawn piece of lumber 1 foot wide and long and an inch thick is one board foot, or about 1pound. Ship quality lumber 3 copper per board foot. Wall lumber 2 copper per board foot, and Roof and rafter quality lumber 5 copper per board foot. Dressed stone is stone that has been cut into rectangles for building walls, it is sold by the ton. Different types of stone have defensive codes and weights lava & Coral stone one ton equals 54 cubic feet for 1 gold defense code one foot thick wall: Cut 250; thrust 250; chop200; impact 350. Limestone one ton equals 21.6 cubic feet for 1 gold defense code one foot thick wall: Cut 250; thrust 250; chop250; impact 200. Sandstone one ton equals 27 cubic feet for 1 gold. Defense code one foot thick wall: Cut 225; thrust 240; chop200; impact 150. Granite & Marble one ton equals 21 cubic feet for 1 gold for the Granite and 2 gold for marble; defense code one foot thick wall: Cut 290; thrust 300; chop275; impact 300. Roofing tile per 100 square feet Wood 4gold; Ceramic 3 gold; stone 5 gold, lead 5 gold. Textiles: All bulk textiles are sold by the 100 yard bolt. Each yard of fabric is one square yard. Cotton is the one textile plant from Earth that grows on Archipelago. There is also a hybrid cotton and Jinx linen from a native Jinx plant. Jinx linen lasts three times longer than cotton but is not as popular to the touch. Silk is made by harvesting thread from the forest spider nests. It is both smooth and strong but expensive. The Ferlie often have silk for sale. Cotton for clothes by the bolt is 4 silver per yard. Hybrid Cotton in a bolt is 3 silver per yard, Linen by the bolt is 2 silver per yard. Wool by the bolt is 5 silver per yard woven, and 3 silver per yard felted. Linen canvas for sails by the bolt is 2 silver per yard. Oiled linen canvas is 1 silver per yard by the bolt. Water proof tent canvas is 3 silver per yard in the bolt. Goat hair tent canvas by the yard is 2 silver per yard. Silk for clothes is 8 gold per yard by the bolt. Silk sail or tent cloth is 10 gold per yard by the bolt. Leathers are not sold in a bolt but by the yard. Behemoth leather is 3 gold per yard. The Quillian sometimes sell Behemoth leather. Asino leather 4 silver per yard. Kapsur leather 7 silver per yard. Miscellaneous items for wholesale: Most items will wholesale at 30%-50% of the average retail price to obtain the wholesale price the item should be purchased in multiples of a dozen. To sale the merchandise purchased wholesale, The merchant needs to sail to an island that needs the materials and offer them for sale. The Game-Master may restrict how much can be sold. For example a small island with one blacksmith will not need, nor afford 10 tons of iron ore; so the game-master may place limits on what can be sold. The following chart can be used to cover the average price of the sale. Roll a six-sided Die 1. The market is flooded your merchandise will sale for cost plus 5% 2. The market is weak your merchandise sells for cost plus 25% 3. The Market is Okay you sell your merchandise for cost plus 50% 4. The market is good you sell your merchandise for cost plus 75% 5. The market is strong and your merchandise wanted it sells for cost plus 100% 6. The market is fantastic your merchandise sells for cost plus 150% Traditional Quillian Weapons A is the large fishing spear carved out of ivory and used for larger fish, note the three hooks on the spears head below the blade. This will float head down with a miss and a lanyard can be attached. B is a bronze glaive like tool with a hook. This is used to cut and gut larger creatures like the Behemoth. The bronze head is made by the Duarf and this item will not float. C is the Quillian bow the wood is reinforced with a skin from some creature the Quillian won't say which. Poundage averages 100 lbs draw weight. The bow will float. D the traditional arrow has a Nessie tooth tip wood shaft and fish fin fletching. The arrow will float tip down. E is the small fish fishing spear there is a bronze spike flanked with carved ivory jaws to help hold the fish. This spear is used with a lanyard and it will float head down if the fish is missed. F is an obsidian bladed cutting and skinning knife used to flay fish meat into small strips the obsidian blade is reinforced with two small bronze strips along the knife's spine. This tool is extremely sharp and it will not float. G is a bronze bladed knife with inlaid mother-of-pearl handle and pearl decorations. The blade is made by the Duarf. This is often used as a personal defense weapon when swimming. This knife will not float. H is a long knife made from the spine of a hell hound. The blade is flexible and makes a triangular cut that is hard to heal. Owning this is the mark of a true warrior. I is a knife with a traditional ivory blade and the handle is decorated with inlaid mother-of-pearl.The knife will float .J is a short sword for war it has a wood blade lined with shark teeth. The weapon cuts, rips, and tears the victim's flesh leaving jagged gaping wounds. It has a Seagater skin wrapped wood handle. This weapon floats. Running out of food and water while at sea can be a serious problem. The following is the recommended minimum daily ration for a sailor as set forth by the university at Deeport. One gallon of water or juice ,4 ounces of hard cheese, a half pound of whole grain bread, 4 ounces of dried fruit, and 4 ounces of dried meat; a total of 1250 calories per person on board the ship. So the ship with a four man crew will need 4 gallons of water, 1 pound of cheese, dried fruit and dried meat, and 2 pounds of bread for each day they plan to be at sea. With a spoilage rate of 20%, that much more should be added plus an extra 2-3 days just in case the ship is delayed at sea by weather. Also it should be noted that crews which only get the minimum food ration for every voyage are 74% more likely to mutiny. So a wise captain or ship owner should allow extra food to prevent mutiny. This may mean stopping at islands not on the agenda for fresh fruit during a longer voyage. Alcoholic drinks cause dehydration so they should not be part of the food and drink ration.
How far can you see at sea? Because of the curvature of the planet and the sea as a relatively flat surface the rule is 1.17 nautical miles times the square root of the height in feet of the object you are looking for. So in perfect weather with no clouds an Island that was 1000 feet above sea level would be first visible from about 37 miles out at sea. A ship with a mast at 20 feet would be first visible at 5.23 miles with the tip of the mast showing first ,then the sails followed by the hull of the ship. If the hull was only 6 feet above the water then the ship would be 2.8 miles away before the hull could be seen. A person clinging to wood with just their head out of the water could not be seen until they were about 1 mile away. A farsee magnifies what can be seen, so a 20X farsee makes objects at a distance of 20 feet look like they are only 1 foot away. However the fare see can't make an object that is beyond the curvature of the planet be seen, until the object is visible above the horizon. Then the use of the farsee can magnify details.
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