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Aeldos Game Rules – Last Updated 2019-03-24

The game rules provided below are for the purposes of online and tabletop gaming. If you aren’t sure what that means you can probably skip this content. This document is a work in progress. Additional content and balance is likely.

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System Overview

The system was inspired by my experiences playing Dungeons and Dragons, World of Darkness, Fate and a variety of other role playing game systems. The system shares many concepts and conceits with these other system so it shouldn’t be too alien to most. The intent with the system is to lend more weight to character than luck and encourage a non-binary range of failure and success.

Mechanically it’s an additive system with players rolling using the core dice mechanic (below) against a difficulty determined either by an opposed roll or a value determined by the storyteller.

Core Dice Mechanic: 2d10 + Aspect + Broad Skill + Focus Skill
Why use 2d10?: One of the core tenets of this system is that Character Skill should be a greater factor than luck. Using 2d10 reduces the randomness of results by creating a triangular probability graph rather than a flat one.


Action Roll
Whenever a player attempts to do something that has the potential for failure they need to make the an Action Roll to succeed. In its most general form, a player makes an Action Roll by rolling 2d10 and adding the character’s Bonuses. Bonuses are derived from character features (Aspects, Broad Skills, Focus Skills, Traits, Callings, Species Features, Equipment) and add to the characters chance of success, reducing the element of fortune or luck in determining the outcome of the action.

The most basic bonuses are derived from the character’s Aspects and Skills. Aspects are a characters innate capabilities while skills represent experience, training, and knowledge.

When the storyteller asks for an Action roll they will define the Aspects and Skills that might are relevant to that roll. Since there are often multiple ways to complete an action a Storyteller may provide multiple options for this roll. Alternately, the player can suggest how they might use an alternate set of Aspects and Skills to overcome the challenge. Creative problem solving should be rewarded but the final decision on what is a relevant Aspect or Skill is up to the Storyteller. Once the roll is agreed upon the Storyteller can assign additional Mods to the roll. Mods are bonuses due to creative or entertaining approaches or penalties due to circumstances, wounds, or injuries.

The effect of the Action Roll and the outcome of the Action are determined by the Storyteller based on the Difficulty.

Difficulty is the target against which success or failure of an action is judged. The Difficulty of an action can be set in several ways:

  • By the storyteller directly where the difficulty is fixed and known. E.g. Picking a lock without distraction.
  • Against a roll defined by the storyteller where a challenge is highly random or defined by dynamic elements E.g. Running through a crowded square.
  • Against an opposing roll from another player or non-player character who is competing with or defending themselves against the character. E.g. Attempting to strike an opponent.


The more a player’s roll exceeds a target or opposing roll, the more successful the action. Conversely, the lower a roll in comparison to the target or opponent, the less successful.

Critical Success and Failure

Rolls of 2 are always a Critical Failure with negative results for the character.
Rolls of 20 are always a Critical Success with positive results for the character.

Order of Operations

Action resolution works as follows.
1. Player declares an Action that has some risk of failure,
2. Storyteller requests an Action Roll and specifies the relevant character features,
3. Player accepts the Action Roll as is, OR cites additional bonuses they want to use, OR specifies an alternate approach that uses alternate character features,
4. Storyteller and Player agree on a roll and the Storyteller assigns any additional Mods based on the players description of the action.
5. Player rolls 2d10 and adds the bonuses from the specified features.
6. Storyteller compares the result to the Difficulty for an unopposed roll or makes their own opposing roll and determines the degree of success or failure.
7. Storyteller describes the outcome of the Action.

Zila, Fleet, Marcus, and Haevian are investigating an ruin that has been marked off limits by the Ossandrian Legion. They come across a blocked entrance filled with heavy Orick debris. Marcus wants to move the debris so they can continue. Doing so is a difficult task (Target 18) as the remains are heavy. The storyteller calls for an action roll using Power + Athletics. Marcus’ player rolls 2d10 (result 12) and adds their ranks in Power (3) and Athletics (3) to get the result (18). Marcus also has a Focus Skill of ‘Heavy Labour’ (1) and can add this for a final result of 19. As this is an unopposed roll Marcus shifts the debris and is able to proceed.

Moving the debris was not quiet and has drawn the attention of a nearby Legion patrol. The group tries to enter the building but finds the door is locked. Zila wants to pick the lock before the patrol finds them. The lock is not conventional and uses old Urul technology and so is difficult (Target 17). The storyteller calls for an action roll using Grace + Technology but Zila’s player proposes using her Larceny, explaining that Zila’s focus is on circumventing the mechanical elements and weaknesses of the lock. The storyteller agrees and notes that the mechanism itself is quite old and worn reducing the difficulty (Target 16). Zila’s player rolls 2d10 (result 9) and adds their ranks in Grace (2) , Larceny (3) and their focus in Lockpicking (2) for a result of +7. Zila also has a masterwork set of lockpicking tools which grant a +1 to the roll for a total bonus of +8 and a final result of 17. The lock opens but because it is only 1 above the target not before the Legion patrol rounds the corner.

While Zila works on the lock, Haevian and Fleet prepare themselves for the approaching patrol, hiding in the shadowy rubble of the ruin. The Storyteller calls for a Grace + Stealth check from both to determine the difficulty for anyone trying to spot them.

Fleet rolls 17 and adds her Grace (+3) and Stealth (+3) for a result of 23. She is adept at finding a nook and melding into the shadows.
Haevian rolls a 10 and adds his Grace (+1) and Stealth (+2). His heavy armour also imposes a penalty of -2 to the roll, for a final result of 11. It’s hard to hide in full plate.

The patrol rounds the corner and rolls a Perception to spot the hiding characters. Fortunately they roll a critical failure. The Storyteller describes how the patrol is bickering about the quality of last nights meal and are entirely oblivious to the crew.

With the patrol gone and the door unlocked the group proceeds further into the ruin.

Advanced Bonuses

Not all bonuses are flat modifiers to the result. Species features, Callings, Abilities, Traits, and Equipment can grant less straightforward bonuses or penalties through alternate dice mechanics.

3d10 H: Roll 3d10 and take the two highest.
3d10 L: Roll 3d10 and take the two lowest.

Automatic Success

Don’t roll when you don’t have too. If an action is simple or a character’s bonus exceeds the difficulty the roll is successful.


In combat, ties go to the defender. In all other scenarios ties should go to the player character but come with some minor complication.

Choosing Failure

Sometimes it’s more entertaining to fail than it is to succeed. Players who make the story more interesting by choosing to fail a roll of consequence they might otherwise succeed should be rewarded in some manner. Depending on the seriousness of the consequences of failure the Storyteller is encouraged to give out Plot Points, Experience, or a more temporary bonus to a subsequent roll.

Types of Action

There are three broad types of action:

Simple Action: Simple actions are where the outcome can or must be determined with a single roll of the dice (Short Climb, Lift Gate, Hit Enemy, Pick Lock under Threat). These are typically actions under a time constraint.

Extended Action: At the Storyteller’s discretion a character can retry an action until they get it right (Pick Lockbox, Search Area, Draw Map). This is called an extended action. Players can make multiple Action Rolls but each one represents at least ten minutes spent on the task. So long as they are not meaningfully interrupted the character gains a +1 for each subsequent Action roll to the task, up to a maximum of 5 until they are able to succeed or give up.

Complex Action: Complex actions are where the outcome depends on a series of successful checks over a longer period of time. (Craft Armour, Research Lore, Investigate Gang, Follow Trail). Complex actions are extended and sequential activities that take several days or weeks to complete. These are typically unopposed but difficult and the ST determines the stages or elements and assigns a difficulty to each. The task is only complete once all of these are successfully passed. Complex actions can be broken up and tackled by a group with each group member proficient in the task contributing a +1 to the rolls of all other members.

Aspect and Skill Scale

Aspect value ranges are based on a human average of 0.

# Ability Term Skill Term
-5 Incapable N/A
-4 Terrible N/A
-3 Bad N/A
-2 Poor N/A
-1 Hindered N/A
/0/ Average You are aware but unpractised in skill
1 Good Trained in the skill with limited practice
2 Proficient Trained in the skill with notable practice
3 Excellent Well versed and experienced in the skill
4 Amazing Mastery of the subject via constant use
5 Perfect World renowned human apex in skill
6+ Superhuman Beyond unmodified human ability

Scales of Success/Failure


Target Result
2 Critical Failure
3-7 Failure
8-11 Easy
12-15 Moderate
16-19 Hard
20-23 Heroic
24+ Epic


Spread Effect Bonus
1-3 Narrow +1
4-5 Moderate +2
6-7 Considerable +3
8-9 Substantial +4
10-11 Massive +5, Free Act
12-13 Heroic +6, Free Act
14-15 Epic +7, Free Act

Character Features

Characters are composed of the following features:
Aspects: The fundamental features and attributes of a character.
Broad Skills: The general learned abilities of the character
Focus Skills: Highly specific areas of skill
Traits: Additional singular or progressive character customizations such as special abilities, callings, and specializations.


Aspect Role
Power Strength, stamina, physical resilience
Grace Agility, dexterity and physical control
Intellect Reasoning, logic, memory, knowledge
Intuition Wits, mental agility
Personality Social capability
Appearance Physical attractiveness
Will Mental fortitude and spiritual potency. Also used heavily by sorcerors

Aspect values can range from -5 to +5 for humans or higher for quasi-humans.

Broad Skills

Skill Description
Animal Handling Communication and care of animals
Athletics Running, climbing, swimming, jumping
Combat Martial and tactical competence
Craft Tinkering, engineering and general creative ability
Concentration Trained focus and ability to block out distraction
Investigation Identification of evidence, clues, and pursuit of leads
Larceny Ability to defy locks, pick pockets, and commit crimes
Languages Number and proficiency with languages (3,5,7,10, 14)
Lore History, politics, mythology, geography, etc
Medicine Anatomy, healing, herbalism, first aid
Mercantile Identification of items and their value
Observation Perception, listening, spotting
Performance Public oration or demonstrations of skill
Socialize Diplomacy, lying, manipulation, persuasion, deception
Stealth Avoiding detection
Survival Hunting, foraging, avoiding hazards, finding shelter
Technology Understanding of complex devices and construction
Travel Riding, driving, sailing, piloting, navigating

Broad Skill values can range from 0 to 5


Languages, like all other skills, take time and effort to learn. Unlike most other skills, languages are usually used pervasively without the need to roll a skill check; you don’t need to roll to convey meaning to other PCs and NPCs as that would drag a game to a grinding halt. Rather, the character either understands what is being said or does not. As such there are a few additional rules surrounding Languages in particular.

Native Languages: Most people speak the dominant language of their originating culture but additionally, all characters are assumed to speak common unless they take the flaw ‘Isolate’. Common is an ancient and pervasive trade language that finds every day use in huge swaths of the world. These languages do not take up a slots and do not require a roll to understand as the character is assumed to be fluent in both.

Learning additional languages requires intense study or tutelage under someone fluent in that language.

Taking a point in Languages grants a character a ‘slot’ for that language. For each level in Languages the number of slots increase as follows:

Language Rank Total Slots
1 1
2 3
3 6
4 9
5 Unlimited

Unfortunately languages aren’t learned in an instant; it takes time to reach fluency. The length of time can vary, but in general it takes at least two months to reach true fluency in a language. During this training period the character is assumed to have a basic understanding of the language which permits them to make an Intellect or Intuition + Languages roll to understand other speakers. After the training period has passed the character is assumed to be fluent and no longer needs to make checks to understand the language.

List of Languages

  • Urul: Ancient and largely lost language of the Urul Imperium.
  • Common: A derivative of Urul and common language of Ossandria, Selene, and much of Victra.
  • Granden / Vaiar: Language spoken in Granden and southern Vandar.
  • W.Svertan / Svan: Language spoken in much of Vandar and western Svertheim.
  • E. Svertan / Itanen: Language spoken in the east of Svertheim and parts of Lux.
  • Luxi / Reu: Language spoken across Lux.
  • Mujinese / Eono: Common language spoken across Mujin.
  • High Mujinese / Kogo: Archaic and formal language of Mujin.
  • High Ossandrian: Language of the ruling and military classes of Ossandria.
  • Nehep / Netil: Language spoken across Nehep.
  • Subinese / Volee: Language spoken on the isle of Subin and in the south of Nehep.
  • Low Victran / Iayath: Language spoken by many in the lower classes of Victran society.
  • Clatterspeak / Clatter: Extremely difficult language used between machines. Humans who can speak it are rare and often only know enough to trigger key functional responses.
  • Bellatori / Whistleshape: Extremely difficult vocal and physical language of the Bellatori. Humans who can speak it are rare and often incapable of complex phrases.
  • Tollam / Vort: Language spoken by the Tollam of the South.
  • Argot: Also known as ‘common for rogues’, Argot takes from common and other languages but makes numerous broad and significant phonological modifications. It is used primarily by criminals and outlaws.
  • Kadath: Language spoken by members of the Kadesch.


Sign Language
What universal sign language existed in Aeldos died with the fall of the Urul and though non-verbal communication through signing persists, it has become regional and heavily tied to the local languages. Fragments of a universal alphabet persist but have become intertwined with common cultural hand signals and ad hoc additions.
Mechanics: Sign Language is a focus skill and works alongside any language the character already has. To communicate in Sign to someone who is not fluent is an Intuition or Intellect + Language + Focus for the speaker. No check is needed for communication between two individuals with the skill.

Focus Skills

Focus skills are specific to the character. As the name suggests these tend to be fairly focused and related to a Broad Skill. For example a warrior might have a combat oriented focus skill with a particular weapon, piece of armour, or maneuver like dodging or parrying; a merchant might have mercantile focused skills in price negotiation, or assessing value; and a lorekeeper might have focused lore skills in a particular domain of knowledge. All focus skill require storyteller approval. Focus skill values range from 0 to 5.

Example Focus Skills

Broad Skill Example Focus Areas Example Focus Skills
Animal Handling Species Felines, vulpines, primates
Athletics Action Run, climb, swim, jump, throw
Combat Weapon Dagger, sword, bow, hammer
Craft Field Weapons, armour, clothes, scribing
Investigation Locale Urban, Rural
Larceny Field Lockpicking, pickpocketing, thieves cant,
Languages Families Cyphers, Dead Languages, Machine Code, Sign Language
Lore Area of study History, politics, mythology, geography
Medicine Area of study First aid, herbalism, surgery, anatomy
Mercantile Field Trade goods, equipment, gems,
Performance Instrument Oration, lyre, drum, singing
Socialize Action Lying, persuasion, intimidation, flattery
Stealth Environment City, Forest, Plains, Mountain, Desert, Night,
Survival Environment City, Forest, Plains, Mountain, Desert,
Technology Operation, Repair, Alteration Clatterjacks, Luminar, Canna, Artilects, First Age Security
Travel Method, Other Ride, drive, sail, pilot, navigate, paths

Derived Features

While other character features such as Aspects, Skills, and Traits are purchased, derived features are persistent values obtained by adding core features together. Values below can be modified by species features, callings, or traits.

Trait Variables
Reaction Grace + Intuition
Initiative Reaction + 1d10
Awareness Intuition + Observation
Perception Awareness + 2d10
Fortitude Power + Will
Charm Personality + Appearance
Health Fortitude + Species Value
Resilience Intellect + Will
Stress Resilience + Species Value
Attack Ability + Combat + Focus
Damage Weapon + Result of contested attack/defense roll
Defense Power or Grace + Combat + Focus
Stressed State 50% of Stress or higher
Stress Penalty Will – 4, Minimum -1
Natural Healing Power / week, Minimum of 1
Stress Recovery Will + 2 /day at rest or Will / day
Move, Base (Power + Grace + Athletics) /2) Meters
Move, Run ((Power + Grace)/2)+3 Meters
Move, Run / Round Run x 6 Meters
Move, Sprint Run x 2 Meters
Move, Sprint / Round Sprint x 6 Meters

Reaction and Initiative

Reaction = Grace + Intuition
Initiative = 2d10 + Reaction

In situations where timing is everything, Initiative is key. Initiative is used whenever characters are trying to act simultaneously or deal with high pressure or dangerous circumstances. When the Storyteller calls for Initiative they are indicating that there is a competition to act first that may have a meaningful impact on the narrative. When this happens the narrative slows down and each player and the Storyteller act in turn, with each turn representing 6 seconds of time.

Initiative order is determined by everyone involved rolling 2d10 and adding their Reaction. The result is the Initiative Order and represents who acts in each turn. The higher the result the sooner you get to act.

Simultaneous Initiative: If two characters land in the same slot in the Initiative order the one with the higher Reaction goes first. If both characters have the same Reaction reroll to determine who goes first within the turn.

Delayed Action: A character can choose to delay their reaction, seeking a more opportune time to act. To do so the player must declare their intent to delay the action until a specific condition is met. This could be “I delay until Randulf draws his sword” or “I delay until I have a clear line of sight on the target”. Once the condition is met the character can act and is assumed to act *after* the condition has been met. The character assumes this new place in the Initiative order for the following round. If the condition is not met they lose their turn waiting. When declaring a condition the player does not have to specify an action.

If the condition were “I wait until Shenn starts moving” and Shenn intended to move and then attack the character would preempt her action.
If the condition were “I wait until Gota is occupied” and Gota attacks another character the character would go after.
If the condition were “I wait until Coran has moved into the doorway” and Coran intended to throw a bomb and then move through the doorway the character would go after.

Awareness, Perception, and Investigation

Awareness = Intuition + Observation
Perception = 2d10 + Awareness

Sometimes asking for a roll reveals as much as the roll itself. Perception is one such roll. Asking for a perception implies there’s something there for character’s to perceive and can trigger intentional or inadvertent metagaming as a result.
Instead the system uses an Awareness trait which is calculated as.

A character’s Awareness represents their general attention to the world around them. The higher a character’s Awareness the more likely they are to passively observe detail and nuance. Conversely, the lower the Awareness, the more oblivious they are to even obvious events.

Awareness is what the storyteller uses to determine what a character sees when they’re not actively engaged with a situation. A character’s perception is their ability to muster a level of intentional awareness and observe the world, seeking something.

Perception is an active roll that is called for by *the player*, indicating the character’s active intention to observe the situation for details.

In addition to Awareness and Perception a character’s investigation represents their ability to actively investigate and piece together clues and evidence. Investigating is an active action and necessitates a roll of 2d10 + Intuition + Investigation. This roll is called for by the player, indicating the characters actions to investigate something.

Awareness and Perception are what you do with your senses. Investigation is what happens when you add your hands and some experience.


Lying is another instance where asking a player to roll to detect a lie implies more than a storyteller might like. To avoid this the storyteller can do one of the following:

  • Roll the lie *and* detect lie for the player and NPC (this puts the onus of tracking bonuses and results on the storyteller)
  • Determine a Lying and Detecting Lies baseline for a character


The player should not rely on the storyteller if they think they are being lied too and can request a detect lie check. When doing so they may wish to use an alternative to the standard Intuition + Socialize check, so long as they can justify it.

Fortitude and Health

Fortitude = Power + Will
Health = Fortitude + Species Value
Natural Healing = Power + Species Modifier / week, Minimum of 1

Stress and Resilience

Resilience = Intellect + Will
Stress = Resilience + Species Value
Stressed State = 50% of Stress or higher
Stress Penalty = Will – 4, Minimum of -1
Stress Soak = Will + Species Modifier
Stress Recovery = Will + 2 /day, modified by circumstance


Charm = Personality + Appearance


Move, Base = (Power + Grace + Athletics) /2) Meters
Move, Run = ((Power + Grace)/2)+3 Meters
Move, Run / Round = Run x 6 Meters
Move, Sprint = Run x 2 Meters
Move, Sprint / Round = Sprint x 6 Meters

Plot Points

Plot Points are a form of player currency that can be used to influence the story in meaningful ways.

Players earn plot points by:

  • Complications: Players who do a particularly good job embodying not just the strengths but the weaknesses of their character should be rewarded. If a player voluntarily fails an important roll because it wouldn’t make sense for the character or playing a character’s weakness even though it has negative consequences but makes the story more interesting.
  • Callings: Players who embody their Calling through action or roleplay should earn a plot point for doing so.


Plot points can be used to reverse bad fortune or exert additional control over the narrative. A player can have a maximum of 3 plot points at a time and a plot point can be traded for one of the following.

Intervention Description Plot Point Cost
Automatic Success, Moderate The character can succeed on one action that is Moderate difficulty or below. 1
Downgraded Difficulty The character can reduce the difficulty of a task by one degree (Epic > Heroic > Hard > Moderate > Easy) 1
Reroll The character can reroll an action 1
Shake It Off 1/2 the wounds inflicted by an attack 1
Stabilize A dying character is stabilized 1
I Know a Guy The player can describe a minor character who can help with a situation. The ST will play this character based on the description 1
Automatic Success, Hard The character can succeed on one action that is Hard difficulty or below. 2
Celestial Intervention The player can request Storyteller assistance. If the Storyteller agrees they help but this assistance comes at a price later on. If the Storyteller declines the player retains their Plot points 2

Character Creation and Advancement

For a quick guide see the Character Creation page.

All human characters are assumed to start with 0 in all Aspects and Skills. Quasi-humans often receive modifications to select Aspect base and caps as the Aspect range is based on a human average of zero. All traits are capped at 3 at character creation or 4 for quasi-human specializations.

Feature Character Creation XP Experience Cost to Advance
Aspects 48xp New level x 6
Broad Skills 60xp New level x 4
Focus Skills 54xp New level x 2
Traits/Calling 25xp, Calling x2xp New level x5

Why does a calling cost so much to purchase at character creation?
Because the first level of a calling reduces the XP cost for purchasing broad skills.

If I take a calling during character creation do I pay the reduced cost for the listed broad skill?
Yes, but skill caps still apply – you cannot buy a broad skill above 3 at character creation.

Note that, post character creation, advancement is related to in game activity. As a character progresses they may learn or improve their skills but increases are tied to the activities the character pursues in game. A character who has spent the majority of their time on a battlefield is unlikely to have learned Lore or Mercantile skills just as a library bound scholar is unlikely to be learning much about combat. The exception to this would be if the player specifies that the character has pursued training from a mentor or other character which would allow them to buy up their skills.

How much does it cost to buy out of a negative Aspect?
The cost to buy out of a below average aspect is the current penalty multiplied by 6 in experience points.

Example: If a character has -2 in Power and wishes to buy ‘up’ to -1, they pay 12 xp.
The exception to this is characters who have taken a flaw at character creation. The player must first spend 10xp to remove the trait and can then begin buying out of the penalty as stated.

Penalty XP Cost New Value
-5 30 -4
-4 24 -3
-3 18 -2
-2 12 -1
-1 6  

Health Pools and Wounds

Each character has a health pool that is based on a combination of their Fortitude [Power + Will] plus a base species value. This represents how resilient the character is to both wounds and injury.

  • Wounds represent cuts, bruises, and other damage to the body that do not impede the character’s general ability to act individually but can have a cumulative effect, wearing away the characters health pool.
  • Injuries represent more serious damage such as broken bones, concussions, and amputations that have long term or permanent consequences for the character.

When a characters suffers wounds through combat, environmental conditions, illness, or other means, deduct points form their health pool; this is known as damage.
The amount of health deducted (wounds sustained) is determined by the effect minus any mitigating factors. Some examples are provided below but are by no means complete or authoritative and alternate formulae may be useful or appropriate.


Wounds sustained in combat are typically base weapon damage + 1/2 the difference between quality of attack and defense (spread) minus the soak value of any armour, worn or intrinsic to the character.


While most wounds inflict some superficial amount of bleeding, deep or particularly skilfully inflicted wounds are much more dangerous and inflict the Bleeding status. Characters who are Bleeding take 1 point of unsoakable damage per round until they are treated with a successful Medical check at difficulty 17. Such wounds can be reopened on critical failures or if a character is subsequently reduced below 1/2 of their health pool.


Unexpected: Characters free falling onto a hard surface take 1 damage per meter fallen after the first 2 meters, minus the higher of the character’s Grace or Power (minimum 0). This represents a characters ability to soak the forces of the fall with their agility or endure them with their might. Characters with a 1 or higher in athletics can further mitigate the damage of the fall with a Grace + Athletics check vs. a difficulty of 16+1 per 5 meters fallen. Failure means the character takes normal damage minus soak but on a success the character can double their Grace or Power soak. Note that this mechanic is meant to apply to free falls from height, such as off a roof, horse, ledge, or airship. Trips or falls from a standing position such as in combat trigger their own wound mechanics.

Prepared: Characters intentionally jumping down or attempting an athletics check gain the benefit of preparation and can add their Athletics to their soak (e.g., higher of power or grace + athletics)

Soft: If the character is falling on a soft surface such as water or some other liquid all soak values are combined and doubled. (E.g. A character with Grace 3 and Power 1 can soak 4×2 or 8 meters (26ft) of fall damage base and 16 m with a successful Grace + Athletics. A character with Grace 3, Power 1, and Athletics 2 can soak 6×2 or 12 meters of fall damage base and 24m with a successful check.)

Breaking Bones: If the unmodified damage of a fall would exceed 1/2 the characters health pool roll 1d10. On a 1 or 10 the character gets a break injury.


Characters caught under falling debris or heavy objects suffer damage determined by the storyteller based on the size, materials, and circumstances. Damage can range from 1d10 for small pliable objects to 10d10 for huge objects such as boulders or trames. If there’s sufficient room to manoeuvre and warning a character may be allowed to make a Reaction check (Grace + Intuition) to respond in time and a dodge check to avoid being crushed. Depending on the circumstances this either avoids or mitigates the amount of damage taken and armour soak can be applied but this is at storyteller discretion.


At apparent temperatures above 40C (105F) characters suffer 1 damage in Hyperthermia each day, minus any soak provided by protective gear or shelter, or other cooling. The amount of damage is increased by 1 for every 20 degrees above 40C.
Heat Exhaustion: Major exertion in heat such as combat, climbing, or running is difficult. At the beginning of each day in the heat make a Fortitude check vs 16+1 per 20 degrees C. If the character succeeds they endure the heat but if they fail they suffer a -3 penalty on all such activities for the day.


At apparent temperatures below 0C (32F) characters without sufficient garb suffer 1 damage in Hypothermia each day, minus any soak provided by protective gear, shelter, or other heating. The amount of damage is increased by 1 for every 10 degrees below 0C

Frostbite: Each day spent in cold temperature with exposed or wet skin brings the risk of frostbite. At the end of each day in the cold make a Fortitude check vs 16+1 per -10 degrees C. If the character succeeds then nothing happens but if they fail they have frostbite and suffer an additional point of damage. For each day spent without mitigation the character is at risk of tissue necrosis with cheeks, nose, fingers, toes, and ears most susceptible. Roll 1d10 and consul the chart to see what extremity is affected. If this issue is not treated with a Medical check at difficulty 16 the extremity becomes gangrenous and is now an injury that imposes a relevant penalty (e.g. Grace, Appearance, or Perception)

Roll Body Part
1 No effect
2 Left hand fingers
3 Left foot toes
4 Left Ear
5 Nose
6 Right Ear
7 Cheeks
8 Right foot toes
9 Right hand fingers
10 No effect

Extreme Cold: At temperatures below -30 characters without sufficient garb must do the above checks every hour.


Characters can go without water for a number of days equal to 1/2 their Fortitude. At the beginning of each day a character goes without water after this point they must roll a Fortitude check vs. 15+2 per additional day without water. If the character succeeds they endure but take 1 point of unsoakable damage. If the character fails they take 3 points of damage and suffer a -3 penalty to all activities for the day.


At the end of a week without any food and every week thereafter a character must make a Fortitude check vs. difficulty 17. If the character succeeds they endure the hunger and suffer only a -1 penalty to actions, however if they fail they enter a progressive decline outlined in the following chart.
Each week the character eats sufficient food they ascend the chart.
Each week they eat insufficient food they remain in the current state.
Each week they do not eat any food they descend to the next phase.

Stage Effect
Phase 1 -3 to actions
Phase 2 -5 to all actions, 1/2 health damage
Phase 3 -10 to all actions, reduced to 1 health
Marasmus / Death Every day roll 1d10. On anything but a 10 the character dies of cardiac arrest.

Note: Tamaa can survive without food by feeding on emotions. When starved of both they do not suffer the penalties above but instead progress towards a feral state.


Fire deals 1d10 stress and 1/2 that in damage per round and cannot be soaked but can be extinguished by dedicating a round to a Grace + Athletics or Survival check vs. a difficulty of 14 or by fully submerging oneself in water, dirt, or some other non-flammable substance. Alchemists fire deals 1d10 stress and damage and requires a check at difficulty 18 to put out as even submersion does not quell such a cruel substance.


Characters can hold their breath for 1/2 of Fortitude squared and rounded in minutes (see Chart below). Characters take 3d10 dmg each round they spend submerged after this. Each time a character is wounded or engages in serious exertion while holding their breath the length of time is halved.

Fortitude Duration
1 2 minutes
2 5 minutes
3 10 minutes
4 15 minutes
5 20 minutes
6 35 minutes
7 50 minutes
8 65 minutes
9 80 minutes
10 100 minutes


Acids do damage according to potency.

Illness or Poison

The damage value of the condition minus 1/2 of Fortitude.

Getting Hurt

Once a character has lost 1/2 their health pool they suffer a -3 penalty to all actions and the number of attacks they can make per round is halved.
Once a character has lost all of their health pool they have a choice:

  • Fall: The character succumbs to their wounds and either falls unconscious or is otherwise unable to engage in actions. Fallen characters cannot fight, move, defend themselves, or speak at more than a whisper and remain in this state for 1d10+Fortitude rounds (Fortitude Clock). If a Fallen character is not stabilized by a character with at least 1 in Medicine in this time they enter the dying status. If the character takes additional damage in this state they immediately enter dying status. One benefit of falling is that most enemies will turn their attention away from a fallen foe to focus on more imminent threats… though not always.
  • Persist: The character can make a Power + Will check to remain conscious and continue acting. The base difficulty for this check is 18 and is not penalized by their -5 action penalty. On a success the character can act but suffers a -5 penalty and can only take 1 action per turn. A critical failure on this roll means the character falls unconscious, takes an additional point of damage, and immediately enters the dying status. A critical success on this roll means the character recovers 1 health; if this brings the character above zero they recover and can act normally. Each subsequent round spent with no health pool the character must roll again to Persist. The penalty to this roll increases by 1 each round until they finally succumb to their wounds or get a critical success. Each time a character sustains additional wounds during this period they can choose to Fall or Persist but the penalty to their Persist check increases by 1.



Characters enter Dying status after losing their entire health pool and either failing a Persist check, or choosing to Fall and running out their Fortitude clock. Characters who are dying must succeed in a Fortitude check each round at a difficulty of 18 until they are stabilized. If they fail this check the character has died. Dying characters are disabled and cannot typically self-stabilize.

Excess Damage / Below Zero

Characters can take more damage than they have available in their Health Pool and excess damage is expressed in negative values.

Massive Damage

Generally speaking, characters suffering their Health Pool in damage in a single round die immediately. Only extraordinary circumstances or abilities can prevent such an outcome.

Death Blow

A character in Fallen or Dying status can be killed with a death blow. These are rolled attacks but only fail on a critical failure or if intercepted by other means as a dying character cannot defend themself.


  • Fallen: Stabilizing the Fallen requires that a character with at least 1 in Medicine spend 2 uninterrupted rounds treating the Fallen. During this time the Fortitude Clock does not advance and no Medicine check is necessary. A character stabilized from Fallen in this manner is no longer at risk of dying but are still disabled and retain any excess damage. Once the Fallen is stabilized, on the subsequent round a normal Medicine check can be done. If successful enough to heal the stabilized character above zero the Fallen can get back in action.
  • Dying: Stabilizing the Dying is more difficult and requires that a character with at least 2 in Medicine spend 2 uninterrupted rounds treating the dying. On the second round the Medic can make a Medicine check at a difficulty of 16 + Excess Damage to stabilize them. Using an aid such as Lingua, Technology, or Tamaa medicine removes the Excess Damage from the difficulty. On a failure the stabilization fails and must be retried. On a success the Dying is stabilized. Attempts to stabilize the Dying can continue until the character fails their Fortitude check or the stabilization check succeeds, whichever comes first. A stabilized character is still out of the fight, retains any excess damage, and takes an injury related to the wound that brought them low. Once the Dying is stabilized, on the the subsequent round a normal Medicine check can be done. If successful enough to heal the stabilized character above zero the character can get back in the fight.

Note that in combat scenarios healing a stabilized character above zero requires an aided heal check via Lingua, Technology, or Tamaa medicine; unaided healing takes too long to work in combat.


These can occur when a character badly misses during a defense or experiences a critical failure on a physical skill check. These are typically broken bones, concussions, dislocated joints and other serious but not terminal trauma. A character suffers an injury any time they roll a critical failure (a result of 2 on 2d10, 1% chance) and would take more than 1/2 their health capacity as a result. For example, a character with a health pool of 8 who rolled 2 and took 4 damage for any reason as a result would acquire an injury dependent on how they suffered that damage (e.g. a broken bone from a fall, a bleeding wound from a blade) Injuries take special care to heal; someone with at least 1 point in the medicine broad skill must roll an Intellect + Medicine (+ any relevant focus skills) and achieve a result of 15 or higher to allow the injury to start healing. This represents setting the bone, stitching the wound, or relocating the dislocated joint. The injury heals according to the chart below only after treatment has occurred.

Injury Effect Recovery Time
Concussion -1 Intuition, -1 Intellect 1 week
Broken Bone -1 Power 3 weeks
Dislocated Joint -1 Grace, -1 Power 1 week
Sprain or Tear -1 Grace, -1 Power 1 week
Laceration, Puncture -1 Grace, -1 Power 2 weeks

Grievous injuries can also occur in the form of burns, amputation or internal bleeding. This more severe form of injury only occurs when the character both critically fails and suffers an amount of damage equal to their health pool in a single act. Grievous injuries require additional care to mend; Someone with at least 3 points in the medicine broad skill must roll an Intellect + Medicine (+ any relevant focus skills) and achieve a result of 18 or higher to allow the injury to start healing.

Status Conditions

There are several conditions with specific mechanical effects. A vicious wound that won’t stop bleeding, a blow to the head that numbs the senses,

Status Effect
Bleeding -1 health per round until healed
Concussed -3 to all Intellect related rolls for 1d10 hours
Dazed Will check vs. Target 11 to take multiple actions
Disabled Affected limb is unusable until healed
Out of the Fight The character requires immediate medical attention
Poisoned Varies according to poison
Stunned The character loses their next action
Winded Will check vs. Target 11 to run


Just as Health represents a characters capacity to endure physical injury Stress represents their capacity to endure mental fatigue. Stress measures a character’s capacity to absorb and cope with disturbance originating from fatigue, horror, violence, and pain.

Each character has a maximum stress threshold based on their Will and Intellect. This represents both their ability to both rationalize their emotional states and endure them.

The formula for determining Stress threshold is as follows:

Base of 10 + Intellect + Will + Relevant Traits

For each point of damage a character takes they also take 1 point of stress, but stress also accumulates from other sources as well; witnessing horrific violence or its after effects, encountering inhuman foes, going without sleep or food for significant periods of time, dealing with the arcane, all can inflict stress. Many arcane abilities also require the wielder to take stress as they fight to bend reality to their will.

As a character’s stress increases this may impact their ability to fight and perform skills. The amount of stress a character can endure before taking penalties is determined by their Will. Their stress meter is broken up as follows.

Stress Bracket

All characters have three stress brackets. Normal, Stressed, and Overwhelmed.
Normal represents a character with 0-50% of their stress threshold.
Stressed represents a character with 50-100% of their stress threshold.
Overwhelmed represents a character with 100% of their stress threshold.

Stress Resistance

A character’s Will is their resistance (bonus) or vulnerability (penalty) to stress. The value of a character’s Will is subtracted from certain types of incoming stress damage the same as armour is for physical attacks. The difference is, if a character is particularly weak willed with a negative, they gain extra stress.

Stress Penalties

After a character has accumulated 50% or more of their stress threshold they become Stressed and begin to take penalties to their actions. The penalty a character suffers from stress is dependent on their Will. Characters with higher Wills suffer lower penalties than those with low or negative will. The formula for determining your Stressed penalty is as follows:

Will minus 4 with a minimum penalty of -1.

Example 1: Sarv has an average Intellect and slightly above average Will. Xyr stress threshold is 11 (10 + 0 + 1). From 0-5 points of stress xy is Normal. From 6-11 points of stress xy is Stressed and takes a penalty of -3 to all actions. When xy exceeds 11 points of stress xy must roll a Will save to continue to act.

Example 2: Intan has a high Intellect and Will. His stress threshold is 16 (10 + 3 + 3). From 0-8 points of stress he is Normal. From 8-16 points of stress he is Stressed and takes a penalty of -1 to all actions. When he exceeds 16 points of stress he must roll a Will save to continue to act.

Stress Break

Stress is essentially a measure of mental health, resilience, and sanity with the limits of that range defined by the characters Species, Will, and Intellect.

Everyone still has a breaking point though and hitting the stress limit is never a good thing. When a character exceeds their stress limit, also known as becoming overwhelmed, the character suffers some form of mental breakdown.

The first step is to determine how severe the breakdown is. Roll 2d10 + Will. If the value is above 12 the breakdown is minor. If the value is below 10 the breakdown is severe and the character gains a psychological flaw, phobia, addiction, or other negative feature.

The nature of this breakdown should be determined between the player and the storyteller and fit the situation in question.

-The character experiences a stress break due to exposure to arcane events causing them to acquire a phobia of mysticism and arcanistry. The character now suffers a general penalty of -5 to all actions in the presence of the arcane.
– The character experiences a stress break due to injuries causing them to acquire a flaw of fugue. The character’s response the next time they hit the stress limit is to go into a non-responsive state.
– The character experiences a stress break as a result of killing people causing them to acquire the blood thirsty flaw. They can now only regain stress when they are inflicting violence on others.

Healing and Recovery

Absent active healing characters heal their Power per week at a minimum of 1*. This is assuming any severe wounds have been properly tended too with an average Medicine check.
Example: Adam has a Power of 2 and heals 2 points of damage per week. Eve has a Power of 0 and heals only 1 point of damage per week.

[Variant Rule: Healing = % of Max per day/week, modified by character features]

Assisted Healing Table

There are several methods of assisting or accelerating a the natural healing process. Regular wound care is the most common, but first age technology such as Mendikits, the Lingua Arcana, or even certain quasi-human mutations are also known to help.

Result Unaided Mendikit / Tentilliar Lingua Self-Healing Lingua Heal Other
2-10 1 dmg /0/ /0/ 1 dmg
10-12 /0/ /0/ 1 /0/
13-15 /0/ 1 2 1
16-18 /0/ 2 3 2
19-20 1 3 4 3
21-23 1 4 5 4
23-25 2 5 6 5
26-28 2 6 7 6
29-31 3 7 8 7
32-35 N/A 8 9 8
*20* 5 Full -1 Full -1 Full -1

Injury Recovery Table

Recovering from injuries requires time and rest. The times below assume a character at relative ease. Characters who are traveling or in stressful circumstances may not be able to start healing until they are able to find some safety.

Grievous Injury Effect Recovery Time
Amputation -2 Power or -2 Grace 3 weeks
Burn -1 Health Capacity 3 weeks
Internal Injury -1 Health Capacity 2 Weeks

Stress Recovery

Characters regain their Will + 2 Stress per day when Resting and their Will per day when traveling. Stress recovery can be enhanced by a variety of character specific features.
One example of this might be a religious character who recovers an additional point of stress through acts of worship. Another might be an alcoholic character recovering an additional point of stress by drinking (with the downside of taking additional stress when deprived of drink).

Character Customization

Culture Bonuses

Human characters gain a cultural +1 bonus to 1 ability and 1 skill according to the table below. These bonuses should be applied before spending character creation points. Quasi-humans do not get culture bonuses. Click on the name of a culture to go to the relevant culture page.

Culture Aspect Bonus Skill Bonus
Vandar Power Travel
Svertheim Appearance Craft
Granden Intellect Performance
Lux Grace Athletics
Mujin Intuition Observation
Ossandria Personality Socialize
Selene Intellect Technology
Badlands Grace Survival
Victra Personality Mercantile
Nehep Intuition Lore
Subin Appearance Medicine
Savage[doesn’t exist]/Other Intuition Survival


Species skill modifiers indicate an altered multiplier for purchasing new levels in a skill. They do not affect character creation. Multiplier changes can stack with relevant callings. Click on the name of a species to go to the relevant species page.


Aspect Range: Grace 2 to 7, Intuition 1 to 6, Appearance -2 to 3
+1 Skill Multiplier Cost: Tech, Mercantile, Medicine
-1 Skill Multiplier Cost: Combat, Stealth, Survival
Other Advantages: +3 Health and Stress, Mimicry, Additional Limbs
Other Limitations: -4 Extreme Climate Penalty, Madness prone, Outsiders
Death: Bellatori regenerative abilities allow them to automatically self-stabilize when Fallen or Dying even without medical intervention. Bellatori can stabilize by succeeding in a Fortitude check at difficulty 16 for Fallen or 16 + Excess Damage for Dying.


Aspect Range: Intellect 2 to 7, Will -2 to 3
+1 Skill Multiplier Cost: Socialize, Stealth, Performance
-1 Skill Multiplier Cost: Tech, Lore, Craft
Other Advantages: Physical Aspects determined by Body
Other Limitations: Repairs, Property
Death: Heliar do not breath, eat, drink, bleed, or get hot or cold, making them by far the most durable sapients in all Aeldos. Indeed as minarelid entities housed in machine bodies the best most can hope for is to disable a Heliar’s frame, the mechanical body that conveys them, rendering the Heliar a seemingly inert chunk of crystal. Destroying a Heliar crystal requires dedicated effort and, given their value and the existence of bolts, is not the chosen option for most.
A Heliar’s core has a separate Health pool equal to its level x10 with a slashing and piercing armour soak equal to the heart level x2.
While the only true death for a Heliar is to have their core shattered or slagged in a sufficiently advanced blast furnace most Heliar are more afraid of the alternative; being left inert and insensate to the world as some bauble or worse, used to power some insensate piece of technology.


Aspect Range: Will 2 to 7
+1 Skill Multiplier Cost: Athletics, Medicine, Tech
-1 Skill Multiplier Cost: Languages, Stealth, Observation, Investigation
Other Advantages: Celestial Sight, Ayrskin, Anti-lingua bonus, Covert
Other Limitations: -2 Health, -1 Heal Rate, Failed perception triggers stress breaks
Death: In addition to being more fragile than other species, Kaeki are driven by iron wills that drive them to Persist, even in the face of death. Despite their fragility and persistence, Kaeki have an apparently tenacious hold on life and the difficulty of their Dying Fortitude check starts at 16.


Aspect Range: Intuition 2 to 7, Intellect 1 to 6, Power -2 to 3
+1 Skill Multiplier Cost: Combat, Observation, Survival
-1 Skill Multiplier Cost: Craft, Medicine, Animal Handling
Other Advantages: Dreamwalking, Old Dream, Sleep Toxin, Covert
Other Limitations: Diminutive, Dream afflictions
Death: Oneiri are less durable than other species and when Fallen can only remain so for their Fortitude in rounds. Both Fallen and Dying Oneiri require a successful Medicine check at difficulty 16 + Excess Damage to be stabilized.


Aspect Range: Appearance 2 to 7, Personality 1 to 6, Will -2 to 3
+1 Skill Multiplier Cost: Concentration, Technology, Craft
-1 Skill Multiplier Cost: Performance, Socialize, Mercantile
Other Advantages : Regeneration, Mutovore, Tentillium
Other Limitations: Addictions, Low Will
Death: Tamaa defy human mortality and only enter Dying status when on fire, submerged in acid, or when their arbour heart is attacked directly (A Tamaa’s arbour heart has a separate Health pool equal to its level x10 and short of truly epic damage typically requires conscious effort to destroy). Tamaa also do not require stabilization rolls as their strange bodies knit themselves together from even the most egregious wounds. Conversely, the Tamaa Will is weaker than most and they cannot take the Persist action.


Aspect Range: Power 2 to 7, Will 1 to 6, Intellect -1 to 4
+1 Skill Multiplier Cost: Lore, Animal Handling, Craft
-1 Skill Multiplier Cost: Combat, Athletics, Concentration
Other Advantages : +5 Health and +10 Stress, Fearful Aura, +3 Perception
Other Limitations: Oversized, Fearful Aura
Death: Tollam cannot take the Fall action. Something in their hindbrain causes them Persist, even when terribly injured. The robust and redundant nature of Tollam physiology also lowers their Dying Fortitude check difficulty to 15 and they can add their level in Mountain Heart to this roll. Tollam are also immune to Massive Damage and are always placed in Dying status, even when taking truly staggering amounts of damage.


Go to Traits and Flaws for more information on Traits and Flaws.


Go to Callings for more information on Basic and Advanced callings.


Combat Basics Table

Stage Description
Initiative All characters roll initiative to determine order of actions
Action On their initiative each character gets to attack and/or move. They can attempt anything that can reasonably be completed within 6 seconds. What counts as reasonable is determined by the storyteller
Attack Power or Grace + Combat + Focus
Defense All aware Melee opponents get an opportunity to defend themselves from an attack. This takes the form of an opposed roll. Power (Parry) or Grace (Dodge) + Combat + Focus
Multi-Defense There is a penalty for multiple identical defenses per round. This represents the difficulty of maintaining defense in the face of multiple attacks. The penalty is equal to the number of times a given defense has been used in a round -1. IE: A 2nd dodge is at -1
Damage Damage is determined by the quality of the hit and the quality of the weapon. Successful hits deal the base weapon damage +. For every 2 points the attack exceeds the defense the attack inflicts an additional damage. (2=1, 4=2, 6=3, 8=4, 10=5, 12=6) [Variant Rules: Damage = Weapon with bonus only for exceptional spread or via trait OR Damage = Aspect used + Weapon]
Critical Rolls A critical success occurs when two tens are rolled. A third d10 can then be rolled and added to the value. A critical failure occurs when two ones are rolled.
Environmental Roll Modifiers Environmental features of a battle can add bonuses or penalties. Environmental Roll Modifiers include things like high ground, outnumbered, sun position, snow, rain, fog, darkness, damaged gear, tight quarters, unsteady ground
Armour Soak Armour absorbs an amount of damage equal to the value indicated. An S1-B2-P3 armour soaks 1 slashing, 2 bludgeoning, or 3 piercing damage based on the attack.

Ranged Combat

Ranged attacks are attacks made using a ranged weapon such as a Bow, Crossbow, or Canna. To determine how to treat a ranged attack you need to first determine the range at which the attack is occurring. For this purpose there are two types; Point Blank and At Range

  • Point Blank: If the target of the attack could make a melee attack against the character they are at Point Blank Range. Ranged attacks against Point Blank targets are treated as an opposed roll like any other attack as the target can either dodge the attack or parry the attackers weapon before they can get a proper shot off.
  • At Range: If the target of the attack could not make a melee attack against the character they are At Range. Characters At Range do not get a defense roll. Instead the attacker needs to make a successful check against a difficulty set by the circumstances of the shot.


An At Range attack consists of an Attack Roll (Grace + Combat + Ranged Weapon Focus) versus a difficulty determined by the Storyteller. The difficulty takes into consideration factors including the movement of the attacker and target, cover, visibility, range, weapon difficulty, method of attack, and any other penalties deemed appropriate. If the attack exceeds the difficulty it is a hit. If it ties with, or is lower than the difficulty it is a miss.

Setting the Difficulty

There are factors considered to generate the difficulty of an At Range attack.


It is considerably more difficult to hit a moving target, and even more so when both the target and the attacker are moving. The faster both targets are moving the more difficult the shot.


Most trained soldiers and warriors seek cover when arrows or bullets start flying. It is difficult to determine the exact position of a target behind good cover, particularly when the cover is substantial. Mechanically, cover both increases the difficulty to hit a target and offers a soak to any damage based on the coverage and the sturdiness of the cover. While it is difficult it is still possible to shoot through cover and the weaker the cover and the more powerful the weapon the less effective cover is as a defensive strategy. Each time a piece of cover takes more damage than its full soak the soak of the cover is reduced by one. Cover soak is in addition to any armour soak the character may already have and damage is absorbed first by the cover.


Adverse conditions such as fog, rain, smoke, and technologies such as Light Cloaks increase the difficulty of a ranged attack.


Hitting a target at a distance other than close requires deflection or ‘leading the target’ by predicting their future location and the drift and drop of projectiles to match. The further away a target, the more skill is required to hit them. At Range targets are further broken down into Close, Medium, Long, and Extreme which are determined by the weapon being used. More powerful weapons such as Canna have longer ranges.


An unskilled shooter (a character with no relevant focus skill in the weapon) has a harder time hitting a target and the difficulty of all ranged attacks are doubled. Even a character with skill in a given weapon needs some time to become familiar with it and for the first three attacks the difficulty is increased by two.


Not all ranged weapons are made equal. Poor quality or needlessly complex weapons increase the difficulty of a shot by two.


Well designed armour is the key to surviving a ranged attack. If a shot hits the armour absorbs the amount in piercing soak.

Ranged Attack Difficulty Table

Consideration Difficulty Modifiers
Is the target moving? Stationary 5 / Normal 10 / Sprint 12
Is the attacker moving? Stationary 5 / Normal 10 / Sprint 12
Is the Target in cover? Partial Cover 12 / Full Cover 15
Is the target visible? Visible 2 / Obscured 4 / Impaired 6 / Hidden 10
How far is the target? Point Blank (Defensible), Close 0, Medium 2, Long 4, Extreme 8
What is the weapon condition? Unfamiliar Weapon 2 / Poor Quality 2 / Complex 2
Other Penalties Stress, Injury, Status Effects
Cover Type Soak
Weak Cover 4
Adequate 6
Superior 8

Valen has trained his longbow Hartsbane on the Urpan running towards him. The beast sprints forth, spittle flying and an inhuman howl rising from its throat, but Valen is stationary, carefully drawing his breath and the arrow. The Urpan has no cover, is entirely visible, and Valen waits for him to enter medium range before firing. This makes the difficulty of the shot 21 (Valen Stationary 5 + Urpan Sprinting 12 + Visible 2 + Medium Range 2 = 21). Valen rolls a 16 + 7 (Grace 2 + Combat 3 + Archery 2) for an attack of 23. The arrow hits the target square in the chest. Hartsbane is a composite longbow and does 5 damage + 1 for the difference. The Urpan survives the blow but is gravely wounded and is now moving at a slower pace as it enters close range making the difficulty of the following shot 17. Valen rolls an 11 + 7 = 18, hitting the Urpan in the throat and it rolls to a heap at his feet. Unfortunately Valen did not see the other Urpan sneaking up from the side. He narrowly dodges a swipe and fires his bow at the new threat but it is at Point Blank and gains a defense. Valen rolls 7 + 7 to attack and the Urpan rolls a defense of 17, knocking the bow aside. Valen draws his short swords and prepares for a messy fight.

Stealth and Concealment

A standard opposed sneak check is Grace + Stealth + Focus vs. Intuition + Observation. Failure indicates the observer has seen something but this does not necessarily mean that they have full sight of the sneaking character. If the Observers success falls within the range of the characters stealth level the observer is alerted by the character is considered concealed. IE: If a sneaker with stealth 3 rolls 11 but the observer rolls 13 (Range between 11 and 13 is 2 which is less than the character Stealth level), the enemy is alerted to the sneakers presence but the character still has concealment and a brief opportunity to act without being fully detected.

Concealment offers the following:
-Concealed attack where enemy can roll defense at penalty of -4
-Concealed characters are considered Hidden against ranged attacks (+10 to attack difficulty)
-Concealed characters can attempt to escape an area but must make a second stealth check at a penalty of -5

Advanced Combat Rules Table


The attacker declares they wish to disarm the target and makes a (Grace or Power + Combat + Focus Skill: Disarm) against the target who makes a normal defense. If the attacker beats the defense they disarm the target, however if the target’s defense is 10 or more points beyond the attacker’s roll they defend so skillfully that the *attacker* is disarmed. Note: Some weapons are specially designed for disarming and add to the disarm roll.


The attacker must make a successful Power Attack to enter grapple. In a grapple no large weapon can be used. Each round in a grapple both characters roll for advantage. Whoever has the advantage can do one of the following: gain a +1 to attack with small weapon; inflict ½ their Power in damage; use the enemy as cover; or escape the grapple. Note that taking a focus skill in Grappling allows the use of the Grapple rules found in the Fighting Styles section below.


An attacker with sufficient skill looking to overwhelm their opponents defenses with multiple attacks can make a multi-attack. When making a multi-attack the player declares their intention as well as the number of attacks they’d like to make. The player then make one attack roll at a penalty equal to the number of attacks being made. The maximum number of attacks that can be made in a round is equal to 1/2 the characters Combat and the Focus skill being used. For example, if a player declares a multi-attack of 3 they take a penalty to their roll of 3 and must have a Combat + Focus of 6. The enemy makes a number of *unpenalized* defence rolls equal to the number of attacks. If any defence roll falls under the attack, it’s a hit. If none do the attacker suffers a penalty to both their defence and attack the next round equal to the number of rolls forced on the enemy.

Jarvy and Goud are in a knock-down drag-out fight.
Jarvy throws a flurry of blows at Goud. Jarvy’s player Nat declares “I’m doing a multi-attack with 4 attacks”. This is possible because Jarvy’s Combat + Unarmed Striking is +8. Nat rolls the attack and gets an 18 but because she made 4 attacks this gets reduced to 14 (18-4). Eli must now determine if Goud was able to avoid the attacks and rolls Goud’s defence 5 times
Roll 1: 15 = No Hit
Roll 2: 17 = No Hit
Roll 3: 11 = Hit (weapon + 1 damage)
Roll 4: 15 = No hit
Roll 5: 12 = Hit (weapon damage)
Goud is hurt but not out so he returns with a flurry of his own but only 3 attacks. Eli rolls Goud’s attack and gets 14 and reduces it to 11 for the number of attacks. Nat rolls Jarvy’s defence 3 times
Roll 1: 15 = No Hit
Roll 2: 19 = No Hit
Roll 3: 21 = No Hit and Riposte
Not only has Goud earned himself a penalty of -3 to his next round of attack and defense, Jarvy sees an opening in his flurry and can take a shot.

Mounted Combat

-3 to attack roll against un-mounted enemy, +3 damage if successful. Multiple attacks add -3 for each attack. Mounted combat penalties can be eliminated with the Cavalry trait.

Non-Lethal Combat

In less dire fights (e.g. bar brawls) every character can take an amount of non-lethal (NL) damage equal to their standard health score. Characters regenerate NL damage equal to their Power per round. A knock-out occurs when the excess successes of an attack meet or exceed the remaining NL damage. At the end of NL combat combatants convert any remaining NL damage to standard damage at ½ value.

Overwhelming Attacks and Flow

If a contested attack exceeds defense 10+ the character can make an additional attack. Additional attacks can be chained but each one must overwhelm the targets defense by 10+1 per additional attack (1st attack 10, 2nd 11, 3rd 12, and so on).

Overwhelming Defense and Riposte

If a contested defense exceeds the attack by 10+ there is the option to riposte or take an immediate action. Number of possible ripostes is the lower of Grace or Combat score.

Surprise Attack

Except in exceptional cases or where otherwise stated, attacking an unaware enemy always triggers an opposed stealth vs. perception check between the attacker and the target. If the target succeeds in their perception they are able to mount a defense, though they may be limited to dodging if they do not have a weapon in hand. If the target fails their perception check the attacker must still roll the attack; on a 2 they suffer a critical failure and the attack fails, however all other rolls are assumed to hit and bonus damage is applied as follows:

Roll Bonus Damage
2 Critical Failure
3-4 /0
5-6 +1
7-8 +2
9-10 +3
11-12 +4
13-14 +5
15-16 +6
17-18 +7
19-20 +8
21-22 +9
23+ +10


As a standard attack but if successful the enemy is knocked prone rather than injured and takes a penalty on their next action equal to the spread of the trip.

Fighting Styles

A character’s chosen fighting style should be based on the characters background and nature, not on what would provide the largest mechanical advantage in combat. The following is intended to outline some of the potential advantages and pitfalls of given styles. Any character can move between the various styles assuming they have the listed pre-requisites but a combatant can only utilize one style at a time during a round; they cannot, for example, attack one handed but switch to two handed for damage. Combatants have a default fighting style but can declare a change to their style at the beginning of a round (dropping their shield or weapons, or drawing a secondary weapon, etc).

Fighting Style Description Pre-requisite Advantage Disadvantage Mechanics Multi-Attack Max#
Unarmed Striking The combatant uses their limbs to strike enemies. Examples include punching, kicking, head-butting, palm strikes, and use of knees and elbows. 1 Combat, 1 Focus: Unarmed Striking This style requires no additional equipment and maximizes flexibility, mobility, range of motion, and balance. The combatant is unable to parry weapon attacks without equipment or specialized focus skills/traits. They can still dodge attacks. The characters attacks inflict bashing damage equal to the spread between attack and damage (without this style attacks only do a flat damage bonus of 1/2 Combat+Focus). 1/2 COMBAT+FOCUS
Unarmed Grappling The combatant uses close fighting techniques to gain capture or gain leverage over an opponent, trapping, choking, or causing injury. Examples include joint locks, chokeholds, submission holds, throwing, and pinning. 1 Combat, 1 Focus: Grappling This style requires no additional equipment and can be used to fully engage and immobilize a single target. The combatant is unable to parry weapon attacks without equipment or specialized focus skills. A combatant in a grapple is also vulnerable to attacks by others and must choose between maintaining a grapple or defending themselves. The character can make a grapple attack. Each round in a grapple both characters involved roll for advantage. Whoever has the advantage can do one of the following: inflict their Power in damage; use the enemy as cover; escape the grapple, or gain +2 to rolls to maintain the grapple. Character’s in a grapple cannot defend themselves from third parties but damage from such attacks are split between the grappled. N/A
Unarmed Reciprocal The combatant uses their opponents attacks against them, pulling them off balance when they strike, pushing them when they retreat, and negating their attacks. 1 Combat, 1 Focus: Unarmed Reciprocal This style requires no additional equipment and maximizes flexibility, mobility, range of motion, and balance. This style is highly defensive and useful against opponents who might be otherwise overwhelming. This style is highly defensive and does minimal damage. The character can forgo their attack action during their turn. Whenever the character rolls defense in the following round any defense that exceeds the targets attack allows the combatant to render their enemy prone, disarmed, or position them off-balance (-3 penalty to defense for next round of actions). While using this style the combatant does not suffer a penalty for defending against multiple attacks but they can only use each condition once (1 enemy prone, 1 disarmed, 1 off-balance). This style can be used prior to the the first round of combat if the character is aware of their opponent. N/A
One-Handed The combatant uses one weapon wielded in one hand. Examples of weapons that style can be used with everything from daggers and gladiii to rapiers and longswords. 1 Combat, 1 Focus: Relevant Weapon e.g. Longsword, Dagger, etc This style is considered standard and leaves one hand open for other actions. This is considered the standard style and suffers no particular penalties or advantages. The character wields a single weapon in one hand. This is considered the standard style and suffers no particular penalties or advantages. 1/2 COMBAT+FOCUS
Two-Handed The combatant uses one, typically large, weapon wielded in both hands. Examples of weapons that require the use of this style include staffs, spears, great swords, and some Tollam weapons; (Power of 4+ to wield such weapons one handed) 1 Power, 1 Combat, 1 Focus: Relevant Weapon e.g. Spear, Claymore This style adds additional control and power to their strikes. The style limits the combatants range of motion, flexibility, and mobility and occupies both hands. The lack of an off-hand also reduces the stability of the combatant, making trips slightly easier. The character wields a large weapon with both hands. They gain a +1 to damage and +3 to defense against disarms. They can also make a sweeping strike, attacking two enemies in one attack. The character rolls one attack and enemies roll separate defenses. This attack does 1/2 damage. 1/2 COMBAT+FOCUS
Weapon and Shield The combatant pairs a small or medium sized weapon with a shield used to block and parry blows. Examples of paired weapons include longsword and shield, spear and shield, or axe and shield. 1 Combat, 1 Focus: Shield This style offers the combatant additional protection from attacks and can be particularly deadly when used by a group to create a shield wall. When well used this style also grants the bearer a stable center of gravity adding stability, though this can be lost if overextended. This style limits the combatants flexibility and mobility and occupies both hands. The character gains a bonus to block or parry based on the shield type used (Larger shields, larger bonus) or minor cover against ranged attacks (again, based on shield type). The character can also make a shield bash attack, shoving an enemy or inflicting blunt damage equal to 1/2 the spread between attack and defense. Character’s with shields can sacrifice their shield bonus to defense to make a multi-attack as normal. When extending the attack like this the combatant suffers a -1 against trips and disarms on the subsequent round. 1/2 COMBAT+FOCUS
Dual-Wielding The combatant wields a pair of weapons, one in each hand. Examples of combinations of weapons which are effective with this style include daggers, short blades, hand axes, or gauntlet weapons. This is a particularly difficult style to master. 2 Grace, 2 Combat, 2 Focus: Relevant Weapon This style allows the combatant to make multiple simultaneous attacks from different angles or parry attacks using either hand. It also becomes twice as difficult to disarm the combatant. This style reduces the power and control behind any given attack and necessitates a frequently unstable centre of gravity in order to facilitate attacks. It also requires a high degree of awareness and exceptional coordination or training to use this style effectively. The character gains a bonus to multi-attacks and defenses. When making a multi-attack the penalty is reduced by 1. For example. if the character makes 3 attacks the penalty is 2. Paired with the ambidextrous trait a character using this style can make 2 attacks without penalty. Penalties for multiple defences in a round are reduced to 0. The character suffers -1 against disarms and trips when using this style. 1/2 COMBAT+FOCUS
Multi-Wielding The combatant wields weapons or weapons and shields in four or more limbs. This style is exclusive to Bellator and Tamaa. Examples of weapons which are effective with this style include Bellator Ghollu, Tamaa Needles, and Bellator utilizing Raptor Reaper armour. 2 Grace, 2 Combat, 2 Focus: Relevant Weapon This style allows the combatant to make multiple simultaneous attacks from different angles or parry attacks using any hand. It also becomes four times as difficult to disarm the combatant. This style reduces the power and control behind any given attack and necessitates a frequently unstable centre of gravity in order to facilitate attacks. It also requires a high degree of awareness and exceptional coordination or training to use this style effectively. The character gains a bonus to multi-attacks and defenses and can execute more attacks during a multi-attack. When making a multi-attack the penalty is reduced by 1. For example. if the character makes 3 attacks the penalty is 2. If the character makes 9 attacks the penalty is 8. Paired with the multidextrous trait a character using this style can make 3 attacks without penalty. Penalties for multiple defences in a round are reduced to 0. The character suffers -1 against disarms and trips when using this style. COMBAT+FOCUS
Archery The combatant uses a bow to attack their enemies. Examples include long, short, composite, and recurve bows but do not include crossbows. 1 Grace, 1 Combat, 1 Focus: Archery Speed, range, and indirect fire. Except in certain cases the combatant is at a disadvantage to defend themselves against melee attacks and attempts to disarm them. The character can make indirect attacks, arcing shots over cover with an appropriate incrase in difficulty. The character is vulnnerable to melee attacks and suffers a -3 to defense in melee and -2 to Disarm. 1/2 COMBAT+FOCUS

Armour Degradation

Armour protects by soaking up the damage that would normally injure or kill the wearer. As any soldier can attest though, this damage can quickly accumulate, leading to structural weakness that need to be addressed by a skilled craftsmen. Armour condition is tracked via a trait called Armour State. This state decreases with each battle where the armour was struck by an enemy blow.

  • Armour type determines how many uses a given piece of armour can survive without maintenance before it is considered broken and requires repair
  • Each battle an armour sees *use* in adds a step to its degradation.
  • Once armour reaches full degradation it is considered broken, providing 1/2 soak and double penalties for athletics until it is repaired.
  • Ticks can be removed with regular maintenance checks. Some craft focused callings can perform group checks.
  • The Self-Repairing/Enduring special trait for exotic and tech armour removes amour state as the armour is designed to endure more abuse than any individual adventurer can hope to survive.


Armour Type Base Armour State
Light 4
Medium 6
Tech 7
Heavy 8


C = Copper
S = Silver (10c)
G = Gelt (10s)*
R = Ricka (100g)

  • Copper: 10 copper equals one silver.
  • Silver: 10 silver equals one gelt.
  • Gelt: Gelt are gold coloured light metal coins composed of an extremely resilient and useful material that is almost impossible to damage or counterfeit. This fact has made Gelt the accepted trade currency across Aeldos and the native currency of Selene. Other terms for this currency are Geta, Bones, Chits, Crindars, Deks… Most major states also have their own internal currency so use of Gelt can mark one as an outsider in some places but no trader would turn it down.
  • Ricka: Ricka are the most valuable coins, composed of a variant of Orick, the material used to construct the enduring walls and buildings of Aeldos. The precise value of a Ricka coin varies, but is generally accepted at around 100 gelt to 1 Ricka.



Carry / Slots

While it’s possible for characters to accumulate a great amount of items, they can generally only Carry so much with them before collapsing under the burden of treasure, tools, rations, weapons, and armour. The amount of equipment a character can Carry is abstracted into a number of slots representing space on the character.

A Character has a Carry equal to 12 + Fortitude (Power + Will) or 17 + Fortitude for Tollam characters. These Carry slots are represented as the various satchels, pouches, sheathes, slings, and other containers on the character and it’s up to the player to decide how the gear is actually distributed.

Container Type Example Carry Slots
Small Pouch, Small Sheath, Quiver 2
Medium Bandolier, Sheath, Sling 3
Large Satchel, Backpack 6

Gear takes up a number of slots determined by its size.

Gear Size Carry Slots Taken Example
Small 1 Dagger, Brass Knuckles, Flask, Phials, Locks, Spectacles, 100g
Medium 2 Lantern, Hand Crossbow, Bedroll, Short Sword, Gladius, x25 Ammunition, Rope, Buckler
Large 3 Broadsword, Longsword, To, Longbow, Crossbow, Light or Medium Shield
Huge 4 Heavy Shield, Scutum, Great Sword, Battleblade, Polearm,

Traits such as Packrat and equipment such as Masterwork Backpacks and Webbing can increase the amount of gear a character can support load by better securing and distributing it.

Armour takes up slots at a rate of 2 for Light armour, 4 for Medium, and 6 for Heavy.
Folding Armour does not take up any slots.
Folding Gear and Weaponry take up 1 slot.

Horses equipped with saddlebags can Carry up to 20 slots of gear.
Horses equipped with a pack saddle and not bearing a rider can Carry up to 40 slots of gear.

Vehicles such as carts, carriages, and Road Engines are typically constructed to carry more gear than any party would use in a given engagement and do not need to use the slot system.

Equipment Features

Equipment Listings include the following columns – Item, Cost, Traits, Details
Item: This is the most common item name.
Cost: All prices are listed in first age Gelt, often simply called gold. For more detail on currency see currency section. Costs are typically given in ranges. Actual value depends on local availability, demand, and skill in negotiating a price.
Traits: D = Damage. Thrown and ranged weapons range is in Meters
Description: A general description of the item in question and any pertinent notes.

General Features

Region Specific (RS): Item is available only in the regions listed in the notes.
Priceless: The item is not typically available for sale. It is simply too valuable to sell without some sort of story to go along with it.
Prohibited: The item is prohibited by some cultures and government and possessing it is grounds for arrest or punishment.

Arms Features

Reach: Weapon has a long reach and can be used to keep an opponent at a distance, inflicting a -2 to their attacks.
Brutal: Weapon inflicts grievous wounds when it connects. Weapons designed to lop off limbs for example, inflict injuries when used.
Difficult: Weapon requires some training or background to use properly. Unskilled use is at a -2 to attack roll.
Melee/Thrown: Weapon is designed to be thrown but can be used in melee as well. See rules for throwing for clarification.
Thrown: Weapon is designed specifically for throwing and receives a -2 penalty when used in melee.
Tripping: Weapon is particularly useful for tripping enemies. +2 to trip attempts.
Disarming: Weapon is particularly useful for disarming enemies. +2 to disarm.
Entangle: Weapon can be used to entangle enemy. Successful attack inflicts no damage but costs enemy next action.
Stun/Stunning Blow: The weapon can be used on an unaware opponent to knock them unconscious. A successful sneak attack inflicts no damage but renders an un-armoured target stunned or unconscious for minutes equal to the successes.
Distracting: The weapon can be used to direct the attention of an unaware opponent
Piercing: This weapon is designed to penetrate even the thickest armours with only a few exceptions. It ignores between 2-6 points of armour.
Explosive: The weapon causes an explosion which deals damage to all creatures within the blast radius. One attack and roll for multiple targets.
Durable: Weapon is alloyed with self-healing metals. It is difficult to break and does not require standard maintenance.
Hidden: wielder can make a grace + stealth roll against a targets perception to make a surprise attack
Armour Traits: B=Blunt Soak, S=Slashing Soak, P=Piercing Soak, P=Parry.


Modification Effect Description Restrictions Cost Multiplier Craft Check
Reweight, Custom +1 to hit for wielder, -1 for all others A smith or tinker reweights the weapon for the wielder, making it easier to guide strikes to a target but harder for those unfamilar with the weighting to wield. Only 1 weighting can apply to a weapon x2 19+
Reweight, Heavy +1 damage, -1 to hit A smith or tinker reweights the weapon making it better at transmiting force but harder to wield. Only 1 weighting can apply to a weapon x2 19+
Reweight, Perfect Balance +1 to parry A smith or tinker reweights the weapon to make parrying more predictable. Only 1 weighting can apply to a weapon x2 19+
Selenian Edge Maintenance checks not required A smith or tinker reforges the weapon or applies a layer of materials which is self-healing, making the weapon much easier to maintain. x4 20+ (Material needed)
Engraved None or variable for Lingua A smith or tinker engraves a phrase or symbol on the weapon. This does not normally have a physical effect on the weapon but some Shapers have been known to imbue weapons with power using Shaping symbols. 3-5g 10+
Ceremonial -1 to traits, +3 to social rolls with relevant faction The item is crafted to demonstrate a level of prestige, authority, or fear Armour and weapons only 19+  
Catchhook +1 to disarm, -1 to parry A smith or tinker adds a hook or trapping edge to the weapon, on the crossguard or parrying edge if present. This aids the user in disarming enemies but the uneven surface makes parrying less predictable. Weapons only 10-20g 15+
Trick Weapon Once per combat, against an unaware opponent the wielder can make a surprise attack This varies but can be a hidden dagger in the hilt, a chain linkage that snaps out, or any other sort of nastiness x2 19+
Sawback The addition of a serrated edge to a blade to enable it to be used for cutting wood. Once this modification has been applied it cannot be removed. Bladed Weapons Only 5g 10+

Blunt Weapons

Item Cost Traits Description
Brass Knuckles 2-6 g 3d, can use unarmed focus skill Aka: knuckledusters. A piece of metal shaped to fit around the knuckles, designed to inflict damage and protect the hand from counter-force
Gauntlet 2-6 g 3d, can use unarmed focus skill A gauntlet designed to withstand use as a striking weapon. Not all standard armour gauntlets can be used in this way.
Cestus 2-6 g 4d A glove made of leather strips, metal plates, and blades or spikes.
Sap 2-6 g 3d, Stunning Blow A flat-profiled, leather covered lead rod, fitted with a spring handle. Intended to stun an opponent or render them unconscious.
1-Handed Flail 2-6 g 4d A short wooden handle connected to one or many metal heads
2-Handed Flail 5-12g 5d Derived from the agricultural tool of the same name, consisting of a hinged bar connected to a longer shaft.
Mace 5-12 g 5d A specially designed club with a strong, heavy shaft a weighted head and shaped flanges or knobs for penetrating armour.
Morningstar 5-12 g 6d Similar to a mace but with spikes rather than flanges.
Chain 5-12g 4d, Difficult, Disarm, Entangle A metal linked chain.
Meteor Hammer 5-12 g 6d, Difficult, Entangle, Disarm Two weights connected by a rope or chain.
Heavy Meteor Hammer 10-20g 7d, Brutal, Difficult A specially weighted and designed meteor hammer
War hammer 5-12g 6d Specially crafted long handled hammer for combat.
Maul 10-20 g 7d, Brutal, Difficult Aka: 2-handed war hammer. A long haft with a heavy hammer head and a spear-like spike at its base.
Baton 2-6g 3d A simple club or baton made of a material stout enough to endure combat.
T-Baton 2-6g 3d, Difficult, Disarm, Trip Aka: Tong fa. A 40-50cm long haft with a short side handle at a right angle to the shaft.
Collapsing/Folding Baton 20-30g 3d Aka: Spring Cosh. A baton or T-baton using a segmented design, inertial lock and internal expanding mechanism to unfold.
Sai/Jitte 24-50g 3d, Difficult , Disarm A pointed prong shaped metal baton with curved prongs for disarming or manipulating enemy joints.
Sectional Staff 40-80g 3d, Difficult, Disarm, Trip A multipart staff with sections connected by rope or chain. Staves can be spun to gather momentum or used to entangle, disarm or trip enemy
Whip 5-12g 3d, Difficult, Disarm, Trip, Entangle A long leather lash with a short handle.
Garrote Grapple, ineffective against armour A handheld ligature of chain, rope, scarf, wire, or fishing line

Axes & Blunt Weapons

Bladed Weapons

Item Cost Traits Description
Katara/Push Dagger 6-12g 4d Aka: Gimlet, fist knife. T-handled blade designed for close combat
Folding Blade 12-20g 3d Hinged or spring blade
Kukri 24-50g 4d, Brutal Inward curved dagger
Dagger 6-12g 3d A short blade designed for thrusting or stabbing
Stiletto 6-12g 3d A dagger with a long slender blade and needle-like point
Axe, Hand 6-12g 4d Short handled utility axe, designed for wood tooling and not combat
Axe, Great 30-60g 7d Long handled with either a heavy crescent head designed for both cutting and thrusting, or a single broad bearded head for splitting and crushing
Axe, Battle 10-20g 5d An arm length weapon borne in one or both hands to deliver a cleaving blow. Between 30cm and 1.5m in length
Sword, Short 6-12g 4d Single or double edged blade between 60-90cm in length
Sword, Broad 10-20g 5d Two-edged blade 5-8cm wide and .7-1.15m long, wielded in two hands
Sword, Long 10-20g 5d Single or double edged blade between 1-1.3m in length
Scimitar 10-20g 5d A distinctly curved Nehepi sword 75-95cm in length.
Falx 40-80g 6d, Brutal A short, heavy, broad sword with a mixed concave/convex cutting edge and sharp point. Weighted at the tip and effective at dismemberment
Rapier 10-20g 5d A long, slender two-edged sword. Used primarily for thrusting.
Khopesh 40-80g 6d, Disarm Subinese sickle-sword. 50-60cm in length. Blade designed for hooking an opponent’s shield or disarming them
Clawed Glove 24-50g 3d A gauntlet or glove with a bladed component
Gladius 6-10g 5d Two edged blade with a tapered point about 55-70cm long, 5-8cm wide.
Sword, Bastard 30-60g 6d Midway between short and long hand-and-a-half sword, 1-1.2m in length
Sword, Great 30-60g 7d Aka: Gladius Magnus, Claymore. Large two-handed sword, 1.2-2.2m in length
Bayonet 12-20g 3d A short blade designed to be attached to a firearm for melee combat
Tollam Battleblade 1000g 8d, Brutal (RS Southern) A thick, spade tipped broadsword of enormous size. Wieldable only by Tollam or exceptionally large and strong humans.
Tollam Kleaver 500g 7d, Brutal (RS Southern) A single edged, double handled blade with no stabbing tip, used for slashing and crushing opponents.
To / Mujin Blade 1000g 7d, Brutal, Durable (RS Mujin) A specially alloyed, tempered, and customized blade, constructed using first age techniques and technology.
Svertheim Eldablade 100g 5d, +1 Parry An undulating blade which causes an uncomfortable reverberation in an attackers sword when parrying. +1 to parry



Item Cost Traits Description
Shortspear 6-12g 4d One-handed spear 2m or less in length, usable with a shield
Longspear 10-20g 5d Two-handed spear of 2m of length or more
Collapsing Spear 75g 5d A telescoping spear using a segmented design, inertial lock and internal expanding mechanism to expand
Gaff Spear 7g 4d, Trip, Disarm Spear with hooked end
Hunting Spear 20g 4d, +2 parry Shortspear with a crossbar to prevent approach of animal
Gaff 2g 3d, Trip, Disarm Hook bar
Staff 2-6g 3d A shaft of hardwood or metal 1.8-2.7m long
Khakkhara 2-10g 3d A ringed staff used by some monks and priests for worship. Rings can be used in combat or to make nose
Glaive 30-60g 5d A single-edged tapering blade 55cm long on a haft 1.8-2.1m long
Ranseur 30-60g 5d Spear tipped blade with a crescent shaped cross hilt; akin to a short trident
Lance 30-60g 5d A long, stout, heavy spear with a vamplate to brace the hand. Designed to be used for thrusting by a mounted warrior
Halberd 30-60g 6d A two-handed pole weapon with an axe, spike, and hook on the head
Glaive 45g 5d A Mujinese and Selenian weapon with a 50cm blade on a 1.5-2m long handle. A versatile weapon which provides range over swords with equal cutting edge at the cost of being more difficult to wield
Angar ? 6d A curved single edged staff-blade up to 2m long and comfortable only for Bellatori

*All polearms allow the user to keep their enemies at a distance, granting them a +2 defense against one enemy per round.
Spears & Polearms

Ranged Weapons


Item Cost Traits Description
Sling 3d A simple cradle or pouch in the middle of two lengths of cord
Dart/Star 5s 3d A sharpened blade or shape weighted for throwing
Javelin/Pilum 1g 4d A light spear designed specifically to be thrown
Throwing Knife/Axe 2g 3d A knife designed and weighted to be thrown
Chakram 6-12g 4d Aka chalikar or circle. A bladed torus that can be thrown or used in melee
Boomerang/Cross-stick 6-12g 3d, Stun A flat wooden aerofoil designed for throwing. Stuns target
Bladed Boomerang 24-50g 4d A flat aerofoil with a blade designed to be thrown
Bolas 24-50g 2d, Stun, Entangle, Trip A throwing weapon made of ropes and weights and designed to trip target
Harpoon 10-20g 7d A long hooked spear with a rope or chain, used to skewer and drag prey

Bows and Crossbows

Item Cost Traits Description
Cable-backed Bow 15g 4d A bow reinforced with a cable on the back to relieve the tension stress and allow use of a lower quality materials
Shortbow 30g 5d A bow between .9m and 1.4 meters in length
Laminated Shortbow 90g 6d A bow in which different materials are laminated together to form the bow stave
Longbow 75g 5d A bow made of one piece of wood, approximately 1.5m long
Longbow, Composite 100g 6d A longbow made of more than one material. 1.5m long
Hand Crossbow 100g 4d A small, low powered crossbow which can be fired one handed
Folding Crossbow 250g 5d A crossbow which folds into a gauntlet/bracer and can be fired one handed
Light Crossbow 35g 6d A high tension bow made of durable materials and mounted on a stock that shoots projectiles called bolts or quarrels.
Heavy Crossbow 50g 7d Aka arbalest. A thick stocked, reinforced crossbow that fires bolts with greater velocity and force
Light Repeating Crossbow 250g 5d, free action reload A light crossbow where the separate actions of stringing the bow, placing the bolt, and shooting it are all done in one movement. High rate of fire
Heavy Repeating Crossbow 400g 6d, free action reload A heavy crossbow where the separate actions of stringing the bow, placing the bolt, and shooting it are all done in one movement. High rate of fire
Double Crossbow 300g 7d Weapon fires a pair of bolts with one pull of the trigger
Arcbow/Selenian Crossbow 800g 8d Complex counterbalanced crossbow with minimal recoil, exceptional power, and difficult construction. Can be cocked in 3 seconds or less
Bellatori Warbow ? 8d, Brutal, Piercing Specially constructed great bow built to take advantage of unique Bellatori physiology. Extremely powerful



Item Cost Traits Description
Sling Bullets 5c each Standard Damage Simple stone, metal, or clay bullets
Arrows 1s each Standard Damage A shafted projectile shot by bow
Blunted Arrows 1s each Stun A blunt tipped arrow used to stun a target
Crossbow Bolts 1s each Standard Damage Aka: Quarrel. Short unfletched projectile
Repeater Bolts 1g each Standard Damage Specially designed for use in a repeating crossbow
Canna Bullet 5g each Standard Damage Canna projectiles, specially alloyed to endure extremely high velocities
Scattershot 6g each Standard damage, multiple targets This Canna projectile fragments into a cone, causing damage to multiple targets
Grappling Arrow 1g each -3 to use in combat Grappling hook attachment used for climbing
Whistling Tip 1g each Distracting A tip with grooves designed to produce a whistle while in flight
Y-Tip/Sickle Tip 1g each Special Y tipped head with blade on the interior for cutting
Smoke Tip 10g each Smoke Tip with an alchemical bundle that when fired produces a cloud of smoke
Explosive Tip 10g each Replace weapon damage with 5d explosive Tip with an alchemical bundle containing rare ingredients that when cause an explosion on impact
Entangling 12g each Entangle On impact this ammunition bursts into a net that entangles the target.
Sludge 15g each Slow A heavy tip with an alchemical bundle containing ingredients that explode into a glue-like substance, hindering the targets actions. Requires Power to escape

Ranged Accessories

Item Cost Traits Description Craft Check
Scope 100g +2 to mid/long ranged attacks A high-quality optics kit for use with a full size crossbow or Longonn 15
Crossbow Silencing Kit 200g Allows crossbow to be fired silently A kit of components custom built to silence the high vibration parts of a crossbow (string and limbs) 17
Canna Silencer 500g Allows Canna to be fired quietly A complex kit of components custom built to reduce the volume of the canna report. 20
Tau String 500g Doubles weapon range A bowstring made from Tau, an exceedingly rare first age material 15
Close Quarters Rebuild 200g Weapon can be used for a melee attack without penalty The weapon is designed to be functional both at range and in melee as well, and is reinforced with durable components 19
Alternate Magazine 100g Swap ammo types without action or difficulty The crossbow or canna readily accepts magazines with alternate ammo types 15
Swaploader 200g Swap ammo types during round The crossbow or canna can switch types on the fly without reloading or carrying multiple magazines 15


Item Cost Traits Type Description
Padded 5g B2-S0-P0 Light A linen or wool padded defensive jacket
Leather 10g B1-S1-P1 Light Treated or boiled layers of leather
Studded Leather 25g B1-S2-P1 Light Treated or boiled layers of leather with rings or metal studs sewn in
Quilted Cloth 100g B2-S1-P0 Light A padded quilted jacket
Chain Shirt 100g B1-S3-P1 Light A shirt of metal rings linked in a pattern to form a mesh
Hide 15g B3-S1-P1 Medium A suit of armour made from tanned tough hide (rhinox, auroch, bison)
Scale Mail/Squamata 50g B2-S3-P3 Medium A suit of armour composed of many individual scales
Armored Coat 50g B2-S2-P1 Medium A sturdy long-coat reinforced with metal plates
Coat of Plates 100g B2-S3-P2 Medium Armour made by sandwiching plates of metal between leather or fabric
Chainmail 150g B2-S3-P1 Medium A full suit of armour made of metal rings linked in a mesh pattern
Breastplate 200g B2-S4-P3 Medium A custom fitted cuirass made of a single piece of metal
Agile Breastplate 400g B1-S4-P1 Medium A custom fitted cuirass made of metal, designed for mobility (-1 to Athletics)
Laminar/Segmentata 200g B2-S4-P2 Medium Armour made from horizontal overlapping rows of solid armour scales
Splint Mail 200g B2-S4-P3 Heavy Armour made from small, thin scales of metal laced together.
Field Plate 250g B2-S4-P3 Heavy Plated armour designed for mobility and flexibility (-3 to Athletics)
Bone Armour 400g B3-S4-P3 Heavy Armour constructed from the sturdy bones of monsters and aberrations
Half-Plate 600g B4-S5-P5 Heavy Armour made of a combination of plate and chainmail
Agile Half-Plate 850g B3-S4-P4 Heavy A half-plate designed for mobility and flexibility (-3 to Athletics)
Full Plate 1500g B5-S5-P5 Heavy Full custom fitted metal plated armour fit to the wearer
Tollam Plate 2500g B7-S7-P7 Heavy Heavy, customized, canna-resistant plate armour fatiguing for non-Tollam
  • Unless otherwise stated armour inflicts the following penalties to Athletics checks:

Light Armour = 0, Medium Armour = -2, Heavy Armour = -4



Item Cost Traits Description
Buckler 5g 1p A small 15-45cm metal shield strapped to the forearm. Allows weapon to be wielded even while worn. -1 to attack, 1 parry
Light Shield 3g 2p A shield which can be strapped to the forearm allowing the character to carry but not wield items in the shielded hand
Medium Shield 9g 3p Aka parma.
Heavy Shield 7g 3p A shield that is both strapped to the forearm and gripped in the hand. You cannot hold anything else in that hand
Tower/Scutum Shield 30g 5p A massive shield made of wood and plates or alloyed metals the same height as the wielder.
Ballistic Shield 100g Full cover Monstrous and heavy layered metal shield used by the Tollam. Spiked bottom allows them to be planted in the ground for cover.

Tollam Gear


Item Average Cost Notes
Air bladder 1s A container for air that enables divers to extend their dives. Doubles the length of time a character can stay submerged.
Backpack (empty) 2g A standard travel backpack
Backpack, masterwork (empty) 20g A well crafted and durable backpack. Enables the wearer to carry more, further, more comfortably. +4 Carry
Backpack, Explorers (empty) 15g A backpack designed for the adventerous. Enables the wearer to carry more and has an arm for mounting a lantern, freeing the wearers hands. +2 Carry, Lantern Hook
Barrel (empty) 2g An empty barrel made of wood with a metal ring. Can hold about 1/3 of a cubic meter or 300 kg of trade goods.
Basket (empty) 4s An empty woven basket that can carry a small amount of goods.
Bedroll 1s Standard human sized bedroll
Bell 1g A simple metal bell.
Blanket 2s A cloth blanket for keeping warmth when travelling. Includes straps for rolling. The value is higher for heavier cold-weather blankets.
Block and tackle 5g A system of two or more pulleys with a rope or cable that can be threaded between them to lift or pull heavy loads. Useful for caravans traveling through difficult terrain or when setting up hides.
Bottle, glass 2g A glass bottle that can contain up to 1/4 litre of liquid.
Bucket (empty) 5s An empty bucket.Typically made of bronze, wood, leather, but sometimes more refined materials.
Caltrops 1g Also known as crow’s feet, or tribulus, these are sharp metal nails or spines arranged in an opposing pattern and used to slow both humans and animals.
Candle 1c A wax or tallow candle used for heat, light, or keeping time.
Canteen 3g A metal drinking bottle closed with a screw cap and covered in aa cloth bag and padding to insulate the contents. Better at keeping water cool.
Canvas (sq. meter) 1s Durable plain-woven hemp, cotton, or linen fabric useful for tents, sails, backpacks, or bags.
Carrier 30g A durable carrying case for a small creature such as a companion animal or familiar.
Case, map or scroll 1g A cylindrical carrying case for parchment, scrolls, and maps. Watertight and with a strap for carrying over the shoulder.
Chain (3m) 30g A length of sturdy metal link chain
Chalk, 1 piece 1c A small length of chalk, useful for marking surfaces and fabrics.
Chalkboard 1g A smooth, thin sheet of black or dark grey slate stone, useful for writing on with chalk.
Chest (empty) 2g A small storage chest constructed of wood and iron. Has a latch to facilitate a lock.
Compass 10g An navigational tool that uses the natural magnetic field of Aeldos to show bearing relative to the cardinal directions.
Container 2c A large open container for liquid made of clay, wood, or metal, such as a mug, tankard, pitcher, or jug.
Crowbar 2g Also known as a prybar or pig foot; a simple steel or iron tool used as a lever.
Earplugs 3c Wax or beeswax ear plug that muffles sound.
Firewood (per day) 1c A small amount of dry firewood.
Fishhook 1s A simple hook made of anything from bone to steel.
Fishing net, 7m2 4g A net made of rope. Useful for catching fish.
Flask (empty) 3c An empty flask made of glass or pottery.
Flint and steel 1g Alternately a firesteel or firestriker, this is a piece of carbon steel that produces sparks when struck with flint, chert, quartz or similar rocks.
Flintstriker 6g A sophisticated variant of flint and steel that uses a clockwork mechanism and a more efficient design to make firestarting much easier.
Flotation Device 5s A sealed and inflated skin that can aid individuals who do not know how to swim.
Grappling hook 1g A metal hook used for climbing, boarding, clearing debris, or combat.
Hammer 5s A simple wood and metal hammer.
Hammock 1s A net or span of cloth threaded with ropes which can be used to create a bed elevated off the ground.
Hourglass 25g Also known as a sand clock, this device consists of two blown glass bulbs filled with sand that can be used to count the passage of time.
Húðskrúð 20g Camoflage netting, specialized to a particular environment, that can be draped over campsites, gear, or people to hide them. Commonly used by Svertan hunting parties.
Ink (1oz. vial) 8g A measure of black ink. Composition differs by region; could be soot and bone black, plant dyes, iron salts and tannin, or a variety of other substances.
Ink, glowing (1oz. vial) 30g A measure of luminescent ink that is derived from phosphorescent mushrooms. Can be used to write or read in darkness.
Inkpen 1s A reed, quill, or dip pen used for applying ink to surface.
Iron spike 5c A simple iron spike, typically used for setting up tents, trip lines, etc.
Ladder, 3m 2s A wooden ladder.
Lamp, common 1s An oil lantern for illuminating a general area. Can be carried in one hand, mounted on a staff, or on an explorers pack.
Lantern, bullseye 12g An oil lantern with opaque sides and a lense that illuminates a specific direction. Can be carried in one hand, mounted on a staff, or on an explorers pack.
Lantern, hooded 7g An oil lantern that has a hood that enables the user to dim the light. Otherwise illuminates a general area. Can be carried in one hand, mounted on a staff, or on an explorers pack.
Lock, Average 40g A key lock. Larceny target of 15.
Lock, Good 80g A complicated key lock. Larceny target of 20.
Lock, Simple 20g A simple key lock. Larceny target of 10.
Lock, Superior 150g An exceptionally complicated key lock. Larceny target of 22.
Manacles 15g A restraint device that holds the wearers wrists or feet together. Escape target of 18.
Manacles, masterwork 50g A restraint device that holds the wearers wrists or feet together, built with superior materials. Escape target of 20.
Map N/A The availability, cost, and accuracy of maps varies significantly by region. Local cartographers can typically offer excellent local and road maps but regional and global maps are much more expensive.
Marbles 1sp A pouch of small clay, stone, glass, steel, or agate balls useful for distractions and tripping enemies walking on hard surfaces.
Mirror, small steel 10g A simple steel hand mirror.
Mitt Manacles 30g A restraint device that holds the wearers hands together and encloses them entirely. Escape target of 20.
Mitt Manacles, Masterwork 85g A restraint device that holds the wearers hands together and encloses them entirely, built with superior materials. Escape target of 24.
Oil (1L) 2s Approximately 12 hours worth of lantern oil. Composition differs by region; vegetable, plant, animal, or mineral.
Paper (sheet) 4s A sheet of thin fibrous plant material used for writing.
Parchment (sheet) 2s A writing material made of prepared animal skins. sheep, calves, goats.
Periscope 20g A leather or wooden outer case using mirrors, prisms, or advanced fiber optics to observe over, around and through an object or obstacle.
Pick, miner’s 3g Also known as a pickaxe, this tool is made of a wood handle and a slightly curved hard material head and is used for piercing surfaces. Can be used as a weapon in a pinch but is poorly suited to the role. -3 to attack, 3d.
Piton 1s Also known as a peg or pin, this is a steel spike that can be driven into a crack or seam in rock to create an anchor for climbing rope. Grants +2 on climbing checks.
Piton, Axle 1g Also known as a spring-piton, cam, or friend, this is a steel rock climbing device that expands within a crack or pocket in rock to prevent falls. Grants rerolls on climb checks.
Pocket watch 200g+ A complex clockwork, made of fine or extremely durable materials and used to track time. As much a status symbol as a practical tool.
Pole, 3m 5c A simple wooden pole 3 meters in length. Used for triggering traps, aiding balance, or assisting in vaulting, hanging lanterns, levering objects, etc.
Pot, iron 8s A simple iron pot, useful for cooking and alchemy.
Pouch, ammunition 2g A leather or fabric ammunition pouch for holding canna or sling bullets.
Pouch, belt (empty) 1g A leather or fabric belt pouch for holding small items.
Powder 1c Chalky powder, useful for coating the hands to improve grip of weapons or climbing surfaces or revealing hidden or invisible objects.
Quiver 1g A container for holding arrows, bolts, or darts. Can be a belt, back, or ground quiver.
Ram, portable 10g A heavy wooden beam or log with a hardened head used for breaking open doors. +1 to a check to break a door, +3 if wielded by 2 people.
Rations, Fostrian 50g This is a small portion of Abrath specially prepared for travel. It looks like a thick, palm sized piece of tough bread with a fairly plain flavour but a single serving provides sufficient nutrition for a full week of difficult travel, heavy combat, or hard labour or three days worth of nutrition for a Tollam.
Rations, trail (per day) 5s A days worth of hard tack, jerky, dried fruit, or nuts depending on the region. Must be kept dry.
Rope, hemp (30m) 1g A length of hempen rope used for climbing or binding.
Rope, Metaxi (30m) 200g A length of supple rope woven from Selenian Silk (aka Metaxi). Incredibly durable and resistent to wear or cutting.
Rope, silk (30m) 10g A length of supple silken rope used for climbing or binding. Tougher than hemp.
Sack (empty) 1s An empty sack of canvas or cloth that can hold up to 15kg of items.
Saw 1g A manual blade with a hard toothed edge used to cut wood.
Saw, Wire 8g A chain or wire saw that collapses for easier travel.
Sealing wax 1g A rod of simple sealing wax for sealing letters.
Sewing needle 5s A sliver of steel with a hoop used for threading. Used by seamstresses, surgeons, and adventurers for fixing gear and people.
Shovel or spade 2g A simple wood and metal digging tool. Can be used as a makeshift weapon but not easily. -3 to attack, 3d
Shovel, collapsing 8g A small hinged metal shovel that folds into an easily carried package. Good for light use and more often found among travelers than labourers. -5 to attack, 2d
Signal horn 1g Also known as a Keras, this is a hollowed animal horn that can be used to produce a loud tone. Composition varies by region. Variant here is undecorated but many cultures and factions carve and decorate such devices.
Signal whistle 8s A crafted metal aerophone that produces a loud and high pitched sound that can be heard over long distances.
Signet ring 5g A flat ring with a specially crafted relief decoration that can be pressed into soft wax to create a personal seal. Often included in regalia and associated with the authority of the wearer.
Soap (per kilo) 1g A salt of fatty acid used for cleaning. Typically made of animal fats, vegetable oils, and some amount of perfume.
Spring harness 15g A bracer crafted with a set of spring loaded mechanical limbs enabling the wearer to conceal an item such as a dagger or playing card in their sleeve and draw it rapidly. More complex variations incorporate daggers into the harness. Useful for surprise attacks and gambling.
Spyglass 1,000g Also known as a monocular, this is a straight cylinder with a series of refracting lenses and prisms. Can give a clear 2d view at a distance.
String or Twine (30m) 1c Light threads of twisted yarns made of cotton, sisal, hemp or similar materials. Useful for binding packages.
Talisman 5s An object that holds spiritual, religious, or arcane significance to the wearer. Often believed to grant supernatural benefit. The nature of the talisman is entirely dependent on culture, region, religion, and indivudal.
Tattoo 1cp-20g The cost of inserting ink, dye, or pigment into the dermal layer. Cost varies by size, colours, and skill of the artist.
Tent, large 30g A large sized tent for up to four people.
Tent, medium 15g A medium sized tent for two people.
Tent, pavilion 100g A very large canopy tent and supporting components that can hold up to 12 people.
Tent, small 10g A small tent for a single person.
Torch 1c A wooden stave wrapped in a material that has been soaked in flammable substances. Typically burlap soaked in wax. Burns for approximately an hour and illuminates an area. Can be used as a makeshift weapon but is not ideal. -3 to attack, 2d, chance to ignite enemies.
Trap, Large cage 150g A heavy duty metal trap cage designed to capture large animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock. Heavy and difficult to move, requiring 4 or more people, this type of trap has limitations on where it can be placed.
Trap, Large snapper 50g A metal wire trap for use on larger animals such as Vargr and Urpan. This device closes on the neck and either snaps or suffocates the animal.
Trap, Medium cage 15g A sturdy wood or metal trap designed to capture medium sized animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock. Typically requires 2-3 people to move.
Trap, Medium snapper 12g A metal wire trap for use on medium animals such as wolves and bears. This device closes on the neck and either snaps or suffocate the animal.
Trap, Padded Leg-hold 2g A padded, spring loaded, metal trap that captures unwary prey but is intended to minimize damage to the pelt or struggling. Can still break limbs. 2 bashing damage.
Trap, Sharp Leg-hold 2g A sharp toothed, spring loaded, metal trap that captures unwary prey and often causes grievous damage in the process. 3 piercing damage and bleeding
Trap, Small cage 5g A trap designed to capture small animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock.
Trap, Small snapper 4g A metal wire trap for use on small animals such as rodents. This device closes on the neck and either snaps or suffocate the animal.
Vellum (sheet) 5s A writing material made of finer prepared animal skins; kids, lambs, calves.
Vial, glass 1g A fragile vial or phial that can hold up to 30 ml of liquid.
Vial, metal 3g A durable vial or phial that can hold up to 30 ml of liquid.
Water clock 1,000g Also known as a clepsydra, this is a large device that tracks time to half hour segments. Does not travel well.
Waterskin 1g Alternately, just a skin, this is a container for liquids, typically water, made of an animal bladder. Can hold up to 2 litres of liquid.
Weapon cord 1s A simple strap of leather or fabric that attaches a wielders weapon to their wrist, making weapon recovery simpler.
Whetstone 2c Alternately a sharpening stone, these are used to grind and hone the edges of tools, implements, and weapons. Comes in various compositions.
Webbing 5g A crafted modular fabric strip with a yoke that allows for better distribution of gear, +1 Item Carried, Any Carry Size


Item Average Cost Notes
Ceremonial Armour 350g A modification to a normal set of armour designed to show fealty or allegiance to a specific group. -1 to all armour traits but +3 to social rolls with faction.
Eyewear, Goggles 4g Smoked glass goggles that protect against bright lights, sparks, and flying bits of metal. Mostly found on tradespeople.
Eyewear, Spectacles 3g Eyeglasses that compensate for a specific deficiency in vision.
Footwear, Cleats 5g Spiked footwear that provides additional traction on slick surfaces.
Footwear, Jacksmith Boots 3g a pair A pair of sturdy steel reinforced boots designed to save a Tinker’s feet from the frequent and dangerous fall of heavy metal objects on to them.
Footwear, Snowshoes and Skis 5g Varying types of footwear for traveling across snow and ice.
Furs 12g Cold weather animal furs that prove significant warmth.
Gear, Badlands 500g Regional garments and a face mask designed to neutralize static charges and reduce the wearers heat profile.
Gear, Chillwaste 500g Regional garments and a face mask with built in body and air heating mechanisms, designed to reduce the risk of hypothermia and respiratory damage due to the deadly low temperatures in the Chillwaste.
Gear, Desert 500g Regional garments and a face mask with built cooling mechanisms and sand filters, designed to help preserve as much bodily moisture as possible and mitigate the effects of travel in the vast Nehepi desert.
Holster, Hidden 10g A specially crafted container for a small ranged weapon that can be concealed on the body.
Holster, Quick Release 6g A leather or hardened fabric container for a small ranged weapon that sacrifices security of the weapons for quicker access.
Holster, Standard 4g A secure leather or hardened fabric container for a small ranged weapon. Can be a hip, belt, back, shoulder, or thigh variant. Protects the weapon and allows quick access.
Jewelry N/A Jewelery comes in many forms, and the value is entirely determined by availability and quality. Jewelery often acts as an indicator of social status.
Mask, Ceremonial 50g A decorative or ceremonial mask that covers the face.
Mask, Physician 50g A healer’s mask that protects the mouth and nose to prevent transmission of disease.
Mask, Warmask 50g A finely crafted mask designed to be worn with armour that conceals the wearer’s identity and demoralizes enemies. +1 Intimidate
Outfit, Artisan 1g A trade outfit with the appropriate protection and storage for tools.
Outfit, Cold or Hot weather 8g An outfit of clothing with thicker or thinner materials as appropriate to protect the wearer from the selected weather condition.
Outfit, Courtier 30g Tailored clothing crafted in the style of the nobility. Used as a way to distinguish commoners from the nobility.
Outfit, Entertainer 3g Also known as a costume, the nature of this outfit varies by region and entertainer but is typically conspicuous but practical.
Outfit, Explorer 10g A sturdy outfit with ample storage and good weather resistance.
Outfit, Hivesuit 20g An outift composed of layers of sturdy material and a veiled hat that protects the wearers from insect swarms. Reduces grace but grants defense against swarming insects.
Outfit, Monk/Curate/Priest 5g A loose-fitting outfit made of specially dyed or embroidered materials that signals the wearers affiliation with a particular temple or religious order.
Outfit, Noble 75g Expensive and opulent clothing designed to demonstrate a wearers membership in a noble class. In some places it is illegal for a non-noble to wear such clothing.
Outfit, Peasant 1s Plain but durable clothing, typically made of the cheapest possible materials. Often dirty, rarely dyed, and an obvious sign of a member of a lower class.
Outfit, Royal 300g A custom made outfit styled to a particular regent. Styles vary by region but are typically composed of rare dyes, inlaid finery, jewelry, and other signs of office. It is almost always illegal to wear an outfit such as this if you are not said regent. Listed price is for more opulent variations.
Outfit, Scholar 5g A loose fitting, soft and comfortable outfit worn by lorekeepers, students, and others who spend their time immersed in books.
Outfit, Soldier 1g A uniform set of clothes worn by members of a martial force. Details vary, but typically sturdy, easy to move in, and adorned with sigils of membership and rank.
Outfit, Surgeons 10g An outfit that includes dextrous gloves which is tailored from layers of easily washed materials. Distinctive.
Outfit, Traveler 1g Simple, comfortable clothing, including boots and a hooded cloak.
Tabard 5g A sleeveless over-garment that bears sigils, insignias, coat of arms, or other markers indicating membership in a particular faction.
Wig 200g A hairpiece, typically made of actual hair and used for a variety of purposes across different cultures. Wigs are exclusively the purview of nobles; few below the noble class have the disposable income to bother with vanity, or the authority to need an officials wig.

Tools and Kits

Item Average Cost Notes
Abacus 2g A calculating tool also known as a counting frame. Often used by trades people, clerks, and traders.
Anvil 5g A wrought iron anvil between 5 and 50kg in weight used for smithing and tinkering.
Arrow, grappling 1 g A grappling hook specially designed to be attached to a light rope and fired from a bow or crossbow.
Astrolabe 100g An elaborate inclinometer that can be used to measure the inclined position in the sky of a celestial body, day or night. Can be used to determine time, latitude, identify stars or planets, survey, or triangulate a positon.
Bellows 1g A device constructed of a flexible bag and a pair of boards with joined handles that can produce a strong blast of air. Useful for starting and fanning fires.
Book or Tome N/A The effects and costs of books tend to be specific to the book. There are many remarkable tomes and texts throughout Aeldos, the benefits of which are not always readily apparent…
Bridge, portable 200 g A wooden bridge composed of rope and slats that can be folded and carried by a pack animal and deployed to enable crossings of up to 10 meters. The wooden variant of the bridge can bear weights up to 600 kilograms but surdier (and costlier) wire and metal versions can handle up to 1000 kg.
Buoy 1g A brightly painted floating bladder or sealed container filled with air that can be tethered with twine or rope to an anchor that can be used to mark a specific spot in a body of water.
Cap, tinker 200 g A cleverly designed head band or mask that can mount magnifying lenses of varying strengths over the wearers eye or eyes. These tools are useful for working with particularly delicate or small first age relics.
Cauldron 1g A simple iron cauldron, useful for cooking or alchemy.
Drag Handle, Armour 5 g A sturdy harness that can be worn with most types of armour and allows a wearer to be dragged out of harms way if needed.
Drill 5s A hand drill, useful for boring soft materials. Sturdier drills cost additional coin.
Ear trumpet 5 g A collapsible conical device that collects sound waves and chennels them to the ear, acting as a hearing aid and generally enhancing the sense of hearing.
Field glass 20g A pair of telescopes mounted side-by-side and alighted to point at the same target. This enables viewing of distant objects with both eyes and gives a three dimensional image by providing an impression of depth.
Filter hood 10 g Also known as a gas mask, this is a leather or fabric hood that forms a sealed cover over the nose and mouth, and sometimes eyes, and can filter out airborne pollutants and toxic gas. Complexity and resilience vary by region.
Glass cutter 5 g A tool used to make a shallow score in a piece of glass to encourage the glass to break along that score. Standard variations use a hardened steel tip, but expensive variations can use diamond.
Holy symbol, silver 25g A silver icon of faith; could be a statue, necklace, or other item as determined by the faith.
Holy symbol, wooden 1g A wooden icon of faith; could be a statue, necklace, or other item as determined by the faith.
Jacksmiths Spanner 20g Also known as a jackwrench, this is a heavy tool with an adjustable end and a variety of specialized components for working on clatterjacks and other heavy first age machinery. A must have for a mechanic and can act as a defensive weapon in a pinch.
Key Blank, Wax 15g A container of soft material that can be used to take an impression of a key or other small object for replication.
Key, Copy 1g A copy of an existing key. Requires a skilled smith or tinker.
Key, Skeleton 85g Since many poor or common locks utilize similar designs a skeleton key or bump key can be used to circumvent the need for the original key. Despite legends these do not work on all locks but they do work on a surprising number of them.
Kit, Animal call 1 s A set of tools and whistles that mimic the calls of a variety of wild animals. Requires knowledge of the animals to know which one to use, but can help in attracting or repelling.
Kit, antidote 300 g A set of remedies for local poisons and toxins.
Kit, breaching 350 g A set of tools for breaking down barriers, including drills, crowbars, a portable ram, glass cutters, oil, acid, wire, and 2 breaching charges. Difficult to acquire and typically only issued to military sappers.
Kit, campsite 12 g A kit for four travelers including bedrolls, blankets, firewood, flint and steel, cooking supplies, a week of trail rations, and other small amenities.
Kit, canna 100g A set of tools for cleaning and maintaining firearms and ammunition, typically produced of rare materials.
Kit, Climber 80g A kit with rope, pitons, hammer, crampons, and all the tools needed for an individual to scale sheer inclines.
Kit, cooking 3 g A kit containing all the cookwear, spices, and utensils necessary to cook meals, at home or when travelloing.
Kit, delving 30 g A kit containing 30m of silk rope, grappling hook, a bundle of candles, eight torches, a bullseye lantern and oil, chalk, hammer, eight pitons, sacks, and a luminous rod with refill reagents.
Kit, disguise 50 g A kit containing simple prosthesis, makeup, and fake hair that can be used to disguise a character.
Kit, diver’s 121 g A kit containing a snorkle, swimfins, an air bladder, 10 meters of chain, a buoy, waterproof containers and simple fishing supplies.
Kit, fishing 5 s A kit containing a fishing pole, tackle including hooks, lines, sinkers, lures, and floats.
Kit, forger’s 200 g A kit containing all the tools for making paper forgeries including seals, templated certificates, paper, pens, and ink.
Kit, gear maintenance 5 g A kit containing all the equipment necessary to maintain leather and metal armour; leather and metal treatments, sewing supplies, and various tools.
Kit, grooming 1 g A set of toiletries for maintaining hair, nails, teeth and skin.
Kit, Healer 50g A kit containing simple healing supplies such as bandages, unguents, pain killers, and a needle and thread.
Kit, juggler’s 15 g A kit containing a variety of objects balanced for juggling; sticks, balls, rings, knives, etc.
Kit, mapmaker’s 110 g A kit containing a gridded slate or vellum, a notebook, writing and drawing implements, rulers, astrolabe, compass, string, and line gauges.
Kit, mess 2 s A set of cutlery and dishes that can be carried in a compact package.
Kit, midwife’s 10 g A set of tools, herbs, and supplies to assist in the delivery of babies.
Kit, pyrography 1 g A set of tools for marking leather or wood by heating the contained needles, styli, and brands over a fire.
Kit, riding kit, common 15 g A standard riding kit including Bit and bridle, saddle, saddle blanket, sadlebags. Kits for larger animals cost more.
Kit, scrivener’s 2 g A kit containing a pen, nibs, an ink phial, a notebook, string, and rulers.
Kit, shaving 15 s A kit with a mirror, straight razor, whetstone, brush, cup, shaving powder, and moisturizer.
Kit, symptom 25 g A kit containing a book of diseases and the materials necessary to feign said illnesses including powders, tinctures, pills, and reagents to replicate the symptoms.
Kit, trapper’s 30 g A kit containing a medium snapper trap, a sharp leg-hold trap, 30m of silk rope, lures, a small cage trap, wire, and twine, and a sharp knife.
Kit, veterinarian’s 10 g A kit containing simple healing supplies such as bandages, unguents, pain killers, and a needle and thread. Medicines and herbs are specific too and measured out for livestock and service animals.
Magnifying glass 100g Alternately called a hand lens, this is a convex glass lens that can magnify the image of an object. Can also be used to focus light.
Musical instrument, common 5g A common, portable musical instrument such as a lute, flute, harp, or drum crafted from basic materials.
Musical instrument, masterwork 100g A well crafted, portable musical instrument such as a lute, flute, harp or drum, crafted from superior materials and possible with additional features (e.g. hidden compartments)
Planetaria 2000g A mechanical model of Aeldos, its moons Sil, Nyx, and Viator as well as nearby stellar bodies. A stationary mechanism driven by clockwork that illustrates and predicts the relative positions and motions of all or some of these bodies.
Pulley 2g A wheel on an axle or shaft that can support movement and change the direction of a taught cable.
Scale, merchant’s 2 g A balance scale consisting of a beam with a fulcrum, two plates or pans, and a set of weights that enable the fine calculation of weight valued goods.
Sextant 500g A tool that measures the angle between two visible objects. When used against stellar bodies and the horizon it assists in navigation but it can also be used to determine simple distances. Used primarily by sailors.
Sledge hammer 1 g A long, heavy-headed hammer useful for driving spikes or working heavy materials in a forge. Sledgehammers can be used in combat but are unwieldy. -3 to attacks, 6 bashing damage. A maul is a weaponized sledge.
Spike, iron 5 c A large, crude, iron spike that can be used to nail things into other things.
Stretcher 1 g A pair of sturdy poles joined by durable canvas that can be used to carry people or other loads. Can be used solo but works better with two people.
Telescope (x10 magnification) 2,000 g A semi-portable telescope that uses prisms and lenses to magnify the image of distant objects. Often used by stargazers, surveyors, or spies. The price listed is for a simple 10x magnification. x50 magnification = 4000g, and x250 magnification = 8000g
Thieves’ Ring 300 g A ring that breaks apart and straightens into a set of thieves tools.
Thieves’ tools, common 30 g A set of lockpicks, wires, and probes for getting into things you probably shouldn’t be trying to get in to.
Thieves’ tools, concealable 190 g A set of easy to hide lockpicks, wires, and probes for getting into things you probably shouldn’t be trying to get in to.
Thieves’ tools, masterwork 100 g A well made set of lockpicks, wires, probes, and additional tools, often made from more durable materials, that make it even easier to get into other people’s things. +1 to lockpicking and related tasks.
Tome, blank 15g A blank book, well bound and sturdy, waiting for someone to write in it.
Tool, masterwork 50g The cost for a particularly well crafted variant of a common tool such as a wrench, hammer, or anvil. Perhaps it has perfect weight, or it is marked in a particular way, or includes some other special feature.
Tools, Artisan’s, common 5 g A set of tools for a particular craft; tinkering, painting, woodworking, sewing, etc.
Tools, Artisan’s, masterwork 55 g A particularly fine set of tools for a particular craft; tinkering, painting, woodworking, sewing, etc. These tools are so easy or pleasant to use they grant a +1 to craft checks.
Tools, Surgeon’s 20 g A set of scalpels, sutures, forceps, clamps, lancets, tubes, etc that make surgery possible. Typically made of silver or bronze. Surgery without tools is just making a mess.
Tools, Surgeon’s masterwork 100 g A set of scalpels, sutures, forceps, clamps, lancets, tubes, etc that make surgery possible. Masterwork tools are made of advanced alloys and balanced for use. They add a +1 to surgical healing checks.
Waster (training weapon) 1 g A weighted practice weapon made of wood or banboo and constructed to emulate a specific weapon such as a sword, dagger, or club. These can be overweighted to build strength, or weighted to match the real weapon. Wasters are used to practice and gain skill without injuring students or teachers.


Item Average Cost Notes
Acid (flask) 10g A flask of potent corrosive acid that can dissolve many materials and cause grievous injury to unprotected targets.
Alchemical Glue (vial) 20g A resilient glue that can adhere most substances to one another.
Alchemical Grease (pot) 5g A pot of extremely slick goo that can be used to coat flat surfaces or people, making traction or grappling incredibly difficult.
Alchemical Ice (jar) 40g An alchemical liquid that reduces the temperture of any surface it is applied to dramatically, making it easier to break. Can also be used to freeze liquids. (Liquid nitrogen)
Alchemical Kindness (vial) 1g A mixture of herbs and alchemical materials that act as a remedy to hangovers. There are as many recipes as Alchemists.
Alchemical Solvent (vial) 20g A powerful solvent that destroys most adhesives, including tar, sap, glue, alchemical glue, and sludge.
Alchemist’s kit 25g A portable set of alchemists tools for simple crafting while traveling. Reduces the penalty for alchemy in transit to -2 from -4
Alchemist’s lab 200g A full laboratory with all the needed equipment for alchemy. Users gain a +1 to alchemy checks.
Alchemist’s lab, portable 75g A more robust set of alchemical equipment than a kit, but not as much as a full lab. Reduces penalty for alchemy in transit to -1.
Antiemetic Syrup 25g A medicinal syrup used to battle queasiness.
Anti-toxin (vial) 50g Anti-toxins are produced by type to counteract particular toxins. This is the average price for such items.
Anti-venom (vial) 50g Anti-venoms are produced by type to counteract particular venoms. This is the average price for such items.
Casting plaster 5s A useful powder mix that can be used to create a mold of a recessed feature such as a foot print or carving, a cast for a broken bone, or to fill in gaps in surfaces.
Dazer 30g A two-part metal device containing materials that react violently when mixed. Activating this device triggers the mixture and causes an intensely loud bang and produces a bright flash, causing unexpecting viewers to be blinded and deafened for a short time.
Defoliant (pot) 10g A mixture of alchemical reagents that can kill most minor vegetation such as plants, shrubs, and bushes. Application to the skin causes injury to Tamaa and ingestion can cause death.
Etora (phial) 50g A potent tranquilizer derived from specially cultivated Luxi plants. A single phial can knock out most human sized animals. Attaining the same effect with larger creatures requires skilled calibration of the dosage.
Festerot 30g A truly cruel mixture of reagents that can hamper the natural healing of most lifeforms. Can be applied to a prepared weapon or thrown on an enemy. The effect of this substance can last for weeks depending on the dosage.
Flash powder 50g A small pot of dusty powder, a mixture of oxidizer and metallic fuel which burns quickly and can be used in pyrotechnics. Can distract or blind a target or group of targets.
Grot oil 15g A mixture of putrid smelling reagents that can cause those who inhale to gag and vomit.
Gympie N/A Prepared clippings from a neurotoxic shrub found in the badlands that inflicts severe pain akin to simultaneous electrocution and acid immersion
Holy water 25g An amount of water sanctified by a recognized religious figure in a temple to the Ayr. Used in several alchemical formulas.
Hotstone N/A A piece of obsidian treated with alchemical reagents to produce a pleasing and long lasting heat. Often used in nothern bed-heating pans.
Liquid Fire (flask) 20g A flask of liquid that ignites on contact with air, clings to a target and burns intensely. Compositions vary by region but the effect is generally the same; an incredibly difficult to extinguish fire that can adhere to structures and enemies. Favoured weapon of Ossandrian legions and Navy.
Luminous Rod 5g A glass vial or orb filled with an alchemical gel that glows when shaken with force. The rod will glow for up to 12 hours but needs to be refilled afterwards.
Lure 1g A specially prepared bundle that can attract a specific species of animal. Grants hunters an advantage.
Match 1g Also known as a fire stick or tindertwig, this is a stick of treated wood that can be struck against a hard surface to produce an open flame for a short time. Developed by the Mujinese.
Musk 1g A specially prepared oil that can mask a human scent with an animal scent. Grants hunters an advantage.
Pepper pellet 50g A pot or satchel of irritating spices and peppers. When cast out the diffusion of aeral pepper can trigger coughing, tears, and general illness.
Perfume, (vial) N/A Scents of various strengths are used across Aeldos to mask otherwise unpleasant odours. The value varies from 1g for local formulations to 500g for particularly exotic perfumes. Scents are used as a sign of status in some southern cultures.
Phosphor Gel 10g A mixture of alchemical reagents that react when agitated to produce bright light and intense heat.
Remedy (vial) 50g A solution of alchemical reagents that briefly enhance resistance to diseases. This does not cure existing diseases.
Repellant 3g A distillation of predator musks and other chemicals that can repel minor vermin such as insects and rats.
Sealing wax, Alchemical 10g A rod of sealing wax specially prepared for a pair of individuals to be both highly identifiable and resistant to resealing.
Shock flask (flask) 10g A flask containing a liquid that holds a powerful shocking charge that can stun targets.
Sludge Bag 50g A fragile container filled with a strong glue-like substance that can be thrown on an area or enemy, causing them to be slowed by the sticky substance unless they can break free.
Smelling salts 25g Also known as sal ammoniac, Smelling Salts are an aromatic spirit of ammonia mixed with scented oils and used to restore consciousness and mental alertness.
Smoke pellet 25g A two-part clay pot with a pair of substances that produce a thick smoke when mixed. Simply shattering the pellet generates enough smoke to fill a small area.
Smokestick 20g A stave of wood treated with alchemical components that produces a thick, obscuring smoke when burned. Lasts longer than a pellet and fills a larger area but requires ignition.
Sneezing powder (pouch) 60g A pouch of potent mixed spices that triggers a series of severe sneezes in a target who inhales the powder. Can be resisted with Will
Styptic Band 2g A specially prepared featherlike band of material that secretes an hemostatic substance to stop bleeding.
Tonic, Atrox N/A This complex alchemical tonic causes the imbiber to cease to experience the typical effects of stress and fear.
Tonic, Fostrian N/A This complex alchemical tonic provides enduring sustenance to imbiber for up to ten days.
Tonic, Ono N/A This complex alchemical tonic enhances the imbiber’s perception, memory, and focus.
Tonic, Osser N/A This complex alchemical tonic causes the imbiber to become easily manipulated and susceptible to suggestion and hypnosis.
Tonic, Rhinox N/A This complex alchemical tonic mutes pain without dulling senses.
Tonic, Tamaa N/A This complex alchemical tonic doubles imbibers natural rate of healing.
Tonic, Tolla N/A This complex alchemical tonic increases imbibers physical strength for a few hours.
Common Poison 50g A substance likely but not guaranteed to kill average person. An alchemist of even the smallest skill can brew this level of poison.
Debilitating Poison 100-200g A substance that inflicts blindness, paralysis, or other conditions on target. Brewing this type of poison requires a skilled alchemist.
Lethal Poison 500g A substance likely to kill anyone but a Tollam. Brewing this type of poison requires some level of alchemical skill.
Fatal Poison 1,000g+ A substance virtually guaranteed to kill a normal human and likely to kill a Tollam. Brewing this type of poison requires considerable skill.

Item Average Cost Notes
Animal harness 2g A restraint device made of hemp or leather and used for training animals.
Auroch 300g An exceptionally large bovine, mostly found in central Aeldos
Cage, huge 60g A reinforced metal cage large enough to house a huge creature.
Cage, large 30g A reinforced metal cage large enough to house a large creature.
Cage, small or medium 15g A reinforced metal cage large enough to house a medium or small creature.
Cage, tiny 2g A reinforced metal cage large enough to house tiny creatures.
Cattle 50g Beasts of burden which are also used for milk and meat.
Chicken 5s Meat, eggs, feathers…Buckaw!
Common Pig 6g Domestiucated lesser porcine creatures farmed across Aeldos. Used for meat and hide.
Daedon 40g Greater porcine species, much more difficult to maintain but much, much larger.
Dog, Guard 2g Found primarily in central Aeldos, dogs are used for guarding farms and homes.
Donkey or mule 8g A stubborn, hardy, and less easily spooked working animal than horses, but generally shorter and slower.
Elaped N/A A species of exceptional riding animal bred by the Heraldric Order and given only to their highest ranking members or most valued allies. Tamed and trained they are considered priceless.
Goat 2g Livestock used for milk, meat, and hide, and also as alarms.
Horse, Barck 200g A common, agile, and strong bodied horse found across Aeldos.
Horse, Cob 300g A small, steady, strong horse used for everyday riding
Horse, Courier 1000g An expensive and highly bred horse, popular with nobles, ladies, high-ranked knights for riding, hunting and ceremonial use
Horse, Courser 800g A swift and strong warhorse, named for their gait.
Horse, Destrier 800g A rare and prized heavy warhorse or great horse
Horse, Hack 500g Decent quality and good mannered horse for regular riding
Horse, Luxan 200g A type of horse well suited to steppes and high plains areas
Horse, Nehepi Strider 700g A long legged and thin-skinned horse, slim, refined and capable of great endurance
Horse, Ossandrian Jennet 500g A small, compact, well-muscled horse with a good disposition and a smooth and naturally ambling gait. An ideal light riding horse, comfortable for riding at speed.
Horse, Rounsey 300g An affordable and versatile horse for riding and war, better for swift pursuit than destriers or coursers
Horse, Stock 200g An agile and quick working horse with powerful hind quarters and excellent livestocck senses which make them good for farming. Found across the north of Aeldos.
Horse, Tollam Dray 1000g Tall, extremely muscular, and heavy work horse. Excellent at pulling. 16-19 hands high, up to 1,000kg
Pony 60g A small domesticated horse no more than 150cm tall, used for pulling, driving, and transport for small individuals.
Sheep 4g Livestock used for textile and meat.
Saddlebags 4g Additional bags for gear and supplies. This increases capacity, not weight.
Stabling (per day) 5s The cost to stable a regular animal such as a horse.
Barding, Medium creature x2* Armour for a medium riding animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.
Barding, Large creature x4* Armour for a large riding animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.
Barding, Massive creature x10* Armour for a massive siege animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.
Bit and bridle 2g Equipment used to direct a riding animal. Animals without this require additional skill to ride and direct.
Feed (per day) 5c This represents the cost for most types of animal feed. Many pack animals can supplement feed with grazing but feed is more nutrituous and provides more energy.
Saddle, Military 60g A saddle with braces for stabilizing a rider in combat.
Saddle, Pack 15g A saddle built for carrying gear and supplies only.
Saddle, Riding 30g A standard riding saddle, made primarily for comfort during long rides.
Animal Weaponry 50g This can take the form of iron spikes bound to an animals tusks, bladed tail pieces for animals with dextrous tails, or barding equipped with blades and spikes. Adds 4d to attacks made by the animal.

Lodging, Hirelings, and Common Services

Item Average Cost Notes
Coach cab, local 1c Local coaches are used to get around large cities with ample street room.
Coach cab, regional 1g per day The cost of transport between settlements only found in places like Ossandria, Victra, and Granden. Entails the hiring of the coach itself plus driver and does not include the cost of guards.
Guard, low risk 3 s/day  
Guard, minor risk 6 s/day  
Guard, hazardous 1 g/day  
Guard, high risk 3 g/day  
Guard, terminal risk 30 g/day  
Hireling, Cartographer 10g per day An individual skilled in the arts of cartography. They can provide custom maps, assist in mapping new areas, or provide copies of existing maps.
Hireling, Companion N/A Known by a variety of names; courtesans, escorts, prostitutes, doxys, etc and available for a variety of prices; from a silver to a hundred gelt.
Hireling, Fence 15% A trader in goods of uncertain providence, these individuals maintain connections in all the right places and only charge a small commission… usually. A good fence is a thief’s best friend.
Hireling, Footman 5s per day A healthy house servant, expected to fulfill a variety of noble tasks. Footmen are typically dressed as their master wills and are considered a necessity by most nobles.
Hireling, Herald 2g per day The cost to hire a member of the Heraldric Order, a well known and highly respected courier organization to deliver a message.
Hireling, Lawyer, good 3g per day An individual who knows the law, its precedent, and local custom and can write, decipher, and notarize contracts, provide legal advice, and represent a client well at trial. This is probably his day job.
Hireling, Lawyer, poor 5s per day An individual who knows the law and can write and decipher contracts, provide legal advice, and represent a client in a trial. This may not be their day job.
Hireling, Lawyer, reputable 15g per day A skilled and experienced jurist who can handle most legal matters skillfully. Often widely sought out, respected, and sometimes acts as a judge in other cases.
Hireling, Messenger 2s per day The cost to hire a local runner or horse riding messenger to specially deliver a mssage.
Hireling, Nurse 5s per day A healer who provides longer term medical care for a price. Nurses are usually employed by noble families to provide ongoing in-house care for children, the aged, or the ill.
Hireling, Physician 1g per day A trained physician, able to diagnose a variety of illnesses, suggest and apply treatments, and acquire remedies for a fee. The skill and reputation of the doctor determines the price, with 1g being the bare minimum.
Hireling, Scribe 1g per day An individual who is literate, detail oriented, and can copy texts or take dictation.
Hireling, Surgeon 5g per day A skilled surgeon, trained in anatomy, diagnoses, and healing and able to do more complex and invasive procedures than a physician. Often required for grievous injuries. The skill and reputation of the surgeon determines the price, with 5g being the bare minimum.
Hireling, trained 5s per day The minimum wage for minimally trained workers. More skill or more renown equals more pay.
Hireling, untrained 1s per day General labourers, porters, criers, maids, and other individuals with few skills.
Hireling, Valet 1g per day A particularly skilled or attractive footman who acts as lead to other servants, coordinating tasks and generally acting as the steward of a noble house.
Inn Stay, poor 2s per night A space in a common room.
Inn Stay, common 5s per night A bed and a pillow in a semi-private room.
Inn Stay, good 2g per night A private room with a few amenities.
Inn suite, small 5g per night Only available in large and high quality inns. Includes a bedroom, private room, fireplace and additional luxuries.
Inn Suite, average 15g per night Only available in large and high quality inns. Includes a large bedroom, private room, bath, and fireplace.
Inn suite, luxurious 30g per night Only available in large and high quality inns. Includes 2-4 bedreooms, a large private room, bath, fireplace, and valet/footman service.
Lodging, Poor 3g per month The cost to live in communal areas in most cities. Typical lodging costs for drudges, peasants, labourers, and other common folk.
Lodging, Common 10g per month The cost to rent a small room in most cities. Typical lodging costs for artisans, trades people, soldiers, and other skilled folk.
Lodging, Wealthy 100g per month The cost to rent a set of suites in an inn or large home in most cities. Typical lodging cost for succesful merchants and nobility.
Lodging, Opulent 1000g per month The cost to live in a large building such as an estate, castle, tower, or other exceptional domicile. Typical lodging cost for nobility and aristocrats.
Road or gate toll 1s The typical cost charged to travelers for well kept roads, gates, or bridges. Caravans often pay additional taxes by other avenues.
Service, Bath 5c A private washtub with warm or hot water or entry to a public bath with wading pools (though some baths require membership)
Service, Laundry 1s per day For those tough stains…
Ship’s passage 5g per day The typical cost to secure passage on a ship. The danger of sea travel and the loss of room for trade goods means sea travel is often quite costly.


Item Average Cost Notes
Abrath N/A Also known as Amrita or Fostrian food, it provides exceptional nutrition in a dense package. Diverse form and flavour.
Banerry N/A A Bellatori food, somewhere between apple and cherry and only found in proximity to Bellatori and Grommen ecosystems.
Banquet (per person) 10g Several courses of good food, drinks, and full service.
Bread, loaf 2c A loaf of plain bread, typically fresh.
Chabac N/A A Selenian food with dense, high caloric value. Meaty and cabbage-like appearance. A staple food for Selenians.
Cheese, wedge 2c A wedge of plain local cheese.
Confections 3g Sweets, candy, or anything else made with ample amounts of sweet ingredients.
Denkres N/A A Selenian meat substitute created using advanced technology. The substance grows on mossy lattices in Denkres Tower. Denkres comes in a variety of ‘Strains’: Denkres-Su / Densu (Pig/Boar), Denkres-Bo / Denbo (Cow/Auroch), Denkres-Ga / Denga (Fowl/Chicken), Denkres-Ce (Cervid), Denkre-An (Duck), Denkres-Ca (Canid), Denkres-Pa (Primate).
Fresh fruit 5s Delicious and sweet. Apples, bananas, grapes, lemons, oranges, berries, etc.
Honey 1g Sugary food produced by bees. Flavours vary by region. Often used as a sweetener.
Khava, 1kg 25g Also known as café, khave or coffee, these are valuable beans that produce a rich and much desired beverage consumed in many parts of Aeldos.
Maple Syrup 1g Syrup dervied from evaporating the sap of maple trees during the late winter and early spring. Common sweetener in the north.
Meal, common 3s per day Eggs or chicken, root vegetables, ale, bread. A common meal.
Meal, good 5s per day Red meat, fresh vegetables, bread, cheese, pastries, wine. A good meal.
Meal, poor 1s per day Bread, turnips, onions, water. A poor meal.
Meat, chunk 3s A cut of red meat enough to satisfy any hunger.
Meat, street 5c Meat of dubious origin. The vendor says his name is ‘Dibbler’.
Mushrooms 1g Fleshy fungus with distinctive tastes and often high nutritional content
Nuts 1s A type of fresh fruit composed of a shell and seed. Includes hazlenuts, chstnuts, almonds, pecans, pistachios, walnuts, etc.
Vegetables 2c Fresh local vegetables; cabbage, turnip, radish, carrots, lettuce, beans, potatos, cucumbers, onions, garlic, leeks, peppers, squash, yams, spinish, cassava…

Drugs, Alcohol, Entertainment

Prices for the following items are highly variable by region.

Item Average Cost Notes
Apo N/A A root derived drug that triggers an almost trance-like rage and used by northern Vargenar and Berserks to enhance their battle prowess.
Black Bark N/A A drug derived from the ground bark of mutated trees in western Svertheim, Black Bark induces fear, paranoia, and hallucinations.
Blight N/A A drug distilled from the glands of abberant creatures, Blight is a euphoric with severe degenerative effects.
Deroer N/A A smokable plant that diminishes intelligence and increases happiness.
Fog N/A A distillation of Mujinese Mist, made potent through refinement and inhaled for dissassociative and hallucinatory effects.
Gel N/A A resin derived from a Victran swamp plant and applied to the lips to produce euphoric numbness.
Groenskrod N/A Literally “Green Stuff”, Groenskrod is a mold derived hallucinogen found in Vandar and western Svertheim.
Hobroot N/A A root derived drug that causes a mild euphoria and general sense of invulnerability for several hours. Used by many soldiers across Aeldos and considered highly addictive.
Kaya N/A A combustible plant and popular ‘spiritual cleanser’ with mild euphoric and disassociative effects found in patches throughout Aeldos.
Ketha N/A A popular and potent Subinese drug that causes dissassociative hallucination. Group hallucinations tend to spawn cults or cult-like behaviour in regular users.
Lurk N/A A drug used by the Cult of Receivers that is rumoured to let one see the Tenebrae. The method of its creation is a well kept secret of the cult.
Perspect N/A A highly refined compound drug that induces happiness, used by the Subinese to keep servants servile.
Resin N/A An addictive euphoric secreted by select Subinese trees.
Subinese Honey N/A This is a hallucinogenic honey produced by a handful of Subinese apiaries.
Abrath N/A Also known as Amrita or Fostrian food, it provides exceptional nutrition in a dense package. Diverse form and flavour.
Absynthe, (bottle 30g A blue or green coloured anise flavoured spirit derived from botanicals, sweet fennel, and grand wormwood. 70% alcohol by volume. Typically poured over a sugar cube and watered down.
Ale (1 Liter) N/A Average price for very average ale. Higher prices for higher quality.
Ale, Svertan N/A A stout and dark beer with a strong flavour and quite filling. 7-12% alcohol by volume.
Applejack (bottle) N/A A strong cider distilled by freezing (the term jack comes from the freeze distillation). 30-40% alcohol by volume.
Aragh (bottle) N/A A clear spirit distilled from fruits and berries. Can be mulberry, apricots, grapes, plums, blackberries, apples, or pears. 60-70% alcohol by volume.
Araq (bottle) N/A Clear, colourless, unsweetened, anise-flavoured Nehepi spirit, distilled from raisins, dates, or saccharum. 40-60% alcohol by volume.
Brandy (bottle) N/A Common brandy is made by distilling wine. Generally between 35 and 60% alcohol by content.
Buza (bottle) N/A Nothern Nehep and Southern Lux drink of fermented maize and wheat or millet. Not very alcoholic – 1% alcohol by volume.
Cocoroco (bottle) N/A Incredibly potent sugar cane alcohol brewed mostly by Tollam and Subinese. 96% alcohol by volume. Potentially deadly.
Gin (bottle) N/A Juniper berry spirit mostly exported from Svertheim. 40-50% alcohol by volume.
Grog (bottle) N/A Rum watered down with citrus.
Khava, 1kg 25g Also known as café, khave or coffee, these are valuable beans that produce a rich and much desired beverage consumed in many parts of Aeldos.
Kilju (bottle) N/A West Svertan sugar wine often brewed in the home. 15-17% alcohol by volume.
Kol N/A Typically refers to the bark of the Kol tree, a gummy fast acting stimulant akin to Khava.
Kumis (bottle) N/A Fermented milk, usually horse. The preferred drink of Luxi steppes riders. Best served cold. 5-7% alcohol by volume.
Marc (bottle) N/A Pomace brandy, popular in Ossandria and distilled from grape pomace. Often flavoured. 60% alcohol by volume.
Mead (bottle) N/A Common northern drink of fermented honey and water flavoured with spices, fruit or hops. 8% alcohol by volume.
Mezza (bottle) N/A South Nehepi alcohol distilled from agave. 30-60% alcohol by volume.
Potcheen (bottle) N/A East Victran distillate of cereals, grain, whey, sugar beet, molasses and potatoes. 40-98% alcohol by volume.
Pulque (bottle) N/A An alcoholic beverage made from the fermented sap of the maguey/agave, this is milk-coloured, viscous, and has a sour and yeasty taste, but is highly nutritious. Found in the southern parts of Aeldos. “Only a bit shy of being meat” 5% alcohol by volume.
Rakia (bottle) N/A Fruit brandy popular in Granden. Typically made from plums, apricots, or grapes. 50-80% alcohol by volume.
Rum(bottle) N/A Fermented sugarcane drink aged in oak barrels. Sometimes spiced. 38-80% alcohol by volume.
Soju (bottle) N/A A Mujinese wine distilled from sorghum. An extremely potent and corrosive drink. 60% alcohol by volume.
Stout 1g Strong, dark beer brewed across Aeldos. 9-10% alcohol by volume.
Tepache (bottle) N/A A fermented Subinese beverage made from the peel and rind of pineapples and seasoned with brown sugar or cinnamon.
Tsai, 1kg 2g Also known as te, itye or cay, these are valuable aromatic leaves that make a mildly stimulant and favoured Victran beverage.
Vodka (bottle) N/A Vandaran distilate of fermented cereal or potatoes. Clear, plain, and potent. 40-50% alcohol by volume.
Whisky (bottle) N/A Common distilled alcohol made from fermented grain mash, typically aged in a wooden cask, and mostly Victran. 40-50% alcohol by volume.
Wine, Common (Pitcher) 2s An alcoholic beverage of fermented grapes. Common wines can be found across Aeldos.
Wine, Fine (bottle) 10g An alcoholic beverage of fermented grapes. Fine wines mostly originate in Ossandria and Victra.
Ayr Deck 5g A deck of cards used by oracles, shamans, and gamblers.
Ball, Aphorax 3g A fist sized ball made of rubber and used to play Aphorax, a Selenian sport.
Ball, Gon 5s A fist sized leather pouch on a strap, used to play the Mujinese game of Muteugon.
Ball, Harphan 1g A fist sized ball made of layers of hardened leather and used to play Harphan, a sport played in Ossandria, Lux, Tollam, and Nehep.
Ball, Sphailoros 5g A fist sized ball made of a durable rubber compound to endure handling by Faeles. Used to play the Selenian sport of Sphailoros.
Ball, Wooden 1s A simple wooden ball used for throwing games.
Dice 1sp A set of 3 six sided dice, typically carved from wood or bone.
Kal N/A A bound up Grot fed to bursting and dipped in molten bronze. Used by the Tollam for Kalball… aka Grot-ball.
Loaded dice, average 10g Hard to spot
Loaded dice, superior 50g Very hard to spot
Marked cards 1g A deck with marked cards. Hard to spot
Muteugon Glove 2g A pair of hooked gloves used to scale trees in the Muninese game of Muteugon.
Tile Set 5g A simple set of Mujinese tiles made of wood, bone, or ivory and marked with pips. These are used in a variety of games.

Standard Vehicles

Water Vehicles

Item Average Cost Notes
Galley 30,000g A shallow draft ship propelled primarily by rowing. Galley’s can be to 40m long, 6m, wide and crewed by as many as 200 people. Galley’s can carry significant amounts of cargo or soliders, and weaponry but they are restricted to coastal waters. Primarily used by the Ossandrians.
Keelboat 3,000g A 15m to 20m long, flat-bottomed, sailing ship up to 6 meters wide and propelled primarily by wind. Can be crewed by as few as eight or as many as fifteen and carry a modest load of cargo or soldiers. Keelboats can sail beyond coastal waters. Typically used by the Mujinese.
Longship 10,000g A 20m long, square sailed ship with oars that can carry a crew of up to 50. Longships can carry a modest load of cargo or soldiers and is able to venture beyond coastal waters. Typically used by Svertans.
Oar 2g A flat wooden paddle.
Rowboat 50g A 2.5m to 3m long boat that can hold up to three people and is used for traveling coastal or riverine areas.
Sailing Ship 10,000g A long-ship with multiple masts and sails that can be up to 30m long and 7m wide. Sailing ships can carry large loads of cargo or soldiers and weaponry and are able to venture out of coastal waters.
Warship 25,000g A specially built ship for transporting soldiers across water. Warships can reach up to 30m long and maintain a crew of 80 including rowers. They also have a single mast to take advantage of wind. The ship can carry a large number of soldiers and weapons but cannot venture beyond coastal waters.

Land Vehicles

Item Average Cost Notes
Carriage 100g A four wheeled, beast drawn vehicle with an enclosed cab that can carry up to 4 people as well as two drivers.
Cart 15g A two wheeled, beast drawn vehicle that can carry 2 people plus gear, or 1 person and a small load of trade goods.
Sled 20g A simple wooden sledge with a smooth underside or runners that can be pulled along surfaces to transport cargo. Typically pulled by animals.
Wagon, light 50g A four wheeled, beast drawn vehicle that can carry up to 6 people or 4 people plus a significant amount of gear, or 2 people and a full load for trade. Typically requires 1-2 horses or more to pull and is usually open to the air. Light wagons are good for local travel and can carry approximately 500kg.
Wagon, medium 75g A sturdy four wheeled, beast drawn vehicle that can carry up to 8 people or 6 people plus a significant amount of gear, or 4 people and a full load for trade, or 2 people and a major load of trade goods. Typically requires 2 heavy horses or more to pull and is usually open to the air. Medium wagons are good for heavier work such as mining, construction, or travel and can carry up to 1,000kg.
Wagon, heavy 100g A caravan wagon with 4 or six wheels. This beast drawn vehicle can carry up to 10 people or 8 people plus a significant amount of gear, or 4 people and a full load for trade, or 2 people and a huge load of trade goods. Typically requires 4-8 horses depending on weight but can carry up to 2,000kg.
Traction Engine N/A Also known as relic wagons or Haulers, a traction engine is a massive Helion powered engine that can pull truly staggering amounts of cargo across most terrain. Traction engines are relics and the cost to acquire just the parts to assemble one can be astronomical, to say nothing of the required technical skill to operate one. Traction engines are each unique and come in several sizes but the weight of goods they can pull is typically above 10,000 kg. The trade for this power is that they are neither maneuverable nor fast.

Craft Materials

Item Type Average Cost Notes
Aetherion Craft Material, Hard N/A Also known as zetherium or quintessence, this material generates a ‘flight field’ when paired with Helion. Rare enough to be considered mythical.
Black Bronze, 1 ingot Craft Material, Hard 50g A unique Subinese alloy with a dark lustre. Nearly equivalent to steel but easier to craft.
Corewood, 2 meter log Craft Material, Hard 100g An uncommon wood derived from an increasingly rare tree. The material has metallic qualities when set and is used in many Svertan constructs.
Corfire, 1 ingot Craft Material, Hard 2000g Selenian Silver, rare and difficult to use with peculiar crafting properties. Found only in the south and used in the alloy Memet.
Faelerite, 1 gem Craft Material, Hard N/A Moss green stones found in brainstem of Faeles Ur corpses with many reputed effects
Glossapetrae Craft Material, Hard 500g Also known as tonguestone, this is a hard but brittle badlands crystals created by, and resistant to Lingua Arcana.
Harmonite, 1 ingot Craft Material, Hard 5000g A difficult to work with metal possessing anechoic properties. Equipment crafted with Harmonite gains a resilience against Lingua Arcana.
Helion, 1 unit Craft Material, Hard 15000g An extremely rare and powerful substance which generates a nearly limitless supply of energy that can power first age technologies. A single unit can power small or medium sized artefacts but additional units may be required for complex devices such as Clatterjacks. Value is provided as an example of average refined piece; the material can fetch considerably lower or higher prices depending on locale, quality of the unit, and refinement.
Iron, 1 ingot Craft Material, Hard 1g A common elemental metal used and a cornerstone of numerous industries. A keystone material due to its availability and range of favourable properties.
Iron, Grot Craft Material, Hard N/A Iron afflicted with a grot carried ‘disease’ that decays metal. Inferior metal used by unscrupulous smiths and traders.
Iron, Sky, 1 ingot Craft Material, Hard 500g Also known as Thokcha, sky Iron is cold iron struck by lightning or derived from fallen stars, which is known to make poor blades but excellent blunt weapons and armour. Valued more for cermonial and religious reasons than practical ones.
Magnil, 1 ingot Craft Material, Hard 2000g A semi-rare metal used in Ossandrian ornamentation of armour. Durable and pleasing to the eye.
Memet, 1 ingot Craft Material, Hard 4000g An alloy of corfire, iron, and carbon that acts as a memory steel, making items forged with it effectively self-healing.
Orick, 10 square meters Craft Material, Hard 10000g A mineral/compound that is stored as a liquid but sets as a nearly impervious solid. Used in the construction of many first age buildings, the material does not seem to age, wear, or break under conventional assault and requires incredibly high temperatures and rare equipment to work with. The value provided here is for Granden Orick, a lesser variant of the traditional substance.
Steel, 1 ingot Craft Material, Hard 10g An alloy composed primarily of iron and carbon and considered a keystone material due to its availability and range of favourable properties depending on composition.
Steel, Arc, 1 ingot Craft Material, Hard 10000g Also known as Karamai, Arc steel is a first age material with adaptive properties and the secrets of making it are lost. ‘Arc’ comes from ‘Ucha’ or superior. Arc steel items are considered priceless. The value here is presented for Arc slag salvage.
Steel, Crucible, 1 ingot Craft Material, Hard 100g Also known as Serian iron, this is a rare alloy with qualities that make it ideal for use in blades.
Steel, Lani, 1 ingot Craft Material, Hard N/A A proprietary alloy used by master Luxi smith Lani Tupu. Very rare and highly valuable.
Steel, Song, 1 ingot Craft Material, Hard N/A Exceedingly rare ‘enchanted’ steel made by Arcane smiths. Each item made from Songsteel is unique and the steel shaped to the purpose. Song-steel items resonate the lingua they are imbued with.
Vitrum, 1 unit Craft Material, Hard 250g Durable, transparent, and reactive first age material used in advanced optics, particularly for clatterjacks.
White Iron Craft Material, Hard N/A A rare form of naturally toxic metal which inflicts painful and debilitating wounds on contact. Extremely difficult to smith and wielded only by the truly cruel.
Alkast, 1 vial Craft Material, Liquid N/A Potent solvent capable of dissolving everything except Orick and Cofire. Used for crafting.
Eitre Craft Material, Liquid N/A Also known as Eidr or Eitr, this is an azure liquid secreted by a gland found only in abberant creatures. The material is lethal to consume but has a variety of refinements and uses.
Ylias Craft Material, Liquid N/A A strange and mutable swordpeak element that can bind to and transform other materials. Rare enough to be considered mythical.
Dermik Craft Material, Soft 5000g Selenian ‘hard’ Leather, a leather-like fabric with a web of alloy backing that is durable, flexible, light weight, water resistent, excellent in all environments. It also has the benefit of being nearly as durable as full plate armour and can turn aside attacks that would otherwise kill the wearer. Armour: B4, S4, P4. Produced in limited quantities only in Selene and not widely traded.
Dermis Craft Material, Soft 500g Selenian ‘soft’ Leather, a soft, leather-like fabric that is durable, flexible, light weight, water resistent and excellent in all environments. Provides excellent defensive properties as well. Armour: B2, S2, P2. Produced only in Selene.
Hide, Atrox Craft Material, Soft 72g Atrox hide is durable, inflexible, and recognizable, lending the wearer a bonus to intimidation. Armour: B4,S3,P3, Minimum Power: 1, -2 penalty to Grace checks, +2 to Intimidate Checks
Hide, Evicar Craft Material, Soft 500g Evicar hide is both durable, flexible, and recognizable, lending the wearer a considerable bonus to intimidation. Armour: B5,S4,P4, Minimum Power: 0, +3 to Intimidate Checks
Hide, Generic Craft Material, Soft 3g Generic hide is derived from dozens of common animals including, Auroch, Daedon, and Vargr. Gear crafted from generic hide gains no benefit. Armour: B3,S1,P1, Minimum Power: 0, -1 penalty to Grace checks
Hide, Grommen Craft Material, Soft 150g Grommen hides offer a mix of durability and flexibility, heat dissipation, and are recognizable, lending the wearer a bonus to initimidation. Armour: B4,S2,P2, Minimum Power: 2, -1 penalty to Grace checks, +1 to Intimidate Checks, +1 to Desert Survival Checks
Hide, Immanitherium Craft Material, Soft 55g Immanitherium hides are extremely durable, inflexible, and warm. Armour: B5,S3,P2, Minimum Power: 2, -2 penalty to Grace checks, +1 to Cold Survival Checks
Hide, Rhinock Craft Material, Soft 45g Rhinock hide is durable, inflexible, and warm. Armour: B5,S3,P3, Minimum Power: 3, -2 penalty to Grace checks, +1 to Cold Survival Checks
Hide, Tyrn Craft Material, Soft 150g Tyrn hides are durable, dissipate heat well, and are recognizable, lending the wearer a bonus to intimidation. Armour: B4, S3, P3, Minimum Power: 2, -1 penalty to Grace checks, +1 to Intimidate Checks, +1 to Desert Survival Checks
Leather Craft Material, Soft 3g Common leather derived from common animals and tanned. Many Aeldan species possess hides that do not lend themselves to tanning and are best utilized in less refined fashion.
Metaxi Craft Material, Soft 100g Selenian Silk, woven by the Artilect Ifanthis. Durable, beautiful, and widely sought outside Selene.
Tau Craft Material, Soft N/A A unique and exceedingly rare soft Urul material with peculiar properties that allow it to harden on impact to protect the wearer, providing incredible protection in a totally concealed manner. Also useful in stringed weapons, providing increased power. Armour: B6,S6,P6. Bowstring: Doubled range, +1 damage in standard range. A fw fibres are worth 500g, a full sheet or set of armour made from the material would be considered priceless.
Vam Craft Material, Soft 20g Selenian Cotton, produced in the Gloamfields.
Veluthrin, 1 square meter Craft Material, Soft 5000g An uncommon plant fibre with anechoic properties. Equipment crafted with Veluthrin gains a resilience against the Lingua Arcana.

Commodities and Trade Goods

Item Average Cost Notes
1 square meter, common textile 5g Common price for a square meter of the listed trade good.
1 square meter, rare textile 20g Common price for a square meter of the listed trade good.
1kg, common silver 20g Common price for a kilogram of the listed trade good.
1kg, common spice 4g Common price for a kilogram of the listed trade good.
1kg, copper 2g Common price for a kilogram of the listed trade good.
1kg, flour 4c Common price for a kilogram of the listed trade good.
1kg, gold 200g Common price for a kilogram of the listed trade good.
1kg, Iron 5s Common price for a kilogram of the listed trade good.
1kg, rare metals 2000g Common price for a kilogram of the listed trade good.
1kg, rare spices 60g Common price for a kilogram of the listed trade good.
1kg, salt 20g Common price for a kilogram of the listed trade good.
1kg, tobacco 2g Common price for a kilogram of the listed trade good.
1kg, wheat 2c Common price for a kilogram of the listed trade good.
Pelt, huge or rare 4g The pelt from a huge or rare animal.
Pelt, large or uncommon 3g The pelt from a large or uncommon animal.
Pelt, small or common 2g The pelt from a small or common animal.


The practice of slavery is considered a repugnant anachronism in most Aeldan cultures… but not all. Ossandria is the dominant slave-taking culture on the continent but Victra, Vandar, and Granden also maintain systems of forced or indentured servitude which are distinct on paper but not in practice. Where Ossandrian slaves are considered no different from property and have few opportunities to escape servitude, Victra, Vandar, and Granden all set limits on the length of time an individual can remain a slave (though they are not always well enforced).

Item Average Cost Notes
Base Cost 100g The base price for slaves in Ossandria is 100g. Suprisingly little for a human being really…
Age, 10-30 x2 Young slaves are considered ideal as they have a longer working life and are typically considered easier to tame.
Age, 30-40 x1.5 Middle-aged slaves are devalued, with less working life, more complications, and greater difficulty to tame.
Age, 40-50 x1 Older slaves are poorly valued unless they have exceptional skills.
Age, 50+ x.5 Elderly slaves are of minimal value as most die too soon to be considered worth purchasing.
Culture, Granden x1.5 Granden slaves are valued for their acceptance of the practice of slavery.
Culture, Lux x1 Luxi slaves have a reputation for being difficult to train and control.
Culture, Mujin x.5 Mujinese slaves are rarely taken and are considered a dangerous liability.
Culture, Nehep x.75 Nehepi slaves have a reputation for being difficult to train and control.
Culture, Ossandria x2 Ossandrian slaves are valued for their obedience and acceptance of the practice of slavery.
Culture, Savage x1 Savage slaves have a reputation for low skill and high aggression.
Culture, Selene x2 Selenian slaves are valued for their technical skill and are often considered prestigious.
Culture, Subin x2 Subinese slaves are valued for their beauty and the ease with which they can be controlled via addiction.
Culture, Svertan x2 Svertan slaves are valued for their hardiness and practical mindsets.
Culture, Vandar x1.5 Vandar slaves are valued for their acceptance of the practice of slavery.
Culture, Victran x2 Victran slaves are valued for their technical skill and acceptance of indentured servitude.
Health, Poor x.75 Sickly or weak slaves are devalued. (Power less than 0 or obvious illness)
Health, Moderate x1.5 Slaves in average physical condition with no obvious illness still garner a premium.
Health, Excellent x2 Fit slaves fetch a good price. (Power +1)
Skill, Low x1 Most slaves are assumed to have only simple skills and fetch standard prices.
Skill, Medium x2 Slaves with service skills or practical knowledge fetch good prices.
Skill, High x3 Slaves with trade skills or advanced knowledge fetch a higher price but are also considered more difficult to tame.
Species, Bellatori x2 Bellatori slaves are valued for their resilience and martial prowess but are considered exceedingly difficult to ‘tame’. They are primarily used for combat.
Species, Human x1 Humans are considered standard; all other species are rare.
Species, Kaeki x4 Kaeki slaves are valued for their supernatural senses but are considered frail. They are primarily used as oracles and religious sacrifices.
Species, Tamaa x5 Tamaa slaves are highly valued for their resilience and beauty. They are primarily used for sex.
Species, Tollam x3 Tollam slaves are valued for their strength and resilience. They are primarily used for heavy labour and combat.


Travel Speed Table

Type Standard Pace Hurried Pace
Foot 30km/day 50km/day
Horse 40km/day 60-80km/day
Horse Drawn Cart 40km/day 50km/day
Traction Engine 100km/day 150k,/day
Tyrn 60km/day 80-100km/day
Tyrn Drawn Cart 45km/day 55km/day
Sailing Ship 100-250km/day Not Applicable
? 400km/day 800km
  • The numbers above assume a healthy mount on flat terrain with easy weather. Distances per day decrease on difficult terrain, excessive heat or cold, poor weather, or in areas with frequent inclines. Long distance travel by animal should assume 2 days break for every 5 days travel to ensure healthy mounts. A consistently hard-ridden mount will quickly wear down. The condition of a mount affects its speed and endurance. Native breeds are often better able to handle travel conditions in a geographic area.


For the Storyteller

In this section you will find some tips, tricks, and recommendations on how to be a Storyteller.

Rewarding Experience

I can recommend the following mechanics for rewarding experience.

Base 2 per session
+ 1 for…
Survive a fight
Defeat a foe
Make an ally/enemy
Resolve a plot-line
Independently start a plot
Explore a new location

Base 3 per session
4 for engaged session
5 for memorable session
10 for chapter change/epic session

1 XP/hour

I suggest providing higher initial rewards during the first 3-4 sessions to help players realize any gaps in the characters build, and using this period to calibrate the XP to pacing relationship. The goal should be a balance between player advancement and difficulty, and this will be determined by your particular story, the antagonists, and the challenges you face your players with.

Other Rewards
Keep in mind the various other rewards you can give to characters as well:

  • Plot Points: If a player does something awesome, for example by engaging in excellent RP, coming up with a brilliant way around an obstacle, or otherwise making the session more enjoyable, Plot Points can be an excellent reward.
  • Material Rewards: Wealth such as coins are obvious but also, gems, art, dyes, spices, rare materials are all things a typical adventurer might acquire through their travels.
  • Gear: Artefacts, special gear, and technology are all excellent ways to reward a player, providing new abilities or options that can come with their own stories and hooks
  • Titles: A title can be officially granted or a rising rumour that the characters hear about and is a way to acknowledge the rising status and notoriety of characters and help them understand the role they’ve played in shaping the world. Official titles can come with additional privileges such as preferential treatment from guards and vendors, but they can also come with responsibilities such as expectations of service. Unofficial titles can come with their own weight and titles can always be lost based on the behaviour of the character.
  • Property: Chambers, houses, settlements, outposts, even Keeps can be an amazing reward and the start of a storyline or nexus for new plot hooks. This sort of reward should come at the end of a major story arc or at least during a period of downtime that will enable the characters to explore their new acquisition.


Creating Challenges

One way to conceive of your game is as a series of challenges for your players and their characters to overcome. A challenge can be anything from climbing an icy cliff to unlocking a gate, to taming a dangerous animal. This section provides some structure that may help or provide inspiration when designing challenges using this rule set.

Challenge Types


  • Physical: A challenge of Power or Grace (running, climbing, swimming, muscle or fighting)
  • Mental: A challenge of Intellect, Intuition (locating, deciphering, understanding, or crafting something)
  • Social: A challenge of Personality or Appearance (charming, interrogating, coercing, or distracting something)
  • Determination: A challenge of Will (resisting or persisting)



  • Animal Handling: Communication and care of animals
  • Athletics: Running, climbing, swimming, jumping
  • Combat: Martial and tactical competence
  • Craft: Tinkering, engineering and general creative ability
  • Concentration: Trained focus and ability to block out distraction
  • Investigation: Identification of evidence, clues, and pursuit of leads
  • Larceny: Ability to defy locks, pick pockets, and commit crimes
  • Languages: Proficiency with languages
  • Lore: History, politics, mythology, geography, etc
  • Medicine: Anatomy, healing, herbalism, first aid
  • Mercantile: Identification of items and their value
  • Observation: Perception, listening, spotting
  • Performance: Public oration or demonstrations of skill
  • Socialize: Diplomacy, lying, manipulation, persuasion, deception
  • Stealth: Avoiding detection
  • Survival: Hunting, foraging, avoiding hazards, finding shelter
  • Technology: Understanding of complex devices and construction
  • Travel: Riding, driving, sailing, piloting, navigating



  • Focus: A challenge that requires or encourages the use of a specific focus skill.
  • Trait: A challenge that requires or encourages the use of a character specific trait
  • Gear: A challenge that can be overcome with a specific piece of gear
  • Calling: A challenge that requires or encourages use of a specific Calling feature
  • Background: Any challenge that derives from or works through a specific character background (can be combined)



  • The character is injured by accident, environment, or foe
  • The character is distracted by another character or the environment
  • The character is missing a key tool, resource, or maguffin and must improvise
  • The character is facing a time constraint and must complete the challenge before time runs out
  • The character is attacked by a creature or enemy



  • Progress: The reward is that the story progresses. Not all challenges will advance the main plot, but those that do should be given special consideration and additional possible solutions.
  • Material: The reward is material such as wealth, gear, or property.
  • World State: The reward is a positive change in the world state. Not necessarily obvious, but important to open world campaigns. This can include things like Titles, Reputation, ambient chaos/order.
  • Experience: The reward is experience for the character.
  • Spotlight: The reward is a chance to show of the character’s awesomeness or deficiencies in a notable way.
  • Plot Point: A reward best reserved for surprising, interesting, or particularly awesome contributions. Rewards the player more than the character.


One way to organize your thoughts on this is to create a table with the following headings:

Challenge Type | Subtype | Characters | Details | Solutions | Potential Complications | Rewards

Quickly outline 2-3 challenges you can envision for each character for a session. Start with the descriptions by creating a challenge statement of the format “Doing X requires Y” or “Due to X the character must Y”. Keep the details loose and general and don’t be too self-censoring at first as the goal is just to get some basic ideas out. Once you’ve got a good set (10 for a group of 5) you can then start filling out details such as rolls and more detailed descriptions. If you create a game script you can insert these into the flow, or if you’re running off the cuff you can just keep the list handy for the game and integrate them as you go.


  • Each challenge should have 2-3+ solutions to ensure you aren’t boxing the players in. Ideally, the storyteller should be open to a wide variety of solutions rather than expecting the players to think exactly like you do or relying on them to understand all hints.
  • Challenges aimed at a single character can be great for giving a specific PC a chance to shine, but they can also put a lot of pressure on them and create bottlenecks. Ensuring their are multiple ways to solve a challenge helps reduce this risk.
  • Complications are a mechanism for increasing the difficulty of a challenge, but shouldn’t be used to make challenges insurmountable. The goal isn’t to prevent the player from succeeding, just raising the stakes and heightening the challenge.
  • Don’t be a dick. If a player comes up with a novel or surprising solution don’t dismiss it because you didn’t think of it. If it makes sense, or even if it’s just fun or interesting, and as long as it isn’t breaking immersion or narrative (if you’re concerned about those things) then go with it. You may be playing the adversaries in the campaign but the Storyteller is not the Adversary to the Players.
  • When outlining you may wish to include any combat encounters, even if just as a stub, to ensure you are accounting for all the major challenges the players are facing during a session.


What Aeldos is not...
It is not a place for characters from other settings. I have nothing against fan-fiction, I’m just interested in original creations and contributions. Taking inspiration from your favourite game, movie, or book is fine, but characters should be distinct and personal, built using the ample resources provided for this setting. If you need help developing a character I am glad to help.

Aeldos is also not a place for two-dimensional power fantasies and self-insertions. Characters should start as average or slightly above average in skill and gain power by pursuing their goals and overcoming challenges in the course of play. A character can be called heroic in nature from the start, but becoming heroic in capability will take some time. It’s not that I’m against power fantasies or even self-insertion… it’s just not particularly interesting to read about an invincible genius supermodel single-handedly vanquishing every challenge they come across without a sweat.

Aeldos is not a crapsack world. It’s not exactly utopia either. It’s somewhere in between… sort of like our world. What does this mean for you? Well, you get to write about the highs and lows of humanity, but please show some care and consideration. If you write about something that others might find offensive, show some class and decorum and please warn readers. This specifically refers to violence, gore, sex, and especially any combination of the three. Accordingly, if you are sensitive to the above topics please show care when reading other peoples content. If writers tag their work and readers watch the tags everyone should be happy.

I will not tolerate intolerance. Any out of game discussion that even hints at sexism, racism, homopobia or other forms of discrimination is out. That’s not to say that the villains of Aeldos won’t indulge in it, but the cultures of Aeldos are diverse. With a few specific exceptions women are accepted in the same positions as men; Homosexuality is of little concern; and cosmetic differences in appearance are less important to most than the badges on the gear one wears. The main exception here is Ossandria; that place sort of sucks.

Players must be mature and considerate of other players. I don’t really care what year you were born in since I’ve met plenty of 50 year old juveniles, but please show respect and courtesy to others and behave.