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Calendar Money Weights and Measures

ppendix

Money

The Savage Earth is on the standard fantasy exchange rate. i.e.

100 copper = 10 Silver = 1 Gold

For any debt larger than 100 gold, personal notes are usually used. Any merchant worth his salt has an account with the Merchant Guild, which will guarantee his notes. Gems may also be used, but there is an inconvenience with dealing with jewelers and getting appraisals. Semi-precious stones usually are worth 1d6x10 gold, while precious stones may be worth 1d6x50 gold. Stones more valuable than that are generally famous ones, and unlikely to be bartered.

The silver coin is called a dollar, the copper a penny, and the gold coin is called an eagle. People also refer to the coin by the name of it's metal, i.e. you are just as likely to hear, "That'll be five silver," as "That'll be five dollars." Exchanges under 1 silver are likely to be handled by barter. There have been several attempts to introduce an iron piece valued at 1/10 of a copper, but they have not been very successful.

There are a number of financial institutions in the city willing to perform services such as banking, loans, appraisal, making payments, etc. All of these fees are usually done on a percentage basis.

Sample Prices

Wages

All wages assume that the character is actively working a full-time job.

Laborers and craftsmen
common laborer 1c/day
good laborer 3c/day
skilled laborer 1s/day
craftsman 3s/day
craft master
x
1g/day
Merchants
poor merchant 1g/day
medium merchant 5g/day
rich merchant 10g/day
wealthy merchant 30g/day
obscenely wealthy merchant
x
100g/day
Adepts
novice adept 1g/day
low adept 10g/day
high adept 30g/day
Master with position 50g/day

Livestock

All wages assume that the character is actively working a full-time job.

Steeds
pony 2g
nag 3g
riding horse 10g
courser (+4" move) 50g
small warhorse 50g
large warhorse
x
100g+
Livestock
chicken 1c
pig 1s
cow 4g
ox 10g
deezel 30g

Lodgings and Homes

Lodgings refers to temporary quarters. Homes refers to permanent dwellings. In general, prices include upkeep, servants and boarding for the household. A home can be rented for about 80% of the residency cost. Also, an innkeeper will often reduce his prices if the lodger pays by the month.

Lodgings
flophouse 1c/week
seedy inn 1c/night
good inn 1s/night
great inn 1g/night
luxury hotel
x
3g/night
Homes
hovel 30c/month
house 5g/month
nice house 15g/month
small mansion 50g/month
large mansion 200g/month
large mansion with grounds
x
500g/month

Food and Drink

Food prices can vary slightly depending on the area of town and the reputation of the establishment

Food Prices
loaf of bread 1c
decent meal 2c
good meal 3c
merchant meal 1g
poor beer 1c
good beer 2c
cheap wine 2c
good wine 1g+

Transportation

These prices include rides as well as purchasing the actual vehicle. Rides prices are per person.

Land
Animal-drawn carriage ride 1c
Coach Ride 1s
Carvan Seat (to other City) 5g
Cart 5g
Wagon 10g
Coach (spirit-powered)
x
500g+
Water
ferry ride across harbor 1c
rowboat 10g
small fishing boat 30g
large fishing boat 100g
Spirit boat (pleasure craft) 500g+

Clothing

These prices are merely guidelines. Expect to pay a little less for individual items (i.e. a hat or a pair of gloves). Tallon is a maker of textiles, so the prices are a little lower here than in the rest of Merikkia.

Clothing
Rags 1c
peasant clothes 5c
workman's clothes 3s
good clothes 8s
rich clothes 5g
exquisite clothes
20g+
Footwear
sandles 1c
slippers 5c
soft boots 1g
riding boots 5g
Finer footware increases price  

Armor

In order to simplify the cost of armor, multiply the DEF x the Activation x 1s. Metal armor is double cost.

Armor
examples  
Leather (2), 11- 22s
Chain (5), 10- 10g

Adept Services

See below for enhanced weapons. See Abvoe for enhanced armor

Service
Healing 10g/body
Holding a ley line 5g
Coach ride (Promethean Hill) 2s
Coach ride (West Hill) 1g

 

 

 

Weapon Prices

Weapons are divided into categories here for easy look-up. These are the average prices for a weapon. In general, cheap weapons of low quality may be purchased for half price. These have a tendency to break. Really cheap items can be bought for 1/5 of the listed price, but they also tend to break and are -2 OCV as well (poorly balanced). High quality weapons are 5 times the listed cost and will not break against medium or low-quality weapons. A character may also purchase Spirit-enhanced versionsl. These will not break against normal weapons, and may be Armor-Piercing or have a reduced STR min.. They are 15x the normal cost. Keep in mind that leaving the city with a spirit weapon will cause it to rapidly lose its enhancement, unless one is travelling with an adept.

Weapon Prices
Axes  
Great Axe 14g
Battle Axe 12g
Battle Axe 12g
Large Axe 12g
Francisca 10g
Hand Axe 8g
Small Axe 6g

Hammers,
Axes & Clubs
 
Maul 10g
War Hammer 8g
Large Hammer 8g
Hammer 6g
Small Hammer 4g
Great Mace 18g
Morningstar 15g
Large Mace 15g
Mace 12g
Small Mace 9g
Great Pick 10g
Military Pick 8g
Large Pick 8g
Pick 6g
Small Pick 4g
Great Club 6g
War Club 5g
Large Club 5g
Club 4g
Baton 3g
Blades  
Sabre 12g
Cutlass 12g
Great Sword 24g
Bastard Sword 20g
Falchion 20g
Broad Sword 16g
Rapier 12g
Scimitar 16g
Short Sword 12g
Dirk 12g
Dagger 8g
Stiletto 4g
Knife 4g

Pole Arms
 
Halberd 14g
Pike 14g
Trident 12g
Pole Axe 12g
Scythe 10g
Harpoon 10g
Javelin 8g
Long Spear 12g
Med. Spear 10g
Med. Spear 10g
Sm. Spear 8g
   
   
   
Flails  
Battle Flail 8g
Military Flail 20g
Large Flail 20g
Bladed Flail 16g
Flail 12g
War Flail 12g
Large War Flail 16g

Unusual
 
Quarterstaff 2g
Bo Stick 1g
Darts 8g
Whip 12g
Hvy. Lance 24g
Med. Lance 20g
Lt. Lance 16g

Shields
 
Sm Shield 5g
Med. Shield 8g
Large Shield 6g
Sm. Spike Shiel 8g
Md. Spike Shield 12g
Lg. Spike Shield 15g
   
   
   
   
   
   
Bows  
Very Small Bow 8g
Small Bow 12g
Medium Bow 16g
Heavy Bow 20g
Very Heavy Bow 24g

Long Bows
 
V. Small Long Bow 12g
Sm. Long Bow 16g
Med. Long Bow 20g
Hvy. Long Bow 24g
V. Heavy Long Bow 28g

Crossbows
 
Hand Crossbow 12g
Lt. Crossbow 16g
Hvy. Crossbow 20g
Arbelast 24g

Slings
 
Small Sling 1g
Sling 2g
Staff Sling 2g

Stars
 
Shuriken, Large 4g
Shuriken, Small 2g
   
   
   
   
   

 

Calendar

The Merrikian Calendar is a joke. It has been amended numerous times in the last 3-400 years. The problem is that although most cities can agree what day of the year it is, they have absolutely no consensus as to what the year itself is. Most cities number the year from the beginning of the rule of the reigning adept. Thus, the current Tallon year can be called: Ningan 20, Tallon 298, or Merrikia341, depending on whether one is measuring from the reign of the Archon, the founding of the city or the first alliance of the Merrikian city-states. Only the first is in any way accurate.

The city calendar is the one used by scholars, which is measured from the founding of the city, but the actual time when the old fortress of Tallon was first considered a city is conjectural. Few use or even know of this calendar.

The months of the year are virtually identical to our own, but different cities may begin their year at different points. The majority of them begin on January 1, however.

The Days of the Week are as follows:

Sunday
Moonday
Tuesday
Marketday
Thursday
Friday
Highday

 

Weights and Measures

For simplicity's sake imperial weights and measures are the rule (ie. pound and ounces, inches and feet), with the following exception. There is no measurement of the mile. Long distances are measured in kliks. One klik = 3,200 feet.