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  1. Covenate of Etelel
  2. Lore

Buying & Selling Prices

Mundane Adventuring Gear

Ball bearings (bag of 1,000): 1 gold crown

Bedroll: 1 gold crown

Candle: 1 penny

Clothes (Common): 5 silver signets

Crowbar: 2 gold crowns

Hammer: 1 gold crown

Hempen rope (50 feet): 1 gold crown

10-foot Pole: 5 silver signets

Rations (1 day): 5 silver signets

Tinderbox: 5 silver signets

Torch: 1 penny

Waterskin: 2 silver signets

Common Magic Items & Consumables

Spell Scroll (Cantrip): 50 gold crowns

Common Magic Item (Base range): 50–100 gold crowns

Standard Weapons

Simple Melee Weapons:

Club — 1 silver signet
Dagger — 2 gold crowns
Greatclub — 2 silver signets
Handaxe — 5 gold crowns
Javelin — 5 silver signets
Light Hammer — 2 gold crowns
Mace — 5 gold crowns
Quarterstaff — 2 silver signets
Sickle — 1 gold crowns
Spear — 1 gold crowns

Simple Ranged Weapons:

Light Crossbow — 25 gold crowns
Dart — 5 pennies
Shortbow — 25 gold crowns
Sling — 1 silver signet

Martial Melee Weapons:

Battleaxe — 10 gold crowns
Flail — 10 gold crowns
Glaive — 20 gold crowns
Greataxe — 30 gold crowns
Greatsword — 50 gold crowns
Halberd — 20 gold crowns
Lance — 10 gold crowns
Longsword — 15 gold crowns
Maul — 10 gold crowns
Morningstar — 15 gold crowns
Pike — 5 gold crowns
Rapier — 25 gold crowns
Scimitar — 25 gold crowns
Shortsword — 10 gold crowns
Trident — 5 gold crowns
War Pick — 5 gold crowns
Warhammer — 15 gold crowns
Whip — 2 gold crowns

Martial Ranged Weapons:

Blowgun — 10 gold crowns
Hand Crossbow — 75 gold crowns
Heavy Crossbow — 50 gold crowns
Longbow — 50 gold crowns
Net — 1 gold crowns

Standard Armor

Light Armor:

Padded — 5 gold crowns
Leather — 10 gold crowns
Studded Leather — 45 gold crowns

Medium Armor:

Hide — 10 gold crowns
Chain Shirt — 50 gold crowns
Scale Mail — 50 gold crowns
Breastplate — 400 gold crowns
Half Plate — 750 gold crowns

Heavy Armor:

Ring Mail — 30 gold crowns
Chain Mail — 75 gold crowns
Splint — 200 gold crowns
Plate — 1,500 gold crowns

Shield:

Shield — 10 gold crowns

Tool & Skill Kits

Gaming Set (Dice or Cards): 1 silver signet – 1 gold crown

Musical Instrument: 2 gold crowns – 35 gold crowns

Artisan's Tools (e.g., Smith's, Alchemist's): 5 gold crowns – 50 gold crowns

Herbalism Kit: 5 gold crowns (Required to brew healing potions)

Thieves’ Tools: 25 gold crowns

Disguise Kit: 25 gold crowns

Forgery Kit: 20 gold crowns

Poisoner's Kit: 50 gold crowns

Navigator's Tools: 25 gold crowns

Healing & Common Potions

Potion of Healing (Common): 50 gold crowns (Restores 2d4+2 HP)

Potion of Greater Healing (Uncommon): 100 gold crowns (Restores 4d4+4 HP)

Potion of Superior Healing (Rare): 500 gold crowns (Restores 8d4+8 HP)

Potion of Supreme Healing (Very Rare): 1,350 gold crowns (Restores 10d4+20 HP)

Potion of Climbing (Common): 50–75 gold crowns

Potion of Water Breathing (Uncommon): ~100–200 gold crowns

Potion of Growth (Uncommon): ~100–200 gold crowns

Draft Animals, Mounts, Vehicles, & Boats/Ships

Donkey: 8 gold crowns

Mule: 8 gold crowns

Draft Horse: 50 gold crowns

Pony: 30 gold crowns

Riding Horse: 75 gold crowns

Fine Horse: 250 gold crowns

Warhorse: 400 gold crowns

Mastiff (Mount for small creatures): 25 gold crowns

Carriage: 100 gold crowns

Fine Carriage: 300 gold crowns

Cart: 15 gold crowns

Wagon: 15 gold crowns

Rowboat: 50 gold crowns

Keelboat: 1,500 gold crowns

Longboat: 3,000 gold crowns

Trade Cog: 4,000 gold crowns

Lateen Caravel: 6,000 gold crowns

Round Caravel: 8,000 gold crowns

Trade Carrack: 10,000 gold crowns

War Carrack: 20,000 gold crowns

Common Services & Accommodations

Coach cab (per mile): 3 pence

Hireling, Untrained (per day): 2 silver signets

Hireling, Trained (per day): 2 gold crowns

Inn Stay, Modest (per day): 5 silver signets

Inn Stay, Comfortable (per day): 1 gold crown

Meal, Modest (per day): 3 silver signets

Meal, Comfortable (per day): 5 silver signets

Spellcasting (1st/2nd level spell like Cure Wounds or Lesser Restoration): 10–50 gold crowns plus component costs

General Selling Rules

Mundane Gear: You receive half the book value for standard, clean items (e.g., selling a 50 gp greatsword gets you 25 gp).

Monster Loot: Weapons and armor salvaged from monsters (like goblins or orcs) are usually too damaged, rusted, or poorly sized to be sold at all, or they only fetch a few copper coins for scrap metal.

Gems, Jewelry, and Art: These are considered direct currency substitutes and can be sold for 100% of their value.

Trade Goods: Materials like iron, wheat, and silk can also be sold for 100% of their value because they function like cash in the merchant world.

+1 and +2 Non-Magical Items (Fine & Masterwork)

Non-magical +1 and +2 variants of standard weapons and armor are available at designated markets. See market description for the rarity of items available there.

+1 non-magical uncommon items are 4-6x their mundane counterpart’s cost and can only be found in certain markets (cheaper items are 6x mundane cost, big items like expensive armor sets are 4x)

+2 non-magical rare items are 30-50x their mundane counterpart’s cost and can only be found in certain markets (cheap items are 30x mundane cost, big items are 50x)

Selling Magic Items

Magic items are harder to liquidate and require using downtime.

Base Value: Finding a buyer takes one workweek of downtime and 25 gold crowns.

The Offer: After making a Charisma (Persuasion) check, the offers you receive generally scale as 50%, 100%, or 150% of the item's base value, depending on how well you roll.