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Services, Hirelings, Lodging, and Lifestyle

This page lists common services, lodging, meals, hirelings, skilled labor, legal help, healing, religious services, and spellcasting services in Thesalon.

Prices use normal gold, silver, and copper.

CoinValue
1 gold piece10 silver pieces
1 silver piece10 copper pieces
1 gold piece100 copper pieces

Prices are baseline values. Local scarcity, war, festival season, plague, famine, storm, faction control, temple policy, guild monopoly, and legal danger may change final costs.

A service may also cost more than coin.

Some services require:

  • a favor
  • a witness
  • legal status
  • faction approval
  • temple permission
  • a guild introduction
  • proof of need
  • proof of identity
  • a safe location
  • rare components
  • travel time
  • discretion
  • debt or future obligation

Availability Categories

AvailabilityMeaning
CommonUsually available in villages, towns, inns, roads, markets, temples, and docks.
TownUsually available in towns, trade posts, large villages, or local professional districts.
CityUsually available in cities, major ports, capitals, fortresses, and large temple centers.
SpecialistRequires a specific professional, guild, temple, legal office, healer, scholar, or faction.
TempleUsually provided by a temple, shrine, saint house, mercy house, or religious order.
HarborCommon in ports, shipyards, freeports, dock districts, and maritime settlements.
RestrictedRequires permission, legal process, faction access, or may carry risk.
RareRequires special access, patronage, major city, quest, or exceptional circumstances.
StoryNot a normal purchase; handled through play, obligation, quest, or major consequence.

Food, Drink, and Lodging

Food and lodging costs assume ordinary conditions.

During famine, siege, war, storm season, pilgrimage surges, festival weeks, refugee influx, or blockade, prices may rise sharply or goods may become unavailable.


Meals and Drink

Service or ItemCostAvailabilityNotes
Poor meal1 cpCommonThin soup, stale bread, scraps, or charity food.
Common meal3 cpCommonBasic stew, bread, fish, grain, or local staple.
Modest meal3 spCommonBetter tavern meal with drink.
Comfortable meal8 spTownGood inn meal, fresh ingredients, proper service.
Wealthy meal2 gpCityFine dining, formal table, good wine or equivalent.
Aristocratic meal10 gp+CityBanquet, rare ingredients, status dining, court meal.
Street food1 cp to 5 cpCommonSkewer, bun, stew cup, fried fish, grain cake, or regional equivalent.
Temple kitchen mealfree to 1 cpTempleCharity, rationed, or donation-based.
Refugee ward mealfree to 1 cpCommon / TempleRationed; may require token or queue.
Sailor’s dock meal2 cpHarborCheap, filling, often fish or stew.
Shipboard meal, basic2 cpHarborHardtack, dried fish, beans, porridge, or stew.
Pilgrim meal1 cp to 1 spTempleSimple meal at shrine or pilgrim house.
Festival meal5 cp to 5 spCommonPrice depends on festival and status.
Fine feast seat5 gp+CityRequires invitation in some contexts.
Ale, mug4 cpCommonStandard tavern drink.
Ale, gallon2 spCommonBulk drink.
Common wine, pitcher2 spCommonRegional table wine.
Fine wine, bottle10 gpCityLuxury good.
Tea, common cup1 cpCommonRegional herbal, leaf, or spiced tea.
Tea, fine service1 gp+CityFormal service, rare leaves, court or temple setting.
Clean water refill1 cpCommonMay be free in some regions or expensive in arid places.
Boiled water, pot2 cpCommonSafer than untreated water.
Sacred water rationvariesTemple / RestrictedOften controlled by temple or river law.

Lodging

LodgingCostAvailabilityNotes
Street, floor, or common shelterfreeCommonUnsafe or charity-based.
Stable floor1 cpCommonCheap, uncomfortable, common for poor travelers.
Common room floor2 cpCommonShared inn floor or tavern sleeping space.
Poor inn bed7 cpCommonShared, crowded, low comfort.
Modest inn room5 spCommonSimple private or semi-private room.
Comfortable inn room8 spTownClean room, better security, decent meal access.
Wealthy inn room2 gpCityGood furnishings, privacy, service.
Aristocratic suite4 gp+CityHigh-status lodging, often with staff.
Temple hostel cotfree to 2 spTemplePilgrim, refugee, patient, or poor traveler lodging.
Pilgrim house bed1 spTempleSimple lodging along sacred routes.
Guild dormitory1 sp to 5 spTownRequires guild tie or permission.
Barracks bunkfree to 2 spMilitary / RestrictedRequires service, permission, or hire contract.
Dock bunkhouse1 spHarborShared worker lodging.
Sailor’s hammock rental5 cpHarborCheap dockside or shipboard lodging.
Refugee ward berthfree to 1 spCommon / TempleRationed, crowded, status-dependent.
Private rented room, weekly2 gp to 10 gpTownDepends on neighborhood and security.
Safehouse room5 gp+RestrictedDiscreet, illegal, or faction-controlled lodging.
Noble guest houseinvitationCitySocial access matters more than price.
Secure room with guard5 gp+CityUsed by merchants, witnesses, nobles, and envoys.
Quarantine lodging1 sp to 2 gpRestrictedCost and conditions vary by law.

Stabling and Animal Care

ServiceCostAvailabilityNotes
Stabling, per day5 spCommonBasic care and feed.
Feed, per day5 cpCommonCost rises in cities, deserts, ships, and winter.
Grooming2 spTownBasic animal grooming.
Farrier service5 sp to 1 gpTownHoof care, shoeing, minor work.
Veterinary care, minor1 gpTownBasic treatment.
Veterinary care, serious5 gp+SpecialistMajor injury, disease, or magical beast care.
Pack animal handling2 sp per dayCommonCare for animals during travel or market stay.
Animal boarding, good quality1 gp per dayTownBetter care, secure stable.
Guarded stable2 gp per dayCityUseful in cities and dangerous routes.
Exotic animal care5 gp+ per daySpecialistRequires trained handler.
Warhorse care1 gp per dayTown / MilitaryMore expensive than common stabling.
Shipboard animal berth5 sp to 2 gp per dayHarborDepends on animal size and voyage.

Lifestyle Expenses

Lifestyle expenses represent daily living cost while not actively adventuring.

They include food, lodging, maintenance, clothing, taxes, social costs, and ordinary incidentals.

LifestyleCost per DayMeaning
WretchedNo reliable shelter, food, or safety.
Squalid1 spDisease, danger, hunger, unstable shelter.
Poor2 spBare survival, cheap food, cramped shelter.
Modest1 gpStable ordinary life, simple comforts.
Comfortable2 gpGood food, decent room, social respectability.
Wealthy4 gpServants, fine lodging, good clothes, elite access.
Aristocratic10 gp+Court life, luxury, attendants, political visibility.

Lifestyle Notes by Region

Region or ContextLifestyle Notes
CaerlonWar-damaged areas may make modest living more expensive; rebuilt towns value useful labor.
VorrakOutsiders may find legal lodging difficult; military or faction lodging may dominate.
SuthraneWater access strongly affects cost; temple hostels and pilgrim houses matter.
VeyrskoldWinter supplies and shelter quality are survival issues, not luxuries.
MarithelDockside lodging is cheap but unstable; shipboard life may replace rent.
IlyrHospitality may depend on permission, custom, and local trust more than coin.
War ZoneLifestyle costs rise sharply; comfort may be unavailable regardless of coin.
Refugee WardCoin may be replaced by ration tokens, labor, temple vouchers, or aid status.
Festival SeasonLodging, food, and services often double or triple.
Pilgrimage SeasonTemple lodging may be crowded; prices rise along sacred routes.
Storm SeasonHarbor lodging and storage costs rise when ships cannot depart.

Hirelings and Labor

Hirelings are people hired for work, travel, protection, knowledge, or specialized skill.

Hireling loyalty depends on pay, treatment, risk, culture, contract, and circumstance.

A hireling is not an adventurer unless specifically built as one.


Basic Hirelings

Hireling or WorkerCostAvailabilityNotes
Unskilled laborer2 sp per dayCommonPorter, ditch digger, hauler, cleaner, field hand.
Skilled hireling2 gp per dayTownCraftsperson, clerk, sailor, trained assistant, specialist worker.
Porter2 sp per dayCommonCarries goods; danger costs extra.
Torchbearer2 sp per dayTownDungeon or night work; danger costs extra.
Camp cook2 sp to 1 gp per dayCommonCost depends on skill and travel danger.
Launderer1 sp per dayCommonHousehold, inn, ship, or camp work.
Stable hand2 sp per dayCommonAnimal care and cleaning.
Road servant2 sp to 5 sp per dayCommonGeneral travel support.
Dock porter2 sp per dayHarborCargo loading, unloading, carrying.
Warehouse hand2 sp per dayHarbor / TownCargo labor.
Refugee ward laborvariesCommonOften paid in food, tokens, shelter, or low coin.
Messenger, local2 cp to 1 spCommonShort urban delivery.
Messenger, urgent local5 spTownFast delivery, risk, or night delivery.
Messenger, overland2 sp per mile+TownDistance, danger, and secrecy alter cost.
Courier, sealed documents1 gp per day+TownTrusted professional.
Water carrier2 sp per dayCommonCost rises sharply in arid regions.
Animal handler5 sp per dayCommonHandles pack or riding animals.

Skilled Specialists

SpecialistCostAvailabilityNotes
Advocate or legal assistant2 gp per dayTownBasic court help.
Alchemist5 gp per day+SpecialistMaterials cost extra.
Apothecary2 gp per day+TownMedicine and consultation.
Appraiser5 gp per item+TownGems, art, relics, cargo, antiques.
Arcane consultant10 gp per day+SpecialistDoes not include spellcasting.
Armorer2 gp per day+TownMaterials and forge costs extra.
Artisan, common2 gp per dayCommonSkilled craft labor.
Artisan, master10 gp per day+SpecialistHigh-quality or custom work.
Bodyguard, basic2 gp per dayTownOrdinary armed protection.
Bodyguard, veteran5 gp per day+CityExperienced combatant.
Cartographer5 gp per day+TownMapmaking, copying, survey.
Clerk or scribe2 gp per dayTownDocuments, copying, ledgers.
Court translator5 gp per day+CityLegal or formal translation.
Diplomatic interpreter10 gp per day+CityHigh-stakes negotiation.
Doctor or surgeon5 gp per day+CityNonmagical medical care.
Engineer10 gp per day+SpecialistRoads, bridges, siege, ships, waterworks.
Entertainer, common5 sp to 2 gp per dayCommonTavern or street performer.
Entertainer, renowned10 gp+ per appearanceCityName recognition.
Guide, local2 gp per dayCommonLocal route knowledge.
Guide, dangerous route5 gp per day+SpecialistHazard pay expected.
Herbalist2 gp per day+TownMedicine, plants, field remedies.
Investigator5 gp per day+CityMissing persons, theft, fraud, testimony.
Locksmith2 gp per lock+TownLegal work only.
Mapmaker, field5 gp per day+SpecialistRoute mapping and survey.
Navigator5 gp per day+Harbor / SpecialistSea or star navigation.
Notary or witness official1 gp per documentTownLegal witnessing.
Priest, local ritedonation to 5 gpTempleDepends on rite and temple.
Sage10 gp per day+CityResearch and expertise.
Sailor2 gp per dayHarborSkilled ship labor.
Shipwright2 gp per day+HarborMaterials extra.
Spy or informant5 gp+RestrictedReliability and legality vary.
Surgeon’s assistant2 gp per dayCityMedical support.
Translator, common2 gp per dayTownOrdinary language work.
Translator, rare language10 gp per day+City / SpecialistScarcity increases price.

Guards, Escorts, and Combat Hirelings

HirelingCostAvailabilityNotes
Armed guard, local2 gp per dayTownBasic protection.
Caravan guard2 gp per dayCommonRoad work; hazard pay for dangerous routes.
Dock guard2 gp per dayHarborCargo, ship, warehouse, or witness protection.
Veteran guard5 gp per dayCityExperienced fighter.
Elite bodyguard10 gp per day+City / SpecialistSkilled, loyal, and discreet.
Mercenary infantry2 gp per dayTownRequires employer and terms.
Mercenary veteran5 gp per dayCityOften contract-bound.
Mounted guard5 gp per dayTownMount care may cost extra.
Scout3 gp per dayTownWilderness, road, or enemy movement.
Hunter-guide3 gp per dayCommonTracking and survival.
Temple guard2 gp to 5 gp per dayTempleUsually not hired casually.
Freeport escort5 gp per dayHarborUseful for dangerous districts or legal witnesses.
Private security team, small25 gp per day+CitySeveral guards, leader, and basic coordination.
Bounty hunter25 gp+RestrictedPrice depends on target, legality, and danger.
Monster hunter50 gp+SpecialistPrice depends on creature and risk.
Adventurer hirevariesRareUsually handled through story, contract, or quest.

Guide and Travel Services

ServiceCostAvailabilityNotes
Local guide, safe town5 sp per dayCommonBasic neighborhood or town guide.
Local guide, risky district2 gp per dayTownSlums, docks, ruins, refugee wards, restricted areas.
Wilderness guide2 gp per dayCommonOrdinary terrain.
Dangerous wilderness guide5 gp per day+SpecialistMonsters, storms, cursed lands, war zones.
Mountain guide5 gp per day+SpecialistCommon in Veyrskold and high passes.
Desert guide5 gp per day+SpecialistCommon in Suthrane. Water costs extra.
Forest guide3 gp per day+SpecialistCommon in Ilyr and deep woodland regions.
Battlefield guide5 gp per day+SpecialistMines, ruins, undead, old magic, or unexploded hazards may apply.
Pilgrim route guide1 gp per dayTemple / TownMay work for donations in some regions.
Harbor guide1 gp per dayHarborHelps with docks, courts, markets, and local protocol.
Legal process guide2 gp per dayTownHelps navigate courts and offices.
Refugee ward liaison1 gp per day+Common / TempleOften paid to the ward or community, not only the person.
Hidden route guide25 gp+RestrictedOften costs favor, debt, or trust more than coin.
Farwake-style guidevariesRestricted / StoryNot purchased casually.
Storm-season guide10 gp per day+SpecialistDangerous, highly valued.
Local pilot, non-ship district2 gp per dayHarborKnows harbor channels, ferries, docks, and shortcuts.

Legal, Administrative, and Record Services

Legal services matter in Thesalon because names, contracts, guest law, sanctuary, salvage, inheritance, travel papers, temple records, and faction authority often shape what characters can safely do.


ServiceCostAvailabilityNotes
Simple document copying1 sp per pageTownScribe copies ordinary text.
Formal document copying5 sp per pageTownLegal, temple, or court format.
Contract drafting, simple5 gpTownOrdinary sale, labor, passage, or service agreement.
Contract drafting, complex25 gp+CityTrade, inheritance, shipshare, faction, or cross-border terms.
Contract review5 gp+TownIdentifies obvious risks.
Court filing fee, minor1 gpTownLocal petition, complaint, or notice.
Court filing fee, major10 gp+CitySerious case, appeal, property, salvage, or status dispute.
Legal advocate, simple matter5 gpTownBasic representation.
Legal advocate, serious matter25 gp+CityCriminal, sanctuary, inheritance, salvage, faction dispute.
Notary or witness seal1 gpTownConfirms witness or document.
Identity certification5 gp+TownLegal identity, papers, or status review.
Translation, ordinary document2 gp per pageTownCommon languages.
Translation, rare language10 gp per page+City / SpecialistCost depends on scarcity.
Certified translation10 gp+CityAccepted in court.
Archive search, simple1 gpTownLocal records.
Archive search, complex10 gp+City / SpecialistOld, sealed, damaged, or distant records.
Message registration5 spTownOfficial proof that message was sent.
Copy of public record1 gpTownBirth, death, property, tax, docket, or court note.
Copy of restricted record25 gp+RestrictedRequires permission.
False document25 gp to 500 gp+Black marketIllegal and dangerous.
Legal name change, ordinary10 gp+TownRequires local process.
Hidden-name petitionvariesRestrictedFreeport, temple, or court process; not simple purchase.
Drowned-declared review10 gp+Harbor / RestrictedMaritime or missing-person status case.
Sanctuary petitionfree to 25 gpTemple / FreeportOften donation, court fee, or advocate cost.
Extradition challenge50 gp+City / RestrictedSerious legal matter.
Salvage claim filing5 gp+HarborLarger cases cost more.
Shipshare registration10 gp+HarborOwnership, inheritance, or crew share.
Privateer letter review25 gp+Harbor / RestrictedDetermines validity or forgery.

SituationLikely Cost or Result
Routine contractBaseline cost
Cross-border contract2x to 5x cost
Faction oppositionCost rises or service becomes unavailable
Emergency hearing2x to 10x cost
Poor petitionerTemple, advocate, or Freeport may waive fees
Hidden-name matterCoin may not be enough; requires process
Witness protectionRequires guards, housing, records, and legal advocate
Forged papers discoveredCriminal consequences
Missing recordsRequires archive search, witness, or quest
Noble or military involvementCost rises sharply
Temple law conflictRequires religious and secular legal help
Salvage with bodiesRequires Morvane or local death rite involvement
Refugee status disputeMay involve guest law, temple law, and local politics

Healing and Medical Services

Healing services vary by region, temple presence, available magic, local disease, war, and wealth.

Nonmagical healing is more available than magical healing. Magical healing is valuable, often temple-connected, and may be rationed during crisis.


Nonmagical Medical Services

ServiceCostAvailabilityNotes
Basic wound cleaning1 spCommonBandage, washing, simple care.
Healer consultation5 spTownOrdinary diagnosis.
Field treatment, minor1 gpTownCuts, sprains, fever care, minor injury.
Field treatment, serious5 gp+Town / SpecialistBroken bones, deep wounds, dangerous fever.
Surgery, minor10 gp+City / SpecialistRequires trained surgeon.
Surgery, serious50 gp+SpecialistHigh risk, special tools, recovery time.
Midwife service5 sp to 5 gpCommonCost depends on region, risk, and skill.
Birth emergency aid10 gp+Specialist / TempleSerious complications.
Disease care, ordinary1 gp per dayTownDoes not include magic.
Disease care, dangerous10 gp+ per daySpecialist / TempleQuarantine may apply.
Long-term recovery care5 sp to 2 gp per dayTown / TempleBed, food, cleaning, monitoring.
Battlefield triagevariesMilitary / TempleOften rationed by need, not coin.
Trauma care / listening caredonation to 5 gpTemple / SpecialistEspecially Veyran, Sylune, or local traditions.
Herbal remedy5 sp to 5 gpTownEffect depends on healer and condition.
Antitoxin treatment50 gp+SpecialistAntitoxin cost plus care.
Poison consultation10 gp+SpecialistPoisoner, healer, alchemist, or temple.
Corpse preparation5 sp to 5 gpTemple / CommonCleaning, wrapping, identification.

Magical Healing Services

Magical healing is not always for sale. Temples may prioritize need, faith, emergency, local law, or relationship over coin.

ServiceTypical CostAvailabilityNotes
Minor magical healing10 gp to 25 gpTemple / SpecialistEquivalent to low-level healing; availability varies.
Cure minor disease or poison consultation25 gp+Temple / SpecialistDiagnosis may precede magic.
Cure disease, magical50 gp to 150 gpTemple / SpecialistPrice varies by severity and local crisis.
Remove poison, magical50 gp to 150 gpTemple / SpecialistAntitoxin or components may add cost.
Lesser Restoration-type service100 gp+Temple / SpecialistOften rationed during crisis.
Remove curse consultation25 gp+Temple / SpecialistIdentification first.
Remove curse service150 gp+Temple / SpecialistNot all curses can be solved by payment.
Greater Restoration-type service500 gp+Rare / TempleExpensive components and powerful caster.
Regeneration-type service1,000 gp+Rare / TempleUsually requires major temple or patron.
Raise Dead-type petition500 gp+ component plus temple processRare / TempleNot automatic; requires body, rite, and approval.
Resurrection-type petition1,000 gp+ component plus temple processRare / TempleStrong religious and legal implications.
True Resurrection-type miracleStoryStoryNot a normal service.
Gentle Repose-type rite25 gp+TemplePreserves body for rites or later magic.
Speak with Dead-type rite100 gp+Temple / RestrictedLegal, religious, and consent questions may apply.
Restoration after magical trauma100 gp+SpecialistDream, planar, curse, or memory harm.
Dream-healing ritedonation to 100 gp+Temple / SpecialistRequires consent and trained practitioners.

Healing Service Notes

SituationEffect
War, plague, famine, or disasterHealing may be rationed by urgency rather than coin.
Temple charityPoor patients may pay less or owe service.
Criminal or fugitive patientSanctuary, law, and temple ethics may conflict.
Battlefield injuryMilitary command may control access.
Curse, possession, or planar harmRequires specialist diagnosis.
Resurrection requestRequires religious approval, legal review, body status, and components.
Drowned or missing personMay require Morvane rites, drowned-declared review, or maritime law.
Hidden-name patientIdentity protection may complicate records.
Contagious illnessQuarantine costs and legal restrictions may apply.

Religious Services

Religious services are often handled by donation, custom, community duty, or temple law rather than fixed prices.

The costs below are suggested baseline values for play.


Common Religious Services

ServiceCostAvailabilityNotes
Shrine offering, poor1 cpCommonSmall devotional act.
Shrine offering, modest1 spCommonTypical offering.
Shrine offering, generous1 gp+CommonPublic or meaningful donation.
Minor blessing1 sp to 1 gpTempleTravel, birth, work, tool, meal, or threshold blessing.
Blessing before dangerous travel1 gp to 5 gpTempleCommon for ships, caravans, roads, and pilgrimages.
Ship blessing5 gp to 25 gpHarbor / TempleLarger vessels and formal rites cost more.
Weapon blessing, ceremonial5 gpTempleNot magical unless specified.
Tool blessing1 gpTemple / GuildCommon among Bravik traditions.
Harvest blessingdonationTemple / CommonOften communal.
Birth ritedonation to 5 gpTempleVeyra, Halven, local saints, or household gods.
Marriage rite5 gp to 50 gpTemple / CommonCost depends on status and ceremony.
Funeral rite, simple5 sp to 5 gpTempleCommunity rites may reduce cost.
Funeral rite, formal25 gp+TempleIncludes procession, records, offerings.
Sea burial rite5 gp to 25 gpHarbor / TempleCommon in Marithel and maritime regions.
Drowned rite without body10 gp+Harbor / TempleRequires witness, name, or symbolic object.
Name restoration rite5 gp+Temple / SpecialistOlyrra, Morvane, local ancestor traditions.
Oath witnessing1 gp to 10 gpTemple / CourtAurelion, Selari, local law, or guild witness.
Contract blessing1 gp to 10 gpTempleSelari or local trade shrine.
Pilgrim badge5 cp to 1 gpTempleMarks shrine or route.
Pilgrim hostel stayfree to 2 spTempleRationed during high season.
Confession or private counseldonationTempleSome temples never charge directly.
Public penance supervision5 gp+TempleLegal or religious matter.
Relic viewingdonation to 1 gpTemplePublic shrine access.
Relic authentication25 gp+Temple / SpecialistSerious claims cost more.
Relic custody petitionvariesTemple / RestrictedNot a normal purchase.
Sanctuary petitionfree to 25 gpTemple / FreeportLegal and religious process.
Exorcism consultation25 gp+Temple / SpecialistActual rite may cost more or require quest.
Exorcism rite100 gp+Temple / SpecialistDangerous and not guaranteed.
Curse rite consultation25 gp+Temple / SpecialistIdentification and spiritual review.
Cult investigation petitionvariesTemple / RestrictedMay require evidence, risk, or authority.

Religious Service Notes by God

GodCommon Services
AurelionOaths, judgment rites, court blessings, lawful witness, penance.
VeyraHealing, birth, mercy, recovery, trauma care, sanctuary.
MorvaneBurial, funeral, mourning, drowned rites, body identification, rites for missing.
KharosBattle blessings, shield vows, weapon rites, soldier funerals.
ThalaraShip blessings, storm warnings, tide rites, sea burial, pilot vows.
EdrunFoundation blessings, stone oaths, mine rites, endurance vigils.
SyluneDream counsel, moon rites, secret vows, prophecy readings.
OranthDawn rites, purification, vigil fires, renewal ceremonies.
MyrrakaiStudy blessings, archive rites, magical inquiry, star vigils.
BravikTool blessings, forge rites, repair vows, invention dedications.
SelariContract blessings, road offerings, trade vows, debt review.
NymoraWedding rites, art blessings, performance dedications, joy festivals.
HalvenHearth blessings, shelter rites, harvest meals, family cords.
VaelthornHunt prayers, grove offerings, beast rites, wild passage requests.
RuzhakarUsually feared or warded against; open services are often suspicious or dangerous.
OlyrraMemory rites, ancestor offerings, name restoration, archive consecration.
MalrecRuin memorials, necessary destruction rites, collapse warnings, ending ceremonies.
IstravellMask rites, hidden-name vows, escape blessings, transformation ceremonies.

Spellcasting Services

Spellcasting services are not guaranteed purchases. They require an available caster who knows or can prepare the spell, is willing to cast it, and is legally or ethically allowed to do so.

The prices below are suggested service baselines and do not include expensive material components unless noted.


Spellcasting Price Guidelines

Spell LevelSuggested Service CostAvailabilityNotes
Cantrip5 gp to 10 gpTown / SpecialistUsually minor, practical spellwork.
1st level10 gp to 50 gpTown / SpecialistCommon professional spellcasting.
2nd level50 gp to 100 gpCity / SpecialistRequires trained caster.
3rd level100 gp to 250 gpCity / SpecialistSignificant service.
4th level250 gp to 500 gpSpecialist / RareOften requires temple, guild, or patron.
5th level500 gp to 1,000 gpRareMajor spellcasting.
6th level1,000 gp to 2,500 gpRare / StoryNot routine.
7th level2,500 gp to 5,000 gpStoryMajor power, political or religious concern.
8th level5,000 gp to 10,000 gpStoryRare and consequential.
9th level10,000 gp+StoryNot ordinary commerce.

Common Spellcasting Services

ServiceTypical CostAvailabilityNotes
Detect Magic10 gpSpecialistCommon item or site check.
Identify20 gp to 100 gpSpecialistMaterial component or focus access may matter.
Comprehend Languages10 gp to 50 gpSpecialistUseful for documents and inscriptions.
Purify Food and Drink10 gp to 25 gpTemple / SpecialistCommon in crisis or travel.
Create or Destroy Water25 gp to 100 gpTemple / SpecialistPolitically sensitive in arid regions.
Cure Wounds10 gp to 50 gpTemple / SpecialistCost depends on severity and temple policy.
Healing Word10 gp to 50 gpTemple / SpecialistEmergency magic.
Lesser Restoration100 gp+Temple / SpecialistDisease, poison, blindness, paralysis, or similar condition.
Remove Curse150 gp+Temple / SpecialistSome curses require more than one casting.
Dispel Magic150 gp+SpecialistMay be legally restricted.
Sending100 gp to 300 gpSpecialist / RestrictedCommunication magic may be controlled.
Locate Object100 gp+SpecialistMay require legal permission if used in cities.
Locate Creature250 gp+Specialist / RestrictedPrivacy, law, and danger issues.
Water Breathing100 gp+Harbor / SpecialistUseful in maritime campaigns.
Water Walk100 gp+Harbor / SpecialistMaritime and river use.
Speak with Dead100 gp+Temple / RestrictedRequires body, rite, and legal or religious permission.
Gentle Repose25 gp+TemplePreserves body for rites or later magic.
Divination250 gp+Temple / SpecialistAnswers may be cryptic and not guaranteed.
Commune500 gp+Temple / RareMajor religious service.
Raise Dead500 gp component + serviceRare / TempleRequires body, approval, and major rite.
Resurrection1,000 gp component + serviceRare / TempleNot automatic; major religious and legal matter.
Teleportation Circle500 gp+Rare / RestrictedRequires circle access and permission.
Teleport1,000 gp+Rare / StoryHigh-risk, high-control service.
Planar Binding or planar work1,000 gp+Rare / RestrictedUsually dangerous and regulated.
Greater Restoration500 gp component + serviceRare / TempleMajor healing service.
Regenerate1,000 gp+Rare / TemplePowerful healing, often not commercial.

Spellcasting Restrictions

Spell TypeCommon Restriction
Mind-reading or charm magicOften illegal in courts, contracts, and negotiations.
Disguise or illusion magicRestricted in courts, borders, military zones, and Freeports.
Fire magicRestricted near ships, granaries, forests, and dry regions.
NecromancyOften controlled by Morvane rites, law, and local taboo.
Resurrection magicRequires body, components, temple approval, legal review, and divine willingness.
TeleportationOften restricted by cities, fortresses, temples, and private estates.
DivinationMay be forbidden in privacy, hidden-name, sanctuary, or sealed court cases.
Curse magicIllegal or taboo in most regions.
Weather magicRestricted in maritime, farming, and arid regions.
Water creationPolitically sensitive in Suthrane and other scarcity regions.
Planar magicRequires specialist knowledge and may attract religious or legal scrutiny.
Identity-altering magicHighly sensitive in Freeports, courts, inheritance, and criminal law.

Downtime, Training, and Instruction

Downtime costs depend on teacher, facilities, materials, risk, and region.


Training Services

TrainingCostAvailabilityNotes
Basic literacy tutoring1 gp per dayTownTime required varies by student.
Language tutoring, common language1 gp per dayTownRequires teacher and practice.
Language tutoring, rare language5 gp per day+City / SpecialistScarcity raises cost.
Tool training1 gp per day+TownTool set and materials extra.
Weapon drill, basic5 sp per dayTownMilitia or trainer.
Weapon drill, advanced2 gp per day+City / SpecialistSkilled trainer.
Armor movement training1 gp per dayTownUseful for new armor wearers.
Riding lessons5 sp per dayTownMount rental extra.
Sailing lessons1 gp per dayHarborBasic ship handling.
Pilot instruction5 gp per day+Harbor / SpecialistRequires local waters and permission.
Legal clerk training2 gp per dayTownCourt, contract, and record procedure.
Scribe training1 gp per dayTownWriting, copying, forms.
Arcane tutoring10 gp per day+SpecialistDoes not include spell scrolls or components.
Temple instructiondonation to 5 gp per dayTempleRites, doctrine, service, or healing.
Martial master instruction10 gp per day+SpecialistHigh-level training.
Performance coaching1 gp per day+TownMusic, voice, dance, acting, or rhetoric.

Research and Information Services

ServiceCostAvailabilityNotes
Tavern rumor gathering1 sp to 1 gpCommonQuality unreliable.
Market gossip inquiry5 sp to 2 gpCommonUseful for cargo, shortages, arrivals.
Archive research, simple1 gpTownPublic records.
Archive research, complex10 gp+City / SpecialistOld, sealed, foreign, damaged, or restricted records.
Sage consultation10 gp+CitySubject and reputation affect cost.
Specialist sage consultation50 gp+SpecialistRare knowledge.
Map research5 gp+Town / HarborRoute, border, old ruin, or sea chart.
Genealogy search5 gp+Town / TempleFamily, inheritance, noble, or refugee records.
Missing-person notice posting1 sp to 1 gpCommonMarket, temple, harbor board, or road post.
Missing-person investigation5 gp per day+City / SpecialistRisk and distance affect cost.
Faction reputation inquiry5 gp+RestrictedInformants or advocates.
Black-market information10 gp+RestrictedRisk of lies or traps.
Magical phenomenon consultation25 gp+SpecialistMyrrakai, temple, or arcane scholar.
Relic history research25 gp+Temple / SpecialistMay require temple permission.
Ship record search5 gp+HarborManifests, arrival, salvage, drowned-declared records.

Price Adjustment Guidelines

SituationSuggested Adjustment
Normal town or cityBaseline cost
Rural villageSome services unavailable; common labor may be cheaper
Major cityBaseline for most services; elite services more expensive
Remote region+25% to +100% for specialist services
War zone+25% to +200%, or unavailable
Siege, famine, plague, or disaster+100% to +500%, rationed, or unavailable
Festival or pilgrimage seasonLodging and food +50% to +300%
Storm season in harborLodging, storage, pilots, and ship services increase
Temple charityFree, donation, reduced fee, service debt, or rationing
Guild monopoly+25% to +100%
Emergency service+50% to +200%
Discreet or illegal service2x to 10x, plus risk
Dangerous travelHazard pay required
Faction involvementCost may be replaced by favor, loyalty, or obligation
Poor reputationHigher cost or refusal
Strong local tiesDiscount, credit, favor, or community support

What This Page Does Not Cover

Item TypePage
Common adventuring gearcommon-equipment-and-adventuring-gear.md
Weaponsweapons-armor-magic-items-and-rare-goods.md
Armor and shieldsweapons-armor-magic-items-and-rare-goods.md
Tools and rare goodsweapons-armor-magic-items-and-rare-goods.md
Magic item availabilityweapons-armor-magic-items-and-rare-goods.md
Ship passageships-passage-docking-and-repairs.md
Docking and pilotageships-passage-docking-and-repairs.md
Ship repair and maritime suppliesships-passage-docking-and-repairs.md