Appearance
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.
| Coin | Value |
|---|---|
| 1 gold piece | 10 silver pieces |
| 1 silver piece | 10 copper pieces |
| 1 gold piece | 100 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
| Availability | Meaning |
|---|---|
| Common | Usually available in villages, towns, inns, roads, markets, temples, and docks. |
| Town | Usually available in towns, trade posts, large villages, or local professional districts. |
| City | Usually available in cities, major ports, capitals, fortresses, and large temple centers. |
| Specialist | Requires a specific professional, guild, temple, legal office, healer, scholar, or faction. |
| Temple | Usually provided by a temple, shrine, saint house, mercy house, or religious order. |
| Harbor | Common in ports, shipyards, freeports, dock districts, and maritime settlements. |
| Restricted | Requires permission, legal process, faction access, or may carry risk. |
| Rare | Requires special access, patronage, major city, quest, or exceptional circumstances. |
| Story | Not 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 Item | Cost | Availability | Notes |
|---|---|---|---|
| Poor meal | 1 cp | Common | Thin soup, stale bread, scraps, or charity food. |
| Common meal | 3 cp | Common | Basic stew, bread, fish, grain, or local staple. |
| Modest meal | 3 sp | Common | Better tavern meal with drink. |
| Comfortable meal | 8 sp | Town | Good inn meal, fresh ingredients, proper service. |
| Wealthy meal | 2 gp | City | Fine dining, formal table, good wine or equivalent. |
| Aristocratic meal | 10 gp+ | City | Banquet, rare ingredients, status dining, court meal. |
| Street food | 1 cp to 5 cp | Common | Skewer, bun, stew cup, fried fish, grain cake, or regional equivalent. |
| Temple kitchen meal | free to 1 cp | Temple | Charity, rationed, or donation-based. |
| Refugee ward meal | free to 1 cp | Common / Temple | Rationed; may require token or queue. |
| Sailor’s dock meal | 2 cp | Harbor | Cheap, filling, often fish or stew. |
| Shipboard meal, basic | 2 cp | Harbor | Hardtack, dried fish, beans, porridge, or stew. |
| Pilgrim meal | 1 cp to 1 sp | Temple | Simple meal at shrine or pilgrim house. |
| Festival meal | 5 cp to 5 sp | Common | Price depends on festival and status. |
| Fine feast seat | 5 gp+ | City | Requires invitation in some contexts. |
| Ale, mug | 4 cp | Common | Standard tavern drink. |
| Ale, gallon | 2 sp | Common | Bulk drink. |
| Common wine, pitcher | 2 sp | Common | Regional table wine. |
| Fine wine, bottle | 10 gp | City | Luxury good. |
| Tea, common cup | 1 cp | Common | Regional herbal, leaf, or spiced tea. |
| Tea, fine service | 1 gp+ | City | Formal service, rare leaves, court or temple setting. |
| Clean water refill | 1 cp | Common | May be free in some regions or expensive in arid places. |
| Boiled water, pot | 2 cp | Common | Safer than untreated water. |
| Sacred water ration | varies | Temple / Restricted | Often controlled by temple or river law. |
Lodging
| Lodging | Cost | Availability | Notes |
|---|---|---|---|
| Street, floor, or common shelter | free | Common | Unsafe or charity-based. |
| Stable floor | 1 cp | Common | Cheap, uncomfortable, common for poor travelers. |
| Common room floor | 2 cp | Common | Shared inn floor or tavern sleeping space. |
| Poor inn bed | 7 cp | Common | Shared, crowded, low comfort. |
| Modest inn room | 5 sp | Common | Simple private or semi-private room. |
| Comfortable inn room | 8 sp | Town | Clean room, better security, decent meal access. |
| Wealthy inn room | 2 gp | City | Good furnishings, privacy, service. |
| Aristocratic suite | 4 gp+ | City | High-status lodging, often with staff. |
| Temple hostel cot | free to 2 sp | Temple | Pilgrim, refugee, patient, or poor traveler lodging. |
| Pilgrim house bed | 1 sp | Temple | Simple lodging along sacred routes. |
| Guild dormitory | 1 sp to 5 sp | Town | Requires guild tie or permission. |
| Barracks bunk | free to 2 sp | Military / Restricted | Requires service, permission, or hire contract. |
| Dock bunkhouse | 1 sp | Harbor | Shared worker lodging. |
| Sailor’s hammock rental | 5 cp | Harbor | Cheap dockside or shipboard lodging. |
| Refugee ward berth | free to 1 sp | Common / Temple | Rationed, crowded, status-dependent. |
| Private rented room, weekly | 2 gp to 10 gp | Town | Depends on neighborhood and security. |
| Safehouse room | 5 gp+ | Restricted | Discreet, illegal, or faction-controlled lodging. |
| Noble guest house | invitation | City | Social access matters more than price. |
| Secure room with guard | 5 gp+ | City | Used by merchants, witnesses, nobles, and envoys. |
| Quarantine lodging | 1 sp to 2 gp | Restricted | Cost and conditions vary by law. |
Stabling and Animal Care
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Stabling, per day | 5 sp | Common | Basic care and feed. |
| Feed, per day | 5 cp | Common | Cost rises in cities, deserts, ships, and winter. |
| Grooming | 2 sp | Town | Basic animal grooming. |
| Farrier service | 5 sp to 1 gp | Town | Hoof care, shoeing, minor work. |
| Veterinary care, minor | 1 gp | Town | Basic treatment. |
| Veterinary care, serious | 5 gp+ | Specialist | Major injury, disease, or magical beast care. |
| Pack animal handling | 2 sp per day | Common | Care for animals during travel or market stay. |
| Animal boarding, good quality | 1 gp per day | Town | Better care, secure stable. |
| Guarded stable | 2 gp per day | City | Useful in cities and dangerous routes. |
| Exotic animal care | 5 gp+ per day | Specialist | Requires trained handler. |
| Warhorse care | 1 gp per day | Town / Military | More expensive than common stabling. |
| Shipboard animal berth | 5 sp to 2 gp per day | Harbor | Depends 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.
| Lifestyle | Cost per Day | Meaning |
|---|---|---|
| Wretched | — | No reliable shelter, food, or safety. |
| Squalid | 1 sp | Disease, danger, hunger, unstable shelter. |
| Poor | 2 sp | Bare survival, cheap food, cramped shelter. |
| Modest | 1 gp | Stable ordinary life, simple comforts. |
| Comfortable | 2 gp | Good food, decent room, social respectability. |
| Wealthy | 4 gp | Servants, fine lodging, good clothes, elite access. |
| Aristocratic | 10 gp+ | Court life, luxury, attendants, political visibility. |
Lifestyle Notes by Region
| Region or Context | Lifestyle Notes |
|---|---|
| Caerlon | War-damaged areas may make modest living more expensive; rebuilt towns value useful labor. |
| Vorrak | Outsiders may find legal lodging difficult; military or faction lodging may dominate. |
| Suthrane | Water access strongly affects cost; temple hostels and pilgrim houses matter. |
| Veyrskold | Winter supplies and shelter quality are survival issues, not luxuries. |
| Marithel | Dockside lodging is cheap but unstable; shipboard life may replace rent. |
| Ilyr | Hospitality may depend on permission, custom, and local trust more than coin. |
| War Zone | Lifestyle costs rise sharply; comfort may be unavailable regardless of coin. |
| Refugee Ward | Coin may be replaced by ration tokens, labor, temple vouchers, or aid status. |
| Festival Season | Lodging, food, and services often double or triple. |
| Pilgrimage Season | Temple lodging may be crowded; prices rise along sacred routes. |
| Storm Season | Harbor 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 Worker | Cost | Availability | Notes |
|---|---|---|---|
| Unskilled laborer | 2 sp per day | Common | Porter, ditch digger, hauler, cleaner, field hand. |
| Skilled hireling | 2 gp per day | Town | Craftsperson, clerk, sailor, trained assistant, specialist worker. |
| Porter | 2 sp per day | Common | Carries goods; danger costs extra. |
| Torchbearer | 2 sp per day | Town | Dungeon or night work; danger costs extra. |
| Camp cook | 2 sp to 1 gp per day | Common | Cost depends on skill and travel danger. |
| Launderer | 1 sp per day | Common | Household, inn, ship, or camp work. |
| Stable hand | 2 sp per day | Common | Animal care and cleaning. |
| Road servant | 2 sp to 5 sp per day | Common | General travel support. |
| Dock porter | 2 sp per day | Harbor | Cargo loading, unloading, carrying. |
| Warehouse hand | 2 sp per day | Harbor / Town | Cargo labor. |
| Refugee ward labor | varies | Common | Often paid in food, tokens, shelter, or low coin. |
| Messenger, local | 2 cp to 1 sp | Common | Short urban delivery. |
| Messenger, urgent local | 5 sp | Town | Fast delivery, risk, or night delivery. |
| Messenger, overland | 2 sp per mile+ | Town | Distance, danger, and secrecy alter cost. |
| Courier, sealed documents | 1 gp per day+ | Town | Trusted professional. |
| Water carrier | 2 sp per day | Common | Cost rises sharply in arid regions. |
| Animal handler | 5 sp per day | Common | Handles pack or riding animals. |
Skilled Specialists
| Specialist | Cost | Availability | Notes |
|---|---|---|---|
| Advocate or legal assistant | 2 gp per day | Town | Basic court help. |
| Alchemist | 5 gp per day+ | Specialist | Materials cost extra. |
| Apothecary | 2 gp per day+ | Town | Medicine and consultation. |
| Appraiser | 5 gp per item+ | Town | Gems, art, relics, cargo, antiques. |
| Arcane consultant | 10 gp per day+ | Specialist | Does not include spellcasting. |
| Armorer | 2 gp per day+ | Town | Materials and forge costs extra. |
| Artisan, common | 2 gp per day | Common | Skilled craft labor. |
| Artisan, master | 10 gp per day+ | Specialist | High-quality or custom work. |
| Bodyguard, basic | 2 gp per day | Town | Ordinary armed protection. |
| Bodyguard, veteran | 5 gp per day+ | City | Experienced combatant. |
| Cartographer | 5 gp per day+ | Town | Mapmaking, copying, survey. |
| Clerk or scribe | 2 gp per day | Town | Documents, copying, ledgers. |
| Court translator | 5 gp per day+ | City | Legal or formal translation. |
| Diplomatic interpreter | 10 gp per day+ | City | High-stakes negotiation. |
| Doctor or surgeon | 5 gp per day+ | City | Nonmagical medical care. |
| Engineer | 10 gp per day+ | Specialist | Roads, bridges, siege, ships, waterworks. |
| Entertainer, common | 5 sp to 2 gp per day | Common | Tavern or street performer. |
| Entertainer, renowned | 10 gp+ per appearance | City | Name recognition. |
| Guide, local | 2 gp per day | Common | Local route knowledge. |
| Guide, dangerous route | 5 gp per day+ | Specialist | Hazard pay expected. |
| Herbalist | 2 gp per day+ | Town | Medicine, plants, field remedies. |
| Investigator | 5 gp per day+ | City | Missing persons, theft, fraud, testimony. |
| Locksmith | 2 gp per lock+ | Town | Legal work only. |
| Mapmaker, field | 5 gp per day+ | Specialist | Route mapping and survey. |
| Navigator | 5 gp per day+ | Harbor / Specialist | Sea or star navigation. |
| Notary or witness official | 1 gp per document | Town | Legal witnessing. |
| Priest, local rite | donation to 5 gp | Temple | Depends on rite and temple. |
| Sage | 10 gp per day+ | City | Research and expertise. |
| Sailor | 2 gp per day | Harbor | Skilled ship labor. |
| Shipwright | 2 gp per day+ | Harbor | Materials extra. |
| Spy or informant | 5 gp+ | Restricted | Reliability and legality vary. |
| Surgeon’s assistant | 2 gp per day | City | Medical support. |
| Translator, common | 2 gp per day | Town | Ordinary language work. |
| Translator, rare language | 10 gp per day+ | City / Specialist | Scarcity increases price. |
Guards, Escorts, and Combat Hirelings
| Hireling | Cost | Availability | Notes |
|---|---|---|---|
| Armed guard, local | 2 gp per day | Town | Basic protection. |
| Caravan guard | 2 gp per day | Common | Road work; hazard pay for dangerous routes. |
| Dock guard | 2 gp per day | Harbor | Cargo, ship, warehouse, or witness protection. |
| Veteran guard | 5 gp per day | City | Experienced fighter. |
| Elite bodyguard | 10 gp per day+ | City / Specialist | Skilled, loyal, and discreet. |
| Mercenary infantry | 2 gp per day | Town | Requires employer and terms. |
| Mercenary veteran | 5 gp per day | City | Often contract-bound. |
| Mounted guard | 5 gp per day | Town | Mount care may cost extra. |
| Scout | 3 gp per day | Town | Wilderness, road, or enemy movement. |
| Hunter-guide | 3 gp per day | Common | Tracking and survival. |
| Temple guard | 2 gp to 5 gp per day | Temple | Usually not hired casually. |
| Freeport escort | 5 gp per day | Harbor | Useful for dangerous districts or legal witnesses. |
| Private security team, small | 25 gp per day+ | City | Several guards, leader, and basic coordination. |
| Bounty hunter | 25 gp+ | Restricted | Price depends on target, legality, and danger. |
| Monster hunter | 50 gp+ | Specialist | Price depends on creature and risk. |
| Adventurer hire | varies | Rare | Usually handled through story, contract, or quest. |
Guide and Travel Services
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Local guide, safe town | 5 sp per day | Common | Basic neighborhood or town guide. |
| Local guide, risky district | 2 gp per day | Town | Slums, docks, ruins, refugee wards, restricted areas. |
| Wilderness guide | 2 gp per day | Common | Ordinary terrain. |
| Dangerous wilderness guide | 5 gp per day+ | Specialist | Monsters, storms, cursed lands, war zones. |
| Mountain guide | 5 gp per day+ | Specialist | Common in Veyrskold and high passes. |
| Desert guide | 5 gp per day+ | Specialist | Common in Suthrane. Water costs extra. |
| Forest guide | 3 gp per day+ | Specialist | Common in Ilyr and deep woodland regions. |
| Battlefield guide | 5 gp per day+ | Specialist | Mines, ruins, undead, old magic, or unexploded hazards may apply. |
| Pilgrim route guide | 1 gp per day | Temple / Town | May work for donations in some regions. |
| Harbor guide | 1 gp per day | Harbor | Helps with docks, courts, markets, and local protocol. |
| Legal process guide | 2 gp per day | Town | Helps navigate courts and offices. |
| Refugee ward liaison | 1 gp per day+ | Common / Temple | Often paid to the ward or community, not only the person. |
| Hidden route guide | 25 gp+ | Restricted | Often costs favor, debt, or trust more than coin. |
| Farwake-style guide | varies | Restricted / Story | Not purchased casually. |
| Storm-season guide | 10 gp per day+ | Specialist | Dangerous, highly valued. |
| Local pilot, non-ship district | 2 gp per day | Harbor | Knows 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.
Common Legal and Administrative Services
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Simple document copying | 1 sp per page | Town | Scribe copies ordinary text. |
| Formal document copying | 5 sp per page | Town | Legal, temple, or court format. |
| Contract drafting, simple | 5 gp | Town | Ordinary sale, labor, passage, or service agreement. |
| Contract drafting, complex | 25 gp+ | City | Trade, inheritance, shipshare, faction, or cross-border terms. |
| Contract review | 5 gp+ | Town | Identifies obvious risks. |
| Court filing fee, minor | 1 gp | Town | Local petition, complaint, or notice. |
| Court filing fee, major | 10 gp+ | City | Serious case, appeal, property, salvage, or status dispute. |
| Legal advocate, simple matter | 5 gp | Town | Basic representation. |
| Legal advocate, serious matter | 25 gp+ | City | Criminal, sanctuary, inheritance, salvage, faction dispute. |
| Notary or witness seal | 1 gp | Town | Confirms witness or document. |
| Identity certification | 5 gp+ | Town | Legal identity, papers, or status review. |
| Translation, ordinary document | 2 gp per page | Town | Common languages. |
| Translation, rare language | 10 gp per page+ | City / Specialist | Cost depends on scarcity. |
| Certified translation | 10 gp+ | City | Accepted in court. |
| Archive search, simple | 1 gp | Town | Local records. |
| Archive search, complex | 10 gp+ | City / Specialist | Old, sealed, damaged, or distant records. |
| Message registration | 5 sp | Town | Official proof that message was sent. |
| Copy of public record | 1 gp | Town | Birth, death, property, tax, docket, or court note. |
| Copy of restricted record | 25 gp+ | Restricted | Requires permission. |
| False document | 25 gp to 500 gp+ | Black market | Illegal and dangerous. |
| Legal name change, ordinary | 10 gp+ | Town | Requires local process. |
| Hidden-name petition | varies | Restricted | Freeport, temple, or court process; not simple purchase. |
| Drowned-declared review | 10 gp+ | Harbor / Restricted | Maritime or missing-person status case. |
| Sanctuary petition | free to 25 gp | Temple / Freeport | Often donation, court fee, or advocate cost. |
| Extradition challenge | 50 gp+ | City / Restricted | Serious legal matter. |
| Salvage claim filing | 5 gp+ | Harbor | Larger cases cost more. |
| Shipshare registration | 10 gp+ | Harbor | Ownership, inheritance, or crew share. |
| Privateer letter review | 25 gp+ | Harbor / Restricted | Determines validity or forgery. |
Legal Complications
| Situation | Likely Cost or Result |
|---|---|
| Routine contract | Baseline cost |
| Cross-border contract | 2x to 5x cost |
| Faction opposition | Cost rises or service becomes unavailable |
| Emergency hearing | 2x to 10x cost |
| Poor petitioner | Temple, advocate, or Freeport may waive fees |
| Hidden-name matter | Coin may not be enough; requires process |
| Witness protection | Requires guards, housing, records, and legal advocate |
| Forged papers discovered | Criminal consequences |
| Missing records | Requires archive search, witness, or quest |
| Noble or military involvement | Cost rises sharply |
| Temple law conflict | Requires religious and secular legal help |
| Salvage with bodies | Requires Morvane or local death rite involvement |
| Refugee status dispute | May 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
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Basic wound cleaning | 1 sp | Common | Bandage, washing, simple care. |
| Healer consultation | 5 sp | Town | Ordinary diagnosis. |
| Field treatment, minor | 1 gp | Town | Cuts, sprains, fever care, minor injury. |
| Field treatment, serious | 5 gp+ | Town / Specialist | Broken bones, deep wounds, dangerous fever. |
| Surgery, minor | 10 gp+ | City / Specialist | Requires trained surgeon. |
| Surgery, serious | 50 gp+ | Specialist | High risk, special tools, recovery time. |
| Midwife service | 5 sp to 5 gp | Common | Cost depends on region, risk, and skill. |
| Birth emergency aid | 10 gp+ | Specialist / Temple | Serious complications. |
| Disease care, ordinary | 1 gp per day | Town | Does not include magic. |
| Disease care, dangerous | 10 gp+ per day | Specialist / Temple | Quarantine may apply. |
| Long-term recovery care | 5 sp to 2 gp per day | Town / Temple | Bed, food, cleaning, monitoring. |
| Battlefield triage | varies | Military / Temple | Often rationed by need, not coin. |
| Trauma care / listening care | donation to 5 gp | Temple / Specialist | Especially Veyran, Sylune, or local traditions. |
| Herbal remedy | 5 sp to 5 gp | Town | Effect depends on healer and condition. |
| Antitoxin treatment | 50 gp+ | Specialist | Antitoxin cost plus care. |
| Poison consultation | 10 gp+ | Specialist | Poisoner, healer, alchemist, or temple. |
| Corpse preparation | 5 sp to 5 gp | Temple / Common | Cleaning, wrapping, identification. |
Magical Healing Services
Magical healing is not always for sale. Temples may prioritize need, faith, emergency, local law, or relationship over coin.
| Service | Typical Cost | Availability | Notes |
|---|---|---|---|
| Minor magical healing | 10 gp to 25 gp | Temple / Specialist | Equivalent to low-level healing; availability varies. |
| Cure minor disease or poison consultation | 25 gp+ | Temple / Specialist | Diagnosis may precede magic. |
| Cure disease, magical | 50 gp to 150 gp | Temple / Specialist | Price varies by severity and local crisis. |
| Remove poison, magical | 50 gp to 150 gp | Temple / Specialist | Antitoxin or components may add cost. |
| Lesser Restoration-type service | 100 gp+ | Temple / Specialist | Often rationed during crisis. |
| Remove curse consultation | 25 gp+ | Temple / Specialist | Identification first. |
| Remove curse service | 150 gp+ | Temple / Specialist | Not all curses can be solved by payment. |
| Greater Restoration-type service | 500 gp+ | Rare / Temple | Expensive components and powerful caster. |
| Regeneration-type service | 1,000 gp+ | Rare / Temple | Usually requires major temple or patron. |
| Raise Dead-type petition | 500 gp+ component plus temple process | Rare / Temple | Not automatic; requires body, rite, and approval. |
| Resurrection-type petition | 1,000 gp+ component plus temple process | Rare / Temple | Strong religious and legal implications. |
| True Resurrection-type miracle | Story | Story | Not a normal service. |
| Gentle Repose-type rite | 25 gp+ | Temple | Preserves body for rites or later magic. |
| Speak with Dead-type rite | 100 gp+ | Temple / Restricted | Legal, religious, and consent questions may apply. |
| Restoration after magical trauma | 100 gp+ | Specialist | Dream, planar, curse, or memory harm. |
| Dream-healing rite | donation to 100 gp+ | Temple / Specialist | Requires consent and trained practitioners. |
Healing Service Notes
| Situation | Effect |
|---|---|
| War, plague, famine, or disaster | Healing may be rationed by urgency rather than coin. |
| Temple charity | Poor patients may pay less or owe service. |
| Criminal or fugitive patient | Sanctuary, law, and temple ethics may conflict. |
| Battlefield injury | Military command may control access. |
| Curse, possession, or planar harm | Requires specialist diagnosis. |
| Resurrection request | Requires religious approval, legal review, body status, and components. |
| Drowned or missing person | May require Morvane rites, drowned-declared review, or maritime law. |
| Hidden-name patient | Identity protection may complicate records. |
| Contagious illness | Quarantine 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
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Shrine offering, poor | 1 cp | Common | Small devotional act. |
| Shrine offering, modest | 1 sp | Common | Typical offering. |
| Shrine offering, generous | 1 gp+ | Common | Public or meaningful donation. |
| Minor blessing | 1 sp to 1 gp | Temple | Travel, birth, work, tool, meal, or threshold blessing. |
| Blessing before dangerous travel | 1 gp to 5 gp | Temple | Common for ships, caravans, roads, and pilgrimages. |
| Ship blessing | 5 gp to 25 gp | Harbor / Temple | Larger vessels and formal rites cost more. |
| Weapon blessing, ceremonial | 5 gp | Temple | Not magical unless specified. |
| Tool blessing | 1 gp | Temple / Guild | Common among Bravik traditions. |
| Harvest blessing | donation | Temple / Common | Often communal. |
| Birth rite | donation to 5 gp | Temple | Veyra, Halven, local saints, or household gods. |
| Marriage rite | 5 gp to 50 gp | Temple / Common | Cost depends on status and ceremony. |
| Funeral rite, simple | 5 sp to 5 gp | Temple | Community rites may reduce cost. |
| Funeral rite, formal | 25 gp+ | Temple | Includes procession, records, offerings. |
| Sea burial rite | 5 gp to 25 gp | Harbor / Temple | Common in Marithel and maritime regions. |
| Drowned rite without body | 10 gp+ | Harbor / Temple | Requires witness, name, or symbolic object. |
| Name restoration rite | 5 gp+ | Temple / Specialist | Olyrra, Morvane, local ancestor traditions. |
| Oath witnessing | 1 gp to 10 gp | Temple / Court | Aurelion, Selari, local law, or guild witness. |
| Contract blessing | 1 gp to 10 gp | Temple | Selari or local trade shrine. |
| Pilgrim badge | 5 cp to 1 gp | Temple | Marks shrine or route. |
| Pilgrim hostel stay | free to 2 sp | Temple | Rationed during high season. |
| Confession or private counsel | donation | Temple | Some temples never charge directly. |
| Public penance supervision | 5 gp+ | Temple | Legal or religious matter. |
| Relic viewing | donation to 1 gp | Temple | Public shrine access. |
| Relic authentication | 25 gp+ | Temple / Specialist | Serious claims cost more. |
| Relic custody petition | varies | Temple / Restricted | Not a normal purchase. |
| Sanctuary petition | free to 25 gp | Temple / Freeport | Legal and religious process. |
| Exorcism consultation | 25 gp+ | Temple / Specialist | Actual rite may cost more or require quest. |
| Exorcism rite | 100 gp+ | Temple / Specialist | Dangerous and not guaranteed. |
| Curse rite consultation | 25 gp+ | Temple / Specialist | Identification and spiritual review. |
| Cult investigation petition | varies | Temple / Restricted | May require evidence, risk, or authority. |
Religious Service Notes by God
| God | Common Services |
|---|---|
| Aurelion | Oaths, judgment rites, court blessings, lawful witness, penance. |
| Veyra | Healing, birth, mercy, recovery, trauma care, sanctuary. |
| Morvane | Burial, funeral, mourning, drowned rites, body identification, rites for missing. |
| Kharos | Battle blessings, shield vows, weapon rites, soldier funerals. |
| Thalara | Ship blessings, storm warnings, tide rites, sea burial, pilot vows. |
| Edrun | Foundation blessings, stone oaths, mine rites, endurance vigils. |
| Sylune | Dream counsel, moon rites, secret vows, prophecy readings. |
| Oranth | Dawn rites, purification, vigil fires, renewal ceremonies. |
| Myrrakai | Study blessings, archive rites, magical inquiry, star vigils. |
| Bravik | Tool blessings, forge rites, repair vows, invention dedications. |
| Selari | Contract blessings, road offerings, trade vows, debt review. |
| Nymora | Wedding rites, art blessings, performance dedications, joy festivals. |
| Halven | Hearth blessings, shelter rites, harvest meals, family cords. |
| Vaelthorn | Hunt prayers, grove offerings, beast rites, wild passage requests. |
| Ruzhakar | Usually feared or warded against; open services are often suspicious or dangerous. |
| Olyrra | Memory rites, ancestor offerings, name restoration, archive consecration. |
| Malrec | Ruin memorials, necessary destruction rites, collapse warnings, ending ceremonies. |
| Istravell | Mask 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 Level | Suggested Service Cost | Availability | Notes |
|---|---|---|---|
| Cantrip | 5 gp to 10 gp | Town / Specialist | Usually minor, practical spellwork. |
| 1st level | 10 gp to 50 gp | Town / Specialist | Common professional spellcasting. |
| 2nd level | 50 gp to 100 gp | City / Specialist | Requires trained caster. |
| 3rd level | 100 gp to 250 gp | City / Specialist | Significant service. |
| 4th level | 250 gp to 500 gp | Specialist / Rare | Often requires temple, guild, or patron. |
| 5th level | 500 gp to 1,000 gp | Rare | Major spellcasting. |
| 6th level | 1,000 gp to 2,500 gp | Rare / Story | Not routine. |
| 7th level | 2,500 gp to 5,000 gp | Story | Major power, political or religious concern. |
| 8th level | 5,000 gp to 10,000 gp | Story | Rare and consequential. |
| 9th level | 10,000 gp+ | Story | Not ordinary commerce. |
Common Spellcasting Services
| Service | Typical Cost | Availability | Notes |
|---|---|---|---|
| Detect Magic | 10 gp | Specialist | Common item or site check. |
| Identify | 20 gp to 100 gp | Specialist | Material component or focus access may matter. |
| Comprehend Languages | 10 gp to 50 gp | Specialist | Useful for documents and inscriptions. |
| Purify Food and Drink | 10 gp to 25 gp | Temple / Specialist | Common in crisis or travel. |
| Create or Destroy Water | 25 gp to 100 gp | Temple / Specialist | Politically sensitive in arid regions. |
| Cure Wounds | 10 gp to 50 gp | Temple / Specialist | Cost depends on severity and temple policy. |
| Healing Word | 10 gp to 50 gp | Temple / Specialist | Emergency magic. |
| Lesser Restoration | 100 gp+ | Temple / Specialist | Disease, poison, blindness, paralysis, or similar condition. |
| Remove Curse | 150 gp+ | Temple / Specialist | Some curses require more than one casting. |
| Dispel Magic | 150 gp+ | Specialist | May be legally restricted. |
| Sending | 100 gp to 300 gp | Specialist / Restricted | Communication magic may be controlled. |
| Locate Object | 100 gp+ | Specialist | May require legal permission if used in cities. |
| Locate Creature | 250 gp+ | Specialist / Restricted | Privacy, law, and danger issues. |
| Water Breathing | 100 gp+ | Harbor / Specialist | Useful in maritime campaigns. |
| Water Walk | 100 gp+ | Harbor / Specialist | Maritime and river use. |
| Speak with Dead | 100 gp+ | Temple / Restricted | Requires body, rite, and legal or religious permission. |
| Gentle Repose | 25 gp+ | Temple | Preserves body for rites or later magic. |
| Divination | 250 gp+ | Temple / Specialist | Answers may be cryptic and not guaranteed. |
| Commune | 500 gp+ | Temple / Rare | Major religious service. |
| Raise Dead | 500 gp component + service | Rare / Temple | Requires body, approval, and major rite. |
| Resurrection | 1,000 gp component + service | Rare / Temple | Not automatic; major religious and legal matter. |
| Teleportation Circle | 500 gp+ | Rare / Restricted | Requires circle access and permission. |
| Teleport | 1,000 gp+ | Rare / Story | High-risk, high-control service. |
| Planar Binding or planar work | 1,000 gp+ | Rare / Restricted | Usually dangerous and regulated. |
| Greater Restoration | 500 gp component + service | Rare / Temple | Major healing service. |
| Regenerate | 1,000 gp+ | Rare / Temple | Powerful healing, often not commercial. |
Spellcasting Restrictions
| Spell Type | Common Restriction |
|---|---|
| Mind-reading or charm magic | Often illegal in courts, contracts, and negotiations. |
| Disguise or illusion magic | Restricted in courts, borders, military zones, and Freeports. |
| Fire magic | Restricted near ships, granaries, forests, and dry regions. |
| Necromancy | Often controlled by Morvane rites, law, and local taboo. |
| Resurrection magic | Requires body, components, temple approval, legal review, and divine willingness. |
| Teleportation | Often restricted by cities, fortresses, temples, and private estates. |
| Divination | May be forbidden in privacy, hidden-name, sanctuary, or sealed court cases. |
| Curse magic | Illegal or taboo in most regions. |
| Weather magic | Restricted in maritime, farming, and arid regions. |
| Water creation | Politically sensitive in Suthrane and other scarcity regions. |
| Planar magic | Requires specialist knowledge and may attract religious or legal scrutiny. |
| Identity-altering magic | Highly sensitive in Freeports, courts, inheritance, and criminal law. |
Downtime, Training, and Instruction
Downtime costs depend on teacher, facilities, materials, risk, and region.
Training Services
| Training | Cost | Availability | Notes |
|---|---|---|---|
| Basic literacy tutoring | 1 gp per day | Town | Time required varies by student. |
| Language tutoring, common language | 1 gp per day | Town | Requires teacher and practice. |
| Language tutoring, rare language | 5 gp per day+ | City / Specialist | Scarcity raises cost. |
| Tool training | 1 gp per day+ | Town | Tool set and materials extra. |
| Weapon drill, basic | 5 sp per day | Town | Militia or trainer. |
| Weapon drill, advanced | 2 gp per day+ | City / Specialist | Skilled trainer. |
| Armor movement training | 1 gp per day | Town | Useful for new armor wearers. |
| Riding lessons | 5 sp per day | Town | Mount rental extra. |
| Sailing lessons | 1 gp per day | Harbor | Basic ship handling. |
| Pilot instruction | 5 gp per day+ | Harbor / Specialist | Requires local waters and permission. |
| Legal clerk training | 2 gp per day | Town | Court, contract, and record procedure. |
| Scribe training | 1 gp per day | Town | Writing, copying, forms. |
| Arcane tutoring | 10 gp per day+ | Specialist | Does not include spell scrolls or components. |
| Temple instruction | donation to 5 gp per day | Temple | Rites, doctrine, service, or healing. |
| Martial master instruction | 10 gp per day+ | Specialist | High-level training. |
| Performance coaching | 1 gp per day+ | Town | Music, voice, dance, acting, or rhetoric. |
Research and Information Services
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Tavern rumor gathering | 1 sp to 1 gp | Common | Quality unreliable. |
| Market gossip inquiry | 5 sp to 2 gp | Common | Useful for cargo, shortages, arrivals. |
| Archive research, simple | 1 gp | Town | Public records. |
| Archive research, complex | 10 gp+ | City / Specialist | Old, sealed, foreign, damaged, or restricted records. |
| Sage consultation | 10 gp+ | City | Subject and reputation affect cost. |
| Specialist sage consultation | 50 gp+ | Specialist | Rare knowledge. |
| Map research | 5 gp+ | Town / Harbor | Route, border, old ruin, or sea chart. |
| Genealogy search | 5 gp+ | Town / Temple | Family, inheritance, noble, or refugee records. |
| Missing-person notice posting | 1 sp to 1 gp | Common | Market, temple, harbor board, or road post. |
| Missing-person investigation | 5 gp per day+ | City / Specialist | Risk and distance affect cost. |
| Faction reputation inquiry | 5 gp+ | Restricted | Informants or advocates. |
| Black-market information | 10 gp+ | Restricted | Risk of lies or traps. |
| Magical phenomenon consultation | 25 gp+ | Specialist | Myrrakai, temple, or arcane scholar. |
| Relic history research | 25 gp+ | Temple / Specialist | May require temple permission. |
| Ship record search | 5 gp+ | Harbor | Manifests, arrival, salvage, drowned-declared records. |
Price Adjustment Guidelines
| Situation | Suggested Adjustment |
|---|---|
| Normal town or city | Baseline cost |
| Rural village | Some services unavailable; common labor may be cheaper |
| Major city | Baseline 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 season | Lodging and food +50% to +300% |
| Storm season in harbor | Lodging, storage, pilots, and ship services increase |
| Temple charity | Free, donation, reduced fee, service debt, or rationing |
| Guild monopoly | +25% to +100% |
| Emergency service | +50% to +200% |
| Discreet or illegal service | 2x to 10x, plus risk |
| Dangerous travel | Hazard pay required |
| Faction involvement | Cost may be replaced by favor, loyalty, or obligation |
| Poor reputation | Higher cost or refusal |
| Strong local ties | Discount, credit, favor, or community support |
What This Page Does Not Cover
| Item Type | Page |
|---|---|
| Common adventuring gear | common-equipment-and-adventuring-gear.md |
| Weapons | weapons-armor-magic-items-and-rare-goods.md |
| Armor and shields | weapons-armor-magic-items-and-rare-goods.md |
| Tools and rare goods | weapons-armor-magic-items-and-rare-goods.md |
| Magic item availability | weapons-armor-magic-items-and-rare-goods.md |
| Ship passage | ships-passage-docking-and-repairs.md |
| Docking and pilotage | ships-passage-docking-and-repairs.md |
| Ship repair and maritime supplies | ships-passage-docking-and-repairs.md |