Appearance
Weapons, Armor, Magic Items, and Rare Goods
This page lists weapons, armor, shields, ammunition, tools, rare goods, and magic item availability for 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, law, quality, faction control, military restriction, guild monopoly, religious prohibition, and current events may change final costs.
Weapons and armor are not equally available everywhere. A fishing village may sell knives, spears, nets, leather armor, and hunting bows, but not plate armor. A war-damaged town may have many weapons and little medicine. A major city can usually provide most mundane arms and armor if the buyer has coin and no legal problem. A Freeport may sell almost anything, but paperwork may matter.
Magic items are different.
Magic items are not assumed to sit on ordinary shelves. Common magical goods may be sold by specialists, temples, guilds, alchemists, artificers, or controlled markets. Uncommon goods require connections. Rare goods usually require patrons, commissions, auctions, quests, favors, licenses, or story access. Very rare, legendary, artifact, and unique items are not normal purchases.
Availability Categories
| Availability | Meaning |
|---|---|
| Common | Usually available in villages, towns, markets, militia posts, caravans, docks, and ordinary shops. |
| Town | Usually available in towns, trade posts, guild stalls, large villages, or local armorers. |
| City | Usually available in cities, fortresses, major ports, guild districts, and noble markets. |
| Specialist | Requires a specific artisan, armorer, smith, guild, arcanist, temple, alchemist, or faction vendor. |
| Harbor | Common in ports, shipyards, dock districts, naval markets, and maritime settlements. |
| Military | Usually controlled by armies, guards, militias, navies, nobles, or state arsenals. |
| Restricted | May require license, faction approval, temple permission, legal status, or black-market contact. |
| Rare | Not normally stocked; requires search, patron, commission, quest, auction, or special access. |
| Story | Not a normal purchase. The item exists as a quest object, relic, inheritance, reward, or major treasure. |
Weapons
Weapons are common across Thesalon, but legality and availability depend on region.
A farmer’s sickle, sailor’s knife, hunter’s bow, pilgrim’s staff, militia spear, noble dueling blade, and soldier’s polearm all carry different social meaning.
In most places, simple weapons are easy to acquire. Martial weapons are more common in cities, fortresses, military markets, mercenary districts, ports, and war-touched regions.
Simple Melee Weapons
| Weapon | Cost | Damage | Weight | Properties | Availability | Notes |
|---|---|---|---|---|---|---|
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | Common | Often improvised from wood. |
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown 20/60 | Common | Common tool and weapon; restrictions vary by court. |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | Common | Common among guards, laborers, and militia. |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown 20/60 | Common | Tool and weapon; common in forests, ships, and farms. |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown 30/120 | Common | Common in militias, hunters, and light infantry. |
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown 20/60 | Common | Tool-adjacent weapon. |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — | Town | Common among guards, clergy, and militias. |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile 1d8 | Common | Common among travelers, monks, guards, and mages. |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | Common | Farm tool and weapon. |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown 20/60, versatile 1d8 | Common | Very common militia and hunting weapon. |
Simple Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties | Availability | Notes |
|---|---|---|---|---|---|---|
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition 80/320, loading, two-handed | Town | Common among guards, hunters, and ships. |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown 20/60 | Common | Cheap thrown weapon. |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition 80/320, two-handed | Town | Common among hunters, scouts, militias. |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition 30/120 | Common | Cheap, common, easy to conceal. |
Martial Melee Weapons
| Weapon | Cost | Damage | Weight | Properties | Availability | Notes |
|---|---|---|---|---|---|---|
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile 1d10 | Town | Common in militias, halls, and war regions. |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — | Town | Common military weapon. |
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | City | Common in armies and guard forces. |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | City | Often associated with warriors and heavy infantry. |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | City | Expensive martial weapon. |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | City | Common in formations, guards, and armies. |
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | Town | Cavalry weapon; less common in dense ports. |
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile 1d10 | Town | Common among soldiers, nobles, and adventurers. |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | Town | Heavy military and labor-adjacent weapon. |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | — | Town | Common martial weapon. |
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | Military | Formation weapon, common in militias and armies. |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | City | Common in courts, cities, dueling cultures, and ports. |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | City | Common in some maritime and southern traditions. |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | Town | Common among guards, sailors, scouts, and adventurers. |
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown 20/60, versatile 1d8 | Harbor | Common in maritime cultures and ceremonial settings. |
| War pick | 5 gp | 1d8 piercing | 2 lb. | — | Town | Common in mining and military contexts. |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile 1d10 | Town | Common among soldiers, guards, and smith-warriors. |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | Town | Legal status varies by region and context. |
Martial Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties | Availability | Notes |
|---|---|---|---|---|---|---|
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition 25/100, loading | Specialist | Often associated with poison; restricted in many courts. |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition 30/120, light, loading | Restricted | Often restricted due to concealability. |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition 100/400, heavy, loading, two-handed | City | Common in fortresses, ships, and military stores. |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition 150/600, heavy, two-handed | Town | Common among trained archers, hunters, and armies. |
| Net | 1 gp | — | 3 lb. | Special, thrown 5/15 | Harbor | Common in maritime and hunting contexts. |
Ammunition
| Ammunition | Cost | Quantity | Weight | Availability | Notes |
|---|---|---|---|---|---|
| Arrows | 1 gp | 20 | 1 lb. | Common | Standard bow ammunition. |
| Blowgun needles | 1 gp | 50 | 1 lb. | Specialist | Often watched because of poison use. |
| Crossbow bolts | 1 gp | 20 | 1.5 lb. | Common | Standard crossbow ammunition. |
| Sling bullets | 4 cp | 20 | 1.5 lb. | Common | Stones may be free but shaped bullets perform better. |
| Silvered arrows | 25 gp | 20 | 1 lb. | Specialist | Often used against supernatural threats. |
| Silvered bolts | 25 gp | 20 | 1.5 lb. | Specialist | Often used against supernatural threats. |
| Barbed arrows | 2 gp | 20 | 1 lb. | Town | Illegal in some hunting or war codes. |
| Fire arrows, prepared | 5 gp | 10 | 1 lb. | Restricted | Restricted near ships, dry lands, and cities. |
| Signal arrows | 5 gp | 5 | 1 lb. | Specialist | Whistling, smoking, or colored signal heads. |
| Broadhead arrows | 2 gp | 20 | 1 lb. | Town | Hunting or war arrows. |
| Practice arrows | 5 sp | 20 | 1 lb. | Common | Blunted training ammunition. |
Weapon Modifications and Special Materials
| Modification or Material | Cost | Availability | Notes |
|---|---|---|---|
| Silvered weapon | 100 gp | Specialist | Adds silver to one weapon or 10 pieces of ammunition. |
| Fine balance | 50 gp | Specialist | Decorative or prestige improvement; no automatic mechanical bonus unless DM allows. |
| Ceremonial decoration | 10 gp to 500 gp | Specialist | Engraving, inlay, religious marks, house crests, or ship marks. |
| Concealed sheath | 5 gp | Town | Restricted in some courts and Freeports. |
| Waterproof weapon wrap | 1 gp | Harbor | Protects weapon from sea air and rain. |
| Rustproofing treatment | 10 gp | Harbor | Temporary protection from salt air; not magical. |
| Masterwork mundane weapon | 2x to 5x base cost | Specialist | High-quality nonmagical item; no automatic bonus unless DM allows. |
| Cold-iron worked weapon | 2x base cost | Specialist | Folkloric or setting-specific use; availability varies. |
| Star-metal inlay | 500 gp+ | Rare | Rare material, usually story-controlled. |
| Rune-etched mundane weapon | 100 gp+ | Specialist / Restricted | Decorative, oath, guild, or religious work unless magically empowered. |
| Hidden spring sheath | 25 gp | Restricted | Often illegal in courts. |
| Shipboard safety tie | 5 sp | Harbor | Cord or loop to prevent weapon loss overboard. |
| Guard certification mark | 5 gp | Town | Legal mark showing weapon registered to a guard, militia, or officer. |
| Privateer weapon mark | 10 gp | Restricted | Legal or forged mark tied to commission paperwork. |
Armor and Shields
Armor availability varies more than weapon availability.
Light armor is common. Medium armor is common in towns, guard posts, caravan markets, and frontier regions. Heavy armor usually requires a city, fortress, noble armorer, military contact, or specialist smith.
Plate armor is expensive, custom-fitted, and rarely purchased casually.
Light Armor
| Armor | Cost | Armor Class | Strength | Stealth | Weight | Availability | Notes |
|---|---|---|---|---|---|---|---|
| Padded | 5 gp | 11 + Dex modifier | — | Disadvantage | 8 lb. | Common | Cheap but awkward. |
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. | Common | Common among scouts, sailors, guards, and travelers. |
| Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. | Town | Common among adventurers and professional guards. |
Medium Armor
| Armor | Cost | Armor Class | Strength | Stealth | Weight | Availability | Notes |
|---|---|---|---|---|---|---|---|
| Hide | 10 gp | 12 + Dex modifier, max 2 | — | — | 12 lb. | Common | Common among hunters, frontier fighters, and raiders. |
| Chain shirt | 50 gp | 13 + Dex modifier, max 2 | — | — | 20 lb. | Town | Common guard and adventurer armor. |
| Scale mail | 50 gp | 14 + Dex modifier, max 2 | — | Disadvantage | 45 lb. | Town | Common military and mercenary armor. |
| Breastplate | 400 gp | 14 + Dex modifier, max 2 | — | — | 20 lb. | City | Expensive, common among officers and wealthy adventurers. |
| Half plate | 750 gp | 15 + Dex modifier, max 2 | — | Disadvantage | 40 lb. | City | Expensive and usually specialist-made. |
Heavy Armor
| Armor | Cost | Armor Class | Strength | Stealth | Weight | Availability | Notes |
|---|---|---|---|---|---|---|---|
| Ring mail | 30 gp | 14 | — | Disadvantage | 40 lb. | Town | Cheap heavy armor. |
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. | Town | Common soldier armor. |
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | City | Military or specialist armor. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | Specialist | Custom, expensive, often noble or military. |
Shields
| Shield | Cost | Armor Class Bonus | Weight | Availability | Notes |
|---|---|---|---|---|---|
| Shield | 10 gp | +2 | 6 lb. | Common | Standard shield. |
| Buckler | 10 gp | +1 | 3 lb. | Town | Optional local variant if allowed by DM. |
| Tower shield | 30 gp | varies | 20 lb. | Military | Optional local variant; often restricted. |
| Shipboard shield | 15 gp | +2 | 6 lb. | Harbor | Treated wood or leather cover for wet conditions. |
| Ceremonial shield | 25 gp+ | +2 | 6 lb. | City | Decorated, symbolic, or legal status item. |
| Reinforced riot shield | 20 gp | +2 | 10 lb. | Military | Used by watch and militia formations. |
Armor Services and Adjustments
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Armor cleaning and oiling | 5 sp | Town | Prevents rust and wear. |
| Armor refitting, minor | 10 gp | Town | Adjusts straps, padding, and fit. |
| Armor refitting, major | 25% armor cost | Specialist | Required for major body-size or ancestry-fit differences. |
| Armor repair, minor | 5 gp | Town | Buckles, straps, small dents, padding. |
| Armor repair, major | 25% to 50% armor cost | Specialist | Serious damage, battle repair, replacement plates. |
| Armor polishing / ceremonial finish | 5 gp to 100 gp | Specialist | Social or formal use. |
| Saltproofing treatment | 10 gp | Harbor | Temporary protection in maritime climates. |
| Insulated winter lining | 10 gp | Town | Common in Veyrskold and cold routes. |
| Desert ventilation refit | 10 gp | Specialist | Common in Suthrane armor markets. |
| Hidden armor tailoring | 25 gp+ | Specialist | Disguises armor as clothing; often legally sensitive. |
| Noble crest or faction mark | 10 gp+ | Specialist | Heraldic or legal mark. |
| Remove faction mark | 10 gp+ | Restricted | May be suspicious or illegal depending on context. |
Tools
Tools are widely available but vary by region. A tool set is often more than equipment; it is a sign of training, trade, class, guild, temple, or profession.
Some tools may require guild permission, training, or local approval to use commercially.
Artisan’s Tools
| Tool Set | Cost | Weight | Availability | Notes |
|---|---|---|---|---|
| Alchemist’s Supplies | 50 gp | 8 lb. | Specialist | Often regulated in cities and harbors. |
| Brewer’s Supplies | 20 gp | 9 lb. | Town | Common in inns, monasteries, farms, and towns. |
| Calligrapher’s Supplies | 10 gp | 5 lb. | Town | Used by scribes, courts, temples, and nobles. |
| Carpenter’s Tools | 8 gp | 6 lb. | Common | Common in towns, ships, villages, and construction. |
| Cartographer’s Tools | 15 gp | 6 lb. | Town | Important for roads, sea routes, courts, and explorers. |
| Cobbler’s Tools | 5 gp | 5 lb. | Common | Common village and town trade. |
| Cook’s Utensils | 1 gp | 8 lb. | Common | Common household, camp, ship, and temple tools. |
| Glassblower’s Tools | 30 gp | 5 lb. | Specialist | Common in Saltglass and major cities. |
| Jeweler’s Tools | 25 gp | 2 lb. | Specialist | Often guild-controlled. |
| Leatherworker’s Tools | 5 gp | 5 lb. | Common | Common trade. |
| Mason’s Tools | 10 gp | 8 lb. | Common | Common in towns, forts, temples, and cities. |
| Painter’s Supplies | 10 gp | 5 lb. | Town | Craft, art, signage, maps, and heraldry. |
| Potter’s Tools | 10 gp | 3 lb. | Common | Common in most settlements. |
| Smith’s Tools | 20 gp | 8 lb. | Town | Common but forge access is separate. |
| Tinker’s Tools | 50 gp | 10 lb. | Specialist | Expensive and specialized. |
| Weaver’s Tools | 1 gp | 5 lb. | Common | Common household and professional trade. |
| Woodcarver’s Tools | 1 gp | 5 lb. | Common | Common trade and craft. |
Gaming Sets
| Gaming Set | Cost | Weight | Availability | Notes |
|---|---|---|---|---|
| Dice Set | 1 sp | — | Common | Common in taverns, camps, ships, and roads. |
| Dragonchess Set | 1 gp | 1/2 lb. | Town | Strategy game. |
| Playing Card Set | 5 sp | — | Common | Common in inns, ships, courts, and gambling houses. |
| Three-Dragon Ante Set | 1 gp | — | Town | Popular gambling and social game. |
| Shell Game Set | 5 cp | — | Harbor | Common in ports and markets. |
| Knucklebones Set | 1 cp | — | Common | Cheap game set. |
| Travel Board Set | 5 sp | 1 lb. | Common | Regional game boards vary widely. |
| Noble Strategy Set | 10 gp | 2 lb. | City | Fine board, carved pieces, status item. |
Musical Instruments
| Instrument | Cost | Weight | Availability | Notes |
|---|---|---|---|---|
| Bagpipes | 30 gp | 6 lb. | Town | Regional popularity varies. |
| Drum | 6 gp | 3 lb. | Common | Common for music, ritual, military, and signal use. |
| Dulcimer | 25 gp | 10 lb. | Town | Common among trained musicians. |
| Flute | 2 gp | 1 lb. | Common | Common and portable. |
| Lute | 35 gp | 2 lb. | Town | Popular among bards and court musicians. |
| Lyre | 30 gp | 2 lb. | Town | Common in temples, courts, and performances. |
| Horn | 3 gp | 2 lb. | Common | Music and signal use. |
| Pan flute | 12 gp | 2 lb. | Common | Common in rural and traveling traditions. |
| Shawm | 2 gp | 1 lb. | Common | Loud reed instrument. |
| Viol | 30 gp | 1 lb. | City | More refined instrument. |
| Handbell set | 5 gp | 3 lb. | Temple | Used in ritual, performance, and teaching. |
| Sea whistle | 1 gp | — | Harbor | Used in shipboard songs and signals. |
| Frame drum | 3 gp | 2 lb. | Common | Common in pilgrim, festival, and folk music. |
| Reed pipe | 5 sp | — | Common | Cheap local instrument. |
Other Tools and Kits
| Tool or Kit | Cost | Weight | Availability | Notes |
|---|---|---|---|---|
| Disguise Kit | 25 gp | 3 lb. | Town | Legal status depends on use. |
| Forgery Kit | 15 gp | 5 lb. | Restricted | Often illegal without official authority. |
| Herbalism Kit | 5 gp | 3 lb. | Town | Common among healers, druids, and rural practitioners. |
| Navigator’s Tools | 25 gp | 2 lb. | Harbor / City | Common among sailors, pilots, and explorers. |
| Poisoner’s Kit | 50 gp | 2 lb. | Restricted | Illegal or heavily restricted in most places. |
| Thieves’ Tools | 25 gp | 1 lb. | Restricted | Legal for locksmiths in some regions, illegal in others. |
| Healer’s Kit | 5 gp | 3 lb. | Town | Field medical kit. |
| Scribe’s Kit | 15 gp | 2 lb. | Town | Ink, pen, paper, sealing wax, and writing tools. |
| Surveyor’s Tools | 20 gp | 10 lb. | Specialist | Used by builders, road crews, and mapmakers. |
| Shipwright’s Kit | 25 gp | 12 lb. | Harbor | Smaller kit for ship repairs; full yard requires shop. |
| Salvage Diver’s Kit | 50 gp | 20 lb. | Harbor | Weighted belt, rope, hooks, markers, oilskin bags. |
| Lenswright’s Kit | 75 gp | 5 lb. | Specialist | Saltglass or optical artisan tool set. |
| Bellfounder’s Tools | 50 gp | 15 lb. | Specialist | Temple, tower, and signal bell work. |
| Legal Clerk’s Kit | 20 gp | 5 lb. | Town | Seals, blank forms, writing tools, evidence tags. |
Mounts, Tack, and Animal Gear
| Item | Cost | Weight | Availability | Notes |
|---|---|---|---|---|
| Bit and bridle | 2 gp | 1 lb. | Common | Standard riding control gear. |
| Cart | 15 gp | 200 lb. | Common | Common farm and road transport. |
| Feed, per day | 5 cp | 10 lb. | Common | Cost rises in cities, deserts, sieges, and ships. |
| Military saddle | 20 gp | 30 lb. | Town | Used by cavalry and mounted guards. |
| Pack saddle | 5 gp | 15 lb. | Common | For pack animals. |
| Riding saddle | 10 gp | 25 lb. | Common | Standard saddle. |
| Saddle bags | 4 gp | 8 lb. | Common | Travel storage. |
| Sled | 20 gp | 300 lb. | Veyrskold / cold regions | Common in snowlands. |
| Stabling, per day | 5 sp | — | Town | See services page for lodging and care. |
| Wagon | 35 gp | 400 lb. | Common | Common trade and farm vehicle. |
| Animal blanket | 5 sp | 5 lb. | Common | Useful in cold or wet regions. |
| Hoof care kit | 2 gp | 5 lb. | Town | Basic animal maintenance. |
| Harness | 2 gp | 10 lb. | Common | For carts, wagons, and teams. |
Rare Goods and Restricted Goods
Rare goods are not always magical. Some are rare because of distance, law, danger, craft, politics, religious control, or scarcity.
A rare good may require a merchant, temple, guild, smuggler, faction, noble patron, black market, or adventure.
Rare Mundane Goods
| Item | Typical Cost | Availability | Notes |
|---|---|---|---|
| Fine book, specialized | 100 gp+ | City / Specialist | Rare subject, copied by hand, possibly restricted. |
| Regional map, accurate | 50 gp to 500 gp | Specialist | Accurate maps can be politically sensitive. |
| Restricted harbor chart | 100 gp+ | Restricted | May be illegal to possess without authority. |
| Military pass papers | 50 gp+ | Restricted | Legal if issued; illegal if forged. |
| Noble invitation papers | 25 gp+ | Restricted | Often not purchased openly. |
| Privateer commission copy | 100 gp+ | Restricted | Legal document; forged copies are serious crimes. |
| Court-certified translation | 10 gp+ | Town | Cost depends on length and language. |
| Rare incense | 25 gp+ | City / Temple | Used in formal rites and magic. |
| Fine perfume | 25 gp+ | City | Court and luxury good. |
| Quality glass lens | 100 gp+ | Specialist | Saltglass and major cities. |
| Storm prism, nonmagical | 250 gp+ | Specialist | Weather instrument, not inherently magical. |
| Clockwork toy | 50 gp+ | Specialist | Tinker or artificer craft. |
| Fine lock | 50 gp+ | City | Better security item. |
| Masterwork instrument | 100 gp+ | Specialist | Performance and status item. |
| Custom-fitted armor | Base armor + 50 gp+ | Specialist | Nonmagical fit and finish. |
| Fine saddle | 50 gp+ | Town | Riding and status item. |
| Exotic spice chest | 100 gp+ | City | Trade good and luxury item. |
| Preserved monster part | 25 gp+ | Specialist | Alchemy, trophy, ritual, or fraud. |
| Legal identity papers | varies | Restricted | Depends on region and legitimacy. |
| Blank official forms | varies | Restricted | Possession may be suspicious or illegal. |
| Forged papers | 25 gp to 500 gp+ | Black market | Price depends on quality and risk. |
| Poison | 100 gp+ | Restricted | Usually illegal or controlled. |
| Black-market poison | 200 gp+ | Black market | Risk of fraud or enforcement. |
| War beast egg or young | 500 gp+ | Rare | Dangerous, controlled, or illegal. |
| Ancient coin cache | varies | Rare | Collector, historian, or legal issue. |
| Saint relic fragment, alleged | 50 gp+ | Temple / Black market | Often fraudulent or legally contested. |
| Genuine relic custody token | Not normally sold | Story | Requires temple authority or major quest. |
Restricted Weapons and Military Goods
| Item | Typical Cost | Availability | Notes |
|---|---|---|---|
| Siege crossbow | 250 gp+ | Military | Requires crew or mounting. |
| Small ballista | 500 gp+ | Military | Not normal adventuring equipment. |
| Naval boarding hooks, heavy | 25 gp | Harbor / Military | Common on warships and privateers. |
| Fire pots | 25 gp each | Restricted | Dangerous near ships and cities. |
| Military signal codebook | 100 gp+ | Restricted | Possession may be treasonous. |
| Guard uniform | 10 gp+ | Restricted | Legal if issued; illegal use can be severe. |
| Naval uniform | 15 gp+ | Restricted | Tied to Admiralty or fleet law. |
| Privateer colors | 25 gp+ | Restricted | Requires commission; forged flags are dangerous. |
| Man-catcher pole | 20 gp | Restricted | Used by watch and bounty crews. |
| Riot shield formation set | 100 gp+ | Military | Guard or militia issue. |
| Alchemical fire crate | 500 gp+ | Restricted | Controlled due to fire risk. |
| Smoke bomb, simple | 25 gp | Restricted | Legal status varies. |
| Flash powder, signal grade | 25 gp | Specialist / Restricted | Not battlefield explosive. |
| Heavy chain net | 50 gp | Harbor / Military | Used to block passage or capture. |
| Concealed blade rig | 25 gp+ | Restricted | Illegal in many courts. |
Magic Item Availability
Magic items are divided by rarity, but rarity is not only about price.
A common item might be cheap but hard to find in a village. An uncommon item might be available through a temple but not a market. A rare item might be known, but not for sale. A very rare item may be a state treasure, saint relic, family inheritance, cursed object, or sealed archive item.
The prices below are guidelines, not automatic shop prices.
Magic Item Price Bands
| Rarity | Suggested Price Range | Normal Availability | Notes |
|---|---|---|---|
| Common | 50 gp to 100 gp | Specialist | Sometimes sold in major towns, temples, cities, and ports. |
| Uncommon | 100 gp to 500 gp | Specialist / Restricted | Usually requires a specific seller, faction, temple, guild, or commission. |
| Rare | 500 gp to 5,000 gp | Rare | Usually auction, patron, quest, commission, or faction access. |
| Very Rare | 5,000 gp to 50,000 gp | Story | Not normally sold; major treasure or political object. |
| Legendary | 50,000 gp+ | Story | Campaign-defining item, not normal inventory. |
| Artifact | Not for sale | Story | Unique, mythic, divine, planar, or world-shaping. |
| Unique / Relic | Not for sale | Story | Custody, rite, inheritance, quest, or faction dispute. |
Magic Item Availability Rules
| Rule | Meaning |
|---|---|
| Not every magic item has a seller. | Many are inherited, recovered, guarded, stolen, sealed, or ritually held. |
| Price is not always coin. | Magic items may require favors, licenses, oaths, quests, proof of need, or faction approval. |
| Temples control some items. | Healing, resurrection, holy, burial, curse, and relic items often involve religious law. |
| Guilds control some items. | Crafted magic, lenses, enchanted tools, and arcane devices may be guild-controlled. |
| Governments control some items. | Military magic, siege magic, identity papers, restricted charts, and war items may require approval. |
| Black markets exist. | They are expensive, risky, often fraudulent, and may sell cursed or stolen items. |
| Common does not mean harmless. | A common magic item can still create legal or social problems. |
| Rare items attract attention. | Owning one may create claims, theft attempts, faction interest, or divine scrutiny. |
Common Magic Items
Common magic items are the most likely to appear in shops, temples, guild stores, specialist markets, or adventuring reward caches.
They are still not guaranteed in every location.
Common Utility Magic Items
| Item | Suggested Cost | Rarity | Availability | Notes |
|---|---|---|---|---|
| Candle of the Deep | 50 gp | Common | Harbor / Specialist | Burns underwater; common in maritime regions. |
| Charlatan’s Die | 50 gp | Common | Specialist / Black market | Often illegal in gambling houses. |
| Cloak of Billowing | 50 gp | Common | City / Specialist | Popular with performers and duelists. |
| Clothes of Mending | 75 gp | Common | Specialist | Useful for travelers, nobles, and performers. |
| Dark Shard Amulet | 75 gp | Common | Specialist | Warlock-associated focus; not common in villages. |
| Dread Helm | 50 gp | Common | City / Specialist | Intimidating but usually harmless. |
| Ear Horn of Hearing | 50 gp | Common | Specialist | Practical accessibility item. |
| Enduring Spellbook | 100 gp | Common | Specialist | Valued by wizards, sailors, and travelers. |
| Ersatz Eye | 100 gp | Common | Specialist / Healer | Usually fitted by healer or artificer. |
| Hat of Vermin | 50 gp | Common | Specialist | Often considered prank magic or nuisance. |
| Hat of Wizardry | 100 gp | Common | Specialist | Wizard-associated focus. |
| Heward’s Handy Spice Pouch | 100 gp | Common | City / Specialist | Popular among cooks and travelers. |
| Horn of Silent Alarm | 100 gp | Common | Specialist | Useful for guards, scouts, and ships. |
| Instrument of Illusions | 100 gp | Common | Specialist | Performer item. |
| Instrument of Scribing | 100 gp | Common | Specialist | Scholar and bard item. |
| Lock of Trickery | 100 gp | Common | Specialist | Restricted in some courts. |
| Moon-Touched Sword | 100 gp | Common | Specialist | Weapon glows in darkness; often legal unless locally restricted. |
| Mystery Key | 50 gp | Common | Specialist | Unreliable but useful. |
| Orb of Direction | 75 gp | Common | Specialist | Useful for travelers and navigators. |
| Orb of Time | 75 gp | Common | Specialist | Timekeeping item. |
| Perfume of Bewitching | 75 gp | Common | City / Specialist | Social item; may be banned in some courts. |
| Pipe of Smoke Monsters | 50 gp | Common | City / Specialist | Entertainment item. |
| Pole of Angling | 75 gp | Common | Harbor / Specialist | Popular in fishing regions. |
| Pole of Collapsing | 100 gp | Common | Specialist | Adventuring utility. |
| Pot of Awakening | 100 gp | Common | Specialist | Druidic or arcane item. |
| Rope of Mending | 100 gp | Common | Harbor / Specialist | Valuable on ships and in climbing regions. |
| Ruby of the War Mage | 100 gp | Common | Specialist | Spellcasting focus attachment. |
| Shield of Expression | 75 gp | Common | City / Specialist | Often decorative or performative. |
| Smoldering Armor | 75 gp | Common | Specialist | Cosmetic magical armor. |
| Staff of Adornment | 75 gp | Common | Specialist | Decorative staff. |
| Staff of Birdcalls | 75 gp | Common | Specialist | Common among druids, performers, and scouts. |
| Staff of Flowers | 75 gp | Common | Specialist | Decorative and ritual use. |
| Talking Doll | 100 gp | Common | Specialist | Toy, message item, or unsettling object. |
| Tankard of Sobriety | 100 gp | Common | City / Specialist | Popular among officers and suspicious hosts. |
| Unbreakable Arrow | 50 gp | Common | Specialist | Curiosity or specialist ammunition. |
| Veteran’s Cane | 100 gp | Common | Specialist | Practical and social item. |
| Walloping Ammunition | 50 gp per bundle | Common | Specialist | Usually sold in small lots. |
| Wand of Conducting | 50 gp | Common | Specialist | Performer item. |
| Wand of Pyrotechnics | 100 gp | Common | Restricted | Restricted near ships, crowds, and dry regions. |
| Wand of Scowls | 50 gp | Common | Specialist | Prank or social magic. |
| Wand of Smiles | 50 gp | Common | Specialist | Prank or social magic. |
Common Potions and Consumables
| Item | Suggested Cost | Rarity | Availability | Notes |
|---|---|---|---|---|
| Potion of Healing | 50 gp | Common | Temple / Specialist | Most common magical healing item. |
| Spell scroll, cantrip | 25 gp to 50 gp | Common | Specialist | Requires appropriate magical tradition to use. |
| Spell scroll, 1st level | 50 gp to 100 gp | Common / Uncommon | Specialist | Availability varies by spell and local law. |
| Common charm, one-use | 25 gp to 100 gp | Common | Specialist | Local folk magic, temple charm, or guild ward. |
| Minor ward token | 50 gp | Common | Temple / Specialist | Usually protects against a narrow danger. |
| Blessed travel token | 25 gp | Common | Temple | Often devotional; may be nonmagical depending on source. |
| Everdry packet | 50 gp | Common | Harbor / Specialist | Keeps a small container dry. |
| Shipboard luck charm | 25 gp to 100 gp | Common | Harbor / Temple | Some are magical, many are not. |
| Dream-soothing sachet | 50 gp | Common | Temple / Specialist | Used by healers and dream attendants. |
| Grave-salt packet | 50 gp | Common | Temple | Used in burial and protection rites. |
| Lantern blessing oil | 50 gp | Common | Temple / Harbor | Used in lighthouse and ship rites. |
| Minor anti-vermin charm | 50 gp | Common | Town / Specialist | Useful in granaries, ships, and camps. |
| Freshwater charm, minor | 100 gp | Common | Specialist | Preserves a small supply; does not create infinite water. |
| Mending charm, single-use | 50 gp | Common | Specialist | Minor item repair. |
| Clean flame pellet | 25 gp | Common | Specialist | Burns briefly without smoke; not a weapon. |
Uncommon Magic Items
Uncommon magic items are not usually general-shop goods. They may be available through temple stores, guild commissions, arcane brokers, adventuring markets, auctions, noble contacts, faction stores, or reward exchanges.
Uncommon Adventuring Magic Items
| Item | Suggested Cost | Rarity | Availability | Notes |
|---|---|---|---|---|
| Adamantine Armor | 500 gp+ | Uncommon | Specialist | Usually custom, expensive, and material-limited. |
| Alchemy Jug | 500 gp | Uncommon | Specialist | Desired by travelers, ships, and remote outposts. |
| Ammunition +1 | 100 gp+ | Uncommon | Specialist | Sold singly or in small bundles. |
| Amulet of Proof against Detection and Location | 500 gp | Uncommon | Restricted | Often legally sensitive. |
| Bag of Holding | 500 gp | Uncommon | Specialist | Highly desired; not always available. |
| Boots of Elvenkind | 500 gp | Uncommon | Specialist | Often not sold openly in some regions. |
| Boots of Striding and Springing | 500 gp | Uncommon | Specialist | Adventuring item. |
| Boots of the Winterlands | 500 gp | Uncommon | Veyrskold / Specialist | Commonly sought on cold routes. |
| Bracers of Archery | 500 gp | Uncommon | Specialist | Military and ranger interest. |
| Brooch of Shielding | 500 gp | Uncommon | Specialist | Protective item. |
| Broom of Flying | 500 gp+ | Uncommon | Restricted | Flight may be restricted in cities and forts. |
| Cap of Water Breathing | 500 gp | Uncommon | Harbor / Specialist | Highly valued in Marithel and river regions. |
| Circlet of Blasting | 500 gp | Uncommon | Restricted | Offensive magic; may require licensing. |
| Cloak of Elvenkind | 500 gp | Uncommon | Specialist | Stealth item; often watched. |
| Cloak of Protection | 500 gp | Uncommon | Specialist | Common adventurer target. |
| Cloak of the Manta Ray | 500 gp | Uncommon | Harbor / Specialist | Highly valued in maritime campaigns. |
| Decanter of Endless Water | 500 gp+ | Uncommon | Restricted | Extremely political in arid regions. |
| Driftglobe | 500 gp | Uncommon | Specialist | Popular with travelers and temples. |
| Dust of Disappearance | 300 gp | Uncommon | Restricted | Often legally sensitive. |
| Dust of Dryness | 300 gp | Uncommon | Specialist / Restricted | Politically sensitive in water-law regions. |
| Dust of Sneezing and Choking | 300 gp | Uncommon | Restricted | Often treated as hazardous. |
| Efficient Quiver | 500 gp | Uncommon | Specialist | Common among archers and scouts. |
| Elemental Gem | 500 gp+ | Uncommon | Restricted | May require arcanist or temple oversight. |
| Eversmoking Bottle | 500 gp | Uncommon | Restricted | Often restricted near crowds and harbors. |
| Eyes of Charming | 500 gp | Uncommon | Restricted | Social magic; may be illegal in courts. |
| Eyes of Minute Seeing | 500 gp | Uncommon | Specialist | Valued by investigators and artisans. |
| Eyes of the Eagle | 500 gp | Uncommon | Specialist | Valued by scouts, pilots, and watch officers. |
| Gauntlets of Ogre Power | 500 gp+ | Uncommon | Rare / Specialist | Often auctioned or held by warriors. |
| Gem of Brightness | 500 gp | Uncommon | Specialist | Light and defense item. |
| Gloves of Missile Snaring | 500 gp | Uncommon | Specialist | Defensive item. |
| Gloves of Swimming and Climbing | 500 gp | Uncommon | Harbor / Specialist | Valued by sailors and delvers. |
| Goggles of Night | 500 gp | Uncommon | Specialist | Useful and highly desired. |
| Hat of Disguise | 500 gp | Uncommon | Restricted | Often illegal or watched in courts and Freeports. |
| Headband of Intellect | 500 gp+ | Uncommon | Rare / Specialist | Often held by scholars, nobles, or guilds. |
| Helm of Comprehending Languages | 500 gp | Uncommon | Specialist | Valued by diplomats and scholars. |
| Immovable Rod | 500 gp | Uncommon | Specialist | Adventurer favorite. |
| Instrument of the Bards, Doss Lute | 500 gp+ | Uncommon | Rare / Specialist | Bardic item; may be story-tied. |
| Javelin of Lightning | 500 gp | Uncommon | Restricted | Offensive magic; military interest. |
| Lantern of Revealing | 500 gp | Uncommon | Specialist / Restricted | Watch, temple, and investigator item. |
| Mariner’s Armor | 500 gp+ | Uncommon | Harbor / Specialist | Highly valued in Marithel. |
| Medallion of Thoughts | 500 gp | Uncommon | Restricted | Mind-reading magic; illegal in many courts. |
| Mithral Armor | 500 gp+ | Uncommon | Specialist | Material-limited. |
| Necklace of Adaptation | 500 gp+ | Uncommon | Specialist | Valued by miners, divers, and explorers. |
| Pearl of Power | 500 gp+ | Uncommon | Specialist | Spellcaster item. |
| Periapt of Health | 500 gp | Uncommon | Temple / Specialist | Valued by healers and travelers. |
| Periapt of Wound Closure | 500 gp+ | Uncommon | Temple / Specialist | Healing item. |
| Pipes of Haunting | 500 gp | Uncommon | Restricted | Fear magic; controlled in many regions. |
| Pipes of the Sewers | 500 gp | Uncommon | City / Specialist | Urban utility and hazard. |
| Quiver of Ehlonna | 500 gp | Uncommon | Specialist | Same general function as efficient quiver if used. |
| Ring of Jumping | 500 gp | Uncommon | Specialist | Adventuring item. |
| Ring of Mind Shielding | 500 gp+ | Uncommon | Restricted | Legally sensitive. |
| Ring of Swimming | 500 gp | Uncommon | Harbor / Specialist | Commonly sought in maritime regions. |
| Ring of Warmth | 500 gp | Uncommon | Veyrskold / Specialist | Valued in cold regions. |
| Ring of Water Walking | 500 gp | Uncommon | Harbor / Specialist | Maritime and river utility. |
| Robe of Useful Items | 500 gp | Uncommon | Specialist | Adventuring utility. |
| Rod of the Pact Keeper +1 | 500 gp+ | Uncommon | Specialist | Warlock item; may be socially sensitive. |
| Rope of Climbing | 500 gp | Uncommon | Specialist | Exploration item. |
| Saddle of the Cavalier | 500 gp | Uncommon | Town / Specialist | Mounted combat item. |
| Sending Stones | 500 gp+ | Uncommon | Specialist / Restricted | Communication magic; often controlled by factions. |
| Sentinel Shield | 500 gp | Uncommon | Specialist | Guard and adventurer item. |
| Shield +1 | 500 gp+ | Uncommon | Specialist | Combat magic item. |
| Slippers of Spider Climbing | 500 gp | Uncommon | Specialist / Restricted | Infiltration implications. |
| Stone of Good Luck | 500 gp+ | Uncommon | Specialist | Popular and often counterfeited. |
| Trident of Fish Command | 500 gp | Uncommon | Harbor / Specialist | Maritime item; may carry religious significance. |
| Wand of Magic Detection | 500 gp | Uncommon | Specialist | Investigator, scholar, and temple item. |
| Wand of Magic Missiles | 500 gp | Uncommon | Restricted | Offensive magic; often licensed. |
| Wand of Secrets | 500 gp | Uncommon | Specialist | Useful to investigators and tomb delvers. |
| Weapon +1 | 500 gp+ | Uncommon | Specialist | Not typically on open display. |
| Wind Fan | 500 gp | Uncommon | Harbor / Specialist | Useful but risky at sea. |
| Winged Boots | 500 gp+ | Uncommon | Restricted | Flight item; often tightly controlled. |
Rare and Higher Magic Items
Rare and higher magic items should usually be campaign objects, not routine shop stock.
They may appear in:
- noble vaults
- temple treasuries
- military arsenals
- sealed archives
- dragon hoards
- saint reliquaries
- shipwrecks
- old ruins
- black-market auctions
- salvage cases
- planar sites
- faction custody
- inheritance disputes
- monster lairs
- lost expeditions
Rare Magic Item Availability Examples
| Item Type | Typical Access | Notes |
|---|---|---|
| Rare weapon +2 | Patron, auction, treasure, military vault | Attracts attention. |
| Rare armor +1 or +2 | Noble armory, temple champion, old battlefield, commission | Custom fit may be needed. |
| Rare spellcasting focus | Arcane patron, old school, temple archive, major reward | Usually tied to tradition or teacher. |
| Rare healing relic | Temple custody, quest, saint shrine | Not normally sold outright. |
| Rare movement item | Auction, adventuring broker, faction store | May be restricted by local law. |
| Rare divination tool | Temple, scholar circle, Saltglass court, Myrrakai archive | Legal limits in courts. |
| Rare stealth item | Black market, spy network, old ruin | Often illegal. |
| Rare elemental item | Planar broker, sealed vault, hazardous site | May require containment. |
| Rare necromantic item | Forbidden market, tomb, cult, Morvane custody | Often illegal or taboo. |
| Rare maritime item | Salvage tribunal, sea temple, reef court, old shipwreck | Often disputed by law. |
| Rare planar material | Planar scholar, demiplane, monster court, dangerous broker | Price may be meaningless without access. |
| Rare resurrection material | Temple custody, quest, saint relic, guarded supply | Almost never sold casually. |
| Very rare item | Major quest, political treasure, old hoard | Not normal market. |
| Legendary item | Campaign-defining treasure | Never routine inventory. |
| Artifact | Mythic object | Not purchasable. |
Rare Goods and Magical Materials
| Rare Good | Typical Cost | Availability | Notes |
|---|---|---|---|
| Adamantine ingot | 500 gp+ | Rare | Used for armor, weapons, and special construction. |
| Mithral ingot | 500 gp+ | Rare | Lightweight armor and fine craft. |
| Star-metal fragment | 1,000 gp+ | Rare / Story | Often linked to Myrrakai, omens, or old magic. |
| Dragon scale, preserved | 500 gp+ | Rare | Legal and moral status depends on source. |
| Dragon bone, worked | 1,000 gp+ | Rare | Often trophy, relic, or black-market good. |
| Elemental crystal | 500 gp+ | Rare | Used in arcane devices and planar rites. |
| Planar glass | 1,000 gp+ | Rare / Story | Used in lenses, portals, containment, or divination. |
| Saint relic fragment, verified | Not normally sold | Temple / Story | Custody, not ownership. |
| Saint relic fragment, alleged | 50 gp+ | Black market | Frequently fraudulent. |
| Phoenix ash, pinch | 1,000 gp+ | Rare / Story | Resurrection, renewal, or fire rites. |
| Unicorn hair | 500 gp+ | Rare | Healing, purity, or protection components. |
| Basilisk eye, preserved | 250 gp+ | Specialist | Dangerous alchemical material. |
| Troll blood, treated | 100 gp+ | Specialist | Regeneration research; unstable. |
| Kraken ink, vial | 1,000 gp+ | Rare | Maritime magic, ink, and curses. |
| Sirenward confiscated sample | Not legally sold | Restricted / Story | Possession may be illegal. |
| Sapphire Reef gem-crab shell | 500 gp+ | Rare / Story | Dangerous to acquire; legal status disputed. |
| Bellcoral fragment | Not normally sold | Reef / Story | Reef law may forbid possession. |
| Dreaming Grove blossom | Not sold | Temple / Story | Healing context only; misuse is serious. |
| Thalara stormglass | 500 gp+ | Specialist / Story | Weather, signal, or sea rites. |
| Olyrra memory silver | 250 gp+ | Temple / Specialist | Used in name and memory rites. |
| Morvane grave-salt, sanctified | 100 gp+ | Temple | Used in burial and undead-related rites. |
| Istravell mask-silk | 250 gp+ | Specialist / Restricted | Hidden-name, disguise, and transformation rites. |
| Selari luck coin, verified | 100 gp+ | Temple / Specialist | Many fakes exist. |
| Bravik forge-spark crystal | 250 gp+ | Specialist | Craft magic and artificer work. |
| Vaelthorn living seed | Not usually sold | Druidic / Story | Requires permission or rite. |
| Ruzhakar fang trophy | 100 gp+ | Restricted | Monster trophy; cult associations possible. |
| Malrec ruin-stone | 100 gp+ | Specialist / Restricted | Used in collapse, warding, or grim rites. |
| Sylune moonwater | 100 gp+ | Temple / Specialist | Dream, prophecy, and night rites. |
| Oranth dawn coal | 100 gp+ | Temple / Specialist | Fire, renewal, and purification rites. |
Black-Market Magical Goods
Black-market items are not safe purchases. They may be stolen, cursed, fake, watched, illegal, unstable, or bait.
| Item | Typical Cost | Availability | Notes |
|---|---|---|---|
| Forged magic license | 100 gp+ | Black market | Severe legal risk. |
| False relic certificate | 50 gp+ | Black market | Common fraud. |
| Stolen spellbook | 100 gp+ | Black market | May be tracked or trapped. |
| Stolen holy symbol | 25 gp+ | Black market | Sacrilege in many regions. |
| Unregistered wand | 500 gp+ | Black market | Legal risk depends on item. |
| Cursed trinket sold as charm | 25 gp+ | Black market | Fraud or danger. |
| Memory-erasing draught | 500 gp+ | Black market | Restricted and dangerous. |
| Illegal charm of disguise | 250 gp+ | Black market | Hidden-name and court risk. |
| Privateer commission forgery | 500 gp+ | Black market | Hanging offense in some harbors. |
| Restricted route chart | 500 gp+ | Black market | May endanger hidden communities. |
| Counterfeit sending stone | 100 gp+ | Black market | May be useless or monitored. |
| Grave-looted item | varies | Black market | Morvane rites and local law may punish possession. |
| No-claim wreck cargo | varies | Black market | Reef law violation. |
| Forbidden poison | 500 gp+ | Black market | Illegal nearly everywhere. |
| Planar contaminant vial | 1,000 gp+ | Black market | Dangerous to possess. |
| Sirenward log copy | Not legally sold | Black market / Story | Possession may draw Compact attention. |
| Hidden-name registry extract | Not legally sold | Black market / Story | Severe Freeport legal risk. |
| Stolen temple healing reserve | 500 gp+ | Black market | Theft from the vulnerable. |
| Unlicensed resurrection component | 1,000 gp+ | Black market | Likely stolen, fake, or ritually contaminated. |
| Monster-cult ritual object | varies | Black market / Restricted | Dangerous social and magical implications. |
Buying and Selling Magic Items
| Situation | Expected Result |
|---|---|
| Buying a common magic item in a city | Possible with search and coin. |
| Buying a common magic item in a village | Usually unavailable unless locally made. |
| Buying an uncommon item in a major city | Possible through specialist, faction, guild, or broker. |
| Buying an uncommon item in a village | Usually requires travel or special contact. |
| Buying a rare item | Usually requires patron, auction, quest, or major favor. |
| Buying a very rare item | Usually not possible as normal commerce. |
| Buying a legendary item | Not a shop transaction. |
| Selling a common item | Possible in towns and cities, often below listed value. |
| Selling an uncommon item | Requires buyer, broker, temple, guild, or faction. |
| Selling a rare item | Attracts attention; may create claims or danger. |
| Selling a stolen magic item | High risk; likely black-market only. |
| Selling a relic | Usually illegal or religiously contested. |
| Selling a cursed item | Fraud, crime, or moral problem unless disclosed. |
Regional Availability Notes
| Region or Context | Weapons, Armor, and Magic Availability |
|---|---|
| Caerlon | Weapons are common after war; armor repair, salvage arms, and battlefield relics exist. Trust and legality are complicated. |
| Vorrak | Military weapons and survival gear may be common, but outsiders face suspicion and strict control. |
| Suthrane | Temple items, water-related magic, pilgrimage gear, ceremonial weapons, and legal restrictions are important. |
| Veyrskold | Axes, spears, hunting bows, cold gear, winter magic, and oath-linked items are common themes. |
| Marithel | Rapiers, shortswords, crossbows, nets, tridents, shipboard weapons, maritime armor, waterproofing, and sea magic are easier to find. |
| Ilyr | Bows, staves, scholar tools, druidic items, old magic, and restricted knowledge goods are common themes. |
| Villages | Simple weapons, light armor, hunting tools, basic shields, local craft tools. |
| Towns | Most mundane weapons, light and medium armor, common tools, some martial gear. |
| Cities | Most mundane gear, specialist armor, fine weapons, magic brokers, guild tools. |
| Harbors | Shipboard weapons, nets, crossbows, tridents, waterproof gear, maritime magic. |
| Military Forts | Weapons and armor are common but controlled. |
| Temple Districts | Holy symbols, healing items, relic custody, blessed weapons, ritual tools. |
| Black Markets | Restricted weapons, forged papers, illegal magic, stolen goods, and cursed items. |
| War Zones | Weapons are common; high-quality gear, food, and healing are expensive. |
| Refugee Wards | Simple weapons may be improvised; armor and magic are scarce and politically sensitive. |
Price Adjustment Guidelines
| Situation | Suggested Adjustment |
|---|---|
| Common item in normal market | Baseline price |
| Item in remote settlement | +25% to +100% |
| Item in war zone | +25% to +200% |
| Item during siege or blockade | +100% to +500%, or unavailable |
| Item controlled by guild monopoly | +25% to +100% |
| Military restricted item | Baseline plus license, bribe, favor, or legal risk |
| Black-market purchase | 2x to 10x baseline, with risk |
| Stolen mundane gear | 25% to 75% baseline, with risk |
| Stolen magic item | Price varies; danger is often greater than discount |
| Poor-quality weapon or armor | 25% to 50% less; may fail |
| Fine-quality nonmagical gear | 2x to 10x baseline |
| Custom fit or decoration | +10 gp to +500 gp |
| Rush order | +50% to +200% |
| Rare material | Price set by access, not only weight |
| Magic item | Use rarity, availability, and story importance |
| Relic | Not normally sold |
Player Guidance
Mundane equipment is usually straightforward.
Magic items and rare goods are not.
A character can normally buy a dagger, rope, shield, leather armor, arrows, rations, or a lantern with coin. A character usually cannot walk into a normal shop and buy a legendary sword, saint relic, resurrection component, restricted route chart, or illegal mind-reading item.
For magic items, expect one or more of the following:
- a search
- a contact
- a faction
- a license
- a temple
- a guild
- a favor
- a debt
- an auction
- a quest
- a legal obstacle
- a rival buyer
- a question about who the item really belongs to
In Thesalon, powerful objects rarely change hands without consequences.