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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.

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

AvailabilityMeaning
CommonUsually available in villages, towns, markets, militia posts, caravans, docks, and ordinary shops.
TownUsually available in towns, trade posts, guild stalls, large villages, or local armorers.
CityUsually available in cities, fortresses, major ports, guild districts, and noble markets.
SpecialistRequires a specific artisan, armorer, smith, guild, arcanist, temple, alchemist, or faction vendor.
HarborCommon in ports, shipyards, dock districts, naval markets, and maritime settlements.
MilitaryUsually controlled by armies, guards, militias, navies, nobles, or state arsenals.
RestrictedMay require license, faction approval, temple permission, legal status, or black-market contact.
RareNot normally stocked; requires search, patron, commission, quest, auction, or special access.
StoryNot 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

WeaponCostDamageWeightPropertiesAvailabilityNotes
Club1 sp1d4 bludgeoning2 lb.LightCommonOften improvised from wood.
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown 20/60CommonCommon tool and weapon; restrictions vary by court.
Greatclub2 sp1d8 bludgeoning10 lb.Two-handedCommonCommon among guards, laborers, and militia.
Handaxe5 gp1d6 slashing2 lb.Light, thrown 20/60CommonTool and weapon; common in forests, ships, and farms.
Javelin5 sp1d6 piercing2 lb.Thrown 30/120CommonCommon in militias, hunters, and light infantry.
Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown 20/60CommonTool-adjacent weapon.
Mace5 gp1d6 bludgeoning4 lb.TownCommon among guards, clergy, and militias.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile 1d8CommonCommon among travelers, monks, guards, and mages.
Sickle1 gp1d4 slashing2 lb.LightCommonFarm tool and weapon.
Spear1 gp1d6 piercing3 lb.Thrown 20/60, versatile 1d8CommonVery common militia and hunting weapon.

Simple Ranged Weapons

WeaponCostDamageWeightPropertiesAvailabilityNotes
Crossbow, light25 gp1d8 piercing5 lb.Ammunition 80/320, loading, two-handedTownCommon among guards, hunters, and ships.
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown 20/60CommonCheap thrown weapon.
Shortbow25 gp1d6 piercing2 lb.Ammunition 80/320, two-handedTownCommon among hunters, scouts, militias.
Sling1 sp1d4 bludgeoningAmmunition 30/120CommonCheap, common, easy to conceal.

Martial Melee Weapons

WeaponCostDamageWeightPropertiesAvailabilityNotes
Battleaxe10 gp1d8 slashing4 lb.Versatile 1d10TownCommon in militias, halls, and war regions.
Flail10 gp1d8 bludgeoning2 lb.TownCommon military weapon.
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handedCityCommon in armies and guard forces.
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handedCityOften associated with warriors and heavy infantry.
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handedCityExpensive martial weapon.
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handedCityCommon in formations, guards, and armies.
Lance10 gp1d12 piercing6 lb.Reach, specialTownCavalry weapon; less common in dense ports.
Longsword15 gp1d8 slashing3 lb.Versatile 1d10TownCommon among soldiers, nobles, and adventurers.
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handedTownHeavy military and labor-adjacent weapon.
Morningstar15 gp1d8 piercing4 lb.TownCommon martial weapon.
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handedMilitaryFormation weapon, common in militias and armies.
Rapier25 gp1d8 piercing2 lb.FinesseCityCommon in courts, cities, dueling cultures, and ports.
Scimitar25 gp1d6 slashing3 lb.Finesse, lightCityCommon in some maritime and southern traditions.
Shortsword10 gp1d6 piercing2 lb.Finesse, lightTownCommon among guards, sailors, scouts, and adventurers.
Trident5 gp1d6 piercing4 lb.Thrown 20/60, versatile 1d8HarborCommon in maritime cultures and ceremonial settings.
War pick5 gp1d8 piercing2 lb.TownCommon in mining and military contexts.
Warhammer15 gp1d8 bludgeoning2 lb.Versatile 1d10TownCommon among soldiers, guards, and smith-warriors.
Whip2 gp1d4 slashing3 lb.Finesse, reachTownLegal status varies by region and context.

Martial Ranged Weapons

WeaponCostDamageWeightPropertiesAvailabilityNotes
Blowgun10 gp1 piercing1 lb.Ammunition 25/100, loadingSpecialistOften associated with poison; restricted in many courts.
Crossbow, hand75 gp1d6 piercing3 lb.Ammunition 30/120, light, loadingRestrictedOften restricted due to concealability.
Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition 100/400, heavy, loading, two-handedCityCommon in fortresses, ships, and military stores.
Longbow50 gp1d8 piercing2 lb.Ammunition 150/600, heavy, two-handedTownCommon among trained archers, hunters, and armies.
Net1 gp3 lb.Special, thrown 5/15HarborCommon in maritime and hunting contexts.

Ammunition

AmmunitionCostQuantityWeightAvailabilityNotes
Arrows1 gp201 lb.CommonStandard bow ammunition.
Blowgun needles1 gp501 lb.SpecialistOften watched because of poison use.
Crossbow bolts1 gp201.5 lb.CommonStandard crossbow ammunition.
Sling bullets4 cp201.5 lb.CommonStones may be free but shaped bullets perform better.
Silvered arrows25 gp201 lb.SpecialistOften used against supernatural threats.
Silvered bolts25 gp201.5 lb.SpecialistOften used against supernatural threats.
Barbed arrows2 gp201 lb.TownIllegal in some hunting or war codes.
Fire arrows, prepared5 gp101 lb.RestrictedRestricted near ships, dry lands, and cities.
Signal arrows5 gp51 lb.SpecialistWhistling, smoking, or colored signal heads.
Broadhead arrows2 gp201 lb.TownHunting or war arrows.
Practice arrows5 sp201 lb.CommonBlunted training ammunition.

Weapon Modifications and Special Materials

Modification or MaterialCostAvailabilityNotes
Silvered weapon100 gpSpecialistAdds silver to one weapon or 10 pieces of ammunition.
Fine balance50 gpSpecialistDecorative or prestige improvement; no automatic mechanical bonus unless DM allows.
Ceremonial decoration10 gp to 500 gpSpecialistEngraving, inlay, religious marks, house crests, or ship marks.
Concealed sheath5 gpTownRestricted in some courts and Freeports.
Waterproof weapon wrap1 gpHarborProtects weapon from sea air and rain.
Rustproofing treatment10 gpHarborTemporary protection from salt air; not magical.
Masterwork mundane weapon2x to 5x base costSpecialistHigh-quality nonmagical item; no automatic bonus unless DM allows.
Cold-iron worked weapon2x base costSpecialistFolkloric or setting-specific use; availability varies.
Star-metal inlay500 gp+RareRare material, usually story-controlled.
Rune-etched mundane weapon100 gp+Specialist / RestrictedDecorative, oath, guild, or religious work unless magically empowered.
Hidden spring sheath25 gpRestrictedOften illegal in courts.
Shipboard safety tie5 spHarborCord or loop to prevent weapon loss overboard.
Guard certification mark5 gpTownLegal mark showing weapon registered to a guard, militia, or officer.
Privateer weapon mark10 gpRestrictedLegal 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

ArmorCostArmor ClassStrengthStealthWeightAvailabilityNotes
Padded5 gp11 + Dex modifierDisadvantage8 lb.CommonCheap but awkward.
Leather10 gp11 + Dex modifier10 lb.CommonCommon among scouts, sailors, guards, and travelers.
Studded leather45 gp12 + Dex modifier13 lb.TownCommon among adventurers and professional guards.

Medium Armor

ArmorCostArmor ClassStrengthStealthWeightAvailabilityNotes
Hide10 gp12 + Dex modifier, max 212 lb.CommonCommon among hunters, frontier fighters, and raiders.
Chain shirt50 gp13 + Dex modifier, max 220 lb.TownCommon guard and adventurer armor.
Scale mail50 gp14 + Dex modifier, max 2Disadvantage45 lb.TownCommon military and mercenary armor.
Breastplate400 gp14 + Dex modifier, max 220 lb.CityExpensive, common among officers and wealthy adventurers.
Half plate750 gp15 + Dex modifier, max 2Disadvantage40 lb.CityExpensive and usually specialist-made.

Heavy Armor

ArmorCostArmor ClassStrengthStealthWeightAvailabilityNotes
Ring mail30 gp14Disadvantage40 lb.TownCheap heavy armor.
Chain mail75 gp16Str 13Disadvantage55 lb.TownCommon soldier armor.
Splint200 gp17Str 15Disadvantage60 lb.CityMilitary or specialist armor.
Plate1,500 gp18Str 15Disadvantage65 lb.SpecialistCustom, expensive, often noble or military.

Shields

ShieldCostArmor Class BonusWeightAvailabilityNotes
Shield10 gp+26 lb.CommonStandard shield.
Buckler10 gp+13 lb.TownOptional local variant if allowed by DM.
Tower shield30 gpvaries20 lb.MilitaryOptional local variant; often restricted.
Shipboard shield15 gp+26 lb.HarborTreated wood or leather cover for wet conditions.
Ceremonial shield25 gp++26 lb.CityDecorated, symbolic, or legal status item.
Reinforced riot shield20 gp+210 lb.MilitaryUsed by watch and militia formations.

Armor Services and Adjustments

ServiceCostAvailabilityNotes
Armor cleaning and oiling5 spTownPrevents rust and wear.
Armor refitting, minor10 gpTownAdjusts straps, padding, and fit.
Armor refitting, major25% armor costSpecialistRequired for major body-size or ancestry-fit differences.
Armor repair, minor5 gpTownBuckles, straps, small dents, padding.
Armor repair, major25% to 50% armor costSpecialistSerious damage, battle repair, replacement plates.
Armor polishing / ceremonial finish5 gp to 100 gpSpecialistSocial or formal use.
Saltproofing treatment10 gpHarborTemporary protection in maritime climates.
Insulated winter lining10 gpTownCommon in Veyrskold and cold routes.
Desert ventilation refit10 gpSpecialistCommon in Suthrane armor markets.
Hidden armor tailoring25 gp+SpecialistDisguises armor as clothing; often legally sensitive.
Noble crest or faction mark10 gp+SpecialistHeraldic or legal mark.
Remove faction mark10 gp+RestrictedMay 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 SetCostWeightAvailabilityNotes
Alchemist’s Supplies50 gp8 lb.SpecialistOften regulated in cities and harbors.
Brewer’s Supplies20 gp9 lb.TownCommon in inns, monasteries, farms, and towns.
Calligrapher’s Supplies10 gp5 lb.TownUsed by scribes, courts, temples, and nobles.
Carpenter’s Tools8 gp6 lb.CommonCommon in towns, ships, villages, and construction.
Cartographer’s Tools15 gp6 lb.TownImportant for roads, sea routes, courts, and explorers.
Cobbler’s Tools5 gp5 lb.CommonCommon village and town trade.
Cook’s Utensils1 gp8 lb.CommonCommon household, camp, ship, and temple tools.
Glassblower’s Tools30 gp5 lb.SpecialistCommon in Saltglass and major cities.
Jeweler’s Tools25 gp2 lb.SpecialistOften guild-controlled.
Leatherworker’s Tools5 gp5 lb.CommonCommon trade.
Mason’s Tools10 gp8 lb.CommonCommon in towns, forts, temples, and cities.
Painter’s Supplies10 gp5 lb.TownCraft, art, signage, maps, and heraldry.
Potter’s Tools10 gp3 lb.CommonCommon in most settlements.
Smith’s Tools20 gp8 lb.TownCommon but forge access is separate.
Tinker’s Tools50 gp10 lb.SpecialistExpensive and specialized.
Weaver’s Tools1 gp5 lb.CommonCommon household and professional trade.
Woodcarver’s Tools1 gp5 lb.CommonCommon trade and craft.

Gaming Sets

Gaming SetCostWeightAvailabilityNotes
Dice Set1 spCommonCommon in taverns, camps, ships, and roads.
Dragonchess Set1 gp1/2 lb.TownStrategy game.
Playing Card Set5 spCommonCommon in inns, ships, courts, and gambling houses.
Three-Dragon Ante Set1 gpTownPopular gambling and social game.
Shell Game Set5 cpHarborCommon in ports and markets.
Knucklebones Set1 cpCommonCheap game set.
Travel Board Set5 sp1 lb.CommonRegional game boards vary widely.
Noble Strategy Set10 gp2 lb.CityFine board, carved pieces, status item.

Musical Instruments

InstrumentCostWeightAvailabilityNotes
Bagpipes30 gp6 lb.TownRegional popularity varies.
Drum6 gp3 lb.CommonCommon for music, ritual, military, and signal use.
Dulcimer25 gp10 lb.TownCommon among trained musicians.
Flute2 gp1 lb.CommonCommon and portable.
Lute35 gp2 lb.TownPopular among bards and court musicians.
Lyre30 gp2 lb.TownCommon in temples, courts, and performances.
Horn3 gp2 lb.CommonMusic and signal use.
Pan flute12 gp2 lb.CommonCommon in rural and traveling traditions.
Shawm2 gp1 lb.CommonLoud reed instrument.
Viol30 gp1 lb.CityMore refined instrument.
Handbell set5 gp3 lb.TempleUsed in ritual, performance, and teaching.
Sea whistle1 gpHarborUsed in shipboard songs and signals.
Frame drum3 gp2 lb.CommonCommon in pilgrim, festival, and folk music.
Reed pipe5 spCommonCheap local instrument.

Other Tools and Kits

Tool or KitCostWeightAvailabilityNotes
Disguise Kit25 gp3 lb.TownLegal status depends on use.
Forgery Kit15 gp5 lb.RestrictedOften illegal without official authority.
Herbalism Kit5 gp3 lb.TownCommon among healers, druids, and rural practitioners.
Navigator’s Tools25 gp2 lb.Harbor / CityCommon among sailors, pilots, and explorers.
Poisoner’s Kit50 gp2 lb.RestrictedIllegal or heavily restricted in most places.
Thieves’ Tools25 gp1 lb.RestrictedLegal for locksmiths in some regions, illegal in others.
Healer’s Kit5 gp3 lb.TownField medical kit.
Scribe’s Kit15 gp2 lb.TownInk, pen, paper, sealing wax, and writing tools.
Surveyor’s Tools20 gp10 lb.SpecialistUsed by builders, road crews, and mapmakers.
Shipwright’s Kit25 gp12 lb.HarborSmaller kit for ship repairs; full yard requires shop.
Salvage Diver’s Kit50 gp20 lb.HarborWeighted belt, rope, hooks, markers, oilskin bags.
Lenswright’s Kit75 gp5 lb.SpecialistSaltglass or optical artisan tool set.
Bellfounder’s Tools50 gp15 lb.SpecialistTemple, tower, and signal bell work.
Legal Clerk’s Kit20 gp5 lb.TownSeals, blank forms, writing tools, evidence tags.

Mounts, Tack, and Animal Gear

ItemCostWeightAvailabilityNotes
Bit and bridle2 gp1 lb.CommonStandard riding control gear.
Cart15 gp200 lb.CommonCommon farm and road transport.
Feed, per day5 cp10 lb.CommonCost rises in cities, deserts, sieges, and ships.
Military saddle20 gp30 lb.TownUsed by cavalry and mounted guards.
Pack saddle5 gp15 lb.CommonFor pack animals.
Riding saddle10 gp25 lb.CommonStandard saddle.
Saddle bags4 gp8 lb.CommonTravel storage.
Sled20 gp300 lb.Veyrskold / cold regionsCommon in snowlands.
Stabling, per day5 spTownSee services page for lodging and care.
Wagon35 gp400 lb.CommonCommon trade and farm vehicle.
Animal blanket5 sp5 lb.CommonUseful in cold or wet regions.
Hoof care kit2 gp5 lb.TownBasic animal maintenance.
Harness2 gp10 lb.CommonFor 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

ItemTypical CostAvailabilityNotes
Fine book, specialized100 gp+City / SpecialistRare subject, copied by hand, possibly restricted.
Regional map, accurate50 gp to 500 gpSpecialistAccurate maps can be politically sensitive.
Restricted harbor chart100 gp+RestrictedMay be illegal to possess without authority.
Military pass papers50 gp+RestrictedLegal if issued; illegal if forged.
Noble invitation papers25 gp+RestrictedOften not purchased openly.
Privateer commission copy100 gp+RestrictedLegal document; forged copies are serious crimes.
Court-certified translation10 gp+TownCost depends on length and language.
Rare incense25 gp+City / TempleUsed in formal rites and magic.
Fine perfume25 gp+CityCourt and luxury good.
Quality glass lens100 gp+SpecialistSaltglass and major cities.
Storm prism, nonmagical250 gp+SpecialistWeather instrument, not inherently magical.
Clockwork toy50 gp+SpecialistTinker or artificer craft.
Fine lock50 gp+CityBetter security item.
Masterwork instrument100 gp+SpecialistPerformance and status item.
Custom-fitted armorBase armor + 50 gp+SpecialistNonmagical fit and finish.
Fine saddle50 gp+TownRiding and status item.
Exotic spice chest100 gp+CityTrade good and luxury item.
Preserved monster part25 gp+SpecialistAlchemy, trophy, ritual, or fraud.
Legal identity papersvariesRestrictedDepends on region and legitimacy.
Blank official formsvariesRestrictedPossession may be suspicious or illegal.
Forged papers25 gp to 500 gp+Black marketPrice depends on quality and risk.
Poison100 gp+RestrictedUsually illegal or controlled.
Black-market poison200 gp+Black marketRisk of fraud or enforcement.
War beast egg or young500 gp+RareDangerous, controlled, or illegal.
Ancient coin cachevariesRareCollector, historian, or legal issue.
Saint relic fragment, alleged50 gp+Temple / Black marketOften fraudulent or legally contested.
Genuine relic custody tokenNot normally soldStoryRequires temple authority or major quest.

Restricted Weapons and Military Goods

ItemTypical CostAvailabilityNotes
Siege crossbow250 gp+MilitaryRequires crew or mounting.
Small ballista500 gp+MilitaryNot normal adventuring equipment.
Naval boarding hooks, heavy25 gpHarbor / MilitaryCommon on warships and privateers.
Fire pots25 gp eachRestrictedDangerous near ships and cities.
Military signal codebook100 gp+RestrictedPossession may be treasonous.
Guard uniform10 gp+RestrictedLegal if issued; illegal use can be severe.
Naval uniform15 gp+RestrictedTied to Admiralty or fleet law.
Privateer colors25 gp+RestrictedRequires commission; forged flags are dangerous.
Man-catcher pole20 gpRestrictedUsed by watch and bounty crews.
Riot shield formation set100 gp+MilitaryGuard or militia issue.
Alchemical fire crate500 gp+RestrictedControlled due to fire risk.
Smoke bomb, simple25 gpRestrictedLegal status varies.
Flash powder, signal grade25 gpSpecialist / RestrictedNot battlefield explosive.
Heavy chain net50 gpHarbor / MilitaryUsed to block passage or capture.
Concealed blade rig25 gp+RestrictedIllegal 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

RaritySuggested Price RangeNormal AvailabilityNotes
Common50 gp to 100 gpSpecialistSometimes sold in major towns, temples, cities, and ports.
Uncommon100 gp to 500 gpSpecialist / RestrictedUsually requires a specific seller, faction, temple, guild, or commission.
Rare500 gp to 5,000 gpRareUsually auction, patron, quest, commission, or faction access.
Very Rare5,000 gp to 50,000 gpStoryNot normally sold; major treasure or political object.
Legendary50,000 gp+StoryCampaign-defining item, not normal inventory.
ArtifactNot for saleStoryUnique, mythic, divine, planar, or world-shaping.
Unique / RelicNot for saleStoryCustody, rite, inheritance, quest, or faction dispute.

Magic Item Availability Rules

RuleMeaning
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

ItemSuggested CostRarityAvailabilityNotes
Candle of the Deep50 gpCommonHarbor / SpecialistBurns underwater; common in maritime regions.
Charlatan’s Die50 gpCommonSpecialist / Black marketOften illegal in gambling houses.
Cloak of Billowing50 gpCommonCity / SpecialistPopular with performers and duelists.
Clothes of Mending75 gpCommonSpecialistUseful for travelers, nobles, and performers.
Dark Shard Amulet75 gpCommonSpecialistWarlock-associated focus; not common in villages.
Dread Helm50 gpCommonCity / SpecialistIntimidating but usually harmless.
Ear Horn of Hearing50 gpCommonSpecialistPractical accessibility item.
Enduring Spellbook100 gpCommonSpecialistValued by wizards, sailors, and travelers.
Ersatz Eye100 gpCommonSpecialist / HealerUsually fitted by healer or artificer.
Hat of Vermin50 gpCommonSpecialistOften considered prank magic or nuisance.
Hat of Wizardry100 gpCommonSpecialistWizard-associated focus.
Heward’s Handy Spice Pouch100 gpCommonCity / SpecialistPopular among cooks and travelers.
Horn of Silent Alarm100 gpCommonSpecialistUseful for guards, scouts, and ships.
Instrument of Illusions100 gpCommonSpecialistPerformer item.
Instrument of Scribing100 gpCommonSpecialistScholar and bard item.
Lock of Trickery100 gpCommonSpecialistRestricted in some courts.
Moon-Touched Sword100 gpCommonSpecialistWeapon glows in darkness; often legal unless locally restricted.
Mystery Key50 gpCommonSpecialistUnreliable but useful.
Orb of Direction75 gpCommonSpecialistUseful for travelers and navigators.
Orb of Time75 gpCommonSpecialistTimekeeping item.
Perfume of Bewitching75 gpCommonCity / SpecialistSocial item; may be banned in some courts.
Pipe of Smoke Monsters50 gpCommonCity / SpecialistEntertainment item.
Pole of Angling75 gpCommonHarbor / SpecialistPopular in fishing regions.
Pole of Collapsing100 gpCommonSpecialistAdventuring utility.
Pot of Awakening100 gpCommonSpecialistDruidic or arcane item.
Rope of Mending100 gpCommonHarbor / SpecialistValuable on ships and in climbing regions.
Ruby of the War Mage100 gpCommonSpecialistSpellcasting focus attachment.
Shield of Expression75 gpCommonCity / SpecialistOften decorative or performative.
Smoldering Armor75 gpCommonSpecialistCosmetic magical armor.
Staff of Adornment75 gpCommonSpecialistDecorative staff.
Staff of Birdcalls75 gpCommonSpecialistCommon among druids, performers, and scouts.
Staff of Flowers75 gpCommonSpecialistDecorative and ritual use.
Talking Doll100 gpCommonSpecialistToy, message item, or unsettling object.
Tankard of Sobriety100 gpCommonCity / SpecialistPopular among officers and suspicious hosts.
Unbreakable Arrow50 gpCommonSpecialistCuriosity or specialist ammunition.
Veteran’s Cane100 gpCommonSpecialistPractical and social item.
Walloping Ammunition50 gp per bundleCommonSpecialistUsually sold in small lots.
Wand of Conducting50 gpCommonSpecialistPerformer item.
Wand of Pyrotechnics100 gpCommonRestrictedRestricted near ships, crowds, and dry regions.
Wand of Scowls50 gpCommonSpecialistPrank or social magic.
Wand of Smiles50 gpCommonSpecialistPrank or social magic.

Common Potions and Consumables

ItemSuggested CostRarityAvailabilityNotes
Potion of Healing50 gpCommonTemple / SpecialistMost common magical healing item.
Spell scroll, cantrip25 gp to 50 gpCommonSpecialistRequires appropriate magical tradition to use.
Spell scroll, 1st level50 gp to 100 gpCommon / UncommonSpecialistAvailability varies by spell and local law.
Common charm, one-use25 gp to 100 gpCommonSpecialistLocal folk magic, temple charm, or guild ward.
Minor ward token50 gpCommonTemple / SpecialistUsually protects against a narrow danger.
Blessed travel token25 gpCommonTempleOften devotional; may be nonmagical depending on source.
Everdry packet50 gpCommonHarbor / SpecialistKeeps a small container dry.
Shipboard luck charm25 gp to 100 gpCommonHarbor / TempleSome are magical, many are not.
Dream-soothing sachet50 gpCommonTemple / SpecialistUsed by healers and dream attendants.
Grave-salt packet50 gpCommonTempleUsed in burial and protection rites.
Lantern blessing oil50 gpCommonTemple / HarborUsed in lighthouse and ship rites.
Minor anti-vermin charm50 gpCommonTown / SpecialistUseful in granaries, ships, and camps.
Freshwater charm, minor100 gpCommonSpecialistPreserves a small supply; does not create infinite water.
Mending charm, single-use50 gpCommonSpecialistMinor item repair.
Clean flame pellet25 gpCommonSpecialistBurns 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

ItemSuggested CostRarityAvailabilityNotes
Adamantine Armor500 gp+UncommonSpecialistUsually custom, expensive, and material-limited.
Alchemy Jug500 gpUncommonSpecialistDesired by travelers, ships, and remote outposts.
Ammunition +1100 gp+UncommonSpecialistSold singly or in small bundles.
Amulet of Proof against Detection and Location500 gpUncommonRestrictedOften legally sensitive.
Bag of Holding500 gpUncommonSpecialistHighly desired; not always available.
Boots of Elvenkind500 gpUncommonSpecialistOften not sold openly in some regions.
Boots of Striding and Springing500 gpUncommonSpecialistAdventuring item.
Boots of the Winterlands500 gpUncommonVeyrskold / SpecialistCommonly sought on cold routes.
Bracers of Archery500 gpUncommonSpecialistMilitary and ranger interest.
Brooch of Shielding500 gpUncommonSpecialistProtective item.
Broom of Flying500 gp+UncommonRestrictedFlight may be restricted in cities and forts.
Cap of Water Breathing500 gpUncommonHarbor / SpecialistHighly valued in Marithel and river regions.
Circlet of Blasting500 gpUncommonRestrictedOffensive magic; may require licensing.
Cloak of Elvenkind500 gpUncommonSpecialistStealth item; often watched.
Cloak of Protection500 gpUncommonSpecialistCommon adventurer target.
Cloak of the Manta Ray500 gpUncommonHarbor / SpecialistHighly valued in maritime campaigns.
Decanter of Endless Water500 gp+UncommonRestrictedExtremely political in arid regions.
Driftglobe500 gpUncommonSpecialistPopular with travelers and temples.
Dust of Disappearance300 gpUncommonRestrictedOften legally sensitive.
Dust of Dryness300 gpUncommonSpecialist / RestrictedPolitically sensitive in water-law regions.
Dust of Sneezing and Choking300 gpUncommonRestrictedOften treated as hazardous.
Efficient Quiver500 gpUncommonSpecialistCommon among archers and scouts.
Elemental Gem500 gp+UncommonRestrictedMay require arcanist or temple oversight.
Eversmoking Bottle500 gpUncommonRestrictedOften restricted near crowds and harbors.
Eyes of Charming500 gpUncommonRestrictedSocial magic; may be illegal in courts.
Eyes of Minute Seeing500 gpUncommonSpecialistValued by investigators and artisans.
Eyes of the Eagle500 gpUncommonSpecialistValued by scouts, pilots, and watch officers.
Gauntlets of Ogre Power500 gp+UncommonRare / SpecialistOften auctioned or held by warriors.
Gem of Brightness500 gpUncommonSpecialistLight and defense item.
Gloves of Missile Snaring500 gpUncommonSpecialistDefensive item.
Gloves of Swimming and Climbing500 gpUncommonHarbor / SpecialistValued by sailors and delvers.
Goggles of Night500 gpUncommonSpecialistUseful and highly desired.
Hat of Disguise500 gpUncommonRestrictedOften illegal or watched in courts and Freeports.
Headband of Intellect500 gp+UncommonRare / SpecialistOften held by scholars, nobles, or guilds.
Helm of Comprehending Languages500 gpUncommonSpecialistValued by diplomats and scholars.
Immovable Rod500 gpUncommonSpecialistAdventurer favorite.
Instrument of the Bards, Doss Lute500 gp+UncommonRare / SpecialistBardic item; may be story-tied.
Javelin of Lightning500 gpUncommonRestrictedOffensive magic; military interest.
Lantern of Revealing500 gpUncommonSpecialist / RestrictedWatch, temple, and investigator item.
Mariner’s Armor500 gp+UncommonHarbor / SpecialistHighly valued in Marithel.
Medallion of Thoughts500 gpUncommonRestrictedMind-reading magic; illegal in many courts.
Mithral Armor500 gp+UncommonSpecialistMaterial-limited.
Necklace of Adaptation500 gp+UncommonSpecialistValued by miners, divers, and explorers.
Pearl of Power500 gp+UncommonSpecialistSpellcaster item.
Periapt of Health500 gpUncommonTemple / SpecialistValued by healers and travelers.
Periapt of Wound Closure500 gp+UncommonTemple / SpecialistHealing item.
Pipes of Haunting500 gpUncommonRestrictedFear magic; controlled in many regions.
Pipes of the Sewers500 gpUncommonCity / SpecialistUrban utility and hazard.
Quiver of Ehlonna500 gpUncommonSpecialistSame general function as efficient quiver if used.
Ring of Jumping500 gpUncommonSpecialistAdventuring item.
Ring of Mind Shielding500 gp+UncommonRestrictedLegally sensitive.
Ring of Swimming500 gpUncommonHarbor / SpecialistCommonly sought in maritime regions.
Ring of Warmth500 gpUncommonVeyrskold / SpecialistValued in cold regions.
Ring of Water Walking500 gpUncommonHarbor / SpecialistMaritime and river utility.
Robe of Useful Items500 gpUncommonSpecialistAdventuring utility.
Rod of the Pact Keeper +1500 gp+UncommonSpecialistWarlock item; may be socially sensitive.
Rope of Climbing500 gpUncommonSpecialistExploration item.
Saddle of the Cavalier500 gpUncommonTown / SpecialistMounted combat item.
Sending Stones500 gp+UncommonSpecialist / RestrictedCommunication magic; often controlled by factions.
Sentinel Shield500 gpUncommonSpecialistGuard and adventurer item.
Shield +1500 gp+UncommonSpecialistCombat magic item.
Slippers of Spider Climbing500 gpUncommonSpecialist / RestrictedInfiltration implications.
Stone of Good Luck500 gp+UncommonSpecialistPopular and often counterfeited.
Trident of Fish Command500 gpUncommonHarbor / SpecialistMaritime item; may carry religious significance.
Wand of Magic Detection500 gpUncommonSpecialistInvestigator, scholar, and temple item.
Wand of Magic Missiles500 gpUncommonRestrictedOffensive magic; often licensed.
Wand of Secrets500 gpUncommonSpecialistUseful to investigators and tomb delvers.
Weapon +1500 gp+UncommonSpecialistNot typically on open display.
Wind Fan500 gpUncommonHarbor / SpecialistUseful but risky at sea.
Winged Boots500 gp+UncommonRestrictedFlight 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 TypeTypical AccessNotes
Rare weapon +2Patron, auction, treasure, military vaultAttracts attention.
Rare armor +1 or +2Noble armory, temple champion, old battlefield, commissionCustom fit may be needed.
Rare spellcasting focusArcane patron, old school, temple archive, major rewardUsually tied to tradition or teacher.
Rare healing relicTemple custody, quest, saint shrineNot normally sold outright.
Rare movement itemAuction, adventuring broker, faction storeMay be restricted by local law.
Rare divination toolTemple, scholar circle, Saltglass court, Myrrakai archiveLegal limits in courts.
Rare stealth itemBlack market, spy network, old ruinOften illegal.
Rare elemental itemPlanar broker, sealed vault, hazardous siteMay require containment.
Rare necromantic itemForbidden market, tomb, cult, Morvane custodyOften illegal or taboo.
Rare maritime itemSalvage tribunal, sea temple, reef court, old shipwreckOften disputed by law.
Rare planar materialPlanar scholar, demiplane, monster court, dangerous brokerPrice may be meaningless without access.
Rare resurrection materialTemple custody, quest, saint relic, guarded supplyAlmost never sold casually.
Very rare itemMajor quest, political treasure, old hoardNot normal market.
Legendary itemCampaign-defining treasureNever routine inventory.
ArtifactMythic objectNot purchasable.

Rare Goods and Magical Materials

Rare GoodTypical CostAvailabilityNotes
Adamantine ingot500 gp+RareUsed for armor, weapons, and special construction.
Mithral ingot500 gp+RareLightweight armor and fine craft.
Star-metal fragment1,000 gp+Rare / StoryOften linked to Myrrakai, omens, or old magic.
Dragon scale, preserved500 gp+RareLegal and moral status depends on source.
Dragon bone, worked1,000 gp+RareOften trophy, relic, or black-market good.
Elemental crystal500 gp+RareUsed in arcane devices and planar rites.
Planar glass1,000 gp+Rare / StoryUsed in lenses, portals, containment, or divination.
Saint relic fragment, verifiedNot normally soldTemple / StoryCustody, not ownership.
Saint relic fragment, alleged50 gp+Black marketFrequently fraudulent.
Phoenix ash, pinch1,000 gp+Rare / StoryResurrection, renewal, or fire rites.
Unicorn hair500 gp+RareHealing, purity, or protection components.
Basilisk eye, preserved250 gp+SpecialistDangerous alchemical material.
Troll blood, treated100 gp+SpecialistRegeneration research; unstable.
Kraken ink, vial1,000 gp+RareMaritime magic, ink, and curses.
Sirenward confiscated sampleNot legally soldRestricted / StoryPossession may be illegal.
Sapphire Reef gem-crab shell500 gp+Rare / StoryDangerous to acquire; legal status disputed.
Bellcoral fragmentNot normally soldReef / StoryReef law may forbid possession.
Dreaming Grove blossomNot soldTemple / StoryHealing context only; misuse is serious.
Thalara stormglass500 gp+Specialist / StoryWeather, signal, or sea rites.
Olyrra memory silver250 gp+Temple / SpecialistUsed in name and memory rites.
Morvane grave-salt, sanctified100 gp+TempleUsed in burial and undead-related rites.
Istravell mask-silk250 gp+Specialist / RestrictedHidden-name, disguise, and transformation rites.
Selari luck coin, verified100 gp+Temple / SpecialistMany fakes exist.
Bravik forge-spark crystal250 gp+SpecialistCraft magic and artificer work.
Vaelthorn living seedNot usually soldDruidic / StoryRequires permission or rite.
Ruzhakar fang trophy100 gp+RestrictedMonster trophy; cult associations possible.
Malrec ruin-stone100 gp+Specialist / RestrictedUsed in collapse, warding, or grim rites.
Sylune moonwater100 gp+Temple / SpecialistDream, prophecy, and night rites.
Oranth dawn coal100 gp+Temple / SpecialistFire, 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.

ItemTypical CostAvailabilityNotes
Forged magic license100 gp+Black marketSevere legal risk.
False relic certificate50 gp+Black marketCommon fraud.
Stolen spellbook100 gp+Black marketMay be tracked or trapped.
Stolen holy symbol25 gp+Black marketSacrilege in many regions.
Unregistered wand500 gp+Black marketLegal risk depends on item.
Cursed trinket sold as charm25 gp+Black marketFraud or danger.
Memory-erasing draught500 gp+Black marketRestricted and dangerous.
Illegal charm of disguise250 gp+Black marketHidden-name and court risk.
Privateer commission forgery500 gp+Black marketHanging offense in some harbors.
Restricted route chart500 gp+Black marketMay endanger hidden communities.
Counterfeit sending stone100 gp+Black marketMay be useless or monitored.
Grave-looted itemvariesBlack marketMorvane rites and local law may punish possession.
No-claim wreck cargovariesBlack marketReef law violation.
Forbidden poison500 gp+Black marketIllegal nearly everywhere.
Planar contaminant vial1,000 gp+Black marketDangerous to possess.
Sirenward log copyNot legally soldBlack market / StoryPossession may draw Compact attention.
Hidden-name registry extractNot legally soldBlack market / StorySevere Freeport legal risk.
Stolen temple healing reserve500 gp+Black marketTheft from the vulnerable.
Unlicensed resurrection component1,000 gp+Black marketLikely stolen, fake, or ritually contaminated.
Monster-cult ritual objectvariesBlack market / RestrictedDangerous social and magical implications.

Buying and Selling Magic Items

SituationExpected Result
Buying a common magic item in a cityPossible with search and coin.
Buying a common magic item in a villageUsually unavailable unless locally made.
Buying an uncommon item in a major cityPossible through specialist, faction, guild, or broker.
Buying an uncommon item in a villageUsually requires travel or special contact.
Buying a rare itemUsually requires patron, auction, quest, or major favor.
Buying a very rare itemUsually not possible as normal commerce.
Buying a legendary itemNot a shop transaction.
Selling a common itemPossible in towns and cities, often below listed value.
Selling an uncommon itemRequires buyer, broker, temple, guild, or faction.
Selling a rare itemAttracts attention; may create claims or danger.
Selling a stolen magic itemHigh risk; likely black-market only.
Selling a relicUsually illegal or religiously contested.
Selling a cursed itemFraud, crime, or moral problem unless disclosed.

Regional Availability Notes

Region or ContextWeapons, Armor, and Magic Availability
CaerlonWeapons are common after war; armor repair, salvage arms, and battlefield relics exist. Trust and legality are complicated.
VorrakMilitary weapons and survival gear may be common, but outsiders face suspicion and strict control.
SuthraneTemple items, water-related magic, pilgrimage gear, ceremonial weapons, and legal restrictions are important.
VeyrskoldAxes, spears, hunting bows, cold gear, winter magic, and oath-linked items are common themes.
MarithelRapiers, shortswords, crossbows, nets, tridents, shipboard weapons, maritime armor, waterproofing, and sea magic are easier to find.
IlyrBows, staves, scholar tools, druidic items, old magic, and restricted knowledge goods are common themes.
VillagesSimple weapons, light armor, hunting tools, basic shields, local craft tools.
TownsMost mundane weapons, light and medium armor, common tools, some martial gear.
CitiesMost mundane gear, specialist armor, fine weapons, magic brokers, guild tools.
HarborsShipboard weapons, nets, crossbows, tridents, waterproof gear, maritime magic.
Military FortsWeapons and armor are common but controlled.
Temple DistrictsHoly symbols, healing items, relic custody, blessed weapons, ritual tools.
Black MarketsRestricted weapons, forged papers, illegal magic, stolen goods, and cursed items.
War ZonesWeapons are common; high-quality gear, food, and healing are expensive.
Refugee WardsSimple weapons may be improvised; armor and magic are scarce and politically sensitive.

Price Adjustment Guidelines

SituationSuggested Adjustment
Common item in normal marketBaseline 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 itemBaseline plus license, bribe, favor, or legal risk
Black-market purchase2x to 10x baseline, with risk
Stolen mundane gear25% to 75% baseline, with risk
Stolen magic itemPrice varies; danger is often greater than discount
Poor-quality weapon or armor25% to 50% less; may fail
Fine-quality nonmagical gear2x to 10x baseline
Custom fit or decoration+10 gp to +500 gp
Rush order+50% to +200%
Rare materialPrice set by access, not only weight
Magic itemUse rarity, availability, and story importance
RelicNot 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.