Some places restrict the sale of items depending on circumstances such as famine, war, etc. All items of value are typically marked by the crafter, their shop, or family/institution brand. All values and costs are average value, varying by region, circumstances, and availability. Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Rare items like Beryllide armaments have no specific value, some being priceless or beyond the means of most. Local criminal enterprises are involved in currency, trade, items of all kinds, even local banking (money keeping/lending) and in some cases controlling crafters and their goods production.
Typical Work Week: The work week of most places is 6 days a week. The pace is usually fair and work typically never starts before sun up or goes beyond sun down and includes a fairly long break mid-day. Many businesses that have the facilities will run multiple short shifts. Employers wanting maximum efficiency often provide basic foodstuffs and drink.
|Common Day Laborer||2 sc||+ typically low quality food|
|Full Time Laborer||3 sc|
|Mercenary||4 sc||Food + Lodging; Share of Loot|
|Soldier||7 sc||Food + Lodging; Discounted services|
|Tradesman (apprentice)||5 sc||+ shared food/lodge|
|Tradesman (journeyman)||10+ sc|
|Tradesman (master)||30+ sc|
|Team Lead||+50% base||3-8 people|
|Crew Chief||+100% base||9-30 people|
|Low Quality Meal||5 coppers||calories basically|
|Common Meal||10 coppers||(bread, cheese, ale, potato, turnip, beans, rice, lard)|
|Common Meal (prepared)||1 sc|
|Decent Meal (prepared)||2 sc||(includes a some meat)|
|Good Meal (prepared)||4 sc||(includes wine, pudding or pie, meat, butter, gravy)|
|Night of (low quality) Drinking||1 sc|
|Night of (common) Drinking||2 sc|
|Common single room [tiny] flat||8-10 sc||Monthly; not including heating|
|Common 2 room [tiny] flat||15-20 sc||Monthly|
|Common 2 room [large] flat||30+ sc||Monthly|
Magic/Mystic items are typically Singularly Bound, requiring Essence. Identification of magic items is a risky proposition. This is typically done at high cost and risk by professionals who are set up to handle the eventualities that may go with this.
Base Cost: 100 silver crowns
This includes basic properties, charges, name, and whether or not it is cursed or sentient in any way.
Extended Cost(s): If the item was cursed, another 50sc is required to rid the experimenter of it. If the item requires Attunement to discern its properties, an additional 50sc fee will be required.