Equipment
The diverse inhabitants of Talislanta exhibit an uncanny aptitude with regard to the making of a wide variety of tools, implements, and mechanisms. This is particularly evident as pertains to the creation of devices intended to kill, maim, and mutilate, a talent for which the Talislantans display a practically limit less degree of creativity and invention.”
Excerpted from the journals of the wizard Tamerlin
This chapter describes the most common pieces of equipment that characters may wish to purchase and use. Magical devices of various types, particularly the most minor sorts, are relatively common in Tal islanta, as are products made of exceptional metals. As you will see, however, the large supply of these items does not mean that their prices are low. Be ginning characters will have the basics of what they need, but to get those exceptional weapons, armor, and devices, they will have to save for a while. Also bear in mind that items from all across Talis lanta are described together in this chapter. In certain areas, however, the prices for some items are consid erably higher than listed here, if they can be found at all. If your character is buying something unusual, check with your gamemaster first to be sure that it is available in your area of Tallslanta, and what the price is there. In addition to these lists, players and gamemasters alike will find additional equipment and enchanted items in the Gamemaster’s Guide to Talislanta.
money & wealtH
As in real life, characters in the game will need money to purchase food, clothing, equipment, and shelter. In Talislanta, the rate of exchange is based on the gold lumen, a coin equal in value to ten sil ver pieces or one hundred copper pieces. One silver piece is worth ten copper pieces. For game purposes, assume that twenty coins of any type weigh approxi mately one pound (see Chapter One for a list of Tal islantan currencies).
The cost of living in Talislanta depends on a char acter’s status and the lifestyle he or she wishes to en joy. Use the Incomes and Expenditures chart on the following page as a guideline. Note that characters must pay to maintain their upkeep while training or otherwise taking time off from duties that earn them steady income.
Those characters who live below their means may save money, but they may also find that their status in the eyes of peers and potential employers may drop. In addition, living among those who are considerably poorer can put a character in dangerous circumstanc es, as envy and greed have been known to overcome neighborliness on more than a few occasions.
Note that the incomes listed in the chart must be continuous in order to allow a character to attain the niceties that go along with them. Spending 300 g.l. a week for two weeks does not allow a character to move to a better part of town, hire guards and ser vants, and get a new, stylish wardrobe.
As a rule of thumb, assume a character must spend 100 times the normal weekly expense in order to move up to that level of income. Once the character has made this transition, he or she must then make the necessary expenditure regularly in order to cover such expenses as taxes, rent, fees, and pay for ser vants. For example, someone who wants to be “be yond considerations of cash” would have to spend 30,000 g.l. setting up his or her place and then 300 g.l. per week from then on.
In civilized areas, a character can often invest cap ital and receive interest from those who borrow it, provided he or she has a considerable sum, such as 10,000 g. l. Generally speaking, a character can earn 10% annual interest, though the chance of loss is al ways present. That means that 50,000 g. 1. invested one time could produce a very comfortable but not truly wealthy income, a little over 100 g.l. per week. The dependability of these investments is strictly up to the GM.
inComes and exPenditures
| Expenditure | Lifetyle Notes |
|---|---|
| 1 g. 1. /week | Dirt poor and miserable. A shameful number of laborers and servants live at this level even in prosperous nations such as the Seven Kingdoms, but the upper classes try not to let this fact preoccupy their minds. |
| 3 g.l. /week | A comfortable life with some amenities. Unexceptional craftspeople and clerks or scribes can hope to maintain this type of lifestyle. To these people, the luxuries that make Cymril famous are unattainable. Any valuable jewelry or magic devices that these people have are most likely heirlooms. |
| 10 g.l./week | Very comfortable, with free funds for inexpensive amusements, travel, and so forth. Skilled craft ers and retailers often attain this level of wealth, as do petty dealers in illicit substances and specialist scribes. Successful adventurers usually live at least at this level, though many of them earn much more than they spend, since they often stockpile money for an early retirement or save to get the best armaments. Adventurers who live below this level find their persons frequently subject to the attentions of the unscrupulous and the greedy. Keep in mind that a longsword can be sold to a fence for what amounts to several weeks’ wages for a laborer. |
| 30 g.l./week | Luxurious, but not extravagant. All material needs are seen to admirably with some expensive foods and amusements available. Natu rally, a residence in a safe neighborhood and a variety of efficient locks come along with this level of luxury. Even a mediocre wizard or alchemist should be able to attain this level of living, along with administrators, skilled silversmiths and jewelers, well-positioned caravan masters, and engineers. At this level, a character first comes to the notice of the upper classes, albeit definitely as an inferior. Many adventurers effect this level of lifestyle as a just reward for their dangerous work. |
| 100 g.l./week | Flamboyant, but many special magical charms or services are still not commonplace in this life style. A person at this income level can freely pursue one expensive pastime or interest, but not two or more. A servant or two, excellent clothes, a small house in a city or a large one in the country¬side, and traps as well as locks to protect valuables are all available at this level. Diplomats, merchants, moneylenders, skilled architects, and litigators who cater to the needs of moneyed interests predominate in this class. |
| 300 g.l./week | eyond considerations of cash. A person at this income level enjoys any amenities that a city like Cymril has to offer. Servants, a guard or two, intricate traps and locks, and nothing but fine foods, drink, and clothing are expected of someone at this level. Higher-ranking government officials, renowned architects, specialist engineers, and healers that specialize in the ailments of the wealthy predominate in this class. Envy of those wealthier is universal, as the “almost” in being able to afford almost anything can become very annoying. |
| 1,000 g.l./week | Incredible luxury and ostenta¬tious wealth, with minor magics and charms for every need or whim. Servants, guards, and a manse in the city or a huge estate in the countryside can be ex pected at this level of income. The scraps from a typical meal cost as much as a week’s wages for a laborer. Highly successful merchants, powerful wizards, major dealers in contraband, and those who have inherited great wealth are the most common members of this class. |
| 3,000 g.l./week | Bewildering wealth, generally enough to put the few people who attain it into their own worlds. Several residences, elegant conveyances, a healthy contingent of guards, plentiful servants¬including the most exotic consorts-and considerable influence throughout various levels of society mark this class. Since scheming, greedy con artists are willing to work for years to gain such a person’s confidence, paranoia is a common downfall of these people. Successful Farad usurers, mediocre Farad monopolists, Ispasian mercantilists, secondary dealers in contraband, successful govern ment officials, and those who founded mercantile empires often find themselves at this level. |
| 10,000 g.l./week | Obscene wealth, attained only by a handful. Little other than dealing in illicit trade can bring a character to this level of wealth in one lifetime. More often such fortunes are inherited, or come from profitable businesses acquired through years of work and scheming. People at this income level generally have several homes in a variety of lands, perhaps a small private army, too many servants to know them all by name, and whatever addictions, hobbies, or diversions they desire. Farad monopolists, guan nobles, central dealers in contra¬band, and those born into riches are the most likely to attain this level of wealth. |