Equipment

Name Description Price
Backpack A sack slung over the shoulders across the back, used to carry other items and gear. 1 ss
Candle (Tallow), 2 A small candle made of tallow. Burns for 1 hour, illuminates a small radius 2 cp
Candle (Wax), 2 A small candle made of beeswax. Burns for 1-2 hours, illuminates a small radius 4 cp
Craftsman's Tools (Ordinary) A set of tools for a particular trade - a carpenter may have an axe, saw, auger, adze, and wood chisel. 10-200 ss
Craftsman's Tools (Expert) As with ordinary Craftsman's Tools, but the quality is superb. May be less likely to break, or convey greater benefit. 100-1,000 ss
Far-eyes Lenses fitted at either end of a tube of wood or leather. Allows the user to see farther than the naked eye. 300 ss
Fishing Net (1 person) A woven hemp net that can be thrown into water to catch small, swarming fish. 2 ss
Fishing Rod & Tackle A length of wood outfitted with a length of line and a hook. 1 ss
Flask A ceramic, glass, or metal container used to hold liquids. Comes with a tight stopper. 2 ss
Flint and Steel Used to start a fire by striking together. 2 cp
Ink (Black, one vial) Used for writing or marking. Black is most common, other colors may command a higher price. 20 cp
Iron Stakes A sharp spike, often with an eye at the end. May be driven into the ground or into walls, to aid in standing a tent or scaling a surface. 4 cp
Lamp Will burn for roughly 6 hours on a pint of oil. Illuminates a 5-yard radius. More steady light than a torch, but the oil can spill. 10 cp
Lantern As a lamp, but enclosed and shuttered. Illuminates a 10-yard radius, and can be dimmed as needed. 2 ss
Maester's Kit Bandages, herbs, salves, needle and thread, and other sundry goods. Often kept in pockets sewn into a Maester's robe. 50-200 ss
Myrish Lens A magnifying glass. Can be used to start fires in lieu of a flint and steel, given enough sunlight can be focused through it. 20 ss
Oil, Pint Burned in lamps and lanterns. Lasts for about 6 hours. 8 cp
Pouch (Belt) A small pouch with strings or straps allowing it to be hung from a belt. 8 cp
Rope A length of twisted fibers. Comes in many lengths, price is per 3 yards. 10 cp
Sachet A small bag or pouch that can be filled with fragrances. Often carried by ladies during their travels. 1 ss
Saddlebags A set of bags that can be attached to a saddle. Reliably carries more than a backpack. 1 ss
Scents Lotions and powders that scent the body. 1 ss
Tent, Solider's A basic tent of cloth or hide. Comfortably sleeps one man in his armor - two would be a crowd. 5 ss
Tent, Pavillion A large tent with vertical walls, sized for a knight and his attendants. Brightly colored or large pavillions may command a higher price. 30 ss
Torch A short length of wood or similar, with the end soaked in tallow. Illuminates roughly a 6-yard radius, and burns for about 1 hour. 1 cp
Waterskin A pouch of treated leather, used to carry water or wine. Generally holds more than a flask, but is not stoppered as well. 8 cp
Whetstone A dense stone with fine grit, used to sharpen or hone steel or iron blades. 3 cp
Drum A percussion instrument generally made by stretching hide over a wood or bone frame. Commonly used in armies to keep pace. 20 cp
Fiddle A wooden instrument with strings stretched along a neck. Played by drawing a bow across the strings. 10 ss
Flute A hollow tube of wood, bone, or metal. Notes are played by blowing across a hole in the side. 10 ss
Harp A stringed instrument with a wooden or metal frame. Can range from rather small to extremely large. 18 ss
Horn Can be quite literally a hollowed-out animal horn, or made from metal. 3 ss
Pipes Commonly small, parallel sets of wooden, bone, or metal pipes of varying length bound together. 3 ss

Food and Drink

Name Description Price
Ale, 1 gal Fermented from grain and water. Mildly alcoholic, and thus safer to drink than much water found in Westeros 3 cp
Bacon, 1 lb Cured pork belly. 4 cp
Barley, 1 lb A common grain, used to make beer, bread, or eaten in a porridge. 1 cp
Bread, Large Loaf Baked food made from ground flour and water. 1 cp
Beans, 2 lbs A common legume. Must be soaked and cooked before eating. 1 cp
Beef, 1 lb Meat from cattle. 3 cp
Beer (Strong), 1 gal A more alcoholic variety of beverage. Enjoyed by many. 8 cp
Butter, 1 lb Churned milk. Used in cooking. 3 cp
Cheese, 1 lb Aged milk. Comes in many varieties. Fancier or exotic cheeses may command a much higher price. 2 cp
Cider, 1 gal Fermented apple juice. A staple on the farm. 2 cp
Cream, 1 gal A thick liquid skimmed from the top of fresh milk. 12 cp
Eggs, 1 dozen Produced by hens. A staple food. 1 cp
Flour, 1 lb Ground grains. Can be mixed with water and baked to make bread. 1 cp
Honey, 1 lb The sweet product of bees. Used in many home remedies, or to sweeten dishes and desserts. 37 cp
Hops, 1 lb Bud of a vine. Used to flavor beer. 6 cp
Milk, 1 gal Product of cows. Can be drunk, churned into butter, or made into cheese. 3 cp
Mustard, 1 lb A ground spice used to flavor foods. 50 cp
Mutton, 1 lb Meat from sheep. Very tough unless stewed. 3 cp
Oats, 1 lb An agricultural product commonly used to make porridge. 1 cp
Pease, 1 lb A dried legume. 1 cp
Pork, 1 lb Food product of pigs. 3 cp
Raisins/Currants, 1 lb Small, sweet berries that are commonly dried and added to porridge or desserts. 10 cp
Rye, 1 lb A common grain, used to make beer or bread. 1 cp
Salted Fish, 1 cask Preserved fish, has likely traveled quite a distance. 13 cp
Sugar, 1 lb Used to sweeten meals and desserts. 45 cp
Vinegar, 1 gal The result of wine gone bad. Used in cooking and medicine. 32 cp
Wheat, 1 lb A common grain, used to make beer or bread. 1 cp
Wine, 1 gal Fermented juice. Aged or specialty wines can command a much higher price. 10 cp

General Goods

Name Description Price
Barrel Made of wooden staves bound with iron. Can hold a variety of things. 9 cp
Bottle A glass or ceramic bottle, used to hold liquids. 12 cp
Brass Pot Useful for cooking. 1 ss
Bricks, 100 Dried clay formed into stackable bricks. Kiln-fired bricks may be more expensive. 25 cp
Bucket A smaller version of a barrel, either wooden or metal. Also makes a very fashionable helmet! 18 cp
Ceramic Pot Holds heat very well. 2 ss
Charcoal, sack (28 lbs) Essentially cooked wood. Used in kitchens as a heat source. 3 cp
Chest A bound wooden box. More detailed engravings or decoration may raise the price. Hopefully nothing nasty lurks within. 18 cp
Coal, sack (28 lbs) A dense black rock, hewn from the earth itself. Burns very well. Can be used to create coal coke. 7 cp
Firewood, bushel Evenly sized, possibly split, logs. Perfect for burning. 2 cp
Hay, sack Fodder for animals, or budget sleeping gear. 4 cp
Mattress Cloth stuffed with hay, scraps of cloth, or down. Better than sleeping on the ground. 6 cp
Nails, 1 lb Thin, sharpened pieces of iron used to fasten wood together. 12 cp
Pillow A small mattress, sized for the average person's head. 1 cp
Sheet Large, woven piece of fabric. 12 cp
Spade/Shovel Essential if one wants to dig without risking their fingernails. 15 cp
Vat Useful for dyeing, soaking, making wine, or sundry other tasks. 12 cp

Trade Goods

Name Description Price
Cinnamon or Cloves, 1 lb Relatively common spices used to season food or mulled wine. 2 ss
Cloth - Cotton, 1 lb (1 sq yd) A light, breathable fabric spun from the cotton plant. Used to make clothing, banners, and other assorted goods. 2 ss
Cloth - Linen, 1 lb (1 sq yd) A rough, woven fabric commonly used to make clothing, banners, and other assorted goods. 1 ss
Cloth -Silk, 1 lb (2 sq yd) A fine, soft cloth. Favored by nobility. 20 ss
Cloth - Wool, 1 lb (1 sq yd) A rough, warm fabric spun from sheep shearings. 2 ss
Coal Coke, 7 lbs Refined coal. Can be used by a skilled metallurgist to turn iron into steel. 28 cp
Cotton (Raw), 1 lb Unspun cotton fibers ready to be made into fabric. 28 cp
Ginger or Pepper, 1 lb Less common spices. Used by nobility to season food. 10 ss
Iron Ingots, 1 lb A common metal, ready to be formed into various tools. Can be refined into steel by a skilled metallurgist. 6 cp
Pewter, 1 lb An alloy of tin and lead. Used to make kitchen tools and dishes, as well as toy soldiers and other figurines. 20 ss
Saffron, 1 lb A rare, exotic spice that colors food in addition to seasoning it. 1 gd
Salt, 1 lb Can be used as a seasoning, but most often used to preserve meat and fish. 3 ss
Silk Thread, 1 lb Fine thread that can be used for needlework or mending noble clothing. 23 cp
Steel Ingots, 1 lb A strong metal, ready to be formed into various tools. Refined from iron. 40 cp
Tea Leaves, 1 lb Brewed and drunk in the morning, afternoon, or any time the fancy strikes. 4 cp
Wool (Raw), 1 lb Sheared from sheep, but not yet spun into fabric. 10 cp

Livestock

Name Description Price
Aurochs, 1 Large cattle of an ancient heritage, commonly used as beasts of burden in the North and Beyond the Wall. 13 ss
Chicken, 1 Tasty, domesticated fowl. Hens lay eggs which can be eaten or hatched. 4 cp
Cow or Bull, 1 A common bovine. Provides milk, meat, and leather. 9 ss
Dog (Untrained Pup), 1 A young dog, in need of training to be of any use other than companionship. 3 ss
Dog (Trained Adult), 1 An adult dog. May be trained to herd, keep guard, or protect its owner. 11 ss
Goat, 1 A smallish ruminant. Rumored to eat nearly anything. Provides milk and meat. Well-tempered (ie rare) goats may be used as beasts of burden. 1 ss
Goose, 1 An ill-tempered fowl, kept for food. 13 cp
Ox, 1 A large beast of burden. May be harnessed to turn millstones or similar. 13 ss
Pig (Best-in-Market), 1 A moderately-sized beast, provides meat (particularly bacon) 2 ss
Sheep, 1 A wooly beast. Provides milk, meat, and fibers which can be spun. 1 ss

Clothing

Name Description Price
Artisan/Craftsman's Garb As emblematic of a trade as a soldier's uniform is of his service. Generally includes a shirt with buttons, pants with a drawstring or belt, leather shoes, an apron with pockets, and perhaps a cap. 1-5 ss
Courtier's Garb Fancy clothing favored by those who spend much time in a noble's court - or want to look as though they do. Tends to favor silks and satins, or decorative armor. 10-100 ss
Entertainer's Garb Often brightly colored or ridiculous, there are as many varieties of this as there are mummers, singers, and other entertainers. 4 ss
Godsworn's Vestments Tending towards the plain, men and women pledged to service of the Seven eschew bright colors and modern styles - often favoring robes. 2 ss
Maester's Garb Robes with many pockets sewn into the sleeves. Maesters are also known to wear their chains of many metals, symbolizing their learning and areas of study. 4 ss
Noble's Garb The finest clothing, tailored from the best material. Often these will be dyed in the noble's House colors, or embroidered with their sigil. 100-1,000 ss
Northern Garb Heavy wools and other textiles, often with an outer coat, a warm hat, and fur-lined boots. 4 ss
Peasant's Garb Simple, loose clothing, generally made of wool or linen. Shoes are commonly made of thick cloth or, rarely, leather. 1 ss
Traveler's Garb First and foremost, a traveler knows the value of a pair of good boots. Often travelers will wear a wide-brimmed hat or a hooded cloak. 3 ss

Mounts & Vehicles

Name Description Price
Courser Lighter than a Destrier, and less costly. More commonly ridden into battle, but still a strong and fast steed. 600 ss
Destrier Tall, strong, splendid animals ridden by knights across the realm. Well-bred and highly trained. 1,000 ss
Garron Small, shaggy horses found in mountainous regions and cold climes. 40 ss
Mule The best pack animal in Westeros. Less likely to spook than a horse, and more willing to enter strange places. 12 ss
Palfrey Well-bred horses that may be as valuable as a Destrier, but are quiet with a gentle disposition. Coveted riding horses, especially of noble ladies. 150 ss
Pony A small horse with short legs. Often ridden by the children of nobles, but may be used as pack animals or general riding steeds. 50 ss
Rounsey A strong and capable steed of no particular breeding. Often relegated to hedge knights, squires, and non-knightly men-at-arms. 50 ss
Sand Steed Slim, beautiful animals of Dorne. Cannot bear the weight of armor, but are fast and can run for great distances. 1,200 ss
Stot Heavy draft horses used for farm work. 50 ss
Sled Little more than wooden planks nailed or bound together, a sled can be pulled by animals more easily over snow than a wheeled cart. 5 ss
Wagon A large, high-walled (and possibly covered) vehicle capable of carrying large amounts of goods or people. 20 ss
Wayn (Cart) A simple farm cart, commonly seen on the byways of Westeros as many a farmer brings his goods to market. 8 ss

Services

Name Description Price
Apprenticeship Fees, 1 person A would-be apprentice must pay a skilled craftsman in order to be taken on. This covers, among other things, the cost of trade goods an apprentice will likely ruin. 2-15 ss
Bed at an Inn, 1 night A relatively safe place to lay your head down and rest. 6 cp
Feed (per day) Hay, oats, or other sustenance for an animal. 2 cp
Food at an Inn, 1 person An inn will generally have bread and beer for guests, and sometimes meat. Prices can vary wildly depending on circumstance, location, and the innkeeper's disposition. 3 cp
Guild Membership Tradesmen who belong to a guild will need to pay a membership fee. Depending on the guild, this may need to be paid every year, or only once. 12 ss
Rent - Cottage, 1 year A landlord or noble may be willing to lease a small cottage to a well-reputed individual. 3+ ss
Rent - Craftsman's Shop with Flat, 1 year Many craftsmen live above their shops, with their apprentice sleeping under a workbench. 12+ ss
Rent - Merchant's House, 1 year Merchants often reside in more stately homes than regular smallfolk. Many of these homes even have multiple rooms! 26+ ss
Stabling (per day) As important as providing food, a clean and comfortable (or at least covered) place to rest is valued for its restorative effects on animals. 2 cp

Poisons

Poisons and their effects can be found starting on pg. 135 of the rulebook.

  • Delivery: How the poison is administered
  • Virulence: The number of dice rolled against the victim's resistance (usually Endurance)
  • Toxicity: The number of times a poison's effect happens before it runs its course
  • Diagnosis: The test difficulty to determine what is affecting the victim.
  • Recovery: How long it takes for the effects to wear off

Name Delivery Virulence Toxicity Frequency Diagnosis Recovery Price
Basilisk Blood Ingested 6 3 Once/5 minutes Formidible (12) Permanent, unless a Destiny Point is burned. 5-10 gd
Basilisk Venom Contact 5 2 1/round Challenging (9) Permanent, unless a Destiny Point is burned. If so, 2d6 days. 5-10 gd
Firemilk Contact 3 2 1/round Easy (3) Athletics penalty fades after 24 hours. Test/bonus dice last until the next Endurance test for Recovery. 25 ss
Greycap Ingested or Inhaled 5 2 1/6 hours | 1/day Challenging (9) Penalties to Cunning fade at -1D per day. Athletics/Endurance is permanent, unless a Destiny Point is burned. If so, 1d6 days. 25 ss
Milk of the Poppy Ingested 4 1 1/minute Easy (3) 8 hours 200 ss
Milk of the Poppy, Large Dose Ingested 6 1 1/minute Easy (3) 8 hours 500 ss
Myrish Fire Contact 4 2 1/round Routine (6) Agility penalty fades after 24 hours. Test/bonus dice last until the next Endurance test for Recovery. 100 ss
Nightshade Ingested 4 2 1/minute | 1/hour Routine (6) Each week, -1D can be removed per DoS on a Challening (9) Endurance test. 100 ss
Pennyroyal, Mild Ingested 3 2 1/hour | 1/2 hours Routine (6) 24 hours. 5 ss
Pennyroyal, Strong Ingested 5 2 1/hour | Once/2 hours Routine (6) 24 hours. 10 ss
Strangler Ingested 7 4 1/round Hard (15) In the unlikely event one survives, -1D removed per week of bed rest. 150 gd
Sweetsleep, Grains Ingested 4 1 Once/5 minutes Easy (3) The penalty dice fade after the victim wakes up. 10 ss
Sweetsleep, Pinch Ingested 5 2 1/round | Once/5 minutes Easy (3) The penalty dice fade after the victim wakes up. 120 ss
Sweetsleep, Three Pinches Ingested 6 3 1/round Easy (3) The penalty dice fade after the victim wakes up. 360 ss
Tansy, Mild Ingested 3 1 Once/30 minutes Easy (3) Penalties fade after 1 hour. 5 ss
Tansy, Strong Ingested 5 1 Once/30 minutes Easy (3) Penalties fade after 1 hour. 15 ss
Tears of Lys Ingested 6 6 1/hour | 1/day Very Hard (18) Permanent and fatal, unless a Destiny Point is burned. If so, 3d6 days. 100 gd
Wasting Potion Ingested 4 2 1/round Routine (6) Effects fade after 1 day. 50 ss
Widow's Blood Ingested 5 1 1/hour Challenging (9) Can be curred with a Challenging (9) Healing test. Success pauses the effect for 1 day. 3 DoS removes the disease. Once healed, -1D removed per day. 5 gd
Wolfsbane Contact or Ingested 3 or 5 4 1/round or 1/round | 1/hour Routine (6) -1D is removed per day (Contact) or per week (Ingested) 100 ss