Goods & Services
Currency
Most nations in Ancerra use silver coins (sc) as the default unit of currency. Diamond coins (dc) are also commonly used for high-cost transactions. Regulated sc and dc are each a little under a half-inch in diameter.
Amber (a) is a depreciated currency that was commonly used hundreds of years ago. Amber is traded only in the most remote regions of Ancerra.
Qorn (q) are small golden square tablets minted in the small city-state of Vel.
Currency Conversion
All four currencies and their conversions are provided below, but sc and dc are by far the most commonly used currencies.
Goods and Services
These tables list suggested prices for food, overnight stays in inns, and the like.
Consumables
| Name | Cost | Effect | Expiration | Source |
|---|---|---|---|---|
| Herbal Potion | 25 sc | (1/Rest) The imbiber gains HP equal to 1 + the potion creator's Medicine skill. | 12 hours | CRB |
| Healing Vial | 50 sc | +1d4 HP | 1 week | CRB |
| Healing Potion | 250 sc | +2d4+2 HP | 1 week | CRB |
| Healing Elixir | 500 sc | +4d4+4 HP | 1 week | CRB |
| Greater Healing Elixir | 1500 sc | +8d4+8 HP | 1 week | CRB |
| Grand Healing Elixir | 3000 sc | Heals its imbiber completely, but the imbiber becomes intoxicated, gaining the Shaken condition until they Take a Rest. | 1 week | CRB |
| Alchemical Spinach | 1 sc | Deal +1 damage whenever they hit a hostile creature for the next 10 minutes. A creature cannot stack this benefit multiple times within the same 10 minute period. | Harker's | |
| Garlic | 2 sc | After consuming rations seasoned with garlic, a creature’s blood becomes toxic to vampires. If a vampire drinks the blood of a creature that has consumed garlic within the past 8 hours, then the vampire becomes Sickened for 10 minutes. | Harker's | |
| Jitterwater | 1 sc | (1/Rest) Consuming one serving of a caffeinated drink allows you to remain awake and active for 2 more hours before making checks to avoid Fatigue. | Harker's | |
| Tranquiline | 1 sc | After consuming a pill, your Fear Threshold increases by +2 for the next 10 hours, potentially allowing you to Take a Rest with more unresolved Fear. However, for the first minute after you awaken, you are Chilled. | Harker's |
Clothes
| Item | Cost |
|---|---|
| Clothes (Ceremonial) | 150 |
| Clothes (Common) | 5 |
| Clothes (Exquisite) | 100 |
| Clothes (Fine) | 20 |
| Clothes (Travel) | 8 |
| Clothes (Vestments) | 15 |
Food and Drink
| Item | Cost |
|---|---|
| Ale Gallon (good) | 5 |
| Ale Gallon (Poor) | 2 |
| Ale (Mug) | 1 |
| Beer (Bottle) | 1 |
| Cider (Pint) | 1 |
| Herbs (Common) | 2 |
| Herbs (Rare) | 10 |
| Liquor Bottle (Common) | 5 |
| Liquor Bottle (Fine) | 30 |
| Meal (Average) | 1 |
| Meal (Nice) | 3 |
| Meal (Royal) | 20 |
| Medicine (Advanced) | 50 |
| Medicine (Basic) | 5 |
| Rations (1 day) | 1 |
| Spices | 20 |
| Spices (Exotic) | 100 |
| Wine Bottle (Common) | 4 |
| Wine Bottle (Fine) | 50 |
Raw Materials
| Item | Cost |
|---|---|
| Cotton (bolt) | 5 |
| Exotic Wood (cf) | 20 |
| Granite (cf) | 3 |
| Hardwood (cf) | 5 |
| Iron (lb) | 1 |
| Limestone (cf) | 1 |
| Linen (bolt) | 2 |
| Marble (cf) | 10 |
| Silk (bolt) | 50 |
| Steel (lb) | 4 |
| Timber (cf) | 1 |
| Wool (bolt) | 1 |
Services
| Item | Cost |
|---|---|
| Room (One Bed) | 5 |
| Room (Four Beds) | 15 |
| Room (Hostel with Lockers) | 3 |
| Room (Hostel without Lockers) | 1 |
| Room (Two Beds) | 9 |
| Stable (One Stall) | 2 |
| Storage Locker | 1 |
Vehicles
Costs to purchase a vehicle.
| Item | Cost |
|---|---|
| Carriage | 300 |
| Cart | 30 |
| Fishing Boat | 10000 |
| Galleon | 45000 |
| Merchant Vessel | 30000 |
| Rowboat | 100 |
| Sailboat | 2500 |
| Ship (Large) | 20000 |
| Ship (Small) | 5000 |
| Wagon | 160 |
| Warship | 60000 |
Selling Goods
Generally selling used or pre-owned items that are in good repair will net 75% of the value, assuming the vendor has the coinage. Selling magical items can be more difficult depending on the market of the area you are in. In most towns, you can find a fence or broker who will purchase any goods, including illegal ones, for 40% of their value. If this is not available, then you can hire a courier who will ferry the goods to a fence or broker for 30% of the good’s original value.
Income & Labor
The tables below provide benchmarks for annual income and the cost of hired labor.
| Item | Cost |
|---|---|
| Average Salary | 1400 |
| Average Skilled Salary | 3000 |
| Aristocratic Income | 100000 |
| Peasant | 800 |
| Skilled Laborer | 1600 |
| Specialized Laborer | 4500 |
| Master Artisan | 7650 |
| Item | Cost |
|---|---|
| Basic Repair | 2 |
| Blacksmithing | 12 |
| General Custom Work | 100 |
| Healing (Advanced) | 100 |
| Healing (Basic) | 15 |
| Hireling (Basic) | 3 |
| Hireling (Expert) | 20 |
| Hireling (Mercenary) | 15 |
| Messenger (Local) | 7 |
| Messenger (Long-Distance) | 30 |
| Messenger (Private/Secure) | 50 |
| Religious Services | 10 |
| Scribe Services | 10 |
| Training with Expert/Master | 67 |
Calculating Costs
When calculating the cost of an item or service not listed in the charts above, assume that it is approximately 10% its real-world cost in USD, or about 130% its shilling cost in 10th Century Europe. Either way, that will result in an approximate sc cost for the item or service.