Emporium

EMPORIUM

Welcome to the Emporium, the shopper’s delight, where all manner of goods and services can be bought.


PRICING

The Emporium is a guide to the typical availability and costs of goods and services that characters can purchase and not an immutable set of rules. The prices of all goods and services vary by their availability and demand. In the centre of a busy trading city like Port Clyster, Tyon or Ferromaine, even quite rare items are likely to be fairly cheap compared to the price you would have to pay if you relied on the efforts of a single merchant to get them to your isolated part of Glissom or Barovia. Thus, this is a guide only and the GM has the final say on whether a good or service can be purchase and for what price.

In the case of certain items specifically tied to a region or country, such as the Cornumbrian Longbow, the price listed represents the price if bought in it country of origin. In other countries this price is likely to be at least 150% of the listed cost. Again, the final cost is up to the GM.

Finally, all Kell, Orcs and Hin typically find themselves discriminated against by human sellers in most countries and areas in the continent. Thus, they should increase the cost of all items by 10%. This stacks on all other modifiers, including for those tied to a region.


AVAILABILITY

All goods and services are rated by their general availability. To determine if a good is available, read across the table below and find the column matching the good’s availability and then read down to find the row describing the type of settlement in which you are trying to purchase the good. This will give a percentage chance for the good or service locally. If a commodity or service is unavailable (i.e. the availability check was failed) then the character can either wait until the good becomes available (one check can be made each week for each good) or try and make a special order for the commodity or good. When ordering a good or service, the character needs to find a suitable merchant or artisan who can supply the good (either through making it or sending out for it). The length of time until the character receives the good and its price are both determined by the GM. As a rule of thumb, for Scarce and Rare items will cost 1 1/2 to 3 times as much and take a number of weeks equal to twice the journey time to the nearest settlement where they can be purchased (commonly 2 to 4 weeks). Very Rare items are likely to cost 2 to 4 times the amount, again taking twice as long as the journey time to the nearest settlement where they can be purchased (usually 4 to 6 weeks).

Kell, Orcs and Hin are also disadvantaged when they attempt to purchase items, often being told that the item is not for say or already promised to someone else. They should reduce the availability by 10%, to a minimum of 1%.

Again, the availability rules are a guide only and the GM has final say on whether an item is available or not.

Settlement
Item is… Village Large Village Small Town Town Major Town or City Very Rare 1% 5% 5% 10% 25% Rare 3% 7% 10% 15% 30% Scarce 5% 10% 15% 25% 40% Average 10% 20% 27% 35% 55% Common 20% 35% 45% 50% 80% Plentiful 35% 60% 65% 70% 100%

STYLING EQUIPMENT

Wealthy people adorn themselves and show their prosperity with gilded armour, painted furniture, inlaid game sets, figurative carpets etc. Such luxuries rarely outperform their less ornate and valuable counterparts, but they are prettier. They often grant situational bonuses to reaction and Etiquette rolls to impress collectors, buyers and the upper classes.

A number of specific embellishments are described below for those who want more than generic styling.

Beading

Soft goods can be decorated with a pattern of coloured beads made of clay or shell.

Costs:

  • Light beading along edges or corners costs twice the normal price,
  • Extensive beading costs 8 times the normal price.

Dyeing

Cloth can be dyed an attractive colour, or simply bleached white.

Costs:

  • Black or white costs one and a half times the normal price,
  • A common colour (e.g. dull red or blue-grey) costs six times the regular price,
  • A vivid colour (e.g. red or yellow) costs 30 times the normal price.

Embroidery

Soft goods can have a design stitched into them.

Costs:

  • Minimal trim and simple designs costs twice the normal price,
  • Elaborate designs covering most of the item cost 6 times the listed price.

Figurative Painting

Any object can have a design painted or printed onto it after its made.

Costs:

  • Limited, simple decoration (e.g. geometric pattern block printed around a vase’s neck) costs twice the listed price,
  • Complex decoration (e.g. multiple individually drawn figures around a vase’s neck) costs 5 times the normal price,
  • For the decoration to cover most of the item costs and additional 5 times the price.

Fringe, Feather or Fur Trim

Soft goods can be adorned with an eye-catching edge made from a different material.

Costs:

  • Common feathers or furs (e.g. bluebird feathers or rabbit fur) or dyed string fringe costs one and half times the regular price,
  • Rare or colourful trim (e.g. peacock feathers, murex-dyed trim or sable) costs 4 times the normal price.

Relief

Hard goods can have a design carved or pressed into the surface.

Costs:

  • Simple patterns cost one and half the listed price,
  • Extensive relief costs 4 times the price.

Inlay

As for relief above, but the carved or embossed surface is filled in with materials of contrasting colours.

Costs:

  • Multiply the cost of the relief by 2 for simple materials (common woods or stones) or by up to 5 for precious ones (rare woods, semiprecious stones, etc).

Tapestry Weaving

Cloth or wicker items can have a design made of coloured strands integrated into them.

Costs

  • A simple pattern, with commonly available colours costs twice the normal price,
  • Complex patterns cost 5 times the listed price,
  • Figurative designs (e.g. writing or images of people or animals) costs 10 times the regular price,
  • In all cases add 1 to the multiplier for common colours or add 5 for rare ones.

Gilding

Hard goods can be covered with a thin layer of precious metal leaf.

Costs:

  • Mere accents multiply the cost by 1.15 in copper, x2 in silver and x20 in gold.
  • Triple the cost modifier to gild the item completely.

Cloth of Gold/Silver

Long strips of precious metal are wrapped around a fibre core and used to decorate cloth items.

Costs:

  • Multiple the cost for embroidery or a fringe by 3 for silver thread or by 20 for gold thread.

Enamel

Metal items are not generally painted by are often enamelled. Treat as a figurative painting (see above) for cost purposes.

Etching

Any metal item can have a design etched into it.

Costs

  • A small design multiplies the cost by 1.5,
  • Extensive etching costs 4 times the regular price.


CRAFTSMANSHIP

Not all goods are of the same quality. Some equipment is shoddy, in poor repair or of exquisite workmanship and beauty. Most of the goods outlined and described below are of Common craftsmanship, meaning that the goods and services are of average quality. Characters desiring something lesser or greater than the average All goods vary in their level of Crasftmanship or quality. The craftsmanship of an item is often immediately obvious, through the use of higher quality materials, though this is not always the case. While two backpacks may look identical, one may have a hole in the bottom hastily patched by the leather worker and sold at a discount. Poorer crafted items are less likely to last, while an item carefully crafted by a master artisan may last for years longer.

With the exception of weapons, armour, and tools, generally the effects of craftsmanship are descriptive. A poorly crafted candle may refuse to stay lit, or sputter and give off a foul odour, while a masterpiece craftsmanship candle may burn brightly and have a fine scent. The cost and effects of craftsmanship on arms, armour and tools are detailed in their sections of the Emporium.

Craftsmanship Cost Multiplier Avail. Modifier
Best (masterpiece) x10 Decrease 2 steps Good (masterwork) x3 Decrease by 1 step Common x1 No change Poor x0.6 Increase 1 step

MARKET SQUARE

To help you navigate your way around the crowded market square, the Emporium has been divided up into different sections, where sellers of like goods ply their wares.

In our armoury we have sellers of ARMS and ARMOUR.

Our tailors and seamtresses are able to provide you with a range of different outfits and CLOTHING.

If you are searching for goods such as candles, flute, the local chronicle, sacks or tools, then you need to visit the north section of the market square where we sell all kinds of GENERAL GOODS.

Looking for something a bit more exotic, we have some stalls on the east road that sell rare LUXURIES.

Food, herbs and livestock are sold to the west in our farmer’s MARKET.

Next to the market you will also find mounts and other forms of TRANSPORT.

Finally, if you are in need of a page, scribe or want to settle down here, then head over to the big stone town hall where you can find PROPERTY & SERVICES.

Emporium

Shadows Gather Darkly Mordenheim