Type Armor Weight Cost Notes Avail.
Hide +1 15 75 Covers torso, arms, legs V
Leather Suit +1 10 50 Covers torso, arms, legs V
Leather shirt +1 3 20 Covers torso V
Chain hauberk +2 20 300 Covers torso, arms, legs T
Chain shirt +2 10 200 Covers torso, arms T
Chain leggings +2 8 100 Covers legs T
Chain sleeves +2 6 75 Covers arms T
Scale Hauberk +2 25 200 Covers torso, arms, legs V
Plate corselet +3 20 400 Covers torso C
Plate bracers +3 8 300 Covers arms C
Plate greaves +3 12 200 Covers legs C
Chain coif +2 3 50 75% chance of protecting head T
Pot helm +3 4 75 50% chance of protecting head T
Full helmet +3 8 150 Covers head C
Small shield - 8 25 +1 Parry V
Medium shield - 12 50 +1 Parry, +2 Armor vs. Ranged attacks V
Large shield - 20 200 +2 Parry, +2 Armor vs. Ranged attacks T
Horse, leather +1 15 200 Covers head and torso V
Horse, plate +3 30 1250 Covers head and torso C
Pygmy mammoth, leather +1 25 400 Covers head and torso V
Pygmy mammoth, chain +2 40 1600 Covers head and torso T
War dog, leather +1 3 50 Covers head and torso V
War dog, chain +2 10 250 Covers head and torso T

Melee Weapons

Type Damage Weight Cost Notes Avail.
Antler staff Str+d6 10 300 Parry +1; Reach 1; 2 hands; see notes V
Bear claw Str+d4 8 200 Parry +1; see notes V
Toothpick, double Str+d6 5 150 See notes V
Toothpick, twin Str+d8 5 200 See notes V
Boot spikes Str+d4 3 10 Kick attack only; see Gear notes V
Dagger Str+d4 1 25 V
Flail Str+d6 8 200 Ignores shield Parry and Cover bonuses V
Greatsword Str+d10 12 400 Parry -1; 2 hands T
Longsword Str+d8 8 300 V
Shortsword Str+d6 4 200 V
Axe Str+d6 2 200 V
Battleaxe Str+d8 10 300 V
Greataxe Str+d10 15 400 AP 1; Parry -1; 2 hands T
Hammers & Maces
Mace Str+d6 4 200 V
Maul Str+d8 20 400 AP 2 vs. rigid armor; Parry -1; 2 hands V
Warhammer Str+d6 8 250 AP 1 vs. rigid armor T
Pole Arms
Halberd Str+d8 15 250 Reach 1; 2 hands T
Lance Str+d8 10 250 AP 2 when charging; Reach 2 T
Pike Str+d8 25 300 Reach 2; 2 hands T
Spear, long Str+d6 5 100 Parry +1; reach 1; 2 hands V
Spear, short Str+d6 3 75 Reach 1 V
Staff Str+d4 8 10 Parry +1; Reach 1; 2 hands V

Ranged Weapons

Type Range Damage Cost Weight Notes Avail.
Axe, throwing 3/6/12 Str+d6 50 2 V
Bow 12/24/48 2d6 100 3 V
Bow, Long 15/30/60 2d6 200 5 V
Crossbow 15/30/60 2d6 300 10 AP 2; 1 action to reload T
Sling 4/8/16 Str+d4 10 1 V
Spear, short / Javelin 3/6/12 Str+d6 75 1 T
Knife, throwing 3/6/12 Str+d4 25 1 T

Mundane Gear

Item Cost Weight Avail.
Animals (Trained) & Tack
War Dog 200 V
Hawk 350 T
Horse, Riding 300 V
Horse, War 1,000 T
Mammoth, Pygmy 3,000 T
Mule 150 V
Pigeon, carrier* 10 1 T
Saddle 30 10 V
Saddle, war 200 10 C
Normal clothing 10 V
Formal clothing 75 V
Tailored clothing* 250 T
Furs* 50 5 V
Winter clothing* 100 10 V
Common Goods
Backpack 5 2 V
Bandolier* 10 1 T
Bedroll 25 4 V
Blanket 10 4 V
Boot spikes* 10 3 V
Candle* 1 1/2 V
Climbing gear* 50 4 V
Crowbar 10 2 V
Firewood (per pound)* 5 1 V
Flask (ceramic) 5 1 V
Flask (metal) 10 1 T
Flint and steel 3 1 V
Game set* 50 1 V
Goggles* 25 2 T
Grappling hook* 50 2 V
Hammer 10 1 V
Healer’s bag* 100 2 V
Icewood (per pound)* 25 1 S
Insect net, 1” square* 15 3 V
Lantern* 25 3 T
Lantern, bullseye* 50 3 T
Lockpicks* 150 1 T
Musical instrument* 50+ 1+ V
Oil (1 pint)* 2 1 V
Parchment (per sheet) 1 1/20 V
Pipe, smoking 3+ 1/5 V
Pipeleaf, 5 smokes per pouch 15 V
Pouch (holds 1 pound) 2 1/2 V
Quiver (holds 20 arrows) 10 2 V
Rope (hemp, 5”)* 10 10 V
Pick or shovel* 5 5 V
Salt (in waterproof bag)* 10 1 V
Sandglass* 25 1 C
Satchel, waterproof 50 1 T
Scroll case, waterproof 5 1/2 T
Skates* 10 1 V
Skis* 40 6 V
Soap 1 1/5 V
Snowshoes* 20 4 V
Tent (2-person, insulated)* 175 10 V
Tent (4-person, insulated)* 300 25 V
Torch* 5 1 V
Whistle 2 V
Waterskin (holds 2 quarts) 5 1 V
Whale blubber* 25 1 S
Whetstone 5 1 V
Writing equipment 30 1 T
Unusual Goods
Alchemical device* 200/Rank 1 V
Alchemist’s trunk* 300 15 C
Herbalist kit* 100 3 V
Herbal remedy (any)* 50 1 V
Herbs, dried* 5 per batch 1 V
Norn charm* 250 1 S
Tome of learning* 1,000/Rank 1 S
Tome of lore (+1 to +3)* 500/point 1–3 S
Tome of lore (+4 to +6)* 2,000/point 4–6 S
Average meal 2 T
Cheap meal 5 ss V
Expensive meal 20+ T
One week’s rations 10 5 V
One day’s water (2 quarts) 4 V


  • Alchemical Device This is a one-use device containing a single spell created using the Alchemy Edge. Most such devices are usually potions or scrolls, but may also be small gems (swallowed, crushed or thrown), feathers, powders, oils, and such like. The hero picks a single spell when he buys an alchemical device. Spells requiring some form of targeting roll (like bolt) use either Shooting or Throwing as applicable (see the Alchemy Edges). Otherwise, the spell activates with a standard success when used. Spells are always the most basic variety, with no modifiers applied. For instance, a wand of bolt only fires a single 2d6 bolt. The only way to gain more effective alchemical devices is for a character to create them. The cost for a pre-made potion is 100 gs per Rank of the spell.
  • Alchemist’s Trunk Alchemists require tools to produce potions and scrolls. This portable laboratory contains a small oil lamp, glass beakers and tubes, distillation vases, tweezers, pipettes, and a reference chart of common minerals and herbs. A character trying to create alchemical devices without a trunk suffers a –2 penalty to his Knowledge (Alchemy) rolls.
  • Bandolier A cloth belt with a dozen slots for storing potions, scrolls, or throwing knives for easy access. Can be worn around the waist or slung diagonally across the chest.
  • Boot Spikes (pair) A character wearing boot spikes treats rough ice as normal terrain and smooth ice as rough ice. He also has +1 to Climbing rolls. Donning or removing spikes takes an action.
  • Candle A candle provides clear light in a 2” radius for two hours. A candle blows out in a strong wind or whenever the character holding it runs.
  • Climbing Gear Comprises a small hammer/ pick, spikes, and gloves. It does not include rope or boot spikes. It grants +2 to Climbing rolls.
  • Firewood Burning firewood creates a fire of 1” diameter. A campfire (uses 1 pound per two hours) raises the temperature by two levels in a Large Burst Template centered on the fire.
  • Furs Furs grant a character +1 to Vigor saves to resist the effects of Cold. The modifi er stacks with winter clothing.
  • Game Set The races of the Hearthlands play a variety of boardgames. Chess and fox-and-hounds are the most common, though versions of backgammon and checkers are also played. Each specific game requires a different set to be purchased.
  • Goggles Goggles double the time period before the hero has to make rolls to avoid snow blindness. Notice rolls involving sight are made at –2 because of the heavy tint.
  • Grappling Hook and Line A grappling hook is attached to a light line of variable length (but usually no more than 15 yards in length). The user throws the hook just as if he were attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up to 200 pounds of weight.
  • Healer’s Bag A character who tries to heal someone without a supply of bandages, herbs, salves, and poultices suffers a –2 penalty to his roll. This does not affect the //healing// spell.
  • Herbal Remedy See Herbalism. The hero picks one effect from the list. Note that herbal remedies are good for just one week (8 days). After this they grant no effect.
  • Herbalist’s Kit Contains a small iron pot, knives, pestle and mortar, and clay storage jars. A character trying to brew herbal remedies without a kit suffers a –2 penalty to his Knowledge (Alchemy) rolls.
  • Herbs, Dried Dried herbs can be used to make herbal remedies. Using dried herbs gives a –2 penalty to Knowledge (Alchemy) rolls. See Herbalism.
  • Icewood Harvested only from the Frozen Forest, icewood is a rare and valuable form of wood, most often used by dwarves in their forges. When ignited, it burns with a Coldfire flame. An icewood campfire (uses 1 pound per two hours) lowers the temperature by two levels in a Large Burst Template centered on the fire. Icewood can only be found for sale in the Icedale Freeholds or a dwarven settlement (no one else has much use for it).
  • Insect Net In summer, the wetlands of the Hearthlands buzz with mosquitoes, while towns suffer plagues of flies. Insect netting draped over a 1” square, keeps it free of insects.
  • Lantern A lantern provides light in a 4” radius for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight.
  • Lantern, Bullseye A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. There is a 50% chance the lantern breaks if dropped, as above.
  • Lockpicks A character who tries to pick a lock without these tools suffers a –2 penalty to his roll.
  • Musical Instrument Numbers in parentheses are cost and weight. Instruments include flutes (50 gs/1 lb), lyres (150 gs/2 lbs), drums (75 gs/3 lbs), bagpipes (250 gs/5 lbs), lutes (200 gs/3 lbs), and small harps (300 gs/6 lbs). Playing a musical instrument requires an Agility roll. A –2 penalty applies if the hero has no obvious musical training.
  • Norn Charm Norn charms are runes of fate carved onto flat stones, pieces of bark, and such like. Each charm is a one-shot device and contains 1 benny. The benny can be used exactly as a normal benny.
  • Oil (1 pint) Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done, by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight. Lighting a fuse requires 1d6 rounds with fl int and steel (1 round with open flame), so it’s best to light the fuse before a fi ght starts (a fuse stays alight for 10 minutes). The flask’s range is 3/6/12. Anything it hits is set alight on a d6 roll of 5–6, causing 1d10 damage per round. The fire has a chance of growing each turn as usual.
  • Pick Picks are unbalanced as weapons and so inflict a –1 penalty on the user’s Parry and Fighting scores. Their damage is Str+d6.
  • Pigeon, Carrier Carrier pigeons are used to carry messages to a single location. The weight accounts for a small, wicker cage to house the bird. The pigeon can fly 100 miles a day.
  • Rope (10 yards) The rope can safely handle 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.
  • Saddle, War War saddles are custom made for the user. They grant a +1 bonus to Riding rolls to stay in the saddle.
  • Salt A pound of salt sprinkled over a 1” square of ice lowers the thickness by one level (see Thin Ice). Reducing the ice below very thin results in the ice completely melting.
  • Sandglass Primitive timepieces keeping track of the three-hour long “gates” the day is broken up into.
  • Skates (pair) A hero wearing skates treats smooth ice as normal terrain. He rolls one die type higher (typically a d8) when “running” on smooth ice. On other terrain, the hero has his Pace reduced by half (minimum of 1) due to the difficulty in walking and cannot run. Donning or removing skates takes an action.
  • Skis (pair) A character wearing skis treats all snow and ice as normal terrain, but has his Pace halved (minimum of 1) and cannot run on other terrain. He rolls an extra d6 when “running” downhill on ice or snow. When moving at Overland Pace, he treats snow as average terrain. Donning or removing skis takes an action.
  • Snowshoes (pair) A character wearing snowshoes treats all snow as normal terrain, but has his Pace reduced by 1 (to a minimum of 1) and cannot run on other terrain. When moving at overland rates, he treats snow as standard terrain with no path. Donning or removing snowshoes takes an action.
  • Tailored Clothing Normally worn by nobles and dignitaries, tailored clothing grants the wearer +1 Charisma so long as the clothing is fully visible.
  • Tent Tents are treated to resist the cold. When in a tent, heroes have +2 to Vigor rolls to resist the effects of cold. (The heroes are out of the biting wind and body heat soon warms the interior.) Lighting a fire in a tent is dangerous!
  • Tome of Learning This magical book describes the process for casting a single spell determined by the GM. A mage can learn the contents even if he is not of sufficient Rank to actually cast it, but only when he reaches the appropriate Rank can he actually use it. The spell being learned must be available to the Arcane Background (a heahwisard cannot learn //regenerate//, for instance). Tomes containing runes do not exist. A mage of the appropriate Arcane Background makes a Smarts roll after 2d6 days of study. With success, the hero adds the spell to his repertoire. The contents are then permanently erased from the book. (This allowed a master to ensure his student had actually learned the spell.) On a failure, he may restudy the tome. The cost is per Rank of the spell. Tomes of learning are generally available only in cities with temples to Maera or places where mages gather (such as skalds at Scathmoor or the Spire, elementalists at the Imperial City, Drakeport, or Far Reach, druids in the Stone Forest, or any mage school in the Magocracy for heahwisard spells). A large city (20,000+ souls) might have a few for sale as specialist items. For a randomly discovered book, roll a d20 to determine the Arcane Background of the author.
d20 Arcane Background
1–3 Elementalism (Eir)
4–6 Elementalism ( Ertha)
7–9 Elementalism (Fyr)
10–12 Elementalism (Waeter)
13–17 Heahwisardry
18 Hrimwisardry
19–20 Song Magic
  • Tome of Lore Tomes of lore are reference books. A tome grants a bonus to a specific Knowledge skill, chosen by the player when he buys the book or by the GM if the tome is found during an adventure. Each tome is rated between +1 (the most common) and +6 (the rarest), and covers a single skill. Modifiers higher than +3 cannot be purchased without the GM’s permission—they are extremely rare, and exist only in forgotten ruins or concealed in temple vaults. Those who own such tomes rarely sell them. The table below gives a random method for generating a tome’s bonus—the GM picks the skill.


d20 Bonus
1–10 +1
11–15 +2
16–17 +3
18 +4
19 +5
20 +6

For each +1 bonus the hero wants to gain from his tome, he must read the book for an hour (to a maximum of the book’s rating). A hero doesn’t have to take the full bonus if he is in a hurry. Once he has finished reading, the hero may apply the bonus to a single skill roll of the appropriate Knowledge. The bonus is lost when it is used, the reader next sleeps, or 24 hours pass, whichever comes first. The listed cost is per +1 bonus the book imparts. The price rises dramatically for books with a +4 or higher bonus. Weight is 1 pound per +1 bonus. Tomes of lore are generally available only in cities with temples to Hoenir, god of knowledge, or places where the Lorekeepers have a strong presence. A large city (>20,000 souls) might have a few for sale as specialist items.

  • Torch (2 hours) A torch provides clear light in a 4” radius. Properly prepared torches last for two hours. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These last half as long, however, and produce more smoke than those created with care.
  • Trained Animal The beast is trained to respond to basic commands appropriate to its use. Only war dogs, war horses, and pygmy mammoths are trained for war.
  • Whale Blubber This greasy substance is smeared over skin to provide insulation against the cold. Each pound provides +1 to Vigor rolls to resist the effects of cold weather for 4 hours. Only one dose can be applied at any one time.
  • Winter clothing Characters with warm cloaks, woolen undergarments, and fur boots and gloves are +2 to their Vigor rolls to resist cold weather.


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