Equipment

=== Melee Weapons ===
Dagger or Knife: A bladed or piercing no more than a third of a meter in length, which
can be easily concealed on the person and drawn no matter how close of a struggle
one is engaged in. 
Small Sword: This includes Short Swords, Gladius, Sickle, or any bladed weapon between about 1/3 of a meter and 2/3 of a meter. 
Large sword: This includes Broad swords, Long Swords, Scimitars, or any single handed bladed weapon longer than about 2/3 of a meter 
Club:
The first and simplest weapon, the club is nothing more than a
weighted stick, which increases the momentum and thus the force of a blow.
Clubs are commonly made of wood, although they have also been known to be made
from bones.
Staff:
A wooden stick, thinner than the average club, a staff is
usually about two meters in length. Extremely inexpensive, staffs are carried
by peasant farmers throughout the land. In the hands of a trained user, the
staff can be a very effective weapon, both on offense and defense.
Giant
War Club: A huge wooden club with iron spikes driven
through it and a band of metal wrapped around the head to give it added weight.
This is the favored weapon of the giant kin and requires a minimum of STR 14 to
use.
War Axe:
Another implement of destruction. A sharp metal head attached to a wooden shaft, the war-ax can be
either single-edged or double-edged. 
War Hammer:
A wooden handle with a metal hammerhead attached 
Mace:
The mace is a club made of metal, with spikes or sharp ridges
on the head. Maces range in length from a third of a meter to a meter, and are intended
as one-handed weapons, although they can be swung with both hands. 
Ball
and Chain: The ball and chain is precisely that: a length of chain with a round iron ball
at the end. It usually functions as a melee weapon, but can also be thrown at
an approaching opponent. Because of its size, the ball and chain can only be used by giants.or giant kin 
Pole Arms:
Long wooden shafts, often in excess of three meters, topped with
sharp points, ax-heads, claws, and so on. 
=== Missile
Weapons ===
Throwing
Dagger: A specialized knife balanced so it can be
thrown with accuracy at a target (a standard dagger cannot be relied upon to
bury its blade in an opponent when tossed). Easy to conceal, the throwing
dagger has become synonymous with treachery, as they are usually found emerging
from someone’s back.
Sling:
A piece of rope with a pouch in the middle. A stone or lead
pellet is placed in the pouch; both ends of the rope are grasped in one hand.
The rope is twirled rapidly around the head, and then, at the proper moment, one
end of the rope is released, sending the stone flying rapidly toward its target.
A very inexpensive weapon, slings can be disguised as belts or necklaces.
Short
Bow: A simple wooden bow, less than in length. It
fires wooden shafts with metallic heads, and requires the least amount of skill
to use of any bow-and-arrow incarnation. 
Long
Bow: A wooden bow, greater than in length,
which demands both strength and skill to be used. The string of the long bow is
drawn back as far as the ear, and has a greater range and can shoot arrows at a
greater velocity than the short bow. Since it requires a certain amount of training
to become proficient at the use of the longbow 
Composite
Bow: A more powerful version of the long bow,
the stave of the composite bow is made up of three different materials,
combined so as to enhance the elastic properties of each. Welsh long bows while not composite have the same statistics.
Crossbow: A crossbow consists of a bow attached to a
wooden stock, which allows the weapon to be kept cocked without effort by the
firer. Many crossbows are mechanically bent (or “spanned”), allowing for much stronger
pulls and thus much greater power. The main advantage of a crossbow over a long
bow is that they can be used effectively by less powerful archers. 
=== Shields and Armor ===
In
a place full of monsters, warring Houses, and various and sundry other threats
to life and limb, the difference between living another day and falling before
an enemy is often no more than the strength of one’s shield and armor. For that
reason, such things are among a warriors most prized possessions, for the
purchase of which no expense is spared. Use of a shield increases the
difficulty number to hit, providing the shielded character is actively
defending and his opponent is making a frontal attack. The difficulty modifier
for each type of shield is noted in the individual entries below. The sum of
the shield’s difficulty modifier and the value of the skill used to defend
(most likely melee weapons)
is the shield value. If the result of an opponent’s attack
falls
between the defensive skill value and
the shield value,
the blow is considered to have hit the shield. Use the shield’s Toughness
to determine the effect of the strike — when the shield takes
four wounds, it has shattered. 
Shields
Buckler:
A small round shield, roughly the size of a dinner plate, that can
be worn on the left wrist. The advantage of a buckler is that it allows the
left hand to be used without the shield having to be dropped. The disadvantage is
that, being so small in size, it does not provide a great deal of protection.
Use of a buckler adds +2 to the defensive
skill value.
Shield:
The standard shield is a disc of metal held in one hand or strapped
on to an arm. There are three common sizes:
The
small shield is no more than
one meter in length, easy to carry, the small shield adds +4 to the defensive
skill value.
The
medium shield is between 1 meter and 1.5 meters in length, it
adds +5 to the defensive skill value,
and is not so heavy it cannot be handled with relative ease.
The
large shield is over 1.5 meters
in length and adds +6 to the defensive
skill value, but it is awkward and difficult to
carry and results in one additional shock point when taking a fatigue penalty. 
Armor
The armor adds listed below presume that the armor covers the torso (front and back),and the arms and legs.If a helmet of the same or better armor is worn, increase the add by one and decrease the dodge by one. 
Layering Armor
A cotton gambison is designed to be worn in combination with other armors. Combined armors must have armor adds within two points of each other to effectively increase protection. If one type of armor offers less protection than the other but is within two points, the combined armor protection is equal to the higher armor’s adds plus one. If the two types of armor offer equal protection, the armor adds are increased by two. Combining armor by adding a gambison will reduce the character’s mobility reducing Dodge by one point.
Hides
and Furs: The oldest form of armor. The hides are
cured, but not tanned, and overall; provide very little protection to the
wearer. They can, however, provide warmth in cold climates.
Bone and Hide: A great deal more sophisticated than
simple hides and furs. Pieces of bone are sewn into the hide. This type of
armor must be custom- made, for if the bone layer does not conform to the shape
of the user, it will break easily in combat. If used by anyone other than the
person it was created for, it breaks on a wound result,
reducing it’s add to +1.
Leather:
Cured and tanned hides, leather armor is relatively light, and slightly
stronger than hides and furs. The primary appeal of leather armor is its
flexibility, which allows a fighter with a melee weapon to maneuver with ease.
Bronze Chain Mail:
For the protection it gives, bronze mail is not worth the
weight the warrior must carry when wearing it. A relatively soft alloy, bronze
will not deflect the attacks that steel armor will. When wearing bronze armor,
a character takes four shock points from fatigue rather
than three. His dodge skill is
also reduced by one.
Cuir Bouilli: Boiled, treated leather which is stronger,
but less flexible, than standard leather armor. Anyone wearing cuir bouilli has
their Dexterity-
based skills reduced by one.
Iron Chain Mail: Made of linked chains of worked metal,
chain mail is usually worn under some other form of padding. It is moderately
heavy, reducing the dodge skill by
one and increasing shock points from fatigue to
three.
Ring
Mail: Metal rings are sewn on to leather backing
to form this armor, but which is lighter than chain mail, but also less
effective.
Cotton Gambison: a padded jacket typically worn under chain mail 
Giant
Armor: Special protective gear used exclusively
by giant warriors. Supporting its weight requires Strength'of at least 12
Enchanted Items
Enchanted
item are extremely rare. This designation encompasses both arms and armor,
including that of the fey, as well as more commonplace items.
Enchanted Armor and Shields:
Virtually any kind of armor, from hides and furs to chain mail, and any size shield can receive the benefits of magic. A spell can increase the Toughness of armor against physical attacks (add +1
to standard armor value), as well as provide protection against magical attacks. There are a few armorers capable of focusing spells into armor after it is
forged, but it is more common for a suit of armor to be taken to a mage after
the smith is finished with it. For enchanted armor, add +2 to the armor value
when defending against magical attacks. Normal fatigue penalties associated with that armor will stay in effect. The cost of getting magic added to one’s armor varies, depending on the skill level of the wizard and the duration of the spell. Higher levels of protection are
possible, but wizards with the talent to provide them are relatively rare, and
the service is expensive.
Enchanted Weapons: The spells used to enhance the power of
weapons are very close to those used on shields and armor. A magical weapon will be able to strike with more force in a melee or missile attack against a non-magical opponent (add +1 to the standard damage value of the weapon). In addition, the weapon will be able to damage magical creatures, and affect enchanted shields and armor. The damage value remains the same whether attacking a magical or non-magical opponent. It is possible to strengthen weapons beyond the +1 add, but as with armor, it is difficult to find someone to do it and expensive when it is done.
Fey Weapons and Armor: When considering the properties of faerie objects, it must be remembered that it is very rarely anyone other than the fey are allowed to possess such an item. A hefty amount of persuasion, and some bribery, is usually required to convince the fey to forge a weapon, shield, or armor for a non-fey. They are usually reluctant to do so, and to possess a fey sword is a mark of great prestige.
Fey Weapons and Armor: The enchanted objects of war used by the fey are virtually identical to those used by the faeries. However, due to their
long experience with humans, and well aware of the bellicose natures of most
other races, the fey often keep their caches of weapons and armor hidden. They
are notoriously reluctant to part with anything they have made, and it takes
far longer to cultivate a relationship of trust with the fey than it does with
the faerie.
Fey Chain mail: A light variety of chain mail developed by the elves, Fey Chain mail imparts TOU+6 protection, with an additional +2 when defending against magic attacks. Light enough that it does not result in a fatigue penalty, Fey Chain mail is Typically not sold for coin.
Dwarven Brigantine: More bulky than Fey Chain mail and typically made of plates inside a leather coat, Dwarven Brigentine provides a TOU+5 protection against physical attack. It does cause a fatigue penalty. The wearer of a Dwarven Brigintine reduces any blow that delivers greater than 3 wounds to three wounds. Dwarven Brigentine can be bought for coin, but typically at a dear price. 
Fey Shields: Fey Shields offer Tou +1 more protection then their non magical counter parts, with an additional +2 when defending against magic attacks. They are also slight tougher making them slightly harder to destroy. Light enough that it does not result in a fatigue penalty, Fey Shields are Typically not sold for coin. 
Dwarven Shields: Dwarven Shields offer Tou +1 more protection then their non magical counter parts, and are typically much harder to destroy. Dwarven Shields can be bought for coin, but typically at a dear price. 
Other Enchanted items:
Strength Potion: The strength potion is essentially a chemical version of the strength spell.
Favored particularly by giants, successful use of the potion will result in at
least a +1 bonus to Strength.
The effect value of the potion is 18, and this should be compared to the
character’s Strength on
the Power Push Table. The resulting value modifier is added to the character’s Strength
for the duration of the potion’s effects, which is 24 hours. 
Climate Cloak: The climate cloak is a useful garment. Imbued with an alteration/folk spell,
the black cloak can provide TOU+6 protection from extremes of heat and cold to
the wearer. It is the only known way to safely penetrate the waters of the . A standard cloak can be used for up
to two months, at which point the spell will fade. For trips that will last
longer than the spell’s duration, it is wise to have a mage on hand to recast
the spell.
Enchanted Knowledge Objects:
Enchanted
knowledge objects come with the arcane knowledge focused into them, and act as
storage batteries of a sort. For example, a person with the alteration
magic skill can use the knowledge contained within a firestone to
cast an altered fireball spell.
Each enchanted knowledge object is able to be used a limited number of times,
and then the knowledge must be refocused into the object. Their prices vary from
the cheapest (the water knowledge)
to the most expensive (the essence, death).
Transportation
Horse:
'''
DEXTERITY
10'''
Long
jumping 11, maneuver 11, running 13, unarmed combat 11
STRENGTH
12'''
Climbing
13
TOUGHNESS
10'''
PERCEPTION
4'''
MIND
4'''
Test
(8), willpower (8)
CHARISMA
5'''
Charm
(8), persuasion (9), taunt (10)
SPIRIT
5'''
Intimidation
(7)
Possibility
Potential: none
Natural
Tools: hooves, damage
value
STR+2/14; speed value 12
Carriages
and Wagons: Carriages and wagons serve much the same
function — transporting people and goods — but with some differences. Carriages
are designed for use on fairly good roads, and are virtually useless on long,
cross-country trips. Carriages range in size from the one-person sulky to the
six- or eight- person coach. Carriages larger than this are rarely made, because
they require too many horses to pull, making them slow, difficult to control
and not cost-effective. Wagons are essentially boxes with wheels, most often
used to carry goods, although passengers can ride in them (though not very
comfortably). When pulling a wagon or carriage, subtract one from the horse’s speed
value to determine the speed of horse and
vehicle combined.
Viking
Longships: Dominated the northern and eastern coastlines
of for centuries, longships are not
particularly well-suited to deep sea travel. They average in length, and
are driven by a combination of human and wind power. Crewed by 30 men,
longships have a maximum speed value of
7. They are often equipped with a ram, with a damage value of 24.
Merchant
Ships: These vessels tend to be of the galleon
class. Big, bulky, and not very maneuverable, galleons are noted for their
ability to take a great deal of damage (Toughness of
25) before sinking.
Equipment
All prices are in Silver Coins.
NORMAL MELEE WEAPONS
Weapon 	Plus to Damage Value	Maximum Damage Value	Price
Dagger   	3 	18 	100 (9)
Small Sword      	4 	19 	300 (11)
Large Sword 	6 	21 	800 (13)
Club 	3 	18 	40 (7)
Staff 	2 	20 	50
Giant War-Club      	4 	28 	60 (8)
One Handed War Axe 	5 	20 	150 (10)
Pictish Flint Axe 	5 	18 	40 (7)
Mace 	4 	19 	200 (10)
Pole Arms One Handed	4 	19 	120 (9)
Pictish Flint Spear 	4 	18 	40 (7)
Ball and Chain 	6 	30 	800 (13)
Pole-Arms Two Handed	4 	26 	120 (9)
                
FEY MELEE WEAPONS
Weapon 	Plus to Damage Value	Maximum Damage Value	Price
Fey Small sword 	5 	20 	3000
Fey Large sword     	7 	22 	5000
Fey Poll Arm One Handed 	5 	20 	3000
Fey Poll Arm Two handed 	5 	27 	3000
Dwarven Axe One Handed 	5 	22 	4000
Dwarven Axe Two Handed 	5 	29 	4000
Dwarven Hammer One Handed	4 	21 	3500
Dwarven Hammer Two Handed	4 	28 	3500
         
NORMAL MISSILE WEAPONS                                           
Range (meters)
Weapon 	 Plus Damage/Max Value	Short	Medium	Long	Price
Throwing Dagger        	3/18 	3-5 	10 	15 	200 (10)
Thrown Spear or Axe            	4/19 	3-5 	25 	40 	50 (7)
Thrown Rock 	1/16 	3-5 	10 	15 	0
Sling 	4/19 	3-10 	40 	100 	60 (8)
Short Bow 	5/20 	3-10 	40 	100 	140 (10)
Long Bow 	6/21 	3-10 	100 	150 	600 (13)
Crossbow 	21 	3-10 	100 	200 	300 (11)
                                                                                        
            
FEYD MISSILE WEAPONS                                           
Range (meters)
Weapon 	Plus Damage/Max Value	Short 	Medium	Long	Price
Fey Spear Thrown      	5/20 	3-5 	25   	40 	3000
Fey Short Bow  	6/21 	3-10 	40 	100 	4000
Fey Long Bow 	7/22 	3-10 	100 	250 	5000
Dwarven Crossbow 	22 	3-10 	100 	200 	4000
Dwarven Throwing Axe 	4/21 	3-5   	25 	40 	3000
 
NORMAL
SHIELDS
Shield 	Value/Tough.	Fatigue? 	Price
Buckler  	no 	900 (14) 	
Small Shield 	no 	1000 (14)	
Medium Shield	no 	1500 (15)	
Large Shield	Yes* 	2000 (15)	
FEY
SHIELDS
Shield 	Value/Tough.	Fatigue?	Price
Fey Buckler 	no 	20000 	
Fey Small Shield 	no 	25000 	
Dwarven Medium Shield	no 	30000 	
Dwarven Large Shield 	Yes* 	30000 	
        
NORMAL
ARMOR
Armor 	Value/Max	Fatigue?	Price
Hides and Furs    	1/20 	no 	400 (12)
Bone and Hide      	3*/20 	no 	400 (12)
Leather     	2/20 	no 	800 (13)
Bronze Chain Mail    	4/25 	yes* 	7000 (18)
Cuir Bouilli      	3/20 	no* 	900 (14)
Iron Chain Mail 	4/25 	yes 	15,000 (20)
Scale Male 	4/25 	Yes 	12,000 (19)
Lorica segmentata 	5/25 	no 	25,000
Ring Mail    	3/20 	no 	12000 (19)
Cotton Gambason   	2/21 	no 	400 (12)
Giant Armor    	4/28 	yes* 	10,000 (19)
                                 
ENCHANTED ARMOR
Armor 	Value/Max. 	 Fatigue?     	  Price
Dwarven Brigentine    	Yes 	30,000 (20) 	
Fey Chain Mail          	no 	30,000 (20) 	
Fey Leaf Armor* 	No 	30,000 (20) 	
                                  
Equipment
(continued)'''
GENERAL
GEAR CHART                    Price '''
Hemp
Rope ()
                                   30  
Silken
Cord ()
                                  300 
Torch
                                                       10
Oil
Lamp                                                 
 50 
Candles
                                                   10
Sundial
                                                    10
Glass
mirror                                              20
Canoe
                                                   1200
Coach
                                                20,000
Wagon
                                                 5,000
Longship
                                            40,000
Galleon
                                            100,000
Iron
Spikes                                                10
Belt
Pouch                                                 20
Sleeping
Mat                                            
50
Map
Case                                                  60
Cloak,
cloth                                             
100 
Cloak,
fur                                                  500 
Sword
scabbard                                    
1000 
Enchanted GEAR
CHART                Price
Climate
Cloak                                          600 
Strength
Potion                                      6000 
Knowledge
Stones'''
Kindred
                                                 1000
Elements
                                              1500
Mixed
Forces                                         2000 
Principles
                                              3000 
Essences
                                           10,000