
Where there are humans, there are the concepts of labor and property; money soon follows.
Many adventurers are motivated by a desire to gain a fortune by adventuring and then spend the rest of their days in luxury.
But in roleplaying games the players want to have fun playing and often drive their characters on relentlessly.
Still there is a desire for treasure; for the fun of gaining it and the usefulness of spending it on equipment, to gain new treasure ...
This section quantifies economic matters.
The focus is mainly on agricultural societies, though there is also some information on hunter-gatherers, pastoralists and industrial economies.
Money
In a fantasy world, all kinds of things may serve as money, like gems and pearls, seeds from a magical plant, dragon teeth or crystallized ethereal bugs. However many places use metal coins, just like on Earth throughout most of history. Some gaming systems use simple scales like 1 gold piece = 100 silver pieces = 10,000 copper pieces. Historical systems are less regular. For example the most common European system is based on silver coins, ranked by weight: 1 libra / livre / pound = 20 solidi / sous / shillings = 240 denarii / deniers / pennies. Other coins like marks (2/3 pounds), groats (4 pennies), farthings (¼ penny) and many others add to the variety. On Earth, depending on time and place, gold is 8 - 16 times more valuable than silver and often more stable in value. Gold coins like ducats, florins and guldens are out of reach of commoners, though rich adventurers may find them convenient. Copper and alloys like bronze are used for the lowest valued coins; electrum, a mix of gold and silver, was used in antiquity.
In 'primitive' societies money is scarce, seldom used and not very useful because almost nobody is is able to give change in return from purchases.
Trade is handled by barter, like exchanging four sheep and a pair of shovels for one cow.
There is also an unwritten, but mutually agreed system of rights and duties.
For example a farmer may be required to work 40 days per year on the lands of his lord and has to pay an entry fee that consists of his best pig.
In return, he can rely on the lord to keep the land free of robbers and bandits and to act as an impartial judge in legal disputes.
Though partially or wholly undocumented, these legal systems can be extensive and strictly enforced.
The places where money is common and useful are towns and cities, traditional hubs of trade.
Unfortunately for adventurers, prices are higher in the city than in the countryside.
Because the value of money goes up and down with inflation, coin debasement, clipping and fluctuating demand for food, labor and other goods and services, it is difficult to set a standard that can be used in many games. Totte uses the "u-de" or shude as a unit of value, an ancient Sumerian term that means "hand - to bring", roughly translating to "set to work". It represents the value of one day of unskilled labor, which is much more valuable in pre-industrial societies than it is today. All prices and other money sums below are in shude. GMs will translate the shude into coins or other currency that is used in their game worlds.
Income and expenses
Income
In hunter-gatherer societies there usually is little or no money.
Most economic activity is about obtaining food, which is consumed almost immediately.
A handful of items are traded among people, almost always through barter.
Unless the environment is rich in food, people wander around as nomads or semi-nomads, so houses tend to be simple and play but a small part in the economy.
Chieftains and shamans are more powerful and richer than others, though not much; on the whole there is little wealth disparity in the tribes.
Pastoral societies are a little richer.
They produce a somewhat wider range of clothing, tools and other utensils, but no houses of note because pastoralists frequently wander around too.
Most wealth is tied up in animals, who economically act like portable capital, and to a lesser degree in grazing grounds, which must be defended all the time.
War leaders can lay claim to the best plunder, but have to buy the loyalty of their warriors with money and other gifts, smoothing differences in wealth.
Tribes try to get richer by raiding neighbor's cattle or even subjugating and exacting tribute from them.
Pastoralists trade animals and animal products like butter, cheese, leather and furs with more advanced societies for agricultural foods, weapons, art and the like.
They may make war just to obtain trading rights, or if they are strong enough, raid or even conquer their wealthier agricultural neighbors.
In an agricultural society there is at least a lower and an upper class and often a middle one too.
There is great income inequality, meaning that the vast majority of the population falls in the lower part of the wage / expenditure range.
Above squalid level, income levels tend to follow a Pareto distribution, with very many poor people, a small middle class and a tiny upper class.
The vast majority of people are farmers, tied to their land by the need to care for it and often by legal arrangements too.
They make a living by growing crops, eating part of it and selling the rest.
Farmers with a sizable amount of land can sustain themselves and their family; a few with a more than average holding can be considered middle class.
But most farmers own less than average, not enough to make a full living.
They need to supplement their meager farming income with day labor, either skilled or unskilled.
Some wage laborers are servants who live in or near the house of their master, who often pays for their food and clothing, though their cash wages are low.
Others are seasonal workers or journeymen who often take on short contracts and work until they can satisfy their needs.
The latter category often owns houses of their own, though they may spent part of the year living in work camps.
Towns are home to craftsmen, traders and officials who make their living by selling goods or services.
On average merchants and craftsmen make a 10% profit, enough to build up substantial savings.
Several rank as middle class citizens in wealth and power.
A few merchants who engage in long distance trade make profits of 15% - 45%, though are exposed to greater risks to their investments.
Many crafts and trades are dominated by guilds, which monopolize parts of the economy and deeply affect the lives of their members.
At the top of the chain is the upper class, usually a mix of nobility and priests.
They get money from rents on land, mines and workshops, from taxes and many fees and duties.
This makes them much richer than the other classes.
Industrial societies are the richest of all.
Machines do part of the work, from little in early industrial economies to very much in late ones, allowing people both more consumption goods and spare time.
Early on many people work in factories, but later on switch to services, information processing, social and creative professions.
Industrial economies can work only if they are supported by advances in efficiency in agriculture, to free farmers to do other work,
and healthcare, to keep diseases from keeping populations low.
This usually works because advances in technology are accompanied by similar progress in other sciences.
Industrial economies produce a wide range of goods in very large quantities.
They also have an insatiable hunger for raw materials, which drives the politics and wars of industrial states.
In industrial societies, most towns grow into cities and life becomes busier and faster.
Income disparity can be low or just as high as in agricultural societies.
Wages
The numbers listed below are average day wages for both skilled and unskilled workers. Ancient and medieval laborers worked some 5 - 6 days per week, but due to many long festivals only 250 - 300 days per year on average. The wages are gross market wages; taxes and other duties need to be deducted to arrive at disposable (net) income.
- working maid ⅔
- unskilled male laborer ¾ - 1
- apprentice 1 - 1½
- skilled worker 1½ - 2
- expert craftsman 2½ - 4
- educated specialist 3 - 10
The upper class makes a lot more money. Kings, queens, emperors and empresses are the richest of all. Their wealth varies with the size and prosperity of their realm and their personal fortune is often deeply intertwined with the state finances. Petty kings are little better than earls; rulers of large empires have incomes outstrip the latter by two or even three orders of magnitude.
- squire 9 - 17½
- knight 17½ - 100
- baron 85 - 200
- earl 175 - 500
On military campaigns feudal soldiers often have to pay for their own horses and equipment. For this they are compensated by day wages and supplement this themslves by looting. Note that they normally only get paid for military service while they participate in a campaign, which usually lasts only a few weeks per year.
- foot soldier 1 - 2
- mounted archer / armored foot soldier 3
- man-at-arms 6
- knight bachelor 12
- knight banneret 24
Expenses
In an agricultural society, wealthy farmers earn enough money to save a small amount for a pension, though the poorest cannot afford that and have to live from day to day.
Middle class citizens are wealthy enough to live quite well and still save enough to build up capital.
Upper classes have lavish incomes, but spend a lot of money on fancy clothes, horses and houses to visually set themselves apart from commoners.
They also have a range of expenses that the other classes do not have: sports like hunting and hawking;
travel costs, as they tour around their lands, visit other nobles or the ruler of the country;
wages and gifts to staff, supporters, allies and various other clients to buy their services and loyalty.
Below is a table that lists relative spending for three different social classes. These are only averages; individual households will of course vary, a lot. Note that expenditure is based on almost net income, with production costs like tools, animals, food for animals and most taxes already deducted from the gross income. Though relative segments are often equal, the absolute amount of money spent differs a lot because of the high income disparities. These differences are a mix of quantity and quality. For example upper class households consume more food because they are larger, but also eat higher proportions of meat, fish and more exotic spices.
Expenditure | Lower class | Middle class | Upper class |
Food and drink | 50% | 50% | 50% |
Fuel and lighting | 14% | 10% | 4% |
Clothing | 10% | 10% | 10% |
Bed linen, utensils | 6% | 4% | 2% |
Taxes, rents | 10% | 8% | 5% |
Legal fees | 1% | 2% | 2% |
Wages | 0% | 4% | 10% |
Housing | 9% | 9% | 5% |
Travel | 0% | 2% | 10% |
Entertainment and charity | 0% | 1% | 2% |
Taxes, tithes, fees, duties and fines
Throughout history humans have been certain of two things: death and taxes. For a common farmer in a medieval world, the total tax burden can be as light as 10% of his gross income to as heavy as 60%. Below is a list of historical tax types.
- Most states have an income tax. Sometimes these are progressive, i.e. the richer the tax payer, the larger percentage of her income is owed in taxes; sometimes they are regressive instead. The poor are often not taxed at all, as they have nothing to give. An example of a regressive model is the Roman empire, which allowed its wealthiest citizens to become filthy rich at the expense of the plebs.
- Income tax is supplemented by other taxes like a property tax, based on the property of the taxpayer; a hearth tax, per household; a poll tax, a fixed sum per citizen; scutage, money paid to avoid military service; a tithe, a tax that benefits religious institutions; and/or others.
- Regular taxes are supplemented by duties and fees for all kinds of events like marriage fees; death duties; inheritance tax; reliefs or entry fines for new tenancies for farmland or buildings. Laws and by-laws can be so restrictive that even good citizens occasionally have to pay transgression fines.
- Lucrative jobs, guild membership, licenses (even for begging!) do not come for free. Corrupt officials may demand bribes before allowing lower ranking people into such jobs and sometimes entry fees are even regular and legal.
-
Traders and other travelers who cross roads, bridges, canals often have to pay tolls.
Though they tend to be low, they can be many on long roads and waterways, significantly adding to travel expenses.
Those who cross borders may also have to pay import and/or export duties. Normal rates are 1% - 2.5% of the value of the goods if the states are on good terms with each other. If relations are less good, they may rise up to 5%; when at war around 8%, to as much as 20%. Taxes on luxury goods are often much higher than those on common trade goods, up to 5 times more. - In times of war, special one-time war taxes may be levied to finance the heavy costs of warfare. Their levels vary though are often steep.
- Services are taxes that are not paid in money but in kind. Examples are corvée, labor services by farmers to their lord and cartage, providing draft animals to pull carts and wagons. Many services are military, like guard duty to safeguard strongpoints; escort duty, acting as guards for important people; military service in the army.
Though many adventurers, through their frequent dangerous activities and wanderings in the wilderness, are not fully part of civilized societies, the monster of taxes will prey on them too. And warlike adventurers may be required to provide military services next to money, just like the nobility.
Consumption levels
One way to know how much money player characters can spend is to keep track of all income and expenses. Though realistic, this means a lot of bookkeeping that some GMs and players may want to avoid. A less detailed way to handle expenses is to lop all of them together in a single 'expenditure level'. Here is an example range:
Level | Daily expenses | Food | Clothes | Home | Examples | |
0 | Wretched | 0 | scraps / stolen | rags | open air / abandoned shack / broken house | beggars |
1 | Squalid | ¼ | meager diet from gardening and foraging | worn out | filthy shack | forest dwellers, exiles, eccentrics, lepers |
2 | Poor | ¾ | simple diet | simple | small cottage | poor farmers, unskilled laborers |
3 | Average | 1½ | fairly palatable diet | normal | mid-sized house | independent farmers, skilled craftsmen |
4 | Wealthy | 3 | tasty diet | fashionable | large comfortable house | merchants, expert craftsmen, overseers |
5 | Noble | 15 | rich diet | custom made | manor house / castle | lower nobility |
6 | Aristocratic | 100 | very rich diet | jewel encrusted | large castle | barons, earls |
7 | Royal | 1,000 | exquisite diet | museum pieces | palace | dukes, kings, emperors |
The expenditures listed above include food, clothing, housing / lodging, healthcare and taxes. They exclude costly purchases like weapons, transport, houses for sale and the like; these should be handled individually. Expenditure levels are for life in towns and cities. Living in villages, hamlets and lone dwellings is cheaper. There the higher levels simply cannot even be maintained because of the lack of luxury goods and services, unless these can be 'imported' from a nearby town or city. The wilderness is the least expensive place of all, as there is nothing there to spend money on, except for the occasional stray band of bandits or greedy monsters. However preparing for an expedition into the wilderness can be costly, requiring money for expensive provisions, transport, weapons and miscellaneous equipment.
Prices
The prices in the lists below are averages that traders and consumers pay on a town market.
Real prices depend on the quality of the goods or services and fluctuate with the seasons, supply and demand.
A mangy horse will cost less than a courser in top shape; the services of a master carpenter are more expensive than those of his junior apprentice;
timber is cheap in boreal forests but expensive in arid regions;
spices that are affordable in the village where they are harvested can be worth up to 20 times more a continent away;
equipment for nobility can be several orders of magnitude more expensive than ordinary stuff!
Prices may rise dramatically in times of war, or when a party of adventurers floods the local market with treasure.
The prices below are guidelines for an 'average' stable agrarian society, equipped with medieval technology, heavily leaning on grains for food,
in relative peace and with a decent trade network; comparable to Europe in the High Middle Age.
In more primitive societies the supply of goods and services is lower and their prices higher.
In more advanced and industrialized societies both supply and prices are higher, but because wages are higher too the effective buying power of consumers is greater.
The GM will decide on effective prices.
Real estate
Land
Though land in pre-industrial societies is not often sold, Totte offers a list of average prices.
Actual land value depends mainly on its fertility; the mean is about 3 times more than the poorest land; the richest 3 times more than the mean.
When rented to a farming family, normal height of the rent is about 8% - 10% of the value of the land.
Rents may be asymmetrical, for instance a substantial one-time entry fine followed by a lower yearly rent, starting anew when the owner dies and somebody else inherits the land.
The value of land used through horticulture depends on its development.
Undeveloped land is worth little; land with young but mature crops the most; old and worn out crops less.
With arboriculture the price depends on what it is used for.
Foraging woodland is the cheapest; light woods that can be used to gather firewood are worth more; large trees that can be harvested for timber are the most expensive.
- pasture 15
- meadow 50
- arable land 10
- vegetable garden 1
- olive grove 17½
- vineyard 75
Note that though pasture and meadow are relatively cheap per unit of surface area, a livestock farmer needs a lot of it sustain a sizeable flock.
Houses
The price of houses is determined by size, construction type and location. Mudbricks deteriorate quickly in wet climates but last several years in dry areas; fired bricks require much fuel; wood is easy to work with but flammable; stone sturdy but heavy. Heavier construction types provide more comfort and safety, but are also more expensive, in materials, transport of materials and the skills of the carpenters and masons. Below are listed averages in shude / m³ volume (excluding roof). Note that medium expensive buildings are often hybrids, with the lower half built in stone, the upper walls in wood and the roof made of thatch or turf.
Construction type | Materials | Wages | Total |
wattle and daub / mud | 0.1 | 0.2 | 0.3 |
mudbrick | 0.1 | 0.3 | 0.4 |
wood | 0.6 | 0.4 | 1 |
fired brick | 4 | 2 | 6 |
stone | 5 | 4 | 9 |
On the countryside, most houses have a single floor and are built of 'bays' of 4½ x 4½ meters. Construction types are often hybrid but mostly simple. Average prices for (mostly wooden) village buildings are:
- tiny hut (10 m²) 20
- small one-room cottage (20 m²) 40
- medium two-room cottage (40 m²) 80
- long house (60 m²) 120
While the cost of land for building houses in the countryside is very low, in towns and cities a building lot can cost more than the building itself. As a result, buildings rise in height. Seven stories is about the maximum for pre-industrial buildings, though two stories is much more common, for example a building with a workshop on the lower floor and living quarters on the upper one. Also building in stone, or to use at least a tiled roof, is more common because of the fire hazards of a city packed with wooden buildings. Average prices (again for wooden) town buildings in dense areas are:
- small two story laborer's house (2 x 20 m²) 240
- small three story craftsman's house (3 x 20 m²) 360
- medium two story house with tiled roof (2 x 40 m²) 1,000
- large three story house with tiled roof (3 x 60 m²) 1,250
- very large merchant house with courtyard (3 x 1200 m²) 20,000
After construction, buildings need maintenance. This costs about 2% - 3% of the price of a new building per year.
Temples

The prices listed below are for temples built in common stone, with minimal decoration. Expensive decorations that require marble, ornaments, paintings, carpets, precious metals and/or gemstones all increase the cost.
- small temple(500 m²) 45,000
- medium temple (850 m²) 100,000
- large temple (2600 m²) 550,000
Castles
The cost of castles depends on their size and the materials used (earth, wood, bricks, stone). Castles built in inaccessible places like on hilltops cost more than in valleys with roads, rivers and a good supply of laborers.
- small wooden motte & bailey 6,000
- large wooden motte & bailey with mound 18,000
- basic stone castle 85,000
- baronial castle 250,000
- concentric castle 1,200,000
Consumables

Most food prices below are based on a grain-based agriculture. Rice farming can feed more people per unit of surface than grain farming but also requires more manpower. Prices are quite different when farms mainly produce tubers, or when most food comes from husbandry, fishing hunting or gathering.
Raw cereals
For human consumption, raw cereals need to to be milled into flour and then processed into bread, pasta or other types of food. Cattle are not so picky, they eat cereals raw.
- hay 0.03 / kg
- oats 0.045 / ltr
- rye 0.070 / ltr
- barley 0.080 / ltr
- malt 0.10 / ltr
- wheat 0.11 / ltr = 0.14 / kg
- millet 0.070 / ltr
Cereals
The most popular kind of bread is wastel / manchet, made of filtered wheat. Of medium quality is maslin, made of a mix of wheat and rye. Lowest on the ladder is horsebread, made of a mix of oats, barley and pulses. Rice has even more different types and qualities than bread. Listed below are average prices.
- bread 0.25 / kg
- rice 0.20 - 1.3 / kg
Roots and vegetables
- onions 0.07 / kg
- pulse / legumes (peas, chickpeas, beans, lentils, etc.) 0.05 - 0.15 / ltr
- spinach 0.2 / kg
- turnips 0.25 / kg
- cabbages 0.45 / kg
- carrots 0.45 / kg
- eggplants 0.7 / kg
Fruit
- apples 0.35 / kg
- grapes 0.7 / kg
- berries 1.3 / kg
- dried fruit 1.0 - 6.0 / kg
Nuts
- chestnuts 0.5 / kg
- almonds 1.7 / kg
Dairy products
- curd 0.15 - 0.2 / ltr
- milk 0.2 - 0.25 / ltr
- butter 1 / kg
- cheese 0.6 / kg
- eggs 0.2 / dozen = 0.4 / kg
Meat
Meat is often sold as live animals, not slaughtered and cut. If it is, it is often smoked or salted for preservation, which increases the price.
- rabbit 0.6
- goat meat 0.65 / kg
- mutton 0.75 / kg
- beef 1.5 / kg
Poultry
- snipe 0.12
- butcherbird 0.35
- duck ½
- teal 3½
- swan 4
Fish
- herrings 1 / dozen
Herbs and spices
Prices listed are for locally produced herbs and spices. If they have to be imported from another continent, prices may rise as high as 20 - 100 shude / kg, or in case of the precious saffron 250 - 300.
- fennel 0.12 / kg
- garlic 0.12 / kg
- salt 0.18 / kg
- mint 0.45 / kg
- aniseed 0.9 / kg
- cumin seed 0.9 / kg
- ginger 1.2 / kg
Other seasonings
- sesame 0.2 - 0.25 / kg
- vinegar 0.6 / ltr
- olive oil 0.9 / ltr
- honey 1.2 / ltr
- virgin honey 2.0 / ltr
- red sugar 0.65 / kg
- white sugar 1.5 / kg
- refined sugar 3 / kg
Drinks
- beer 0.045 - 0.09 / ltr
- cider 0.55 / ltr
- must 0.55 / ltr
- wine 0.4 - 1.3 / ltr
Fashion
Raw clothing materials
- canvas 1.2 / mtr
- wool 1.65 / kg
- flax 2.8 / kg
- sheepskin 0.65
- cowskin 6
Cloth
The cost of cloth is usually measured by its length, though the real cost depends on its surface area, but there is no single standard width. The width depends on the width of the loom, which can vary between ¾ meters to 6 meters; on average 2 meters.
- coarse linen cloth 1 / mtr
- felt 2.5 / mtr
- ordinary wool cloth 4 / mtr
- second quality wool cloth 6.5 / mtr
- first quality wool cloth 11 / mtr
- silk 20 / mtr
Clothing

The prices below are for a single full set of clothing for one year for use in a temperate climate, to be worn almost every day and renewed every year.
Note that poor people do not replace their clothing so often; they patch it and wear it until it almost falls apart.
The peasant outfit includes a simple cap, an undergarment, a simple linen tunic, a belt and a pair of wooden clogs.
The middle class outfit uses dyed wool instead of linen, includes a hat or hood and replaces the clogs with proper shoes.
The aristocratic outfit is made of brocade, silk or another expensive textile in several colors, adorned with fur and maybe some jewelry.
It replaces the tunic with a doublet or dress, the shoes with leather boots (for men) and adds a cape or cloak.
- peasant outfit 6
- middle class outfit 25
- aristocratic outfit 150
Cosmetics
- soap 0.8 / kg
Construction
Metals
As metals are heavy and transport is expensive in pre-industrial economies, the price of metals depends mainly on the proximity of mines.
- iron 0.5 / kg
- steel 1.3 / kg
- lead 2.0 / kg
- copper 3.75 / kg
- tin 8.5 / kg
- silver 300 / kg
- gold 4500 / kg
Other materials
- timber 0.12 / ltr
- fired brick 0.02
Miscellaneous goods
Fuel and lighting
- firewood 0.006 / ltr
- charcoal 0.02 / ltr
- tallow candles 2 / kg
- wax candles 8 / kg
- lamp oil 10 / ltr
- tinderbox 1
- lantern 2
Raw goods
- tar 0.6 / ltr
- pigments 2½ / kg
Semi-manufactured goods
- nails 2⅓ / kg
- rope 0.12 / mtr
- painting oil 27½ / ltr
- glass 25 / m²
Utensils
- horseshoe ⅓
- yarn 4 / kg
- pewterwares 2½ / kg
- brasswares 4 / kg
- silverwares 900 / kg
Containers
- large tun 2
- chest 8
- coffin 8
Tools
- rake ¼
- knife ⅓
- shovel 2
- axe 3
- plough 5
Cooking
- small vessel 0.1
- medium clay vessel 0.2
Writing
- paper 1½ / dozen sheets
- parchment 3 / dozen sheets
- book 45
- scroll case 1
Musical instruments
- tambourine 3½
- pair of bongos 12
- bass drum 25
- flute 3
- lyre 15
- lute 20
- pillar harp 40
Animals
Livestock
Prices for animals vary a lot with their age, condition and attributes like strength or the amount of milk / eggs that they produce. For example prices for pigs are: just weaned 1 shude, one year old 2½, two years old 12½. Animals may be kept for milk, eggs, fur / wool, as draft animals, or a combination of these.
- chicken ½
- goose 2
- cat 3
- goat 3½
- sheep 4
- pig 12½
- cow 25
- ox 35
Trained animals
Animals may be trained for herding cattle and guard duty or hunting, though usually not a combination of these. Hawks and falcons are trained solely for hunting, as this is all they are good for.
- hunting falcon 125
- hunting eagle 500
Transport and travel
Steeds

The prices are listed for horses categorized by use, not by race. Adventurers who want to have a war horse should look for rounceys, coursers or destriers. Many of these types have been trained for war, i.e. are not frightened by noise or blood.
- hackney (riding horse) 50
- steppe horse 75
- rouncey (quality riding horse) 100
- courser (fast hunting horse) 150
- palfrey (riding horse with ambling gait) 175
- destrier (heavy war horse) 600
Pack and draft animals
- sled dog 5
- pack goat 5
- donkey 20
- reindeer 25
- llama 25
- sumpter (pack horse) 30
- ox 35
- buffalo 60
- draft horse 70
- yak 90
- mule 100
- dromedary camel 100
- Bactrian camel 150
- Indian elephant 600
Carts and wagons
- Western wheelbarrow 4.5
- Asian wheelbarrow 6
- cart with wooden wheels 8
- cart with ironclad wheels 20
- wagon with ironclad wheels 40
- heavy wagon 65
Boats and ships
Ships cost about 250 shude / gross ton, a little less for simple designs and a little more for intricate designs.
- boat oar 3
- galley oar 5½
- one-person coracle 20
- small fishing boat 750
- large fishing boat 3,750
- trireme 17,500
- quinquereme 25,000
- viking longship 6,500
- cog 30,000
Travel gear
Travel rations include biscuits, dried bread, fruit and fish, salted meat, nuts, cheese, grease and the like.
It can last weeks or even months.
A pack harness is suitable for loading baggage; a riding saddle for riding.
A military saddle is a high tree saddle that includes stirrups.
It is less comfortable than a riding saddle, but offers better stability in combat.
- travel rations / day 1
- purse ¼
- waterskin ½
- backpack 2
- pack harness 3
- bit, bridle and reins 1¼
- riding saddle 6
- tree saddle 8
- saddle bag 3
Tents
Tents can range from small single-person shelters to large water/windproof structures equipped with carpets and furniture. They are usually made of canvas or felt, kept upright by wooden poles. Simple tents are suitable as temporary shelters; more advanced designs like yurts can be used as portable houses.
- one-person fly tent (2 m²) 2½
- one-person yurt (20 m²) 25
- one-family tipi (40 m²) 55
Lodging
Inns, caravanserais, ryokan and the like tend to be rare except in large states with good roads and/or plenty of long distance travel. Taverns, alehouses and public houses, which offer drink and sometimes food but generally no lodging, are more common but also tend to be simpler. Many of these places are run by peasants, who offer to share their house and bed in return for a modest fee. For horny men (or women), prostitutes may be found in brothels or near other types of public houses.
- food & drink 1
- beds, heating and lighting ½
- stabling and food for horse ⅔
- sexual services ⅔
Humans
Slaves
Prices for slaves are relevant only in societies where slavery is normal practice.
- female domestic slave 35 - 40
- female concubine 150 - 200
- male slave unskilled worker 50 - 55
- male slave skilled worker 70 - 100
Weregilds
Weregilds are compensations for manslaughter, customary in early Germanic societies. Lesser weregilds are assigned to crimes like rape, mutilation and grave robbing.
- raping a free woman 500
- killing a servant 500
- killing a free man 2,500
- killing a nobleman 12,500
Weapons
Swords
Prices for swords exclude scabbards.
- dagger 3
- short sword 6
- medium sword 12
- fencing sword 15
- battle sword 15
- long sword 18
- two-hander 25
Axes and picks
- hand axe 2
- battle axe 3
- great axe 4
- light pick 2
- heavy pick 3
Clubs and maces
- light club 1
- heavy club 1½
- morning star 3
- light mace 2
- heavy mace 3
Trashing weapons
- sap 1½
- nunchaku 1½
- chain 2½
- flail 2
- scourge ½
- whip 1½
Staffs
- half staff ¾
- short staff 1
- long staff 1½
Spears and polearms
- short spear 2
- medium spear 2½
- pike 3
- light lance 3
- medium lance 4
- heavy lance 5
- harpoon 3
- winged spear 3
- halberd 5
Bows and crossbows
Arrows cost 0.1 shude apiece.
- shortbow 4
- hunting bow 6
- longbow 8
- composite bow 12
The price of a crossbow bolt is about 1/10 of the price of the crossbow that matches its size. All but the lightest crossbows need tools to string them; these are listed below too.
Crossbow | Bow cost | Tenser | Tenser cost |
wooden | 6 | 0 | |
eighth | 12 | cord and pulley | ½ |
quarter | 25 | goat's foot | 1 |
cavalry | 30 | cranequin | 5 |
infantry | 40 | windlass | 7 |
siege | 60 | windlass | 8 |
- quiver 1½
Shields
- cavalry 3
- medium 6
- body 8
- pavise 10
Armor
Helmets
- skullcap 15
- open 18
- half open 22
- closed 25
Body armor

Mail and plate armor are listed side by side, though historically plate superseded the other when smithing techniques improved. Both require a lot of labor, though plate more skilled, making it more expensive.
- small gambeson 8
- large gambeson 15
- scale cuirass 18
- scale coat 35
- brigandine 40
- brigandine coat 70
- lamellar cuirass 60
- lamellar coat 120
- laminar armor 30
- byrnie 35
- haubergeon 55
- hauberk 70
- plated mail cuirass 70
- plated mail coat 130
- plated mail suit 175
- plate cuirass 95
- half plate 180
- full plate 240
Horse barding
Horse barding is suitable only for strong warhorses that are not frightened by the load. Barding protects the head, the front and often also the center and rear of the body of the horse. The legs are left free as not not hinder the movement of the horse, though it leaves its lower parts vulnerable.
- scale horse barding 120
- mail horse barding 120
- plate horse barding 350
Artillery
Siege engines
Siege engines are rarely bought on the market, but often constructed on the spot when a siege begins. Heavy machinery like trebuchets are an exception; these are sometimes dismantled after use, transported to the next siege and there re-assembled.
- light ballista 350
- medium ballista 550
- heavy ballista 900
- light catapult 600
- medium catapult 1,000
- heavy catapult 1,750
- light traction trebuchet 150
- medium traction trebuchet 250
- heavy traction trebuchet 400
- light counterweight trebuchet 1,250
- medium counterweight trebuchet 2,500
- heavy counterweight trebuchet 5,000