Gear

     Unless altered by Edges or Hindrances, your hero has 500 silver pieces to purchase equipment with. Some of the items for sale are quite expensive because they are rare or on the cutting edge. Technology in Khemer is primarily that of a medieval world.

Armor
Weapons

Adventuring Gear
Arcane Gear
Animals, Trained
Clothing
Services
Travel

Vehicles
Fortifications
Siege Engines

Special Materials

Availability

     Having a sack of money does not guarantee one can purchase goods anywhere in Khemer. Many steads and villages are self-sufficient in basic goods, but lack the materials, craftsmen, and desire to produce certain goods. In a major city, on the other hand, one is likely to be able to find all but the rarest items.
     Most goods are rated Village (which also covers steads), Town, or City. On the various tables, these are coded as V, T, and C respectively. This is the minimum size settlement in which one can find these goods readily for sale. Special (S) refers to specific types of settlement, such as only being able to purchase blessed armor through a temple.
     During character generation, heroes may ignore these codes—it’s assumed they’ve managed to acquire the goods through brave deeds, journeys, lucky finds, family heirlooms, and such like.

Racial and Geographic Factors

     As well as the size of the settlement, there are also racial factors in play. Rather than presenting a detailed list of differences, core examples are provided for the players. As always, the GM has the final word on what can be purchased where and for how much.
     The elves, for instance, never mastered, or never saw the need to master, the art of crafting plate armor. They prefer to fight in lighter armor, typically employing skirmishers rather than shock troops or heavy cavalry. As such, plate mail costs twice as much when purchased in elven lands.
     While dwarves are master metalworkers, their innate intolerance of the other races prohibits open and easy trade. When they do sell their arms and armor, they do so at twice the usual cost.
     No honest merchant would ever sell arms and armor to an orc, goblin, or other such creature. These beasts are the enemies of all the civilized races.

Buying Goods

     The availability codes are general indicators for the GM to show what goods and services are available in a given settlement. Small settlements may lack the craftsmen, raw materials, or market for certain items. Of course, if there is a craftsman of the appropriate sort, they’ll likely be able to make items—if one has the money and is prepared to wait.
     City items in a town or town items in a village cost 50% more than normal, when they are available. City items in a village cost twice as much as normal, if available. Special goods can only very rarely be purchased outside the described location.

Selling Goods

     Adventurers often come into a fair amount of treasure. Gems and jewelry are easy enough to sell or trade, but unloading more mundane items such as swords, armor, and even ships can be a bit trickier. One or two items can sometimes be sold at near full-price if the right buyer can be found, but no merchant pays full price for such items.
     A Streetwise roll in any settlement allows a seller to unload all of his mundane treasure for a quarter its normal value. A raise finds a buyer who will take it all for half the list price. This roll may only be attempted once per week per settlement.

Back to: Main Page

Gear

Heroes of Khemer Gatlin