STEEL AGE
Closed Playtest vz076
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Chapter Six

Wealth & Equipment

In Dyrhal, steel is common, but certainty is not. A blade may be easy to find; a good riveter, dry lamp oil, or harness leather that won't crack in the cold can be rarer than silver in the wrong season. This chapter lays out what coin means in the scores of petty states that comprise Dyrhal, what labor and shelter cost, and how scarcity twists prices from one valley to the next. It also gathers the tools of a hard life — arms, armor, travel gear, and the craft to mend or make them — so the table can answer the same question, again and again, without losing the grit: what can you afford, what can you carry, and what will it cost you to keep going?

Coinage and currency · wages, services, and cost of living · scarcity and price drift · arms and armor · equipment quality · adventuring gear · encumbrance · transport and draft animals

Coinage and Value in Dyrhal

In Dyrhal, wealth is not an abstraction. It weighs upon the belt, clinks within a purse, and passes from calloused hand to calloused hand. Coins are struck in rounds — simple discs of copper, silver, or gold — and are known collectively as Rounds. They are practical objects, made to endure travel, war, trade, and inheritance. They are not symbols of boundless prosperity, but markers of labor, scarcity, and survival.

Though barter remains common in rural villages and among isolated communities, the Round has endured as the standard measure of value across the fractured states of Dyrhal. Even where a coin seldom changes hands, its value is understood. A farmer may trade grain for wool, a hunter may exchange pelts for iron tools, but both parties measure fairness against what those goods would command in Rounds. Coinage is the shared language of trade, whether it is physically present or not.

All goods and services in this book are listed in coin values for clarity and ease of play. When barter occurs, use the listed values as a reference point and adjust according to scarcity, relationship, and circumstance. The Round provides the baseline — judgment belongs to the living world.

The Structure of the Round

Dyrhal uses a twenty-based currency system:

20 Copper Rounds (CR) equal 1 Silver Round (SR)
20 Silver Rounds equal 1 Gold Round (GR)
A single Gold Round is worth 400 Copper Rounds.

This structure ensures that gold remains rare and meaningful. Most daily transactions occur in copper and silver. Gold is reserved for significant purchases: finely crafted weapons, heavy armor, land rights, political payments, or ransom.

Copper Rounds are the coin of daily survival. Bread, ale, lamp oil, simple lodging, and common tools are priced in copper. A handful of copper coins may sustain a laborer for a day.

Silver Rounds represent skilled labor and modest prosperity. Wages for trained craftsmen, soldiers in service, and hired specialists are typically paid in silver. Armor, quality weapons, durable animals, and long-term supplies are purchased in silver.

Gold Rounds are rarely seen in peasant villages and are uncommon even in many towns. A single gold coin represents considerable value — months of skilled labor. When gold changes hands, it does so with purpose.

The Physical Reality of Coin

Rounds are struck thick rather than wide, designed to resist wear and clipping. Copper coins darken quickly with use; silver holds a dull sheen; gold gleams even when scarred by travel. None are decorative. Dyrhal's coinage is practical, austere, and meant for circulation rather than display.

Coin weight may matter in play when large payments are involved. Large amounts in copper quickly become cumbersome. Even silver, when accumulated in quantity, carries physical consequence. Wealth in Dyrhal is not invisible. It must be carried, guarded, and sometimes hidden. This physicality reinforces a simple truth: prosperity draws attention.

The Legacy of the Aurikronton Coinage

Though the Aurikronton Empire fell generations ago, its coinage persists. Imperial mints were renowned for purity of metal and strict weight standards. Many Aurikronton coins still circulate, bearing faded visages of long-dead emperors.

These imperial coins are widely regarded as more valuable than modern equivalents. In most regions, an Aurikronton Round is accepted at approximately double the value of a contemporary coin of the same metal. A Silver Aurikronton Round, for example, may be treated as worth two standard Silver Rounds.

This elevated value is not merely superstition. Imperial coins were struck with higher metal purity and consistent weight, and their legacy of reliability has endured. Merchants prefer them. Nobles hoard them. Bandits recognize them. The presence of Aurikronton coinage serves as a quiet reminder of a time when Dyrhal was unified under a single imperial authority. That unity has long since fractured, but the coins remain — small relics of order in an age of competing banners.

Game Masters may use imperial coins as rare treasure or symbolic inheritance. Their value is not only economic, but cultural.

Wages, Services, and the Cost of Living

The value of a coin becomes meaningful only when anchored to labor. An unskilled laborer might earn several Copper Rounds for a day's work — enough to purchase modest food and lodging, with little left to spare. A trained artisan, soldier, or craftsman may earn roughly one Silver Round per day when employed. Gold wages are uncommon outside the ranks of nobles, high-ranking officers, and wealthy merchants. This scale ensures that equipment retains significance — a mail hauberk costing several dozen Silver Rounds represents months of skilled labor.

Wages

Wages vary by season, danger, and scarcity. The rates below assume stable conditions in a market town; remote hamlets, wartime roads, or a hungry winter can push them up or make coin irrelevant.

  • Unskilled Day Labor — 3–5 CR/day (typically 4 CR/day).
  • Skilled Worker — 16–20 CR/day (typically 1 SR/day).
  • Professional Service — 40–80 CR/day (2–4 SR/day), depending on risk and reputation.
  • Armed Work — 10–20 CR/day for watch and patrol; 1–3 SR/day for dangerous routes or sworn protection.
  • Captain / Specialist3–6 SR/day for command, instruction, or high-risk expertise.

Rations and Drink

Rations are priced per day. A ration assumes food and water sufficient for daily activity and sustenance. In lean seasons, even "fresh" fare may become preserved fare.

  • Travel Ration (Preserved) — Hard bread, dried meat or fish, salted roots; meant to keep. 2 CR/day.
  • Daily Ration (Fresh/Common) — Bread, stew, vegetables, occasional meat; what most folk eat when food is available. 2 CR/day.
  • Fine Ration — Better cut, better bread, real spice, fresh fruit when in season. 4 CR/day.
  • Add Ale — If ale is available, add +1 CR/day.
  • Add Wine — If wine is available, add +2 CR/day.

Lodging

Lodging is priced per night. In most of Dyrhal, privacy is scarce — a private room is a luxury, and may require reservation, status, or both.

  • Poor Lodging — A corner in a shed, a hayloft, a temple bunk, or a place by the hearth if the host is kind. Little privacy, little safety. 2 CR/night.
  • Common Lodging — A spot in the common room or stable loft: a roof, a bit of warmth, a place to lay your kit. 3 CR/night.
  • Good Lodging — A shared room or screened-off space with a latch, cleaner bedding, and fewer eyes on your gear. 6 CR/night.
  • Fine Lodging — A private room: a door that closes, a bed that doesn't stink of strangers, discretion at a price. 1 SR/night (20 CR).
  • Extravagant Lodging — The high table and the guarded stair: private chambers, servants, stabling. Only found in richer towns and seats of power. 2 SR+ per night (40+ CR).

Common Services

The following values represent typical conditions in a stable market town. Remote areas or regions affected by war may see modest variation.

  • Caravan Escort, Week — Contracted armed protection for trade travel. 10–15 SR.
  • Weapon Sharpening — Maintenance of blade edges. 2 CR.
  • Armor Repair, Light — Minor repairs to damaged armor. 5 CR.
  • Armor Repair, Serious — Significant restoration work on armor. 2–5 SR.
  • Basic Treatment — Immediate wound care and cleaning. 5 CR.
  • Physician Consultation — Professional medical examination. 1–2 SR.
  • Surgical Procedure — Invasive medical treatment by a trained physician. 5–10 SR.
  • Market Stall License — Permit to conduct trade in a regulated market. 1 SR.
  • Minor Bribe — Payment to influence small matters discreetly. 2–5 SR.
  • Major Bribe — Substantial payment to alter serious outcomes. 10+ SR.
  • Reliable Information — Verified intelligence acquired through trusted channels. 1–2 SR.

Lifestyle Packages (Optional)

If you don't want to total costs line-by-line, choose a lifestyle and pay its daily rate. These packages are shorthand for the rations and lodging listed above.

  • Poor Lifestyle — Poor Lodging + Daily Ration. 4 CR/day.
  • Common Lifestyle — Common Lodging + Daily Ration. 5 CR/day.
  • Good Lifestyle — Good Lodging + Daily Ration. 8 CR/day.
  • Fine Lifestyle — Fine Lodging + Fine Ration. 24 CR/day.
  • Extravagant Lifestyle — Extravagant Lodging + Fine Ration. 44+ CR/day.

Optional Add-ons: Add Ale (+1 CR/day) or Wine (+2 CR/day) when available.

Scarcity, Barter, and Price Drift

Coin does not flow evenly across Dyrhal. In large towns and trade crossroads, silver is common and gold appears with some frequency. For most folk, however, coin is scarce. Goods move through obligation, favor, and exchange as often as they do through open markets.

A farmer may accept tools for grain rather than demand silver. A smith may repair armor in exchange for future protection. A monastery may trade produce, wine, or manuscripts in lieu of coin. Yet even in barter-heavy regions, coin values remain the reference — people may not exchange silver directly, but they understand its measure.

The GM is encouraged to use barter as a narrative tool, not an accounting burden. When barter occurs, reference the coin value of the goods and adjust modestly based on need and scarcity. The Round establishes fairness; circumstance shapes outcome.

Price Drift

Dyrhal's political fragmentation produces sharp regional variation in pricing. Border regions plagued by raiders see weapon prices rise. A state at war pays dearly for iron and labour. Rather than recalculating every table, treat listed prices as standard conditions and apply one of the bands below when scarcity or abundance matters:

  • Stable Market (no change) — Trade roads open, harvest normal, law holds.
  • Tight Market (+10%) — Minor disruption, seasonal shortage, local levy.
  • Scarce (+25%) — War pressure, raids, closed roads, hard winter.
  • Desperate (+50% or more) — Siege, famine, plague, collapse of authority.
  • Glutted (−10% to −25%) — Local surplus, festival market, freshly arrived caravan.

Apply drift where it makes sense, not everywhere. Grain may double while lamp oil stays steady.

Arms and Armor in Dyrhal

Bearing Arms in Public

Weapons are not carried lightly in Dyrhal. Their presence signals purpose, affiliation, or intent, and how they are received depends on where they are borne and who observes them. Enforcement is uneven — most soldiers are posted to fortified settlements, guarding roads, or serving in standing retinues. Few domains possess the manpower to scrutinize every traveler passing through a market square.

Common tools draw little notice. A dagger, a belt knife, a hand axe — these are implements of daily life. Hunters, woodsmen, and laborers carry them without comment. Even a traveler with a spear strapped to a pack may pass without issue in rural districts, particularly where banditry or beasts are known hazards.

Professional martial weapons occupy a different category. A short sword, mace, war hammer, battle axe, longsword, or military polearm is unmistakably an instrument of trained combat. Such arms imply service, affiliation, or intent. Context matters — a caravan guard in visible employ, a mercenary bearing a known badge, or an adventurer with recognized patronage is often tolerated.

What draws attention is not steel alone, but implication. A blade worn quietly may go unremarked. A great weapon carried boldly through a crowded market will not. To bear arms in public is to signal something — affiliation, employment, ambition, or defiance. Whether that signal is tolerated depends less on written decree than on who is watching.

Shields

Shields in Steel Age are not armor. A shield does not increase Armor Value. Instead, it provides a defensive bonus against missile fire when positioned effectively against incoming attacks. In melee, a shield can dramatically influence positioning and control as defined in the combat rules, but it does not directly increase AV. The effectiveness of a shield depends on awareness and orientation — an unaware defender receives no benefit.

Armor as Social Signal

Armor in Dyrhal is never neutral. It is protection, certainly — but it is also proclamation. To wear armor openly is to declare readiness for violence and, more importantly, affiliation with organized force. Most common folk do not own armor. The cost alone places even modest protection beyond the reach of ordinary laborers. A padded gambeson represents weeks of skilled wages. Mail or lamellar represents months, sometimes years.

Mail and lamellar carry strong connotations — the arms of professional men-at-arms, sworn retainers, and those who expect serious opposition. Full martial presentation sends a clearer message still. Such display signals either active service or imminent conflict. The presence of armor changes social dynamics. Unarmored townsfolk instinctively recognize the imbalance. An armored figure speaks from a position of implied force, even without words.

Weapons

Reading Item Lines

Weapon and armor entries use shorthand for quick reference: L = Lethality, R = Reach. Damage types: P (piercing), S (slashing), B (blunt). Ranged bands: PB/S/M/L/E (Point-Blank / Short / Medium / Long / Extreme). See Chapter IV for how Lethality, Reach, and Armor Value interact with Momentum Press and damage.

Slot costs use the defaults in Encumbrance → Slot Costs. Adjust if a weapon is unusually large, ornate, or bundled.

Tomac Vrellen, Man-at-Arms, formerly of Barony of Durnov

Before I had the hauberk I was nobody. A hired sword with a worn gambeson and a secondhand blade. People looked through me in a market. Innkeepers gave me the corner table near the door, where they could watch me. Gate guards asked twice about my business.

The first time I wore the mail — good mail, properly fitted, with a helmet worth the name — I noticed it the same day. The innkeeper asked where I was lodging, not if I was lodging. The gate guard nodded me through. A merchant who had ignored me the week before addressed me directly, used a title I had not claimed.

Nothing else had changed. Same man, same face, same sword. Just the armor. In Dyrhal that is enough.

Melee Weapons

WeaponLRDamageSlotsCost
Dagger10P/S15 CR
Club00B21 CR
Hand Axe10S210 CR
Short Mace20B215 CR
Quarterstaff12B25 CR
Short Sword11P/S28 SR
Arming Sword21P/S215 SR
Mace31B212 SR
War Hammer31B314 SR
Battle Axe31S313 SR
Longsword (Two-Handed)31P/S325 SR
Great Axe41S322 SR
Spear22P36 SR
Glaive32S312 SR
Halberd42P/S418 SR
Bill Hook32P/S410 SR

Melee Weapon Descriptions

Dagger (L1, R0, P/S) — A short, easily concealed blade used as tool, sidearm, or last defense. Common across all classes and rarely questioned when worn openly.

Club (L0, R0, B) — A simple bludgeon of wood or bone delivering blunt force without refinement. Crude, inexpensive, and often the weapon of desperation.

Hand Axe (L1, R0, S) — A compact chopping weapon adapted from daily tools. Practical in the field and dangerous in close quarters.

Short Mace (L2, R0, B) — A weighted striking weapon built to concentrate force in tight spaces. Compact, direct, and effective against rigid defenses.

Short Sword (L1, R1, P/S) — A compact battlefield blade suited to close formations and disciplined fighting. Marks its bearer as more than a common laborer.

Arming Sword (L2, R1, P/S) — The standard sidearm of trained soldiers and retainers. Balanced for both thrust and cut, it represents professional martial steel.

Longsword (Two-Handed, L3, R1, P/S) — A longer blade wielded in two hands for greater leverage and authority. Demands training and space, but rewards decisive control.

Mace (L3, R1, B) — A solid-headed weapon designed to crush through armor and bone. Its force is deliberate and punishing when it lands cleanly.

War Hammer (L3, R1, B) — A focused striking weapon built to compromise armored opponents. Concentrated impact overcomes where cutting edges fail.

Battle Axe (L3, R1, S) — A heavy war axe designed for committed blows. Its broad edge delivers deep, often disabling wounds.

Great Axe (L4, R1, S) — A massive two-handed axe for devastating committed strikes. Requires strength and space; leaves little room for error.

Spear (L2, R2, P) — The issued weapon of Dyrhal's professional infantry. Its reach and direct thrust make it deadly before many foes can close.

Glaive (L3, R2, S) — A long-shafted slashing polearm that controls distance with sweeping force. Effective in trained hands against both shield and flesh.

Halberd (L4, R2, P/S) — A versatile pole weapon combining thrust and cleaving edge. Devastating at reach and unmistakably a weapon of organized war.

Bill Hook (L3, R2, P/S) — A hooked polearm adapted from agricultural origins into a weapon of control. Capable of pulling, destabilizing, and striking with authority.

Quarterstaff (L1, R2, B) — A hardened wooden stave offering reach without edged threat. Simple in form, effective in skilled hands.

Ranged Weapons

WeaponLRangeDamageSlotsCost
Sling0PB/S/MB12 CR
Bow2PB/S/M/LP28 SR
Longbow3PB/S/M/L/EP318 SR
Crossbow4PB/S/M/LP335 SR
Javelin / Thrown Spear3PB/S/MP25 SR
Hand Axe (Thrown)1PB/SS210 CR
Dagger (Thrown)1PB/SP15 CR

Ranged Weapon Descriptions

Bow (L2, PB/S/M/L, P) — A self bow capable of steady fire across meaningful distance. Common among hunters and soldiers, effective against lightly armored foes.

Longbow (L3, PB/S/M/L/E, P) — A powerful war bow requiring strength and training to draw. Delivers greater force and extended range than common bows.

Crossbow (L4, PB/S/M/L, P) — A mechanically spanned bow delivering concentrated force with minimal training. Feared for its armor-penetrating capability and favored in organized urban forces.

Sling (L0, PB/S/M, B) — A simple projectile weapon using stone or lead shot. Inexpensive and portable, though limited in effect against armor.

Javelin / Thrown Spear (L3, PB/S/M, P) — A balanced throwing spear designed for short-to-medium engagement before closing. Capable of serious harm when cast with force.

Hand Axe (Thrown) (L1, PB/S, S) — A small axe thrown at close range to disrupt or wound before melee. More practical than precise.

Dagger (Thrown) (L1, PB/S, P) — A last-resort throwing blade effective only at close distance.

Kesse Neuhauss, Mercenary Crossbowman, Free City of Strandholdt

Armor is honest work. I respect it. A mail hauberk has saved more men than any sword technique ever invented, and the man wearing one walks differently — he knows it too.

A crossbow at thirty feet does not care. I have seen good mail, properly riveted, properly padded beneath, stop a bolt from distance. I have also seen the same bolt go through the same mail at close range and not slow down enough to matter. The difference is thirty feet. Maybe twenty.

I am not saying don't wear armor. I am saying know what is pointing at you before you decide the armor is enough.

Armor

Armor (Body)

ArmorAVSlots (Worn)Cost
Unarmored / Clothing00
Light Gambeson / Furs / Layered Leathers128 SR
Heavy Gambeson / Hardened Leather2315 SR
Gambeson + Leather / Light Mail Shirt / Scale Shirt3340 SR
Mail Hauberk + Gambeson / Lamellar5490 SR
Reinforced Mail Hauberk / Brigandine / Full Lamellar64130 SR
Plate Armor84300 SR

Helms & Shields

ItemBonusSlotsCost
Simple Helm+1 AV110 SR
Enclosed Helm+1 AV120 SR
Typical Shield+2 Momentum Defense or one step of cover28 SR

Armor Descriptions

Unarmored / Clothing (AV 0) — Ordinary garments offering no meaningful protection against weapons.

Light Gambeson / Furs / Layered Leathers (AV 1) — Padded or layered garments intended for warmth and minor protection. Offers modest resistance to cuts but little defense against focused force.

Heavy Gambeson / Hardened Leather (AV 2) — Thick quilted padding or reinforced leather designed for combat use. Absorbs impact better than simple cloth but remains vulnerable to determined strikes.

Gambeson + Leather / Light Mail Shirt / Scale Shirt (AV 3) — Layered padding combined with partial metal protection. Guards the torso effectively, though limbs and joints remain exposed.

Mail Hauberk + Gambeson / Lamellar (AV 5) — A full-length coat of interlinked rings or overlapping plates worn over padding. Provides substantial protection against cutting weapons and meaningful resistance to thrust and impact.

Reinforced Mail Hauberk / Brigandine / Full Lamellar (AV 6) — Mail strengthened with additional plates or rigid armor construction. Designed for professional soldiers expecting serious combat.

Plate Armor (AV 8) — A full harness of shaped metal plates covering the body. Rare in Dyrhal outside of Strandholdt. Offers superior defense against nearly all conventional battlefield weapons when properly fitted and worn.

Helm (+1 AV) — A fitted helm provides an additional +1 AV regardless of armor type. Helms are standard issue among professional soldiers.

Arms and Armor Quality

Most equipment in Dyrhal is of ordinary make: functional, serviceable, replaceable. Rarely, exceptional craftsmanship produces arms and armor of superior refinement. Quality represents precision of forging, balance, material purity, and expert finishing. Quality is mundane, not magical. There are three tiers: Standard, Superior, and Masterwork. Only one quality tier may apply to an item.

Weapon Quality

Superior Weapon

A Superior weapon possesses one of the following qualities:

Superior Balance The weapon is lively in the hand; it goes where the wrist sends it. The weapon grants +1 to Engagement, Momentum Press, and Defense rolls when wielded.

— or —

Superior Lethality A keener edge, better bite, or a head that lands like a nail. The weapon gains +1 Lethality.

Masterwork Weapon

A Masterwork weapon possesses both Superior Balance and Superior Lethality. Masterwork weapons represent the highest level of mundane craftsmanship and are exceptionally rare.

Armor Quality

Superior Armor

A Superior armor piece possesses one of the following qualities:

Superior Weight Better straps, smarter rivets, and fitted load so the burden rides close. Reduce the armor's Encumbrance by 1 (minimum 0).

— or —

Superior Protection Overlapping coverage and cleaner joins where a blade usually finds purchase. Increase the armor's AV by 1.

Masterwork Armor

A Masterwork armor piece possesses both Superior Weight and Superior Protection. Rare and typically associated with elite warriors or renowned armorers.

Shield Quality

Superior Shield

A Superior shield possesses one of the following qualities:

Superior Durability A stronger boss and rim; the first hard blow doesn't spoil it. The first time an effect would reduce your shield bonus, ignore that reduction.

— or —

Superior Weight Better balance and hang; it rides easier over long miles. Reduce the shield's Encumbrance by 1 (minimum 0).

Masterwork Shield

A Masterwork shield possesses both Superior Durability and Superior Weight. Rare and typically commissioned or inherited.

Adventuring Gear in Dyrhal

Most of what follows is mundane: the tools of travel, fire, storage, and small repairs. In a land where roads fail, weather turns, and authority is uneven, these items keep you alive more often than steel does.

Illumination

Torch — A resin-wrapped shaft that burns hot and fast. Cheap, common, and unreliable in wind or rain.

Lantern — A protected flame in a metal frame. Better in foul weather, but it needs oil and care.

Lantern Oil — Refined fuel for lanterns and lamps. In hard times it becomes valuable for more than light.

Tinderbox — Flint, steel, and char for starting fires when conditions allow. A small thing that becomes precious in the wet.

Candles (bundle) — Low, steady light with little smoke. Useful in tight spaces where a torch is too bright — or too loud.

Travel and Survival

Backpack — A strapped pack for carrying personal gear over distance. It keeps your hands free, but it marks you as a traveler.

Pack Frame — A rigid frame for hauling heavier loads without ruining your shoulders. Awkward, unmistakable, and worth its weight when the road goes long.

Bedroll — A rolled mat and blanket suitable for most seasons. It won't make you comfortable, but it makes sleep possible.

Heavy Bedroll — Thicker bedding meant for cold months and exposed camps. In winter country, it is the difference between sleep and shivering watch.

Waterskin — A treated leather pouch for carrying water. Essential, and easily ruined if neglected.

Rope (50 ft) — Hemp rope for climbing, tying, hauling, and making bad plans possible.

Grappling Hook — An iron hook meant to catch stone, timber, or luck. Most useful when there is no easy way up.

Tent (two-person) — Canvas shelter against wind and rain. It buys you sleep when the sky is trying to take it away.

Tools and Utility

Basic Tool Kit — Simple field tools for keeping gear from falling apart: a small hammer, spare cord, nails, a whetstone, and a needle with thread. Enough for crude repairs and maintenance.

Advanced Tool Kit — Better tools for serious repairs: files, punches, awls, pliers, stout thread, spare straps, and small replacement hardware. Suitable for long journeys and hard use.

Craft Tool Kit — Specialized tools for a specific craft. Includes the core implements for that work — useful only in the hands of someone who knows the craft.

Fine Craft Tool Kit — Precision tools for fine crafts where tolerances and finish matter. Used for fine fittings, delicate work, and high-quality finishing.

Burglar's Kit — Picks, tension tools, small probes, a slim pry, wire, and dark cloth for quiet work. It is not illegal everywhere, but it is rarely welcome in honest hands.

Medical

Healer's Kit — Bandages, needles, clean cloth, and simple remedies. It stops bleeding, binds wounds, and buys time.

Herbalist's Kit — Dried herbs, mortar and pestle, and simple distillation tools for preparing tinctures and poultices.

Physician's Kit — Professional tools for serious treatment and diagnosis. In capable hands, it is the difference between recovery and ruin.

Surgeon's Kit — Invasive instruments meant for the work no one wants to need: saws, forceps, hooks, and clamps. Its use is rare, risky, and never gentle.

Clothing

Poor Clothing — Patched garments and rough cloth.

Common Clothing — Practical garments for daily wear, sturdy and easily replaced.

Traveler's Clothing — Hard-wearing layers for wind, rain, and long miles.

Good Clothing — Clean, better-cut garments marking steadier coin.

Fine Clothing — Well-crafted attire signaling status or proximity to power.

Entertainer's Kit — Costuming, paint, and small props. Opens some doors; closes others.

Adventuring Gear

ItemSlotsCost
Torch11 CR
Lantern21 SR
Lantern Oil (1 flask)03 CR
Tinderbox18 CR
Candles (bundle)14 CR
Backpack110 CR
Pack Frame218 CR
Bedroll212 CR
Heavy Bedroll318 CR
Waterskin13 CR
Small Sack01 CR
Daily Ration (fresh)1/day2 CR
Travel Ration (preserved)1/day2 CR
Fine Ration1/day4 CR
Mess Kit16 CR
Rope (50 ft)28 CR
Grappling Hook16 CR
Tent (two-person)318 CR
Basic Tool Kit112 CR
Advanced Tool Kit21 SR
Craft Tool Kit21 SR
Fine Craft Tool Kit23 SR
Burglar's Kit12 SR
Basic Writing Kit18 CR
Holy Symbol05 CR
Ritual Clothing11 SR
Instrument / Performance12 SR
Healer's Kit11 SR
Herbalist's Kit11 SR
Physician's Kit23 SR
Surgeon's Kit25 SR

Clothing

ItemSlotsCost
Poor Clothing04 CR
Common Clothing010 CR
Traveler's Clothing018 CR
Good Clothing01 SR
Fine Clothing08 SR
Entertainer's Kit02 SR

Lodging

ItemCost
Poor Lodging2 CR/night
Common Lodging3 CR/night
Good Lodging6 CR/night
Fine Lodging1 SR/night
Extravagant Lodging2 SR+/night

Common Services

ServiceCost
Weapon Sharpening2 CR
Armor Repair, Light5 CR
Armor Repair, Serious2–5 SR
Basic Treatment5 CR
Physician Consultation1–2 SR
Surgical Procedure5–10 SR
Market Stall License1 SR
Minor Bribe2–5 SR
Major Bribe10+ SR
Reliable Information1–2 SR
Caravan Escort, Week10–15 SR

Encumbrance (Slots)

Steel Age uses an abstract slot system for encumbrance. Slots measure bulk, weight, and awkwardness without tracking pounds. Encumbrance is primarily a travel and logistics constraint — it does not modify attack, defense, or other combat rolls. (See Chapter VII for how load affects travel and fatigue.)

Carry Slots

Your Carry Slots represent what you can keep on your person and still travel and operate normally.

Carry Slots = Toughness + 4

Containers: Backpack +2 Carry Slots · Pack Frame +4 Carry Slots (replaces backpack; not cumulative). If a character has no practical container, the GM may reduce Carry Slots by 2–4.

Slot Costs

  • 0 Slots (Tiny): coin handful, key, ring, note, small token.
  • 1 Slot (Small): ration (1 day), waterskin, torch, dagger, helm, pouch, small tool, simple cloak.
  • 2 Slots (Bulky): arming sword, hand axe, mace, shield, bedroll, 50' rope, lantern, quiver (20 arrows/bolts).
  • 3 Slots (Heavy): longsword, war hammer, battle axe, spear, glaive, large tool kit, bundled trade goods, small chest.
  • 4 Slots (Oversized): halberd, bill hook, very bulky cargo, crate-sized loads.

Weapons (rule of thumb): Dagger/thrown knife 1 slot · Most one-handed weapons 2 slots · Large one-handed or two-handed weapons 3 slots · Polearms and oversized weapons 3–4 slots.

Armor worn: Light 2 slots · Medium 3 slots · Heavy (including plate) 4 slots. Armor carried (not worn): add +2 slots. Helm: 1 slot. Shield: 2 slots.

Bundles: Rations (3 days) 2 slots · Arrows/Bolts (20) 2 slots · Sling stones (40) 1 slot. Coin (optional): Treat 200 coins as 1 slot when carried as loose coin.

Load States

Compare your Total Slots Carried to your Carry Slots.

  • Light: at or under Carry Slots.
  • Burdened: over by 1–2 slots. −1 to checks where load matters (climb, swim, sprint, stealth, balance). GM may reduce travel pace.
  • Laden: over by 3–4 slots. −2 to the same checks. Forced marches and pursuits are punishing.
  • Overloaded: over by 5+ slots. −3 to the same checks. Cannot effectively sprint, climb, or swim without shedding load.

Dropping Load

At the start of a tense scene, a character may drop a pack or bundle to reduce carried slots immediately. Recovering dropped gear later is a narrative action and may carry risk.

Animals and Carts

Encumbrance carried on a pack animal, sled, cart, or wagon does not count against a character's Carry Slots. It becomes a retrieval and vulnerability issue instead: if you lose the animal or cart, you lose the gear.

Interaction with Equipment Quality

When an item has Superior Weight, reduce its slot cost by 1 (minimum 0). Masterwork armor and shields that include Superior Weight benefit the same way.

Example

Vesna (Toughness 7) has Carry Slots 11. She wears medium armor (3), carries a shield (2) and arming sword (2), and packs a bedroll (2), rope (2), rations for three days (2), and a waterskin (1). That's 14 slots total — she is Laden on the road. When a raiding party breaks from the treeline, Vesna drops her pack into the ditch and keeps only what's on her body.

Results: Before dropping the pack, Vesna is Laden (−2) on mobility/stealth checks. After dropping it, she returns to Light.

Optional Module: GM-Assigned Load States

If your campaign prefers less bookkeeping, the GM may assign Load States without counting slots:

  • Light: fighting kit and essentials; no obvious hauling.
  • Burdened: travel-ready kit; a full pack, but nothing ridiculous.
  • Laden: hauling; any large awkward item in addition to a full pack.
  • Overloaded: dragging cargo, carrying a person or chest, or "two big awkward things at once."

Use the same Effects of Load. If an item has Superior Weight, the GM may treat the character as one state lighter for a single relevant obstacle when the fiction supports it.

Beasts, Carts, and Transport

Movement in Dyrhal is a question of feet, water, and patience. The animals that fill Dyrhal's grazing land are built for draft and endurance, not riding. Armies march. Supplies move by cart or barge. A man in a hurry walks faster than his goods.

This is not a failure of the world. It is its shape. Roads, rivers, and coastal routes exist because people adapted to that shape over centuries.

Animal Endurance

Draft and pack animals follow the same basic rhythm as traveling characters. After every 2 consecutive Travel Segments, animals require a Rest Segment before continuing. If driven beyond this without rest, pace drops by 1 mi/segment on the third consecutive segment and the animal halts entirely on the fourth.

An animal that misses a full day's fodder requirement travels at −1 mi/segment the following day. Two consecutive days without adequate fodder and the animal cannot work until fed and rested.

Draft and Pack Animals

Donkey

A donkey is the traveler's animal — small, sure-footed, and capable of working ground a cart cannot reach.

Cost: 8–12 SR

Capacity: 25 slots

Travel Pace: 2 mi/segment on road or trail · 1 mi/segment on rough ground

Terrain: Road, trail, rough ground. Cannot manage steep scree, deep mud, or heavy snow.

Upkeep: 1 ration equivalent of fodder per day. Requires water.

Handlers: 1

Notes: Cannot carry a rider effectively over distance. Pack saddle and panniers required for full capacity — without them, treat capacity as 10 slots.

Oxen (Pair)

Oxen are the foundation of agricultural and freight movement across Dyrhal. Slow, strong, and reliable. A pair pulls a loaded draft cart at 2 miles per segment on good road — not fast, but capable of moving serious weight day after day on fodder the land produces.

Cost: 18–25 SR per animal (typically purchased in pairs)

Capacity: Used with a draft cart — see Ground Transport below

Travel Pace: 2 mi/segment on road · 1 mi/segment on maintained track · halts on rough ground

Terrain: Road and flat maintained ground. Cannot manage rough terrain, steep grades, or waterlogged ground without significant risk of miring.

Upkeep: 2 ration equivalents of fodder per animal per day. Requires significant water.

Handlers: 1 driver per pair

Notes: Oxen follow the Animal Endurance rule above. Parties relying on oxen for supply transport must account for their pace and rest needs within the daily segment structure.

Sledge Dogs (Team)

Working dogs in the Drezdani north and northeastern starostwa serve as winter draft animals — pulling sledges over frozen ground and packed snow at speeds no ox cart can match in those conditions. Dog teams are a winter tool. In summer they are useless for transport.

4-Dog Team

Cost: 3–5 SR per trained dog (4-dog team: 12–20 SR)

Capacity: 35 slots

Travel Pace: 3 mi/segment on packed snow or frozen ground

Terrain: Snow and frozen ground only. Impassable in mud, loose ground, or summer conditions.

Upkeep: 1 ration equivalent per dog per day — meat preferred.

Handlers: 1 musher

8-Dog Team

Cost: 24–40 SR

Capacity: 55 slots

Travel Pace: 4 mi/segment on packed snow or frozen ground

Terrain: As above

Upkeep: 1 ration equivalent per dog per day

Handlers: 1 musher

Dog teams give the Drezdani north a winter logistics and raiding mobility advantage unavailable to central baronies. A sled team in deep winter moves faster than any infantry response force marching through snow. River barges serve the north in summer; dog teams serve it in winter. The two systems complement each other across the seasons.

Ground Transport

Handcart

A two-wheeled cart pushed or pulled by one or two people. Used for market deliveries, urban freight, and short-distance hauling.

Cost: 10–15 SR

Capacity: 20 slots

Travel Pace: 1 mi/segment on road or flat ground

Terrain: Good road or flat ground only. Useless off it.

Handlers: 1–2 people

Pack Cart

A small two-wheeled cart pulled by a single donkey. Common among traveling merchants and itinerant craftspeople moving goods between settlements.

Cost: 1–2 SR (cart only; donkey separate)

Capacity: 40 slots

Travel Pace: As donkey — 2 mi/segment road · 1 mi/segment rough

Terrain: Road and firm trail. Fragile on broken ground — rutted road or rocky track risks axle damage at GM discretion.

Upkeep: As donkey

Handlers: 1

Draft Cart

A four-wheeled cart pulled by a pair of oxen. The standard freight vehicle of Dyrhal — grain, timber, ore, weapons, supplies. Slow but capable of moving serious load over maintained road.

Cost: 4–8 SR (cart only; oxen separate)

Capacity: 90 slots

Travel Pace: As oxen — 2 mi/segment road · 1 mi/segment flat maintained track

Terrain: Good road or flat ground. Waterlogged ground, steep grades, and rocky terrain risk miring or breakage. Spring thaw makes many Dyrhal roads impassable to heavy carts for weeks.

Upkeep: As oxen pair · Handlers: 1 driver

Notes: A loaded draft cart on a poor road is a liability. Merchant convoys traveling in spring or after heavy rain often wait for road conditions to improve rather than risk losing a cart and its load to the mud.

Covered Wagon

A large four-wheeled vehicle pulled by two ox pairs (four animals). Used for long-distance freight by merchant convoys and military supply columns. Expensive to outfit and operate. Travels in company rather than alone.

Cost: 15–25 SR (wagon only; two ox pairs separate)

Capacity: 180 slots (baseline: 2 ox pairs; additional pairs may be added for heavier loads at GM discretion, reducing pace to 1 mi/segment)

Travel Pace: As oxen — road only, same pace

Terrain: Good road required. Does not travel off-road under load.

Upkeep: As multiple ox pairs · Handlers: 1 driver plus at least 1 additional for a convoy

Notes: A covered wagon traveling alone in Dyrhal is either desperate or very well-armed. Merchant convoys with wagons expect armed escort as a matter of course.

Transport Summary

TransportCapacityRoad PaceCost
Donkey (pack)25 slots2 mi/seg8–12 SR
Donkey without panniers10 slots2 mi/seg
Sledge dogs, 4-team35 slots3 mi/seg (snow)12–20 SR
Sledge dogs, 8-team55 slots4 mi/seg (snow)24–40 SR
Handcart20 slots1 mi/seg10–15 SR
Pack cart (donkey)40 slots2 mi/seg1–2 SR + donkey
Draft cart (ox pair)90 slots2 mi/seg4–8 SR + oxen
Covered wagon (2 ox pairs)180 slots2 mi/seg15–25 SR + oxen

All paces listed are final pace on qualifying terrain. Spring thaw and heavy rain may reduce draft cart and wagon pace to 1 mi/segment or halt entirely at GM discretion.

Rivers and Coastal Routes

River transport is not a convenience in Dyrhal — it is the primary means of moving bulk goods over distance. A loaded river barge moves more freight in a day than a dozen ox carts, at lower cost and without destroying roads. This is why settlements in Dyrhal cluster at river confluences, river mouths, and reliable crossings. The river is not scenery. It is infrastructure.

In the Drezdani north, major rivers freeze solid in winter and close to barge traffic for months at a time. Dog teams and overland sledge routes fill the gap. In the central baronies and south, rivers run year-round but run high and dangerous in spring thaw — conditions that sink flat-bottomed barges and sweep away ferries.

Coastal vessels represent the fastest bulk freight movement available in Dyrhal. A captain willing to trade can reach every coastal settlement in a single sailing season — an advantage no overland route can fully replicate.

Chapter VI — Quick Reference
Wealth & Equipment

Coinage

20 CR = 1 SR · 20 SR = 1 GR · 1 GR = 400 CR Aurikronton coin: ~double value of modern equivalent

Wages (Stable Market)

Unskilled Labor: 4 CR/day Skilled Worker: 1 SR/day Professional / Risky: 2–4 SR/day Captain / Specialist: 3–6 SR/day

Price Drift

Stable: no change Tight: +10% Scarce: +25% Desperate: +50%+ Glutted: −10% to −25%

Encumbrance

Carry Slots = Toughness + 4 Backpack +2 slots · Pack Frame +4 slots Light: at/under limit Burdened: +1–2 slots → −1 checks Laden: +3–4 slots → −2 checks Overloaded: +5+ slots → −3 checks

Armor (Body)

ArmorAVSlotsCost
Clothing00
Light Gambeson / Furs128 SR
Heavy Gambeson / Leather2315 SR
Gambeson + Mail Shirt3340 SR
Mail Hauberk / Lamellar5490 SR
Reinforced Mail / Brigandine64130 SR
Plate Armor84300 SR
Simple Helm+1110 SR
Enclosed Helm+1120 SR
Shield+2 (melee/ranged)28 SR

Melee Weapons

WeaponLRCost
Dagger105 CR
Club001 CR
Hand Axe1010 CR
Short Mace2015 CR
Quarterstaff125 CR
Short Sword118 SR
Arming Sword2115 SR
Mace3112 SR
War Hammer3114 SR
Battle Axe3113 SR
Longsword (2H)3125 SR
Great Axe4122 SR
Spear226 SR
Glaive3212 SR
Halberd4218 SR
Bill Hook3210 SR

Ranged Weapons

WeaponLRangeCost
Sling0PB/S/M2 CR
Bow2PB/S/M/L8 SR
Longbow3PB/S/M/L/E18 SR
Crossbow4PB/S/M/L35 SR
Javelin3PB/S/M5 SR

Transport

TransportCap.PaceCost
Donkey25 sl2 mi/seg8–12 SR
Sledge 4-dog35 sl3 mi/seg*12–20 SR
Sledge 8-dog55 sl4 mi/seg*24–40 SR
Handcart20 sl1 mi/seg10–15 SR
Pack cart40 sl2 mi/seg1–2 SR+
Draft cart90 sl2 mi/seg4–8 SR+
Covered wagon180 sl2 mi/seg15–25 SR+
* Snow only · Animals rest after 2 consecutive Travel Segments