There are three qualities most items can be bought in: Poor, Standard, High. Poor quality items are run down, usually handed down through numerous owners, torn, falling apart, etc. Standard quality items are fairly old with a few loose stands of fabric or splinters, etc. High quality items are always brand new with little to no flaws.
Quality
Price Modifier
Poor
1/3
Standard
listed price
High
x5
So, a Poor quality shirt normally listed at 5 silver nihat would instead cost 1 silver and 6 copper nihat. The same shirt at High quality would cost 2 gold and 5 silver nihat.
There are restrictions when it comes to backgrounds. Beggars must only buy things at Poor Quality and Nobility must only buy things at High Quality.
Animals and feed do not have different qualities, though ranchers could personally decide to charge more or less depending on where they are. This is the "default" price; if there is no listed price at a store, refer here.
Spell tomes, also books written by master mages that are used for solitary practice of a particular magic skill. It is the easiest way to learn magic skill exp ic, as long as you have the coin for it. In roleplay threads, every 500 words you detail your character studying from the tome--which includes reading, practicing and trail and error (no one is perfect, after all)-- you will be rewarded 2-3 points in that skill. Of course, admin have final say about if you do earn the points or not.
Each magic type has their own price range for tomes. In PC-owned businesses they may choose to charge whatever they want, but if they do not specify then consult these prices.
Novice tomes can be purchased by anyone wanting to start their education in the magic, and can be used to gain up to 10 EXP.
Apprentice tomes can only purchased by mages with a novice level of the skill, and can be used to gain up to 30 EXP.
Adept tomes can only purchased by mages with an apprentice level of the skill, and can be used to gain up to 70 EXP.
Master tomes can only purchased by mages with an adept level of the skill, and can be used to gain up to max EXP.
Complete tomes can be purchased by anyone of any level, and is basically an all-in-one tome that can be used to reach master level.
Conjuration[]
Novice Tome: 30 gp
Apprentice Tome: 60 gp
Adept Tome: 90 gp
Master Tome: 120 gp
Complete Tome: 600 gp
Enchanting[]
Novice Tome: 20 gp
Apprentice Tome: 50 gp
Adept Tome: 80 gp
Master Tome: 150 gp
Complete Tome: 500 gp
Elementalism[]
Novice Tome: 10 gp
Apprentice Tome: 25 gp
Adept Tome: 50 gp
Master Tome: 100 gp
Complete Tome: 500 gp
Illusion[]
Novice Tome: 50 gp
Apprentice Tome: 70 gp
Adept Tome: 100 gp
Master Tome: 150 gp
Complete Tome: 700 gp
Restoration[]
Novice Tome: 10 gp
Apprentice Tome: 25 gp
Adept Tome: 50 gp
Master Tome: 100 gp
Complete Tome: 500 gp
Necromancy[]
Novice Tome: 100 gp
Apprentice Tome: 150 gp
Adept Tome: 200 gp
Master Tome: 250 gp
Complete Tome: 900 gp
Telepathy[]
Novice Tome: 100 gp
Apprentice Tome: 120 gp
Adept Tome: 150 gp
Master Tome: 200 gp
Complete Tome: 800 gp
Transfiguration[]
Novice Tome: 30 gp
Apprentice Tome: 70 gp
Adept Tome: 150 gp
Master Tome: 240 gp
Complete Tome: 600 gp
Wands[]
Wands are extremely diverse. Most mages can start out going out, finding a decent stick and using that itself. Novice and apprentice mages will have to find an enchanter to enchant their wands that make them usable for focusing magic, but adept and master mages can enchant their own wands.
Professional wand makers make more permanent wands out of metals and other precious materials, selling them pre-enchanting as well as enchanting mage's wands for various prices. There is no range of price a wandmaker could have; each is different. Therefore, check with your local wandmaker for their pricings.
Enchantments[]
Enchantments are simply magical modifiers to an item. Clothes, furniture, tools... anything can be enchanted if the enchanter has the skill. Enchanters will have their own prices for enchantments depending on their individual skill level, so below are ranges you can expect:
Simple: 30-50 gn
Complex: 100-150 gn
Advanced: 500-600 gn
Magical Amplifiers[]
Buildings[]
Material
Price Modifier
Material
Price Modifier
Wood
Adobe
Stone
Brick
Building
Price (per sq ft)
Building
Price (per sq ft)
Barn
Silo
Stable
Coop
Forge
Workshop
Storage
Greenhouse
Room
Price (per sq ft)
Room
Price (per sq ft)
Living/Main Room
Bedroom
Bathroom
Kitchen/Dining
Dining Room, separate
Library
Hallway
Deviancy[]
Item
Price
Item
Price
Lockpick, 5
3 gn
Skeleton Key
10 gn
Flash Powder
3 gn/oz
Glove w/ False Fingers
8 gn
Hollow Book
15 gn
Drugs[]
Recreational[]
Ryabkin
Origin: Ulios
Taken: dissolved and taken orally through drink
Positive side effects: Taken before bed, Ryabkin is used as a sleep aid. Their sleep, if undisturbed, can last up to 10 hours.
Negative side effects: While asleep, the user is completely unaware of their surroundings and if they're woken up, they will experience complete body paralysis. Many slavers drug drinks of potential victims and when they inevitably pass out they kidnap them.
Glory
Origin: Chadrica
Taken: chewed leaves
Positive side effects: called the "party drug of Kosovia (PDK)", it gives its user an extreme sense of euphoria and bursts of energy. The user commonly experiences a lack of hunger as well.
Negative side effects: When the euphoria ends, the user will crash just as hard and end up sweating out the drug.
Sura
Origin: Asios
Taken: smoked
Positive side effects: Traditional dwarven tribes would use sura to become closer to Nuniq. It is a spiritual experience for them, but in more recent times it is popularized as a hallucinogen that also gives the user a euphoric high that can last for up to ten hours.
Negative side effects: If taken in a negative mindset this can be torture as the visions will not stop and can often turn extremely nightmarish. When the high dies down, the user will become extremely thirsty and if not supervised can die from overhydration.
Kong
Origin: Ayor
Taken: pill form, dissolved on tongue
Positive side effects: Kong is mostly taken by mages to enhance their magical abilities. (OOC: If a character is under the influence of Kong in a thread, their magic skill exp is doubled.)
Negative side effects: The more it is taken, the frailer one becomes. They become sick extremely easily, and eventually their body becomes too sick to digest food. The only way to combat this gruesome end is to have Kong only in dire circumstances, if not at all. Once every couple months is the minimum it takes to stay healthy with it.
Poison[]
Snake Venom
Spriggan Sap
Unlike Vampire Toxin, Spriggan Sap does not come from spriggans despite the name. Instead, SS is created through a chemical reaction that the spriggans use in everyday life. For them, the "sap" (that has the consistency more of jelly) is used as a pain reliever that is applied onto cuts. But if applied to the skin of other races, it is extremely corrosive.
Vampire Toxin
Vampires are venomous; their fangs, like a snake's, can stream out venom upon a bite. It is an extremely potent vemon, and can be extracted and sold just like snake venom.
Slaves[]
Each business has their own pricing on slaves, though for the best chance of getting business these are the ranges:
Child (aged 6-15)[]
Human: 10-15 gn
Shapeshifter: 20-30 gn
Centaur: 30-50 gn
Other: 50-100 gn
Man[]
Human: 50-60 gn
Shapeshifter: 70-100 gn
Centaur: 100-150 gn
Other: 80-150 gn
Woman[]
Human: 70-100 gn
Shapeshifter: 100-130 gn
Centaur: 250-400 gn
Other: 120-200 gn
Woman, Pregnant or with Child (<6 years old)[]
Human: 80-90 gn
Shapeshifter: 100-120 gn
Centaur: 200-300 gn
Other: 100-150 gn
Elderly/Disabled[]
Human: 30-50 gn
Shapeshifter: 50-80 gn
Centaur: 150-170 gn
Other: 50-70 gn
Man, Woman and Child (Family)[]
Human: 200-300 gn
Shapeshifter: 400-800 gn
Centaur: 900-1,200 gn
Other: 300-500 gn
Guide[]
Women are considered more valuable than men because they can give birth to future slaves.
Women who are pregnant or with child are less valuable than women without because they work less and will have to spend most of their time taking care of their child. If a potential buyer has other slaves, there is the option of having other slaves take care of the child as well.
Not all families are kept together during sales. Especially when the child grows older, they can be sold separately from their parents. Most slavers do not sell familial groups because they are rarely bought, but a number of them do because when they are bought, they can make a good amount of coin.
Elderly or disabled slaves are less valuable than young and healthy slaves, but are commonly bought as household slaves who cook, clean and take care of children. Note: disabled can mean physically or mentally. If a slave is punished and has their leg broken, arm broken or another bodily injury occurs, they will be considered disabled and will be sold as such.