Equipment

Load

Your character has three slots for items at hand, and slots equal to your load on their backs in packs, bags, and burden-baskets.

Most items take one slot. Petty items do not take up a slot. Bulky items take up two slots.

Items at hand can be freely used at any time. It takes an action and a free hand to retrieve an item from your pack.

You may carry a number of items up to twice your load as long as you have a burden-basket or backpack, but you are exhausted while so overburdened.

Coins

In Kuyama there are several different currencies - strings of shell-coins used by the First Ones, Empress-head gold used by the Lucent Sovereign and Iron Syndicate trader's-scrip. We use coins as an abstraction - tangible goods that carry value across the different cultures.

Every 100 coins takes up 1 slot.

There are rudimentary banks in major settlements, but keeping stores of valuable goods safe at rest and during transport is a major challenge in Kuyama!

Buying and Selling

Goods are bought for the price listed on the tables below. Typically goods are sold for half price. A bartering test will reduce the price of goods bought by 25% and increase the cost of goods sold by the same as long as something is gifted to the merchant as a show of good faith.

Surplus items are scarce in Kuyama. Common items can be bartered for in most small settlements. Uncommon items can be found on traveling merchants, in settlements with a dedicated trading post, or in cities. Rare items can only be found in cities.

To determine if a particular uncommon item is available from a merchant that might have it, make a fortune roll. Roll with disadvantage if the item is rare.

Provisions

The keen and savvy adventurers of Kuyama know how to make preparations for hard journeys to dangerous places. Provisions are a cache of food and items, stored at campsite and on mules. A single provision can be turned into any common sundry worth 10 coins or less or enough food and water to sustain the entire camp for a day. Provisions can only be retrieved during a rest at your campsite, they are too cumbersome to carry around during day-to-day adventures.

A muletrain or ship large enough to carry more than 10 provisions has enough food, water, and sundries to cover any need indefinitely, if adequately stocked.

DescriptionQuantityCostLoad
Lightly Supplied54012
Prepared88020
Ready for Anything1014030

Sundries

ItemRaritySizeCost (coins)Description
Safe Place to SleepCommonTypically freeKuyamans take hospitality seriously, and will provide what food and shelter they can to peaceful travelers. Crowded cities and trading-posts may charge 3 coins for a room.
Hearty MealCommon1Roasted duck, rabbit, salmon, or venison. Beans, squash, or acorn mush. Fresh tortillas, acorn cakes, or seedpaste.
Backpack / Burden-BasketCommonStandard4A sturdy woven basket or canvas pack essential for hauling gear. Allows carrying up to twice your endurance. You are exhausted when so encumbered.
Simple ClothesCommonStandard3Hard-wearing homespun wool, buckskin, or rabbit-furs.
Grappling HookUncommonStandard5A forged iron or whalebone hook.
Trail Rations (3 days)CommonStandard3Strips of dried venison, parched corn, and pinole meal. Lasts indefinitely.
Game PiecesCommonPetty8A deck of monte cards, bone dice, or a hoop-and-spear game. Stakes are usually barter, rarely coin.
Night of CarousingCommon3An evening fueled by herb-smoke and dancing, or corn wine and brandy to celebrate life and forget the gloom. A good source of Stories.
Vellum and InkUncommonPetty6Enough for a week's reports or documenting one powerful ritual.
BookRareStandard25A rare luxury in Kuyama. Often wrapped in oilskin as protection from the fog.
Lantern CommonStandard10A tin or dried-gourd lantern. Sheds bright light for 5 meters and dim light for 5 meters. Uses one measure of oil an hour.
Oil, measureCommonStandard2Carried in a small tub or flask. Burns for an hour. Causes UD8 fire damage with a successful Quick test if lit and thrown.
Candles (10)CommonStandard3Ox-tallow candles burn for an hour and shed dim light for 5 meters. Four candles shed light as a lantern.
Length of Good RopeCommonStandard310 meters of hemp or braided rawhide rope.
Asphaltum CakeCommonPetty4Chunks of natural tar gathered from coastal pits. When melted, acts as glue or waterproofing.
Water BasketCommonStandard3A tightly woven reed basket sealed with asphaltum to carry fresh water or other liquids.
Hunting DecoysUncommonBulky6Cleverly crafted tule reed ducks or deer head-dresses used to sneak up on wildlife.
Hand Drill or Flint & SteelCommonPetty2Tools for starting a fire. It typically takes a minute to get kindling to take.
Obsidian FlakerCommonPetty7An antler-tine tool used to craft and sharpen stone blades and arrowheads.
Bone AwlCommonPetty5A sharp, polished leg-bone tool used for leatherworking and repairs.
Bone WhistleCommonPetty9A small whistle carved from bird bone. Used to mimic bird calls, send prayers, or invoke spirits.
GreaseCommonStandard1A tin of animal fat. Can be used to start fires, make surfaces slick, or waterproof.
MirrorRarePetty20A small, polished glass or steel mirror.
PerfumeUncommonPetty25Water or oil laced with the scents of flowers and herbs. Prized for masking the stink of animals.
Pry-barCommonStandard20A heavy bar used for breaking open locked crates, clearing boulders, or forcing doors.
Chocolate BlocksUncommonPetty12Rich chocolate blocks for brewing into a spicy drink. Drinking a cup during a rest grants advantage on your next exertion.
TobaccoCommonPetty10A pouch of dried leaf for smoking or chewing. A common trade-good. Smoking a pipe or cigar staves off the effects of exhaustion for an hour.
SaddlebagsCommonStandard30Heavy leather pouches that drape over a mount's saddle. Increases the mount's load by 5.
Shovel or Digging-StickCommonStandard10Essential for digging trenches, uncovering caches, or finding roots and tubers.
Hand-DrumUncommonStandard20Provides the percussive backbone to ceremonies, dances, and marches.
Turtle-Shell RattleUncommonStandard50A ceremonial instrument filled with dried seeds.
Paintbrush and PaintsUncommonPetty20Mineral pigments and brushes for mapping, recording stories, or marking territory.
GuitarUncommonBulky50Often found on the wall of communal spaces, great respect is given to those who can wield it with skill.
Alchemical ReagentsRareStandard35Purified sulfur, saltpeter, and insect extracts used by alchemists to create concoctions.
GlueCommonPetty10A jar of sticky, boiled hoof-glue used for woodcraft and repairing broken gear.
Acid VialRarePetty60Can eat through wood or iron. If thrown with a successful Quick test, causes UD8 damage.
Magnifying GlassRarePetty80For inspecting strange tracks, arcane details, or lighting fires with the sun.
CookwareCommonBulky50A full set of heavy iron pots and pans or sturdy woven cooking-baskets.
SpyglassRareStandard400From a clear vantage point, can spot banners moving at 30km.
Splendid OutfitRareStandard150Bear-skins and fine beadwork or ruffled doublets and gold-thread embroidery.
Bear TrapCommonBulky100Takes a Crafting test to set. When triggered, deals 2D8 damage and stops the creature from moving. Can be dodged.
AstrolabeRareStandard500A complex brass astronomical instrument used to calculate location. Grants advantage on Astrology tests to navigate.
ViolinRareStandard400Rare and precious. Produces haunting melodies and foot-stomping breakdowns.
Flask of FlamepowderUncommonStandard20Used for packing cartridges, or making one explosion powerful enough to knock down a door. 2D10 damage to anyone unlucky enough to get caught in the blast.
Arrows (3)CommonStandard2A bundle of arrows. Remove one whenever you roll a 1 on the damage die.
Shot and Powder (3)UncommonStandard5A pouch of pre-packed cartridges. Remove one whenever you roll a 1 on the damage die.

Weapons

  • Grit: The minimum Grit needed to effectively wield the weapon. If you do not have sufficient Grit, your tests with the weapon are at disadvantage.
  • Damage: On a successful test to attack with the weapon, roll this damage.
  • Type: Some enemies are resistant or vulnerable to certain types of damage.
  • Range: The effective range of the weapon. Test with disadvantage if attacking outside the weapon's range. It is not possible to attack targets further than twice your weapon's range. A range of melee is typically 2 meters, and reach is typically 3 meters.
  • Skill: The skill to test to use the weapon.
  • Tags: Any tags the weapon has. These allow exertion on certain Gambits to be done with advantage.

Weapon Modifiers

  • Clumsy: attacking with this weapon takes 2 AP instead of 1.
  • Reach: you can attack from 3 meters away.
  • Loud: alerts everyone in a 100 meter radius.
  • Any gambit: Grants advantage on the exert to use that gambit.
ItemRaritySizeGritCostDamageTypeRangeSkillTags
FistsD6CrushMeleeBrawlingEntangle
KnifeCommonPetty4D8Pierce5mKnives and SwordsVicious
Studded CudgelCommonStandard62D12CrushMeleeAxes and ClubsSmash
Skull-CrackerRareBulky10252D12CrushMeleeAxes and ClubsClumsy, Smash, Sweep
AxeCommonStandard8202D8SlashMeleeAxes and ClubsSmash
SwordUncommonStandard5502D6SlashMeleeKnives and SwordsDisarm
SpearCommonBulky6302D6PierceReach / 10mSpears and StavesReach, Topple
LanceUncommonBulky9302D10PierceReachSpears and StavesReach, Pinpoint
HarpoonUncommonStandard630D10Pierce15mSpears and StavesVicious
Throwing SpearCommonStandard510D8Pierce20mSpears and StavesPinpoint
BowCommonBulky540D10Pierce20mGuns and BowsPinpoint
PistolRareStandard2002D6Pierce10mGuns and BowsBrutal, Loud
Musket or RifleRareBulky4002D10Pierce20mGuns and BowsBrutal, Loud

Armor

  • Armor: Reduce incoming damage by this amount, to a maximum of +4.
  • Grit: If you do not have the listed Grit, you are exhausted while wearing this armor.
ItemRarityArmorGritSizeCostDescription
Light ArmorCommon+16Standard20Thick buckskin jackets or light quilted cotton layers.
Medium ArmorUncommon+28Standard50Cuera (multi-layered leather armor), light chainmail shirts, wood-slat armor
Heavy ArmorRare+310Bulky150A partial steel or ironwood breastplate and pauldrons.
HelmetUncommon+1Standard25A heavy leather cap, bear's skull or iron skullcap.
ShieldCommon+16Standard15A round wooden or leather shield.

Transportation

Load: How much the transport can carry, in slots.
Speed: Average distance covered in a day, given normal conditions.

ItemRarityLoadSpeedCostDescription
MuleCommon2025km40Hardy, sure-footed, and critical for carrying large quantities of gear across rough terrain.
MustangUncommon860km350A wild horse, fast and free. Requires a skilled rider.
WorkhorseCommon1550km100Plodding, but reliable. The most common transport in Kuyama.
Shovel-cartCommon5015km200A heavy wooden cart pulled by a flat-headed shovelhorn.
Reed BoatCommon1035km30A light boat made from bound tule reeds. Fast and quiet, but not too sturdy.
Tomol CanoeRare5040km3,000These massive sea-canoes require at least 3 skilled paddlers to navigate.
WindskiffUncommon2080km2,000A small sailing boat. The nimblest way around the coast, but also the deadliest.
TradeboatRare200150km5,000A coastal sloop or small schooner. Requires a crew of 10 and a clear port to make land.

Herbs and Poisons

ItemRaritySizeCostDescription
SoaprootCommonPetty6A bulbous root used to create soap. Several roots, crushed and thrown into water, will stun nearby fish.
Healing HerbsCommonPetty15A bundle of herbs used to treat most maladies. Used to make Medicine tests.
Willow BarkCommonPetty10Earthy, bitter. Chewed to relieve pain and break fevers. Chew for 10 minutes to relieve Grit impairment for 6 hours.
YarrowCommonPetty8Sweet-smelling flowers used for their clotting and disinfectant properties. Grants advantage on attempts to revive a Dying companion.
Yerba SantaCommonPetty10Brewed into a bitter tea to cure respiratory ailments. Grants advantage on tests to treat common diseases.
Stinging NettleCommonPetty3A vicious plant brewed into a mild tea. Drinking the tea renders one resistant to acids and poisons for 6 hours.
SnakeweedUncommonPetty18A poultice of chewed leaves causes dramatic swelling and then a release of toxins. Grants advantage on tests to treat common poisons.
DaturaUncommonPetty30A highly dangerous hallucinogenic root. Handled with care it can thin the veil between the Upper and Lower Worlds. Lethally poisonous otherwise.
LaudanumUncommonPetty40An imported tincture of opium. Highly addictive. You have an additional 1 Armor for 6 hours after taking a dose, but your Wits are impaired.
MercuryRarePetty50Liquid quicksilver. Used in various alchemical preparations, or as a deadly contact poison. If mercury is ingested or enters the bloodstream, reduce Grit by D4.
Rattlesnake VenomRarePetty300Blades or arrows tipped in this noxious venom cause UD6 poison damage per minute.
Death CamasRarePetty400A deceptively lethal bulb that looks like edible wild onion. If a root is ingested, causes UD10 poison damage per hour.

Services

ServiceAvailabilityCostDescription
Canoe FerryCommon5Per person, per day.
Blacksmith RepairsCommon4Per item. Repairing an item can take from a few hours to a few days, depending on size and damage.
ConfessorCommon2Unburdening yourself to a confessor can help keep the demons at bay. It removes the drained condition.
Guide (per week)Uncommon40A veteran scout or hunter who knows the hidden paths and how to avoid the dangers of the wild. Reduce Gloom accumulation by 1 per day while being guided.
Translator (per day)Uncommon20Dozens of different languages are spoken throughout Kuyama. Having someone to bridge the gaps is critical for trade and diplomacy.
Mystic Healing (per malady)Rare50An elder doctor capable of purging magical diseases, deadly venoms, and breaking curses.

Animals

AnimalRarityCostDescription
Hunting DogCommon30A fierce, loyal hound trained to track game. Barks at signs of creatures from the Lower World.
ShovelhornCommon200Incredibly strong, patient draft animals used for plowing and hauling heavy loads.
Tule-ElkUncommon300A shaggy, wide-antlered, wide-hooved elk, large enough to be ridden. Crafty, can communicate over large distances.
HawkRare400A trained bird of prey used for scouting high ridges or bringing in small game.
Pygmy FoxRare500A cat-sized fox, cunning and quiet. Used as scouts, thieves, or messengers.