Equipment and Coin
The Hexbit Chain
All official coin across the Frontier follows the six-sided shape of the Totem, a mark of order and legitimacy under the Church.
| Coin | Called | Worth | Made of | Used for |
| Starmark Hexbit | Stars | 1 Star | Nickel rim around a core of Totemic cherrywood, violet with a red grain | Daily trade, tithes, alms |
| Rudim Hexbit | Rudys | 100 Stars | Iron fused to carved bone, dull gray with a white lattice | Labor, tools, bulk trade |
| Grand Hexbit | Grands | 100 Rudys (10,000 Stars) | River gold, hand-engraved | Noble contracts, Church tribute |
| Astral Hexbit | Astrals | 100 Grands (1,000,000 Stars) | Meteoric platinum with crystal inclusions | Never traded; only gifted or consecrated |
The Starmark is the people's coin, light and durable and blessed under Totemic light. Every tithe, loaf and prayer begins with a Star. The Rudim is the backbone of industry, forged from bog iron and bone to be spent and melted and forged again; every bridge and blade in Calwind was bought in Rudys. Grands may only be struck from gold washed out of Totem rivers. Astrals are forged from skyfall metal once a century, and hum faintly when the Hollowed are near.
Cost of Living
What a day costs, by the standard of the Calwind region.
| Standing | Who | Per day | Living |
| Destitute | Vagabonds, beggars, escaped Aberrants | Nothing; barter and favors | Sleeps in the open or in ruins. Scraps and stream water. Often outside Church law. |
| Meager | Farmhands, hunters, ferrymen | 10 to 25 Stars | A shared room, one hot meal, weak ale. |
| Modest | Skilled laborers, clerks, junior Inquisitors | 30 to 60 Stars | A private bed in a tavern, two good meals. Worn but decent clothes and tools. |
| Comfortable | Artisans, traders, Ironveil Inquisitors | 1 to 2 Rudys | Clean lodgings, good food and drink. Can hire porters and keep gear in repair. |
| Wealthy | Guildmasters, Gravemarks, High Inquisitors | 5 to 10 Rudys | A suite in a manor or sanctum, private attendants, horses and fine weapons. |
| Opulent | Mayors, high clergy, nobility | 1 Grand | A walled estate, imported food, a private guard. Borderline heretical outside Calwind. |
| Divine | The Grand Luminary, high clergy | 5 to 10 Grands, or Astrals | A palace within the Totem's radiance. Reserved for the Church hierarchy. |
The Price of Iron
The Church forbids mining. What iron the Frontier has fell from the sky, was raked out of a bog, or was melted down from something older, and it is bought and sold by what it would smelt to. A stone hammer costs a few Stars; an iron one costs Rudys, and a suit of chain costs Grands. That is why most people carry stone, bone, obsidian and hardwood, and why an iron blade on a stranger's belt is worth noticing.
Prices here are for a town that sells the thing at all. Far from the town that makes it, anything costs more, and some things cannot be had at any price.
Weapons
Weapons on the Frontier are mostly stone, bone, obsidian and hardwood. Iron is worked in towns, and steel only at a settled forge. Powder is new, loud and expensive.
Simple weapons
| Weapon | Damage | Properties | Cost |
| Antler Club | 1d6 bludgeoning | versatile (1d8) | 5 Stars |
| Bone Club | 1d4 bludgeoning | light | 1 Star |
| Bone Javelin | 1d6 piercing | thrown (30/120), reach | 5 Stars |
| Bone Punching Claws | 2d4 piercing | finesse, light | 2 Rudys |
| Bone Punching Dagger | 1d4 piercing | finesse, light | 2 Rudys |
| Dart | 1d4 piercing | finesse, thrown (20/60) | 1 Rudy |
| Flint Knife | 1d4 slashing | light, finesse, thrown (20/60) | 5 Stars |
| Greatclub | 1d8 bludgeoning | two-handed | 2 Stars |
| Hardwood Spear | 1d6 piercing | versatile (1d8), thrown (30/120), reach | 1 Rudy |
| Hardwood Staff | 1d6 bludgeoning | versatile (1d8), two-handed | 2 Stars |
| Hurlbat | 1d6 slashing | light, thrown (20/60) | 50 Rudys |
| Iron Dagger | 1d4 piercing | finesse, light, thrown (20/60) | 20 Rudys |
| Iron Handaxe | 1d6 slashing | light, thrown (20/60) | 50 Rudys |
| Iron Javelin | 1d6 piercing | thrown (30/120) | 30 Rudys |
| Iron Mace | 1d6 bludgeoning | 50 Rudys | |
| Iron Spear | 1d6 piercing | thrown (20/60), versatile (1d8) | 50 Rudys |
| Light Crossbow | 1d8 piercing | ammunition, range 80/320, loading, two-handed | 150 Rudys |
| Light Hammer | 1d4 bludgeoning | light, thrown (20/60) | 20 Rudys |
| Obsidian Blade | 1d6 slashing | finesse, light | 10 Stars |
| Obsidian Spear | 1d6 piercing | thrown (20/60), versatile (1d8) | 1 Rudy |
| Punching Claws | 2d4 piercing | finesse, light | 60 Rudys |
| Punching Dagger | 1d4 piercing | finesse, light | 20 Rudys |
| Shortbow | 1d6 piercing | two-handed, range 80/320, ammunition | 25 Rudys |
| Sickle | 1d4 slashing | light | 20 Rudys |
| Sling | 1d4 bludgeoning | range 30/120, ammunition | 1 Star |
| Stone Hand Axe | 1d6 slashing | versatile (1d8), thrown (20/60) | 5 Stars |
| Stone Light Hammer | 1d4 bludgeoning | light, thrown (20/60) | 2 Stars |
| Stone Mace | 1d6 bludgeoning | 5 Stars | |
| Vein-Obsidian Blade | 1d6 slashing | finesse, light | 50 Rudys |
Martial weapons
| Weapon | Damage | Properties | Cost |
| Atlatl | 1d6 piercing | range 60/240, ammunition | 10 Rudys |
| Battleaxe | 1d8 slashing | versatile (1d10) | 150 Rudys |
| Blowgun | 1 piercing | ammunition, range 25/100, loading | 10 Rudys |
| Bone War Axe | 1d8 slashing | thrown (20/60) | 2 Rudys |
| Composite Bow | 1d8 piercing | two-handed, range 150/600, ammunition | 50 Rudys |
| Flail | 1d8 bludgeoning | 100 Rudys | |
| Flint Battleaxe | 1d8 slashing | versatile (1d10) | 2 Rudys |
| Flint Greataxe | 1d12 slashing | heavy, two-handed | 3 Rudys |
| Flint Scimitar | 1d6 slashing | finesse, light | 25 Stars |
| Flint Shortsword | 1d6 piercing | finesse, light | 10 Stars |
| Flint Warspear | 1d8 piercing | versatile (1d10), reach, thrown (30/120) | 2 Rudys |
| Glaive | 1d10 slashing | heavy, reach, two-handed | 200 Rudys |
| Greataxe | 1d12 slashing | heavy, two-handed | 300 Rudys |
| Halberd | 1d10 slashing | heavy, reach, two-handed | 200 Rudys |
| Hand Crossbow | 1d6 piercing | ammunition, range 30/120, light, loading | 200 Rudys |
| Heavy Crossbow | 1d10 piercing | ammunition, range 100/400, heavy, loading, two-handed | 250 Rudys |
| Iron Greatsword | 2d6 slashing | heavy, two-handed | GM sets |
| Iron Longsword | 1d8 slashing | versatile (1d10) | GM sets |
| Iron Maul | 2d6 bludgeoning | heavy, two-handed | 200 Rudys |
| Iron Rapier | 1d8 piercing | finesse | GM sets |
| Iron Scimitar | 1d6 slashing | finesse, light | GM sets |
| Iron Shortsword | 1d8 slashing | versatile (1d10) | 100 Rudys |
| Iron Warspear | 1d8 piercing | reach, versatile (1d10), thrown (30/120) | 100 Rudys |
| Lance | 1d12 piercing | reach, special | 100 Rudys |
| Longbow | 1d8 piercing | ammunition, range 150/600, heavy, two-handed | 50 Rudys |
| Morningstar | 1d8 piercing | 150 Rudys | |
| Obsidian Macuahuitl | 1d8 slashing | versatile (1d10) | 2 Rudys |
| Obsidian War Knives | 1d6 slashing | finesse, light | 50 Stars |
| Pike | 1d10 piercing | heavy, reach, two-handed | 100 Rudys |
| Steel Greatsword | 2d6 slashing | heavy, two-handed | 500 Rudys |
| Steel Longsword | 1d8 slashing | versatile (1d10) | 150 Rudys |
| Steel Rapier | 1d8 piercing | finesse | 250 Rudys |
| Steel Scimitar | 1d6 slashing | finesse, light | 250 Rudys |
| Stone War Maul | 2d6 bludgeoning | two-handed, heavy | 2 Rudys |
| Stone Warhammer | 1d8 bludgeoning | versatile (1d10) | 15 Stars |
| Trident | 1d6 piercing | thrown (20/60), versatile (1d8) | 100 Rudys |
| War Pick | 1d8 piercing | 100 Rudys | |
| Warhammer | 1d8 bludgeoning | versatile (1d10) | 150 Rudys |
| Whip | 1d4 slashing | finesse, reach | 2 Rudys |
Firearms
| Weapon | Damage | Properties | Cost |
| Blunderbuss | 2d8 piercing | range 30/90, ammunition, loading, two-handed | 600 Rudys |
| Flintlock Pistol | 1d10 piercing | ammunition, range 30/90, light, loading | 500 Rudys |
| Flintlock Rifle | 1d10 piercing | ammunition, range 100/400, heavy, two-handed, loading | 800 Rudys |
| Hand Cannon | 2d6 piercing | range 30/90, ammunition, loading | 400 Rudys |
Unarmed
| Weapon | Damage | Properties | Cost |
| Unarmed Strike | 1 bludgeoning | finesse, unarmed | GM sets |
Weapon properties
| Property | Meaning |
| Light | Small enough to fight with one in each hand. |
| Finesse | Use Strength or Dexterity for attack and damage. |
| Thrown (near/far) | Can be thrown. Beyond the near range, you have disadvantage. |
| Range (near/far) | A ranged weapon. Beyond the near range, you have disadvantage. |
| Versatile (die) | One hand or two. Two hands use the bigger die. |
| Reach | Attacks out to 10 ft instead of 5. |
| Two-handed | Needs both hands. |
| Heavy | Small creatures attack with it at disadvantage. |
| Ammunition | Uses arrows, darts, stones or shot, spent with each attack. |
| Loading | One attack per action, however many attacks you have. |
Armor and Shields
| Armor | Type | Armor Class | Cost | Notes |
| Padded Armor | Light | 11 + Dex, Subterfuge at disadvantage | 5 Rudys | Quilted cloth and hide in loose layers. Warm, cheap, and quiet. |
| Leather Armor | Light | 11 + Dex | 10 Rudys | Hide boiled in oil and shaped to the chest and shoulders, over a softer underlayer. Quiet, and cheap to mend. |
| Studded Leather | Light | 12 + Dex | 45 Rudys | Leather set close with iron rivets. The iron is most of the price. |
| Hide Armor | Medium | 12 + Dex (max 2) | 10 Rudys | Stiff hide from large game, shaped to the body. Standard protection in the frontier. |
| Chain Shirt | Medium | 13 + Dex (max 2) | 500 Rudys | A shirt of iron rings worn under a coat. Seen on Watch captains and Ironveil in the field, and almost nowhere else. |
| Breastplate | Medium | 14 + Dex (max 2) | 4 Grands | A fitted steel chestpiece over leather. It leaves the limbs free and the purse empty. |
| Scale Mail | Medium | 14 + Dex (max 2), Subterfuge at disadvantage | 600 Rudys | A coat of overlapping iron scales on leather, with leggings to match. Loud, heavy, and a fortune in metal. |
| Half Plate | Medium | 15 + Dex (max 2), Subterfuge at disadvantage | 7 Grands | Shaped steel plates over the chest, shoulders and thighs. A smith works a season on one. |
| Grinwyrm Scaled Armor | Medium | 15 + Dex (max 2) | 6 Grands | A coat and leggings faced with grinwyrm scale. Lighter than iron, nearly as hard, and no Church law forbids taking it. |
| Ring Mail | Heavy | 14, Subterfuge at disadvantage | 300 Rudys | A leather coat with iron rings stitched throughout. Heavy and loud. Stops an arrow. |
| Chain Mail | Heavy | 16, Subterfuge at disadvantage | 5 Grands | Interlocking iron rings over a quilted coat, gauntlets included. Needs Strength 13 to move in freely. |
| Splint Armor | Heavy | 17, Subterfuge at disadvantage | 7 Grands | Vertical strips of iron riveted to leather, over chain at the joints. Needs Strength 15 to move in freely. |
| Full Plate | Heavy | 18, Subterfuge at disadvantage | 10 Grands | Shaped and interlocking steel over the whole body. More folded steel than a village sees in a generation. Needs Strength 15 to move in freely. |
| Buckler | Shield | +1 | 50 Rudys | A small iron-bossed shield strapped to the forearm. It leaves the hand free. |
| Wooden Shield | Shield | +2 | 10 Rudys | A hardwood disk faced with stretched hide. Light enough to carry all day. |
| Iron Shield | Shield | +2 | 100 Rudys | A hardwood shield bound and faced with iron. |
| Boogeytoothed Shield | Shield | +2 | 10 Rudys | A hide-faced shield studded with teeth. As an action, bash a creature within 5 ft for 1d4 piercing; it makes a DC 13 Strength save or is knocked prone. |
Ammunition
| Item | Cost | Description |
| Arrows | 1 Rudy | Twenty flint-tipped arrows, fletched with feather. |
| Sling Stones | 1 Star | Twenty smooth river stones, sorted by weight. |
| Atlatl Darts | 1 Rudy | Ten lightweight throwing darts with flint points. Used exclusively with an atlatl. |
| Powder and Shot | 10 Rudys | Ten charges of black powder with iron balls. Each charge requires time to load. |
| Blowgun Needles | 1 Rudy | Fifty thorn needles, fletched with down. |
| Crossbow Bolts | 10 Rudys | Twenty iron-headed bolts. |
| Powder Horn | 20 Rudys | A horn of black powder and a pouch of shot: twenty charges for a flintlock. |
Gear
| Item | Cost | Description |
| Waterskin | 2 Stars | A stitched hide bladder with a bone stopper. Keeps a day's water against the dry stretches between rivers. A water Resonant carries one where no river runs. |
| Fire Tube | 50 Stars | A close-bored hardwood cylinder and tight-fitted piston, the head packed with charcloth. One hard stroke crushes the air to an ember and a breath lifts it to flame, with no flint and no spark. A fire Resonant carries one to seed a flame from nothing. |
| Snare Trap | 1 Rudy | A spring-set snare of bent hardwood and waxed cord. Caught game, or caught warning of something heavier moving in the dark. |
| Marked Trail Map | 5 Rudys | A hide charted in charcoal and ochre. The marks read the ground ahead and the pull of the nearest Totem. |
| Bellows | 20 Rudys | Twin leather lungs on a hinged frame that drive air into a fire until iron runs. The heart of any forge worth the name. |
| Field Forge | 500 Rudys | A clay hearth, a stump anvil, and a set of bellows, broken down to haul and raised in an hour. Iron work, anywhere a fire will hold. |
| Caltrops | 50 Rudys | A fistful of barbed iron stars, every one landing point-up no matter how they fall. Strewn across a doorway or a deer path, they turn a charge into a limp. |
| Firepot | 50 Rudys | A thin clay sphere of rendered fat and pine pitch, corked with a rag wick. It breaks where it lands and throws a sheet of fire that clings to whatever it touches. |
| Smoke Bundle | 5 Rudys | Damp punk wood and green needles bound tight in bark. Touched to a flame it smolders rather than burns, raising a grey curtain a body can break contact behind. |
| Bushcraft Sled | 50 Rudys | A travois of poles and hide, dragged by a person or a beast. |
| Net | 1 Rudy | A weighted hide net. A Large or smaller creature hit by it is restrained until it, or someone, spends an action and a DC 10 Strength check to break free. |
| Tent | 2 Rudys | Oiled hide over poles, for two. |
| Torch | 1 Star | A stick wrapped in rag and soaked in fat or pitch. Burns about an hour, and smokes the whole time. |
| Bark Float | 2 Rudys | Sheets of bark lashed with vine and sealed with sap. It keeps a Medium creature's head above water while it swims. |
| Bone Tools | 5 Rudys | An awl, a scraper and a wedge, ground from bone and bound with sinew. Advantage on one check they fit, and then they break. |
| Signal Marker | 1 Star | Bones, blood and charred wood set in a pattern your people know. It marks a trail, a cache or a claim, and tells anyone else to keep walking. |
| Deadfall Trap | 3 Rudys | A propped log, a trigger stick and a tripline. Whatever trips it takes 2d6 bludgeoning, a DC 13 Dexterity save for half. Setting one takes time and a good tree. |
| Pitfall Cover | 3 Rudys | A woven lattice of branches and turf, laid over a dug pit with bait at its heart. Spotting it is a DC 13 Sage check. A creature that falls in takes 1d6 and lands prone; a DC 13 Dexterity save catches the edge. |
| Ward Effigy | 10 Rudys | Bones, char and sap worked into a figure and marked with old signs. A beast that comes near makes a DC 12 Wisdom save or is frightened of it. |
| Bomb Arrow | 25 Rudys | A reinforced shaft carrying a sealed cup of blasting powder and a slow fuse, fired from a bow. A direct hit deals 2d8 piercing and 2d6 fire; everything within 5 ft takes 1d8 piercing and 1d6 fire. It flies short (one range step less), and on a natural 1 while running, jumping or falling with more than three packed, roll a d6: on 1 or 2 it goes off. Rain makes it fizzle more often than not. The Church calls them heresy. |
| Tinderbox | 50 Stars | A tin of dry tinder with a flint and a curl of steel to strike it. Iron is dear on the Frontier, so the striker is most of the price. A dozen sparks into charcloth and a breath give a flame in any weather short of a downpour. |
| Bow Drill | 5 Stars | A green-wood bow strung with sinew, a straight spindle, a socket stone for the palm and a notched hearth board. A minute of steady sawing gives an ember. Damp wood or a hurried hand gives sore arms and smoke. |
| Ember Horn | 25 Stars | A cow horn lined with clay and capped with hide, carrying a live coal banked in punk wood. Fed at each camp it keeps its coal for a day, so the fire is carried rather than made. Fire Resonants who will not wait on a spark wear one at the hip. |
| Gourd Canteen | 1 Star | A dried calabash with a waxed wooden stopper, slung on a braided cord. It keeps a day's water as well as a skin does, for a fraction of the price, until it cracks. |
| Drawing Flask | 10 Stars | A horn flask no longer than a hand, worn on a cord at the wrist. It holds a few mouthfuls and none of them are for drinking: a water Resonant keeps it full so there is always something within reach to draw on. |
| Rain Cloth | 20 Stars | A square of oiled linen with a bone ring sewn at its center. Staked out at dusk it runs the night's dew, or a storm's worth of rain, into a skin hung beneath. Slow, but it finds water where the land has none. |
| Totemic Chalk | 2 Rudys | Vein-attuned crystal crushed with ash from a sanctified fire. It must be mixed within a few hours of use. Sentinels answer to nothing else. |
| Church Amulet | 5 Rudys | A Church amulet on a cord: the Pillars, the Cores, or an element. Most of the faithful wear one. |
| Inquisitor's Amulet | 50 Rudys | An amulet showing an Inquisitor's rank and the manifestation they carry. |
| Inquisitor Fieldbook | 25 Rudys | The Inquisitor Order's field manual, issued under the Grand Luminary's seal. No copy may be made by an unblessed hand. |
| Backpack | 2 Rudys | A hide pack on a bent-wood frame. |
| Bedroll | 1 Rudy | Felted wool and a hide groundsheet, rolled and tied. |
| Blanket | 5 Stars | A heavy wool blanket. |
| Hempen Rope (50 ft) | 1 Rudy | Fifty feet of twisted hemp rope. |
| Grappling Hook | 20 Rudys | A forged iron hook, three-tined, with an eye for rope. |
| Crowbar | 200 Rudys | A bar of forged iron. Priced by what it would smelt to. |
| Hammer | 10 Rudys | An iron-headed hammer. |
| Sledgehammer | 20 Rudys | A long-hafted iron sledge. |
| Piton | 5 Rudys | An iron climbing spike with an eye. |
| Iron Spikes (10) | 100 Rudys | Ten iron spikes. |
| Chain (10 ft) | 500 Rudys | Ten feet of iron chain. More iron than most farms own. |
| Manacles | 200 Rudys | Iron cuffs on a short chain. The Watch keeps a few pairs and counts them. |
| Lock | 10 Rudys | An iron lock and key. |
| Hunting Trap | 500 Rudys | A sprung iron jaw trap on a chain. A creature that steps in it is held fast. |
| Miner's Pick | 200 Rudys | An iron pick. The Church forbids mining, and a miner's pick in a pack invites questions. |
| Shovel | 50 Rudys | An iron-bladed shovel. |
| Hooded Lantern | 50 Rudys | An iron lantern with a sliding hood to dim it. |
| Bullseye Lantern | 100 Rudys | An iron lantern with a lens that throws a cone of light. |
| Lamp | 5 Stars | A clay oil lamp. |
| Oil (Flask) | 1 Star | A flask of rendered oil, for a lamp or a fire. |
| Candle | 1 Star | A tallow candle. |
| Mess Kit | 2 Stars | A tin cup, plate and spoon that clamp together. |
| Fishing Tackle | 10 Rudys | Line, bone hooks, floats and lures in a roll. |
| Spyglass | 1 Grand | A brass and glass telescope. Rare, and coveted by rail surveyors. |
| Magnifying Glass | 100 Rudys | A ground lens in a horn frame. |
| Hourglass | 25 Rudys | An hour of sand in glass. |
| Book | 25 Rudys | A bound book, blank or written. |
| Ink | 10 Rudys | A small bottle of ink. |
| Ink Pen | 1 Star | A cut quill. |
| Paper | 2 Stars | A sheet of paper. |
| Parchment | 1 Star | A sheet of scraped hide. |
| Sealing Wax | 5 Stars | A stick of red wax. |
| Signal Whistle | 1 Star | A bone whistle that carries across a valley. |
| Whetstone | 1 Star | A fine-grained stone for keeping an edge. |
| Pole (10 ft) | 1 Star | Ten feet of straight ash. |
| Ladder (10 ft) | 1 Star | A ten-foot ladder, lashed together. |
| Pouch | 5 Rudys | A drawstring hide pouch. |
| Chest | 5 Rudys | A wooden chest, iron-banded. |
| Barrel | 2 Rudys | A coopered wooden barrel. |
| Bucket | 1 Star | A wooden bucket. |
| Glass Bottle | 2 Rudys | A stoppered glass bottle. |
| Vial | 1 Rudy | A small glass vial. |
| Flask or Tankard | 1 Star | A clay flask or a wooden tankard. |
| Climber's Kit | 250 Rudys | Pitons, boot spikes, gloves and a harness. Most of the cost is the iron. |
| Explorer's Pack | 100 Rudys | A backpack, a bedroll, a mess kit, a tinderbox, ten torches, ten days of rations, a waterskin, and fifty feet of hempen rope. |
| Inquisitor's Pack | 250 Rudys | Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
| Common Clothes | 5 Stars | Homespun shirt and trousers or a plain dress. |
| Work Clothes | 5 Stars | Heavy canvas and leather, made to be worn out. |
| Traveler's Clothes | 2 Rudys | A long coat, boots and a hat for the road. |
| Fine Clothes | 15 Rudys | A tailored coat, a cravat, polished boots. Town clothes. |
| Vestments | 15 Rudys | Church robes, embroidered with the six-sided seal. |
| Costume | 5 Rudys | Clothes for the stage or for passing as someone else. |
| Cloak | 3 Rudys | A hooded wool cloak. |
| Dice Set | 1 Star | Bone dice in a cup. |
| Gambit Deck | 5 Stars | A Gambit deck: sixty cards, six suits, ranks Ace to 10. |
Consumables
| Item | Cost | Description |
| Trail Rations | 5 Stars | Smoke-dried meat, rendered fat, and hard journeycake, sealed in waxed hide. A day's eating, carried. |
| Healing Tonic | 5 Rudys | Bitter herbal extract stabilized with powdered glyph crystal. Scent of cut iron and rosemary, a buzz of clarity before the sting. Railhands call it kickroot. Grants advantage on one short-rest Survival check to spend a Hit Die. |
| Field Salves | 15 Rudys | Resinous paste in glyph-inked leather. Smells of ash, pine sap, and metal. Numbs skin and leaves a fading gray sheen. Advantage on one short-rest Survival check to spend a Hit Die. Can be shared across rests or among companions. |
| Antitoxin | 10 Rudys | A bitter root steeped down and stirred through with fine charcoal, which draws the poison to itself. Drink it to make a new saving throw against each poison in you, with advantage; a success ends it. For the next hour you have advantage on saves against poison. |
| Clearblood Serum | 40 Rudys | An antitoxin cut with a drop of venom milk, so the body learns the poison before it meets it. Drink it and every poison in you ends, and the poisoned condition with it. For the next hour you have advantage on saves against poison. |
| Mana Shard | 5 Rudys | A sliver of leyline crystal prised from a beast that fed too long on saturation. Cold on the tongue, it gives one small jolt and dissolves. Restores a small measure of spent mana. |
| Breathstone | 200 Rudys | Porous pale-blue leyline crystal, steeped to a vapor that tastes of charged copper and crushed mint. Breathed at rest, it works on the deepest scar you carry: it eases that wound by one tier of severity, and once a wound is only minor, it draws the scar out entirely and returns the scarred Hit Die. Crumbles after one use. |
| Ashbone Dust | 500 Rudys | Grey powder ground from the bones of a beast that lived long inside a Totem's Core Zone. Smells of burned blood and frost. Warmth radiates from the spine, leaving the user briefly chilled and lucid. Only within a Totem aura. Choose one: restore 1 expended Hit Die; restore 1 scarred Hit Die (applied as a dressing, no check); or restore 1 scarred Hit Die (boiled and consumed, DC 12 Survival). |
| Serpent Oil | 150 Rudys | Venom sac milked thin and cut with tallow so it clings to an edge. Worked along a blade or a dozen arrowheads, it sours the next few wounds before it wears away. |
| Vapor Balm | 20 Rudys | A pale salve that gives off a slow medicinal vapor when the jar is cracked. Breathed in across a long rest it works the stiffness out of an old scar and coaxes a spent measure of strength back into the body. |
| Dusk Venom | 200 Rudys | Milkweed sap cooked down with a ground venom sac, past the point where it still smells of either. It clings to an edge through several blows and turns each wound sour. Trappers coat a quiver before a night they expect to go badly. |
| Hexbark Toxin | 250 Rudys | Distilled from water hemlock and the gall of an old oak. This one does more than sicken: it muddles the nerves, and a deep enough cut leaves the limb slow to answer. Restricted trade in any settlement that still keeps an apothecary's ledger. |
| Minor Totemic Fragment | 5 Rudys | A sliver of raw crystal, brittle and grainy and barely holding its charge. Crushed, it gives back a little of what you have spent and leaves a bitter taste. Restores 1 mana. |
| Lesser Totemic Crystal | 15 Rudys | A thumb-sized shard of raw crystal pulsing faintly with residual resonance. When gripped and focused upon, the shard warms, hums, and releases its stored energy in a single breath of clarity. As the mana flows back into the body, the crystal fractures and dissolves reduced to inert dust and memory. Restores 3 Mana. |
| Major Totemic Crystal | 50 Rudys | A rare palm-sized crystal, crazed with fine fractures from the pressure it was harvested under. For a moment it feels like standing in a Totem's aura, then it crumbles to warm powder. Restores 10 mana. |
Poisons
Poison work is Apothecary work.
| Item | Cost | Description |
| Blackrot Sap | 250 Rudys | Swallowed. The creature makes a DC 16 Constitution save. On a failure, it takes 1d6 poison damage and is poisoned. It repeats the save every 24 hours, taking another 1d6 poison damage on each failure, and nothing heals that damage while the poison lasts. After seven successful saves, the poison ends. |
| Blindroot Gas | 250 Rudys | Breathed. The creature makes a DC 15 Constitution save. On a failure, it is poisoned and blinded for 1 hour. |
| Blindsap Oil | 300 Rudys | A thick pale oil rendered from Ashbloom sap, cut with fish oil or thistle sap so it holds on a blade. On the skin. Coat a weapon or a surface as a bonus action. A creature it touches makes a DC 15 Constitution save or is blinded for 1 hour. On a success it can still see, but has disadvantage on Sage checks that rely on sight for 10 minutes. |
| Chokebloom Resin | 280 Rudys | A dense pellet of rendered Ashbloom wood, pine resin and dried puffball spore. Lit, then placed or thrown (range 20/60 ft), it smolders for 3 rounds and fills a 15-ft radius with yellow-grey smoke. A creature in the smoke at the start of its turn makes a DC 15 Constitution save: on a failure it takes 2d6 poison damage and is blinded until the end of its next turn, on a success half damage and no blindness. The smoke hangs for a round after the pellet burns out; a strong wind or a water power clears it sooner. |
| Etherblossom Mist | 300 Rudys | Breathed. The creature makes a DC 15 Constitution save. On a failure, it is confused for up to 1 minute: it cannot take reactions, and at the start of each of its turns a d10 decides whether it wanders, stands dazed, lashes out at whoever is nearest, or acts. It repeats the save at the end of each of its turns, and a success ends the confusion. |
| Midnight Bloom | 1,500 Rudys | Swallowed. Nothing happens until midnight. If the poison has not been cured by then, the creature makes a DC 17 Constitution save, taking 9d6 poison damage on a failure or half as much on a success. |
| Rotweed Extract | 150 Rudys | Swallowed. The creature makes a DC 10 Constitution save. On a failure, it takes 1d12 poison damage and is poisoned for 24 hours. On a success, it takes half damage and is not poisoned. |
| Slickveil Oil | 400 Rudys | On the skin. The creature makes a DC 13 Constitution save. On a failure, it is poisoned for 24 hours and lies unconscious while the poison lasts. Taking damage wakes it. |
| Stillroot Brew | 600 Rudys | Swallowed. The creature makes a DC 15 Constitution save. On a failure, it is poisoned and incapacitated for 4d6 hours. |
| Viper's Fume | 200 Rudys | In a wound. Taken from a dead or helpless venomous snake. The creature makes a DC 11 Constitution save, taking 3d6 poison damage on a failure or half as much on a success. |
| Wailsmoke | 500 Rudys | Breathed. The creature makes a DC 13 Constitution save. On a failure, it takes 3d6 poison damage and repeats the save at the start of each of its turns, taking 1d6 poison damage on each further failure. After three successful saves, the poison ends. |
The ingredients that go into them are in Skills, Kits and Crafting.
Kits
| Item | Cost | Description |
| Apothecary Kit | 50 Rudys | Ceramic vials, a heating stone, dried herbs, and a bone needle. Brews tonics and salves, draws poisons, and treats a wound in the field. |
| Bushcraft Kit | 25 Rudys | Flint chisels, hide scrapers, sinew, and a fire striker. Fletches arrows, stitches a waterskin, raises a tent, and sets a camp that holds. |
| Frontiersman Kit | 50 Rudys | Snare wire, trigger pegs, bait tins, and a hand-drawn map of game runs. Rigs traps and the alarms that keep a camp from being overrun in the dark. |
| Wayfarer Kit | 150 Rudys | A carved compass rose, measuring sinew, marked hide, and a ration roll. Charts the way and reads the pull of the nearest Totem. |
| Artisan Kit | 200 Rudys | Fine gravers, a polishing stone, and small iron files. For bone and wood work, casting shot, and the close repairs a firearm needs. |
| Mercantile Kit | 25 Rudys | A ledger, weights, and a star-stamped coin scale. Keeps records, appraises a haul, and knows what a thing is worth before the haggling starts. |
| Performer's Kit | 35 Rudys | A worn deck, a reed flute, and a set of carved dice. Turns a room, runs a Gambit table, and earns a night's lodging with a song. |
Mounts and Animals
| Item | Cost | Description |
| Riding Horse | 75 Rudys | A saddle-broken frontier horse. |
| Draft Horse | 50 Rudys | A heavy horse for the plough or the wagon. |
| Donkey or Mule | 80 Rudys | Sure-footed, stubborn, and carries more than it should. |
| Pony | 300 Rudys | A small, hardy horse. |
| Warhorse | 4 Grands | A horse trained not to bolt at steel or fire. |
| Mastiff | 250 Rudys | A heavy guard dog. |
For Beasts and Mounts
| Item | Cost | Description |
| Hide Barding | 40 Rudys | A skirt of boiled hide and bone plate, cut to a beast's frame and laced under the belly. Turns a claw that would have opened it. |
| Plated Barding | 1,200 Rudys | Iron scales riveted to a leather backing, heavy across the shoulders. It turns blows that would otherwise bring the beast down. |
| Saddlebags | 4 Rudys | Twin panniers of stitched leather slung over the back, deep enough to swallow a day's haul. The beast carries what your back would have. |
| Pack Satchel | 2 Rudys | A simple harness of hide and cord with a pair of pouches. Not much, but it is weight off your own shoulders. |
| Warding Charm | 50 Rudys | A knot of cord and river-bone hung at the throat, the old kind of thing trappers swear by. The beast stands a shade harder to wound for it. |
| Swift Charm | 50 Rudys | A whittled hooked claw on a thong, light as nothing. The beast runs looser with it swinging, quicker to the seam. |
Tack, Vehicles and Boats
| Item | Cost | Description |
| Riding Saddle | 100 Rudys | A leather riding saddle. |
| Pack Saddle | 5 Rudys | A frame for lashing loads to a beast. |
| Military Saddle | 20 Rudys | A high-cantled saddle that keeps a rider seated in a fight. |
| Exotic Saddle | 600 Rudys | A saddle built for a beast that is not a horse. |
| Bit and Bridle | 2 Rudys | Headstall, reins and an iron bit. |
| Feed (per day) | 1 Star | A day of grain and fodder for a horse. |
| Stabling (per day) | 5 Stars | A stall, water and a groom for a night. |
| Cart | 150 Rudys | A two-wheeled cart. |
| Wagon | 350 Rudys | A four-wheeled freight wagon. |
| Carriage | 1 Grand | A sprung, enclosed carriage. Town wealth on wheels. |
| Sled | 20 Rudys | A runner sled for snow and ice. |
| Rowboat | 50 Rudys | A small wooden boat with oars. |
| Keelboat | 3,000 Rudys | A river freight boat, poled or sailed. |
Treasure
| Item | Cost | Description |
| River Pearl | GM sets | A pale bead grown in a mussel from a slow stretch of water, smooth as a thumbnail. No use on the trail, but a trader's eyes catch on it. |
| Star-Coin Cache | GM sets | A knot of old stamped coin, the kind the circuit towns still honor. Heavy in the hand and worth a fair count of shards to anyone keeping a fire on the road. |
| Totem Fetish | GM sets | A carved knuckle of totem-bone bound in sinew and dyed thread, left in a cache by someone who meant to come back for it. Held close, it hums. A Resonant will pay well for one. |