Table of contents
Economy
It is natural for everyone to desire new things, and with the right money, folk can get whatever they want. The more interesting something is, the better, and this is where merchants come into play. Those endless travelers venture to the furthest lands of the continent and buy local goods cheap to sell them at a premium elsewhere. A substantial part of the traded goods could be summarised by the saying, “One man’s trash is another person’s treasure”.
There are places where something is abundant but useless and can be bought for practically nothing. Still, if delivered to the right people, they can pay as if it were gold. Countless artisans work with specialised materials like plants that grows far away or an ore from a distant land, and they pay good money to those who can deliver it. The best example would be the dragon bush. When the whole export started, one bundle of dragon wood, about a cubic foot, could be bought for a silver mara (2 hazel) and sold for up to 25 hazels in the Mebelands or around 100 lev (50 hazels) in Morozia. With time, the prices have evened out but import still thrives.
Similar stories can be heard when new ruins are discovered. Dust-covered objects that lay there can fetch a fortune depending on aspects such as technical complexity, craftsmanship, materials used, potential for innovations, and historical importance. Often crumbling documents can be sold for a hefty sum as they hold the long-forgotten mysteries of the past.
Not only objects have a price. Information can be of equal, if not higher, value. Many adventurers’ groups who discover new places keep them secret, and for a good reason. Easy money can be made from desolated dungeons, but they are rarely safe.
Currencies of Haze
Land of Nur – lings, bings (gold)
1 ling = 24 bings ≈ 24 hazels
Lings are big, 2-inch discs of gold with the face of the current Zara, who happened to rule the Land of Nur. It is said that the thicker the coins, the better ruler they are. The other side holds their family crest and some phrases in the old Nur language. They are also called days, plated, or discs. There are also bings, the coins of regular folk, as they are much smaller and more popular. Also made from gold but significantly thinner, these round coins are often used for everyday transactions. They have a decorative element of a native rose on one side and a symbol of currency on the other. They are called hours, roses or smalls.
Kambala – maras (gold, silver)
1 golden maras = 10 silver maras ≈ 20 hazels
Maras are interesting coins as they were made in the shape of two coins connected together. In the past, the old ruler of Kambala decided that the coin should be divisible into two when he wanted to give money to a beggar, but thought that one coin was too much. Because of that, there are now many coins in circulation that are divided into two smaller ones. There are some clever ways to tie coins together for easier transport. The undivided maras are often called peanuts because of their shape, as well as twins or bigs. The silver variant follows the same rules but is slightly smaller and thinner. Some call them smalls or grays. The broken halves of the coins are commonly accepted in circulation, with some arguing that they should be the norm. They are called halves, rounds, pigs, or folks.
Zatara – mixi (bronze)
1 mixi ≈ ½ hazel
This is the only currency of Misteria that is made from a bronze alloy. Because of that, some folk think mixi are worthless as they are not gold or silver. Mixi are coins in the shape of a pointy rhombus with a hole in the center. They are surprisingly hard and sharp for a coin, forcing everyone to have a thick leather coin bag to carry them comfortably, which makes folk from Zatara easy to recognise. As bronze changes colors when oxidizing, over time these coins can take on a beautiful teal color. Local folks have many names for their coins, such as sharps, zats, diamonds, greens, or browns.
Verdalia – viramisi (gold)
1 viramisi ≈ 10 mixi ≈ 5 hazels
The folks who live in Verdalia don’t really need any currency. Most of them are Virdis, and they prefer barter or favors, but other races that live there wanted to establish some monetary system, hence the viramisi. The golden crossed moon is a very big and expensive coin, so most use them for bigger purchases. Folks who live in Verdalia often use mixi as the smaller denomination. Viramisi have a vine on one side and some floral motifs on the other. Their size makes them a perfect target for scrapers who shave pieces of gold from coins to make new ones. The slimmed-down coins are often called bananas, as they lose the crested moon shape. They are often called vis, moons, seeds, and crests.
Astoria and Waternia – eldergold (gold)
1 skive = 52 togs ≈ 210 litts ≈ 50 hazels
1 tog = 4 litt ≈ 1 hazel
The oldest coin on the continent is also the most counterfeited one. Some say that there are more fake eldergold coins than real ones. The term eldergold is the general name for the currency and usually refers to the most abundant of them all, which are togs. They are flat square coins with rounded corners and notches in the middle of each side. There are also much smaller coins called litts, which are eight-sided with two notches cut into them, and skive, which are the big and heavy slabs of gold with the image of a dragon on them. Few folks ever use them, and they are generally considered the currency of the wealthy. Togs are often called chips, squares, fours, or simply gold.
Burgos and Worgos – crown (gold, silver)
1 golden crown = 36 silver shillings ≈ 6 hazels
6 silver Shillings ≈ 1 hazel
The currency of the nation of sailors is also one of the most widespread right after the hazels. The golden crown is a round coin with the rough image of a crown on one side and the outline of something on the other. Everyone agrees that the shape is supposed to be the island of Burgos, but so far there is no map in existence that would confirm it. There is no official mint where those coins are made, but rather, they are made in every city of Burgos and Worgos, making their quality rather questionable. The smaller silver shillings have the same crown but smaller and a face of someone related to the city of minting on the other side. The golden coins are called crowns, Burgos gold, C-s, or birds, while the silver ones gain their name after the city of minting or are called princes.
Mebelands – hazels (alloy)
Hazels are considered the international standard everywhere, and often prices are given in them to the traveling merchants. They have a shape of a strongly rounded triangle. These coins boast a distinctive shape, resembling a sharp rounded triangle. They are relatively slim and feature a multitude of unique images that are the result of annual competitions for the coin’s face design. Hazels are only minted in Hedenholm and th proces of their making is a closely guided secret. These designs often depict mistborn creatures and local flora. The quality of the craftsmanship is so high that when new, the coins have an almost mirror-like finish on their recessed surfaces. Comprising a durable gold, silver, and copper alloy, these coins are renowned for their resilience. They have many names given by the folks from all corners of the continent such as nuts, scales, blings, picks, and shiny.
Morozia – levy (silver)
1 lev = 7 lisy ≈ ½ hazel
The silver coins of Morozia are some of the most widespread coins on par with the Burgos Gold. There are two types of coins: levy and lisy. The first one is bigger, ten-sided and depicts the lion around the opening in the coin. The other side has a bison Beastly fighting a warrior. The smaller six-sided coin depicts a fox and a lion in mirror positions and the sun on the reverse. Given the abundance of silver in Morozia, their coins are predominantly made from this precious metal. The design of the battling figures serves as a reminder to the inhabitants of Morozia to steer clear of the conflicts and errors of the past. These coin designs have remained unchanged for over 800 years and go by various names amongst the locals, but most common are: lions, foxes, cold and wheels.
Wild Lands – Pure gold
In the Wild Lands, there exists no national currency; instead, transactions are based on the weight of gold. Prices are typically denominated in grams and ounces, with every merchant equipped with scales to ensure fair and accurate divisions of coins when conducting transactions.
Quality
The quality of products can vary, impacting both the price and the properties of these goods. Weapons, armor, and machinery, for example, can have different attributes based on their quality. Standard-quality products adhere to the norm, while those of poor, good, and excellent quality deviate.
Items of poor quality can have significant drawbacks, such as unreliable guns, inaccurate swords, and heavy, less protective armor. They often cost half or less of the standard price due to these faults.
On the other hand, items of better quality offer significant improvements over their regular counterparts. Good quality guns can be highly accurate, bows exceptionally fast, armor lighter, and potions more potent. These superior items typically cost two or more times the standard price due to their enhanced qualities.
The best quality objects are exceptionally rare and expensive. Often, they are order-made by master craftsmen for individual clients. When available on the market, these items can fetch astronomical prices, usually costing thousands of hazels. Additionally workings of those most exquisite objects are uneffected by the mist.
| Quality of the item | Price for buyers |
| Poor | ½ and less of the standard price |
| Normal | the standard price |
| Good | 2x and more of the standard price |
| Excellent | 5x and more of the standard price |
Availability
In the game, objects have one of the five rarities noted in the first column of each table: Abundant, Common, Moderate, Limited, and Unobtainable. During character creation, they can be overlooked, but as the game progresses and based on the location and the GM’s choices, the availability of these objects can vary. By lowering the quality, we increase the availability by one, and vice versa. Common objects of Poor quality become Abundant, while Moderate objects of Good quality become Limited.
Description of rarities
- Abundant
Objects classified as “Abundant” are plentiful and can be found easily throughout the world. You’ll have no problem acquiring them in cities, towns, or villages. Specialized shops, general stores, and traveling merchants typically have them in stock. Even in remote and isolated areas with minimal trade, these items remain readily obtainable.
- Common
I tems of “Common” avalability are widespread and relatively easy to find in most settlements and urban areas. You can expect to locate them in specialized stores and general shops. In smaller communities, they might require a bit of searching, but they’re generally available. Even in regions with populations not exceeding 1000 folk, you should encounter little difficulty obtaining them.
- Moderate
Items categorized as “Moderate” are less abundant, and their availability is not assured in every city or town. Whether you can find them depends on local supply and demand. Cities known for producing such items are more likely to stock them, but elsewhere, you can only rely on a probability of finding them.
- Limited
Those items are relatively rare and may pose a challenge to locate. They won’t be readily available in most urban areas. Acquiring them might require seeking out specialized vendors, rare opportunities, or visiting specific regions known for their production. These items are not easily accessible to the average adventurer.
- Unobtainable
Such items are the rarest of the rare, entirely beyond the reach of ordinary means. They are the stuff of legends, only heard of but rarely seen, accessible only to those in the know. These items are usually reserved for special clients or for extraordinary customers, very hard to obtain through conventional means.
Item properties
Weapons and equipment possess distinct attributes that go beyond their fundamental functions. These properties can vary in combination based on their quality and modifications. In the column named “Properties” you can find additional properties of weapons, armor and other items. If an item doesn’t have any properties it works normally without any drawbacks or bonuses. Item description provides all necessary information along with the general description. Here, you’ll find explanations for all the basic properties noted in the tables:
List of properties
- Inaccurate: The player receives a -2 penalty to the Attack check when using this weapon.
- Missing: The player receives a -4 penalty to the Attack check when using this weapon.
- Multi-shot X: These weapons can be fired separately or all at once. When firing all barrels simultaneously, each consecutive shot has a -3 penalty to hitting the target. For example, if the first shot lands with an Attack check of 13, the second shot lands with a 10, and so on. If the first shot hits but the second does not, only one shot lands but all berrales were fiered. If the gun jams at any point, the entire contraption fails. The reload time provided in the table describes the reload time for all the barrels (Crossbows are reloaded as noted in items description).
- Unreliable: The gun jams when a 1 is rolled on either of the damage dice.
- Reliable: When a double is rolled on a Damage roll, one of the dice can be rerolled.
- Accurate: The player receives a +2 bonus to the Hit check when attacking with this weapon.
- Penetrating: Damage dealt with this weapon ignores Toughness from non-magical armor.
- Thrown: When throwing this weapon, it is not considered an improvised weapon and it retains its statistics. Attitudinally gains a +2 bonus to the ranged Attack check.
- Fast: In combat, this weapon grants a +2 bonus to Speed. Enemies receive a -2 penalty to Parry and Dodge checks.
- Very fast: In combat, this weapon grants a +4 bonus to Speed. Enemies receive a -4 penalty to Parry and Dodge checks.
- Deadly: This weapon deals an 2D10 damage higher (similarly to Guns).
- Slow: In combat, this weapon imposes a -2 penalty to the Speed check of its user. Enemies receive a +2 bonus to Parry and Dodge checks .
- Stunning: This weapon deals an additional 5 stunning damage after the multiplication when calculating a stun attack damage (see this page).
- Defensive: While using this weapon, player can perform one free block (Dodge check) per turn when they are attacked.
- Heavy: Players who use or carry this item will become fatigued much more quickly. The time it takes to receive one Fatigue point is halved for every Heavy item players have.
- Immobilizing: Weapons with that trait give you a +3 to Athletic check while attempting to immobilize someone.
- Impenetrable: Armor always counts in damage reduction, even when someone uses weapons with the Penetrating trait.
- Special: Those items have additional properties explained in their description.
Prices of goods
Prices of goods and services are not fixed, and they are influenced by various factors. These include availability, quality, brand, and the negotiation skills of both parties involved. Products that are inexpensive in one place might command a higher price elsewhere. Merchants reputation and fluency at haggling and negotiating prices, can impact the prices.
Item prices are provided in hazels (currency of Mebelands) and can be adjusted for sales in other locations (see currencies of Haze)
Depending on the above-mentioned variables, prices of the products and services can be up to 50% higher or lower.
Firearms
Deadly weapons, powered by the explosion of various sorts, are a popular choice among travelers and those employed in protection. They are accessible to anyone and widely used, making them a common sight among merchants and their companions.
All guns possess the Penetrating property and those of poor quality are always unreliable and could even deal D10 damage.
All guns can come in pistol form and in that case they lose 1\2 of their range, 1\3 of their price and can gain the property Inaccurate.
| Rarity | Price (hazels) | Firearms | Reload* | Range (yards/ meters) | Repair difficulty | Properties |
|---|---|---|---|---|---|---|
| U | 500 | Airgun | Del/Im | 50 | Very high +8 | Special |
| C | 250 | Blunderbuss | 2T/1T/Act | 10 | Medium +2 | Missing, Special |
| M | 300 | Chambered | Act/Del/Im | 40 | High +5 | Special |
| L | 600 | Crystalgun | Act/Del/Im | 100 | High +5 | Reliable, Special |
| A | 200 | Flintlock | 1T/Act/Del | 100 | Medium +2 | |
| L | 100 | Grenades | Special | 10 | ||
| C | 80 | Handcannon | 2T/1T/Act | 40 | Very low -4 | Missing, Reliable |
| L | 500 | Hexgun | Special | Special | Very high +8 | Special |
| C | 120 | Matchlock | 2T/1T/Act | 50 | Low -2 | Inaccurate |
| M | 150X | Multi-barrelled | 2T/1T/Act | 50 | Medium +2 | Multi-shot X, Heavy |
| L | 300 | Pekariti block gun | Act/Del/Im | 40 | Low -2 | Special |
| L | 350 | Rewolwer | Del/Im | 40 | Very high +8 | Inaccurate |
| M | 300 | Wheellock | 1T/Act/Del | 50 | High +5 | Reliable |
| U | 1 000 | Whitworth rifle | 1T/Act/Del | 300* | Very high +8 | Accurate, Special |
*Reload: 1T – 1 full turn, Act – Action, Del – Delayed action, Im – Immediate action
Descriptions of firearms
Airgun – Invented by the Pekariti family from the Land of Nur, this fascinating gun uses compressed air to propel bullets. It doesn’t involve gunpowder, only requiring bullets to be purchased. The gun features a large round canister that stores compressed air and comes with a pump for refilling. In the desert, where air mages are common, some use magic instead of the canister to shoot those guns, allowing for rapid firing. These weapons are relatively fragile and exceedingly difficult to repair due to their small and intricate components.
Blunderbuss – These wide barrelled flintlocks shoot many smaller pellets instead of a single projectile (though they can also do so). They can be loaded with nearly anything, such as rocks, glass, or scrap metal, but this damages the barrel over time. When firing a blunderbuss, hitting multiple targets results in damage to all of them. While shooting a group with a scatter shot for each subsequent enemy we subtract 3 from the Attack check. It means that when we shoot at a group of 3 enemies and roll 11 on Attack check the first enemy is hit at 11 the second at 9 and the third at 7 and they all recieve equal damage.
Chambered – Chambered guns are not muzzle-loaded. They open at the breech and are breech-loaded, allowing the user to insert a special package called a shell. This procedure is much faster than regular muzzle loading but comes with its downsides. Unlike traditional flintlocks, where bullets, wadding, and gunpowder are purchased separately, everything in chambered guns is combined, which comes at a premium cost. On average, one shot is three times more expensive compared to a regular muzzleloader, but they can be reloaded much faster.
Crystalgun – They are similar to chambered guns in that they are breech-loaded. However, they use crystals instead of gunpowder to propel bullets, resulting in a unique barrel shape with a thicker back portion. Instead of sparking, a hammer hits the crystal to create an explosion, propelling bullets faster and farther than other guns. They almost never jam due to the absence of soot residue after firing. However, they are very expensive, and ammunition is not only hard to come by but also costly, as each bullet contains a small power crystal. As a result, they are mainly used by wealthy individuals.
Flintlock – These ubiquitous firearms can be found throughout Misteria. They operate by igniting gunpowder using a flint that strikes a metal frizzen, creating sparks to ignite the gunpowder in the pan. Flintlocks come in various bores and lengths, all designed for ranged engagements. Some individuals choose to carry multiple firearms simultaneously, as it is quicker to switch to a new weapon than to take the time to reload a single one. There are some clever methods to shorten the reload time of a flintlock, such as preparing shoots into paper cartridges or using a bandolier with premeasured charges.
Grenades – These throwable explosives contain around 2 pounds (1 kg) of gunpowder mixed with other substances for quick detonation. They are encased in fragile metal or ceramic shells and explode, causing damage to everyone within a 3 yard (3 meter) radius. The damage is determined the same way as with firearms. Depending on their quality, age, and conditions, grenades have around a 20% misfire rate.
Handcannon – The simplest form of a firearm, it’s essentially a short cannon mounted onto a stick. It features a small pan on the side of the barrel with finer gunpowder leading to the main chamber. Loaded similarly to any other muzzleloader, it’s ignited with a match or another source of fire. Some fire mages use them as their weapon as it is easy for them to light up the gunpowder with magic. While challenging to aim and overshadowed by other firearms, it is still used in some regions due to its simplicity of use and low price.
Hexgun – Crafted by hundreds of hex artisans worldwide, these machines vary greatly in design and function. Most hex weapons have additional functions, often in the form of spells that they can cast, in a limited amount. Their uniqueness means that two machines with the same purpose may look drastically different. While they are relatively common, they are expensive and rarely function reliably. Maintenance is a costly nightmare, and their inner workings are understood only to their creators. They are considered unreliable and dangerous, with a risk of malfunction in many ways. Higher-quality hex devices experience malfunctions less frequently, with the best ones malfunctioning less than once in a hundred uses. Despite this, many opt for alternatives due to the risks associated with hex technology.
Matchlock – The next evolution of a handcannon, matchlocks resemble flintlocks, with the main difference being the ignition method. Instead of a flint, they use a match — a tightly woven rope dipped in a flammable substance that is lowered onto the pan to ignite the powder. They are generally used in wetter places because they are more effective at igniting damp gunpowder than sparks from flintlocks. Elsewhere, flintlocks are the preferred option.
Multi-barrelled – To enhance the usefulness of guns, many were designed with multiple barrels to enable rapid firing. Most multi-barrel guns can be shot immediately after the first shot, making the “reload” time an immediate action. However, reloading all the barrels takes much longer than a regular flintlock. Depending on the number of barrels, the gun can shoot that many times, but with each additional barrel, it becomes heavy quickly.
Pekariti block gun – Another invention of the Pekariti family, targeted to more regular customers. These guns are a version of a muzzleloader. The innovation comes in the form of elongated cubes that function as the back ends of a musket. These cubes allow the preparation of the powder load, wadding, and ball in advance, with easy replacement when reloading. Each gun comes with three blocks, but additional blocks can be purchased for around 20 hazels. They have a small bowl for ignition, requiring a special mixture of fine gunpowder and glimmer, which is substantially cheaper than shells to shoot.
Revolver – Instead of adding more barrels, revolvers feature a round block with multiple short barrels that can be rolled when reloading. However, they often suffer from failures, and overall quality impacts accuracy. Many sharpshooters still prefer regular flintlocks, but revolvers find use when firepower is needed.
Wheellock – One of the most popular variants of the flintlock for those who can afford it. Instead of employing a hammer to strike the frizzen, this variant utilizes a wheel mechanism. As the wheel spins, it generates sparks that reliably ignite the gunpowder charge with fewer visible sparks and reduced post-shooting maintenance. Despite being superior to regular flintlocks, they are substantially more expensive and complex. When damaged, they are also more expensive and challenging to repair.
Whitworth rifle – The Whitworth rifle is a specialized gun known for its superb accuracy. All units are equipped with a crystal magnifying scope that can be adjusted for various ranges. The mechanical precision and ingenious design of these rifles enable precise shooting at distances that surpass other firearms. The barrel is threaded with a flat twist, and when paired with matching-shaped bullets, these guns exhibit remarkable accuracy at ranges exceeding 600 yards. Some skilled marksmen even achieve impressive results at distances in the low 1000s. At such long ranges, shooting proficiency alone is not sufficient, as factors such as wind, bullet drop, and even the curvature of the Earth must be considered. Shots from Whitworth rifles require an additional Machines check, with a difficulty of 5, plus 1 for each 100 yards beyond 200. For example, at 300 yards, the difficulty is 6, while at 800 yards, it is 11.
Ammunition
| Rarity | Price | Name |
|---|---|---|
| A | 10 | 12 Musket balls |
| A | 5 | 10 Arrows \ bolts |
| A | 10 | Gunpowder 1 oz \ 30 grams |
| L | 300 | Gunpowder 2 lbp \ 1 kg |
| L | 35 | Hazeblast 1 oz \ 30 grams |
| U | 1000 | Hazeblast 2 lbp \ 1 kg |
| M | 100 | 10 Shells |
| L | 120 | 5 Crystal bullets |
| U | 20 | Flat threaded bullet |
Description of ammunition
Gunpowder – Regular gunpowder is used everywhere to propel the bullets from the firearms. It doesn’t work in the mist, if used will burn very slowly instead of combusting. 1 oz \ 30 grams last for around 5 shots.
Hazeblast – Also called mist powder, works like regular gunpowder in the fog. If used outside of the mist it becomes very volatile, making the player roll for the Jamming table after every shot.
Shells – Shells resemble short cylinders with a protrusion from the side of its bottom. When struck by the gun’s hammer, this protrusion ignites the gunpowder, propelling the bullet. Used with Chambered guns.
Crystal bullets – Crystal bullets are similar to shells, only shorter and without the protrusion. When hit with a gun’s hammer or thrown forcefully on the ground, they can explode. Used with crystalguns.
Flat threaded bullets – These specialized steel bullets are used with Whitworth rifles. They are expensive and difficult to come by as only few manufacturers have machines to produce them.
Ranged weapons
Despite being often considered less dangerous than firearms, many still opt for these weapons due to their affordability and certain advantages. They allow for a quiet approach, their ammunition is relatively easy to make without any machining tools, and most importantly — they won’t blast your hands off. Moreover, arrows and bolts can be enhanced with tinctures and customized in different ways. Unfortunately their range is much shorter than guns, forcing users to come much cloer to their pray. Beyond bows and crossbows, slings are another popular choice, particularly favored by gemologists who frequently launch power crystals at their adversaries.
| Rarity | Price | Name | Range yards (meters) | Properties |
|---|---|---|---|---|
| A | 35 | Short bow | 20 | |
| C | 50 | Hunting bow | 30 | |
| M | 80 | Longbow | 40 | Deadly, Special |
| U | 300 | Folding bow | 30 | Special |
| C | 100 | Crossbow | 50 | Deadly |
| U | 150 | Pistol crossbow | 15 | |
| L | 150X | Multi-shot crossbow | 40 | Multi-shot X, Special |
| U | 350 | Folding crossbow | 35 | Deadly, specjalna |
| C | 120 | Heavy crank crossbow | 50 | Penetrating, Deadly, Special |
| M | 15 | Sling | 10 |
Descriptions of ranged weapons
Short bow – They are generally used for hunting small game. Typically no longer than 3 feet (1 m) they usually are strongly curved at the ends. These bows are commonly used by smaller individuals or those who might want to conceal their weapon.
Hunting bow – The most common type of bow, around 5 feet (1.5 m) long, and suitable for anyone to use. There are various styles of hunting bows made from different types of wood, in all colors and shapes. They are widely used for hunting and protection.
Longbow – These powerful bows are primarily designed for warfare, capable of launching heavy arrows over considerable distances. As they are approximately 6 feet (2 m) long, they can be challenging to transport and impossible to conceal. The force generated by such a bow is sufficient to kill large game like deer when aimed correctly. Characters with a Body attribute of less than 3 cannot effectively use this bow.
Folding bow – A complex mechanical device that allows swift folding and unfolding, making it highly portable and easy to conceal. Its primary advantage lies in the ability to be discreetly hidden beneath clothing. However, this feature comes at a premium cost. Some of the more expensive models or those customized by skilled hex artisans may boast additional functionalities.
Crossbow – A classical weapon and a significant improvement over regular bows in terms of power and range. While inferior to firearms, it is easier for the average person to reload and use. Many prefer crossbows for their quiet shots, as gunpowder can be quite loud. Some high-end models feature a magazine that automatically loads bolts, allowing for faster shooting. They are often modified by hex artisans.
Pistol crossbow – These compact crossbows are not toys and have the potential to inflict significant harm. They are generally not much larger than gunpowder pistols, which makes them less lethal compared to their larger crossbow counterparts. There are models capable of piercing metal and shooting various types of bolts, but these tend to be expensive. Many of these small crossbows are employed for illicit purposes, which can make them challenging to obtain. Or not, if you have friends in the right places.
Multi-shot crossbow – A modified crossbow that allows for multiple, simultaneous shots. Often used by bounty hunters to capture targets with modified net bolts. It can be a devastating weapon in the hands of a skilled marksman. When shooting all the bolts at once it can only be fired once per turn.
Folding crossbow – An invention by the Rozlaw family from Morozia, this crossbow is no larger than a brick when folded. With a quick flick, it unfolds into a small crossbow ready to shoot. Neat. While not common, they are not unheard of.
Heavy crank crossbow – Much larger than an average crossbow, it has a built-in crank for winding. These crossbows launch bolts at high speeds that can reliably penetrate armor. Because of the crank they can only be fired once per turn, regardless of the number of ranged attacks that player can do.
Sling – A simple wooden sling in the shape of a Y, with elastic bands holding the basket. While most use them for fun, there are some who employ them to launch explosive crystals, turning these inconspicuous slingshots into potentially deadly weapons. The more expensive models can be made of different materials and are usually lavishly decorated.
Heavy sling – Larger and heavier version of the sling, capable of hurling heavier loads. It features a part that rests on the forearm to allow for a stronger pull. In the region of Zatara, these slings are exceptionally popular among hunters due to their effectiveness in killing small animals. For larger and more formidable creatures, fleeing is often the preferred course of action anyway.
Melee weapons
From a wide selection of weapons, ranging from long to short, each meticulously crafted with precision, here you delve into the tools that will accompany you on our journeys. Whether you’re in search of a means to defend yourself or harbor the intent to cause harm, within this diverse selection, every traveler will find their preferred weapon of choice. Just remember that these weapons are designed to be lethal.
| Rarity | Price | Name | Damage | Properties |
|---|---|---|---|---|
| – | No weapon | K10/3 | Inaccurate | |
| – | Improvised XXX | k10/2 | Missing, Slow | |
| M | 5 | Baton | K10/2 | Stunning |
| C | 10 | Brass knuckles | K10/2 | |
| L | 70 | Epée | K10 | Very fast, Special |
| M | 80 | Flail | K10 | Slow, Special |
| L | 140 | Halberd* | 2K10 higher | Fast, Deadly, heavy |
| M | 20 | Javelin, Spear | K10 | Fast, Thrown |
| A | 20 | Knife, Dagger | K10/2 | Fast |
| L | 60 | Lance | K10 | Special |
| C | 90 | Longsword* | 2K10 higher | Deadly |
| U | 150 | Morozian Waraxe* | 2K10 higher | Thrown, Slow, Deadly, Heavy, Special |
| A | 50 | One-handed weapons (Swords, maces, axes) | K10 | |
| M | 80 | One-and-a-half-handed sword | K10 | Special |
| L | 40 | Parrying dagger | K10/2 | Special |
| M | 80 | Rapier | K10 | Fast |
| L | 70 | Snake knife | K10/2 | Special |
| A | 10 | Staff* | K10 | Stunning, special |
| L | 90 | Sword breaker | K10/3 | Special |
| M | 40 | Thrown hand weapons (throwing knives, mud axes) | K10\2 | Thrown |
| U | 200 | Warhammer* | 2K10 higher | Penetrating, Inaccurate, Slow, Deadly, Heavy, Special |
* two handed weapons.
Descriptions of melee weapons
Baton – A simple wooden baton that isn’t inherently deadly and can leave nasty bruises. Possibilities of use include, but are not limited to rendering an unsuspecting target unconscious or administering a thorough beating. Dangerous, but usually non-lethal.
Brass knuckles – These metal objects protrude from a closed fist and are far more deadly than most people think. They can break bones and cut skin, leaving the unfortunate victim looking like raw meat afterward. Their effectiveness benefits from the Brawl skill (see page $).
Flail – The classical spiked ball at the end of a chain attached to a stick. This weapon is extremely dangerous in combat, as it can strike enemies unexpectedly, especially those with shields. While attacking an enemy with a shield player earns a +2 bonus to attacks.
Halberd – The most complicated of forged weapons, the halberd is also quite versatile. It can be used for pushing, pulling, and thrusting in addition to slashing. Typically, it features an axe head, a point, and a hook at the end of a long pole.
Épée – In contrast to other traditional blades, épées lack a cutting edge. Hence it is used only for thrusting with its narrow, flexible steel blade that tapers to a sharp point. It is characterized by its hilt, which includes a handguard and a grip for wielding the weapon. Popular choice among the higher class who enjoy the sport of fencing.
Javelin – Used since ancient times, these long poles with sharp tips are still favored by Beastly in the Wild Lands for hunting. A skilled fighter can hit a target at 20 yards (20 m) with relative ease. They can also be used as regular weapons at short range.
Knife, Dagger – Small and sharp, almost everyone carries one. If you desire to make a knife more lethal, certain smiths can perform some modifications. But such services come at a premium price.
Lance – The quintessential weapon of knighthood in northern Mebelands and among every cavalry group. A long wooden pole with a pointed tip that riders aim at their enemies. When used, it deals 2D10 damage and breaks afterward. An enemy must make an Athletics check, with a difficulty of 12, to avoid being knocked down.
Longsword – The most dangerous type of sword, especially on the battlefield. These up to 6-foot-long (2 m) monsters are surprisingly easy to wield, making them one of the deadliest sword types. Those who use them earn higher pay, as they are often the strongest warriors.
Morozian Waraxe – This large axe resembles a lumberjack’s tool used for tree debranching. It has a wide blade and a long, twisted handle that makes it perfect for throwing. However, due to its size, it is too heavy for most people. It is a favorite among the Beastly, and those who use them are known as “headtakers”. To use the Morozian Waraxe the player has to have at least 3 in Body Attribute.
One-handed weapon – Anything that can be used with one hand, such as axes, swords, maces, and whatever else comes to mind. They are all different but share one purpose — killing.
One-and-a-half-handed sword – There are many types of swords that could be considered one-and-a-half-handed, typically somewhere between regular swords and longswords in terms of blade length, but with a handle length of the latter. Those who know how to use them can either wield such a blade as a regular one-handed weapon or with two hands, making it then gain properties of Inaccurate and Deadly.
Parrying dagger – This special dagger features a long guard that allows for great control during a fight. When using it, the player gains +1 to Evade.
Rapier – A narrow, sharp sword used for both thrusting and cutting. They have a decorative handguard, often made from twisted metal. Folks from the Mebelands especially like them.
Snake knife – Originating from the slums of Astoria, this knife looks like a combination of brass knuckles and a dagger. It fits snugly on the outside of the fingers while allowing the use of other objects like guns and bows. The part that is attached to a hand looks like a snake and is often decorated as one. While holding the snake dagger, players can use objects with the same hand with a -2 penalty to all Skill checks.
Staff – It’s a stick! BONK! The trusty wooden staff can serve as both a walking aid and a formidable weapon. In skilled hands, this simple object can inflict substantial harm but armor is twice as effective.
Sword breaker – Despite its name, the sword breaker is primarily used to lock an enemy’s blades rather than to break them, although you can achieve the latter if enough force is applied. It resembles a large, cone-shaped dagger and, when used properly, provides excellent control in a duel. After a successful parry of the enemy’s attack, the player gains an additional attack against them.
Thrown hand weapons – Various small weapons designed to be thrown, such as axes, knives, and hammers. On average, they are less effective than their non-throwable counterparts, but they can cause significant damage at range if used skillfully.
Warhammer – One of the most dangerous weapons on the battlefield, warhammer users are feared by armored foes. They can pierce even through a plate and deliver a devastating blow but are quite unwieldy. Most who use them are well-respected, and feared warriors. To use Warhammer, a player has to have at least 3 in Body Attribute.
Armour and shields
Travelers in the perilous world of Haze often opt for protection, and there are numerous variants of armor available. In each region they may have a slightly different appearance, but their primary function remains the same. The more you spend on your armor, the better quality you can expect.
| Rarity | Price | Name | Properties | Durability* |
|---|---|---|---|---|
| M | 50 | Gambeson | +1 Toughness | 15 |
| M | 120 | Leather armor | +2 Toughness | 30 |
| L | 200 | Chainmail | +2 Toughness, Slow | 40 |
| U | 600 | Lamellar armor | +3 Toughness | 60 |
| L | 400 | Plate armor | +3 Toughness, -1 Body, Slow, Heavy | 70 |
| U | 1 000 | Heavy plate armor | +5 Toughness, -2 Body, Slow, Heavy | 100 |
| M | 20 | Buckler | +1 Ev, Defensive | 10 |
| C | 35 | Shield | +2 Ev, Defensive, Slow | 12 |
| U | 80 | Great shield | +3 Ev, -1 Body, Defensive, Slow, Heavy, Special | 20 |
*Depending on the play style players can count the durability of their armor or ignore this aspect. If you choose to count it, every damage absorbed by the armor lowers its durability. When the armor’s durability falls to 0, it does not provide protection but the player still suffers from its drawbacks.
Descriptions of armours and shields
Gambeson – One of the simplest forms of armor that almost everyone in need of protection uses. It consists of durable fabric, typically around an inch (2.5 cm) thick, that covers most of the body, offering protection against simple slashes and blunt blows.
Leather armor – A favorite choice for those needing mobility. Depending on the type of leather used, it can provide varying degrees of protection. A full set includes elements that cover every part of the body and can be adjusted to fit almost anyone. The more expensive models offer increased protection and are often enhanced by wizards or hex artisans.
Chainmail – A staple for every blacksmith, a complete chainmail suit comprises thousands of interconnected small rings covering the entire body. It can be customized for increased protection or improved mobility with lighter alloys that come at a premium price.
Lamellar armor – This armor type is made up of many smaller metal pieces sewn onto a more comfortable base. It offers significant protection with minimal mobility loss but requires regular maintenance. Lamellar armor often reflects regional styles due to varying crafting methods across the continent.
Plate armor – Plate armor is typically crafted for individual clients, providing substantial protection at the cost of mobility and speed. Depending on the budget, adjustments can mitigate the drawbacks or enhance the armor’s Toughness.
Heavy plate armor – Wealthy families in northern Mebelands often possess a complete set of heavy plate armor. This armor offers exceptional protection, with only specialized weapons posing a real threat to the wearer. It significantly limits mobility and speed, but those strong enough to wear it enjoy undeniable benefits. To use heavy plate armor the player has to have at least 3 in Body Attribute.
Buckler – A small shield, approximately a foot (30 cm) in diameter, primarily used to block attacks targeting the hand or deflect an opponent’s weapon. It features a small half-sphere that accommodates the hand on the inside.
Shield – Shields come in various shapes and forms, typically round or square, though some have more intricate designs. Often adorned on the front, they are commonly attached to the arm at two points.
Great shield – Great shields are rarely seen on battlefields due to their immense size and unwieldiness. They typically cover about 80% of the body, making attacks significantly more challenging for both parties involved. To use the great shield player has to have at least 3 in Body attribute.
Other products and services
Now, equipped with everything needed for survival, it’s time to find some enjoyment in life. Whether you possess a fortune or just small savings, there are countless options to prepare yourself for the adventures ahead. With enough money even wagons and automatons can be bought.
| Rarity | Price | Name |
|---|---|---|
| C | 80 | Adventurer equipment |
| U | 25 000 | Automaton |
| A | 10 | Clothes |
| L | 2 000 | Desert suit |
| M | 20 | Dragon wood |
| A | 30 | Glimmer |
| M | 60 | Maintenance kit |
| U | 500 | Mist compass |
| A | 200 | Mount |
| C | 12 | Oil |
| C | 40 | Oil lamp |
| A | 10 | Rope |
| L | 120 | Tool set |
| A | 4 | Torch |
| L | 3 000 | Wagon |
| M | 100 | Rass’s forgiveness |
| U | 150 | Wizard’s medallion |
| U | 150 | Symbol of great sacrifice |
| L | 60 | Crystal lamp |
| L | 500 | Energy block |
| L | 600 | Gemmologist tools |
| U | 1000 | Lapidary |
| U | 60 | Memory gem |
| A | 40 | Power crystal |
| M | 300 | Larger power crystal |
| Rarity | Price | Name |
|---|---|---|
| A | 2 | Beer |
| M | 5 | Exotic fruits |
| L | 20 | Hero’s ale |
| A | 1 | Simple meal |
| C | 5 | Spirit |
| M | 40 | Week’s rations |
| A | 3 | Wine |
| C | 5 | 2 pounds (1kg) of meat |
| L | 80 | Universal antidote |
| L | 15 | De-maging potion |
| L | 40 | Enhancing potion |
| M | 20 | Karu special |
| U | 50 | Poison |
| M | 30 | The Energiser |
| C | 20 | The Herbal-Aid |
| L | 50 | Water of Aqui |
| A | 6 | Accommodation |
| M | 5 | Armor fixing |
| M | 50 | Education |
| C | 5 | Healer services |
| M | 5 | Postal services |
| L | 20 | Specialized services |
| A | 15 | Transport |
General items
Adventurer Equipment – Those who embark on the adventurous path often require specialized gear tailored to their needs. Whether you’re purchasing it locally or at a specialized shop, you can expect to find essential items for survival outside of the city’s walls. Depending on your budget, these kits typically include a tent, sleeping bag, flint and knife, pots, and other basic necessities. With a higher price tag we can expect some regional commodities such as antidotes to common venoms.
Automaton – This remarkable creation is a machine that obeys its master’s commands. Owners learn specific commands, including the automaton’s name given by its creator. Automatons can perform a wide range of tasks but may require training for skills beyond the basics. They work almost 24/7 and are a symbol of status amongst the wealthy.
Clothes – Local everyday clothing is available for purchase, with higher prices indicating better quality. Formal attire usually costs twice as much. These garments are typically in the local style, with fashionable and versatile options for those willing to pay more.
Desert suit – Essential for Virdis to survive in the desert, this suit significantly reduces water evaporation. It relies on crystals or glimmer for power. You could use desert sand for power, because it contains traces of glimmer, but this practice is generally discouraged.
Dragon wood – Bundles of dragon bush branches, roughly a cubic foot in size (30 cm3), that burn with an intense white flame and generate a lot of heat. Specialized metallurgists use them for working with demanding materials. Dragon wood can easily start fires and, in larger quantities, even melt rock.
Glimmer – An ounce of fog’s residue, taking the form of opalescent salt. It can be used in various devices or consumed as it is. When ingested, it causes minor hallucinations and provides up to 3 Vigor points, but gives 2 Fatigue points after an hour.
Maintenance kit – A compact kit containing tools, oils, and other essentials for maintaining your (specific) equipment. Prices vary slightly depending on the type of weapon, but they generally cost around 60 hazels. Kits for melee weapons include wet stones and oils, gun kits have cleaning rods and grease, and bow kits contain wax and spare strings. While they allow for basic repairs, they can’t handle significant damage.
Mist compass – This device resembles the compass and is made from a small lefitarite crystal and compressed glimmer. It shows the direction of the magic on the planet that influences the direction of the mists. If someone wants to escape the mist they provide the best direction.
Mount – Mostly horses but depending on the location they can be anything.
Oil – A bottle of oil 2 oz (1 l) that can be used for mandarin and nefarious purposes. Cheaper kind made of various animal types can be used to power vehicles.
Oil lamp – They take many forms and range from simple to the most complex, but most of them have one purpose: to create light by burning fuel. Depending on the quality and type, they can be waterproof, more durable, smaller or shine brighter.
Rope – A simple but reliable rope that can comfortably lift a person without snapping. Used everywhere from climbing, lifting and tying things together to ships and wagons. Costs about 1 hazel for 3 feet (1 m) of a rope.
Tool set – The price of tool sets can vary depending on the profession. These sets include everything necessary for your craft, whatever it may be. While higher precision work might require tools of better quality, the basic work can still be done with them. They provide a +2 bonus to Craft checks.
Torch – A stick with some fabric wrapped around the end that is soaked with flammable liquid. Lasts for around an hour. What else did you expect?
Wagon – A vehicle powered by an energy source of some kind. In its simplest form, it is a wooden cube measuring 6 × 9 feet (2 × 3 m), with an engine, pedals, a steering wheel, benches for the driver and passengers inside, and four wheels on the outside. These wagons can be powered by burning wood, oil or by magic using charged crystals, energy blocks, or glimmer. However, the hex models that run on magic tend to be much more expensive. Most of the available wagons are used, but new vehicles can be purchased in Paragon for around 2,500 maras (5,000 hazels).
Common magical and religious items
Rass’s forgiveness – This medallion is given to every novice spellcaster as a form of protection before they reach a level of skills that allows them not to hurt themselves. They are relatively common and available for purchase in every academy, but can be quite pricey. The medallion crumbles into dust when the wearer fails to cast a Spell, protecting them from negative effects (the wearer doesn’t roll for the Table of Spellcasting Failure).
Wizards medallion – This improved version of Rass’s Forgiveness is a popular gift among wizards. Often lavishly decorated, these medallions have a certain durability, with the worst having about 10 points. This durability allows them to absorb the magical energy of a spell that went wrong. Every time a player fails a Spell check, they can subtract the Spell check difficulty from the item’s total points. When the number reaches 0, the medallion crumbles into ash. However, if the failed check had a difficulty that was too high, the medallion can explode.
Symbol of great sacrifice – These objects are talismans made from the belongings of martyrs. They hold the power of the old priests and allow Faith users to ask for forgiveness. The problem with them is that they are God-specific and hard to come by. After the player rolls for the Wrath of the Gods table, they can decide to offer the symbol of great sacrifice to their deity. If they do so, the item crumbles into dust, and the player can roll again.
Crystal related items
Crystal lamp – A small box with a handle and a glowing crystal inside. It can have plain or decorative designs, some even resamble a regular torch. Do keep in mind that some crystal lamps might explode when dropped.
Gemologist tools – A comprehensive set of tools required for a gemologist. It includes many specialized instruments that are generally useless for other professions.
Energy block – There are many ways to create larger sources of energy. Some folks use bigger crystals or many smaller ones. The problem with size is that they are extremely expensive and difficult to work with, as each crystal is different. To mitigate that problem, Ms. Lavira from Paragon created the energy block. She connected power crystals together and, using other minerals, combined their power. This solution is relatively cheap but comes with some drawbacks. A single power block is about 2 × 2 × 4 feet (60 × 60 × 90 cm) and weighs close to 400 pounds (200 kg) on the smaller side. When used in wagons, they take up a substantial part of the available space. The benefits are that they are extremely powerful (200+). On average, they waste little energy (7) and can be recharged without major problems (20%). They are used in larger machines as well as in some vehicles like boats and wagons.
Power crystal – They can take many forms and are available in a variety of colors and shapes. Depending on the quality of the crystal, you can expect it to be more powerful and energy-efficient. Most crystals are about the size of an egg. For this price, you can expect a crystal of small size (15), average purity (3) and hardness (50%).
Larger power crystal – In that price range, we can expect something about the size of a fist that could be used to power machines. Depending on the quality, they can vary, but most of them are of average purity (4) and hardness (50%). Their larger size allows them to hold much more power (50), but the prices rise quickly.
Memory gem – These gems have unique properties that are challenging to identify, even for experienced gemologists. They appear like ordinary power crystals but can hold memories. Historically, they were used to preserve the memories of the dying, but nowadays, only a few specialize in handling them due to their complexity. They are often mistaken for low-quality power crystals and are therefore rarely collected.
Lapidary – A reference book detailing various gems and their properties, providing a +4 bonus to gem recognition checks.
Food and drinks
Beer – Whatever is available, dark, brown, wheat; usually good and always local. If you are looking for something more special and exotic, prepare to pay more. There are continental brands that cost a fair bit, but they can only be found in more expensive places.
Exotic fruits – Fruits that come from far-away lands. They have the most interesting shapes and tastes. When old, they can be bought for next to nothing, but fresh ones are quite expensive.
Hero’s ale – With many names in different places it is often favered by talemasters. This strong and flavourful ale grants +3 to Bravery for 6 hours and 1 Fatigue point.
Meat – Depending on the local fauna, it could be anything: pork, lamb, fish and even insects. Yummy.
Simple meal – A basic meal served in an average tavern, prepared in a large pot to serve many. If you desire something better, you may need to part with an extra coin.
Spirit – A bottle of stronger spirits, often locally produced. The price will vary depending on the establishment. If the bottle comes with a label, it tends to cost more, as a label-less bottle can contain anything. Lack of labels doesn’t deter some people from drinking though.
Week’s rations – A week’s worth of long-lasting travel food for an average person.
Wine – One average bottle of wine, red or white. There are many name brands from Worgos and Verdalia, as well as some well-known original wines from the Land of Nur and Mebelands. Whatever it is, they can be quite expensive, with some Date wines from Laravi fetching hundreds of hazels.
Tinktures
Universal antidote – This little vial containing only a small amount of the substance, can counteract various types of venom, potentially saving a person’s life. Much more expensive than specific antidote and equally more useful. While there are counterfeit antidotes in circulation, purchasing from a reputable source, albeit at a higher cost, guarantees its effectiveness. It’s a wise choice to carry one if you’re traveling to regions known for venomous creatures.
De-maging potion – If drunk daily, it halts the transformative side effects that magic users of all domains suffer from. Made by master alchemists and herbalists all over the world. Not the most expensive but required almost daily.
Enhancing potion – Common name for elixirs found throughout Misteria, that boost specific capabilities, either physical or intellectual. The effectiveness of these potions depends on the skill of their creator, with higher-quality potions yielding more potent effects. Most of them increase one of the primary Attributes (Body, Senses, Mind or Willpower) but that boost comes at a cost. The average potion gives +1 to an Attribute for D10\2 hours, and after that, it gives 1 Fatigue point.
Karu Special – This inconspicuous little brew is known around Misteria as a “potion of a good day”. It earned its name not because it guarantees a pleasant experience, but rather from the fact that it better be your lucky day if you decide to drink it, as its effects are unpredictable. After drinking the Karu Special, roll a D10 and see what happens.
| Dice roll | Effect |
| 1 | Poison – Player receives D10 damage. |
| 2 | Nausea – Player receives 1 Fatigue point |
| 3 | Hallucinations – Player loses 2 Senses Attribute for one hour. |
| 4 | Big time rash – Player’s skin becomes covered in red hives and all armor has to be taken off. |
| 5 | Energy – Player receives 1 Vigor point. |
| 6 | Nothing |
| 7 | Focus – Player receives +2 to Senses Attribute for one hour. |
| 8 | Strength – Player receives +2 to Strength Attribute for one hour. |
| 9 | Healing – Player regains 2D10 Life points |
| 10 | Miracle – Player is cured from all diseases and ailments |
Poison – Depending on its intensity and method of application, poison can have various effects. Most poisons are harmful and weaken the body, reducing various statistics and dealing damage. When ingested, generic poison typically inflicts D10 damage. If applied to a blade, there’s a 50% chance it will deal D10/3 damage upon a successful strike. The effectiveness of poison often depends on its quality and the specific type used.
The Energiser – This tincture temporarily removes all effects of Fatigue points for D10\2 hours. However, once the potion’s effects wear off, the player will receive 1 Fatigue point. It can be consumed to avoid the Consciousness check triggered by gaining the last Fatigue point possible, but after the potion’s duration expires, the player will fall unconscious immediately.
The Herbal-Aid – After drinking this bitter mixture, the player regains D10\2 + Body, Life Points.
Water of Aqui – This sacred water is blessed by the most powerful priests from the temples of Aqui during a special equinox ceremony. When consumed, it regenerates 2D10 + Body Life Points.
Services
Accommodation – A normal room in the tavern or a roadhouse. Depending on the place, it can be a room for 2 or more, and the price is always per person. Some establishments specialize in accommodating Virdis and Artifex for an extra fee. For half the price, there is a bed in the common room.
Armor fixing – Those who use armor and don’t know how to fix it might need the services of an armorer. The cost can vary, but they usually charge dozens of coins. For each missing armor point, the player has to pay 2 hazels, but for larger projects, armorers might offer lower rates.
Education – You can find a well-skilled person and pay them to teach you if they are interested. Their services can range from dozens of coins to hundreds and always require time. If you find someone who is willing to teach for money, you have to pay them and have enough time, meaning that in the middle of the game, such actions are impossible. To learn a new skill at +1, it will cost around 50 coins and triple for each next level. Teachers can only teach up to their skill -1, and each level takes more time than the last one.
Healer – People of all professions, wizards, alchemists, and doctors work as healers for money, and for their services a price has to be paid. Of course, there are patients who may not be capable of agreeing to payment upfront, and in such cases, they may be asked to settle the bill later. But who can place a price tag on someone’s life? Well, they can. For each life point, healers might ask for 1 to 5 hazels, depending on the circumstances.
Postal services – There are two main ways to deliver letters around the continent: via various small companies that work together or through birds. Family Mitres from Worgos uses jay eagles to send messages all over Misteria. Their services are swift and reliable but they do come at a higher cost. You can always send letters via the Mebeland post as they have a huge network of contractors, but it will take a lot of time. Lastly you can give your post to merchants as they charge the least, but the delivery is not guaranteed.
Specialized services – Gunsmiths, animators, constructors, hex artisans, and whoever comes to mind can do what you ask of them, but their pricing can be quite unpredictable. If there is only one specialist available in a city, it’s often safe to assume that their services will come at a premium cost.
Transport – Among those who travel between the cities, you can find folk who provide transportation services. They usually ask for fixed rates that start at around 15 hazels and can go up to hundreds for longer routes. The quality and safety of your trip depend on the price, as cheaper companies employ little to no protection.
