Possessions

Value

The value of an object isn’t something intrinsic to the thing, as different places and cultures place different values in things.

It’s easiest to describe the different levels of wealth by about how much labor such a thing entails:

However, the value of something is not always just the labor put into it: something particularly scarce or of high-quality might be more valuable, for example.

Broadly speaking, a bundle or collection of things of one value might become, taken as a whole, something of higher value.

Possessions By Value

Everyday

outfit, second hand or worn

rations, fresh (2)

sack, large

sacks, small (3)

tool, simple

candles (4)

torches (4)

tinderbox

waterskin

quiver

bandages

basket

spear

cookware

Common

outfit, simple

rations, preserved (5)

backpack or saddlebag

piece of armor, light

lantern oil (2)

knife

hatchet

hammer

sword

rope

flute

drum

longbow

arrows (25)

nails, box of 100

blanket

cloak

salves & medicines (20 uses)

Fine

piece of armor, heavy

tool, specialists’

lute

bow, composite

spices, pouchful

lantern

mirror

pack animal

cart

a heavy coat

tent

Properties

Items can have both helpful and adverse properties. A starting possession can have at most one of each, but you might find more complicated objects during your travels.

Helpful properties increasing the value by one. Most give you an edge in specific circumstances.

DURABLE: This object can decay twice before being damaged.

RITUAL: Gives you an edge when used as part of rituals, or when used with or against the undying and the spirits of the land.

SHARP: Sharp weapons are better at inflicting lethal harm against the unprotected or exposed. Sharp tools give you an edge (hah!) when doing precise or difficult work.

STORIED: This object has a story to it. Gives you an edge when used to retell that story.

TRADITIONAL: Gives you an edge when used among its own kind, or among those with a hollow kind like goblins.

Adverse properties decrease the value of the object by 1.

TIME-WORN: Puts you at a disadvantage in all situations except those another property gives you an edge for; ie, a time-worn ritual blade will usually have a limited impact, but will still have a big impact against the undying.

FRAGILE: The object becomes decayed or damaged when you roll a 2 as well as a 1.

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Written May 3, 2021, last changed May 23, 2021