Selling Goods

One or two items can sometimes be sold at full price if the right buyer can be found, but in general few sane merchants will pay full price for any goods. If you wish to sell goods in a large town or city without seeking out individual buyers, you can make a Networking roll once per week. Success means that you sell your goods for one-quarter of their value, while a raise increases this to half. If you fail, no suitable buyer was found.

Selling ill-gotten goods is even harder; if the items you wish to fence are mundane, you can sell them as usual. If the goods are illegal, hot or being sold in bulk, however, you’ll need to find a fence or black market dealer to sell them safely. Selling a few spoons to a silver merchant won’t attract attention, but sell an entire set may raise questions with the family that recently lost one! The Connections Edge may be one way to get in touch with a fence; membership of a criminal organisation is another.

When you fence goods, it’s usually with the understanding that you’re selling well below the value of the item to wash your hands of it. Most fences will offer no more than one-fifth of the value of items brought to them. If you have a good relationship with them - for example, a guild fence - they may offer more reasonable rates, such as one-quarter value.


A blackjack or sap is a small club or baton, usually wrapped with a sack or bag filled with sand. In other cases, it might be a sack filled with marbles or a light club wrapped in leather. They deal Str+d4 damage but are designed to be nonlethal, and can’t be used to kill except in extreme cases (i.e. massive damage).

Although they can be used as general purpose nonlethal weapons, the purpose of a blackjack is to knock out unaware targets. When using a blackjack that Shakes an enemy you have The Drop on, they get a -2 penalty to the Vigor roll required to not suffer a “knockout blow”. This means that they suffer a -4 penalty if a called shot to the head was made.

Blackpowder Weapons

Although blackpowder weapons do exist in Morus, they are rare and cutting edge pieces of equipment - moreso in some places than other. As a result, both the weapons themselves and the powder required for their function tends to be very expensive when it can be found at all. Kyujitai and a certain gnomish mountain in the Sea of Pearls are the world’s center for blackpowder production, so these are the places where it tends to be easiest to come by.

In addition to its use as ammunition, blackpowder can also be used as an explosive. 10 shots of blackpowder can be put into a sack, pot or similar container and lit with a fuse. It will detonate for 2d6 damage within a Medium Burst Template. A cask of 100 shots will increase the damage to 5d6 in a Large Burst Template.

Bows & Arrows

The Savage Worlds rulebook gives basic rules for a shortbow and a longbow. The shortbow can be used from horseback and is cheaper, but the longbow has the superior range of the two. However, there are various other options available to the specialist archer with the funds to purchase a truly excellent bow.

Recurve bows are mechanically identical to longbows, including the Strength requirement. However, their curved limbs make them lighter and easier to use - as a result, they can be fired from horseback. They cost 450 silver pieces.

Composite bows are a type of recurve bow, but are made of composite materials: usually horn and sinew rather than just wood. They can be used from horseback and have the Strength requirement of a shortbow, but function as a longbow otherwise - making them the best of all worlds. However, composite bows are expensive and time-consuming to make, and tend to be delicate - particularly to moisture or being strung for too long. They cost 600 silver pieces.

Elven bows are a style of bow rather than any specific bow; the craftsmanship of the elves has resulted in a design that incorporates metal sheaths over the bow’s limbs without compromising on functionality. It can’t be used as a weapon, but can be used to defend yourself. This means that enemies don’t get the Unarmed Defender bonus when attacking the wielder. Elven bows tend to be worth 50% more than a regular bow of the same type, though beautiful ornamental pieces can cost much more.


The standard arrow given in the rulebook is a basic broadhead arrow, which is popular and versatile. However, there are various unusual arrows available for the specialist archer. Most of these arrows are also available as crossbow bolts.

Arrow Cost Damage Notes
Broadhead 0.5 2d6  
Bodkin 2 2d6 Hardened, narrow point adds +1 AP.
Barbed 1 2d4 On Shaken, inflicts a level of Fatigue. No effect on armored targets.
Blunt 2 2d4 Ball-shaped head deals nonlethal damage; range halved.
Fire 5 - Remains lit for 2 rounds, ineffective beyond Short range.
Water 10 - Breaks on impact, releasing liquids. Range is halved.
Noisemaker 10 - Fluted carvings cause it to howl when fired.
Silvered 50 2d6 Steel and silver alloy, used by monster hunters.
Rope 50 2d6 Crossbow bolt form only. Fired with a 5” line, embeds in soft surfaces.

Cheap Equipment

The prices given for equipment represent solid, well-made goods without flaws or defects. Heroes strapped for cash may be forced to settle for less, however. You can get cheap equipment for 50% of the full price, but it has its drawbacks.

Equipment that might be used in a skill or attribute roll - such as a sword, saddle or a set of lockpick - will malfunction or break when you roll a 1 on the skill die. Ammunition is destroyed every time. Animals will have an appropriate Major Hindrance or two Minor Hindrances. Clothes and the like will give your character a shabby and run-down appearance, and impose a -2 penalty to Persuasion rolls.

These rules can also apply to equipment made of inferior materials - for example, an iron sword or bone arrowheads.

Elven Items

The elves of Murthrid and Lurkmoor are famed for their craftsmanship and for the semi-magical properties that the items they create can have. These items, like most high-quality elven wares, are rarely available for sale. They take time to make, are not mass produced by those who make them, and tend to be given or traded much more commonly than they are sold.

Honeyleather is a kind of light canvas specially woven by the elven method. This makes it fragile - it is liable to snag or tear, and is not good for backpacks or clothing for this reason. However, it also makes it completely waterproof - so it is invaluable for tents, canopies or pouches.

Thistledown is a light, grayish material woven from plant fibers by a special method. It is the material used to make Cloaks of Elvenkind, but is not inherently magical. However, it is a fine, high-quality material that does not snag on branches or catch on thorns.

Grappling Hooks

A grappling hook is simply a clawed hook attached to a rope, which can be thrown and affixed to a surface in order to climb it. They’re not hugely complex to make, but tend to be specialist items at best or the domain of thieves and housebreakers at worst. As such, they usually command prices of around 100 silver pieces.

Grappling hooks have a thrown range of 3/6/12, just like a throwing axe. They’re used simply by making a normal Athletics roll to throw, adjusted by range and illumination. At the GM’s option, other factors like a crumbling cliff face or slick wall may impose penalties. Success on the Athletics roll means that you have successfully attached the hook and can climb it normally as long as the hook point supports your weight.

Failure simply means that attempt fails, and the hook comes tumbling down to the ground. You are free to try again, but situations where stealth is required may be affected by the noise it makes when it falls. A critical failure means that the hook is damaged from the attempt.

A variant of the grappling hook is a grappling bolt - a standard heavy crossbow bolt with a grappling hook on the tip. Though they must be fired from a heavy crossbow, such bolts only have the range of a light crossbow - 10/20/40 (limited by the length of the rope). Furthermore, the poor balance and aerodynamics of such a bolt impose a -2 penalty on the Shooting roll to use it, in addition to any other penalties from range, light and so on. However, their superior range makes them popular with a certain class of adventurer.

Grappling bolts costs 50 silver apiece. Because they are smaller, their hooks are more delicate and easily broken if fired incorrectly. As such, any failed Shooting roll with a grappling bolt has a 50% chance of break it. If used as normal crossbow bolts they deal 2d4 damage, but are destroyed on use.

Healing Supplies

Only powerful magic such as Greater Healing is enough to miraculously cure a serious injury after the Golden Hour has passed. Natural healing can take a long time; luckily, you can use the Healing skill to support their recovery as long as you have sufficient medical supplies. There is a standard healing kit available in the core rulebook which has three uses and is suitable for this purpose.

This is a world where magic exists and alchemy is a science, however. Healing potions and poultices are available with faint magical properties that can improve the healing process significantly. Weak restorative medicines known as “panacea” can be purchased for 50 silver per use, and they confer a +1 bonus to natural healing. More potent magical medicines cost 150 silver per use, and confer a +2 bonus.

Alchemists who know the recipe for the Healing power may choose to create a panacea instead of a healing potion. The process is exactly the same as normal. If they succeed their Alchemy check, they create weak magical medicine; if they succeed with a raise, they are able to produce the stronger variant.

Horses & Other Mounts

Horses will usually set you back 300 silver, as noted in the rulebook. Such horses are well trained for travel but aren’t warhorses by any stretch of the imagination. They will never attack in combat unless cornered and desperate. Furthermore, each time they are spooked - for example, by a charging enemy, arrow whizzing past their head, or loud noise - the rider must make a Riding roll to remain mounted. This is in addition to the usual roll when they are Shaken or Wounded (see “Wounded Mounts” under the rules for mounted combat).

Warhorses properly trained against the loud noises and frightening events of combat fetch prices around 750 silver. These horses are the same as riding horses - just better trained. As per the rules for mounted combat, warhorses only attempt to rear or buck when they are Shaken or Wounded. They can also attack with their hooves, either to the front or the rear. For a truly imposing warhorse - such as a destrier - prices rise to 1500 silver at a minimum. Heavy warhorses of this kind have better stats than ordinary horses, making them more effective in combat and less likely to be killed.

Camels can be purchased for 200 silver a piece, at their standard rate. They can carry heavy burdens (300+ pounds) over long distances, although they are reduced to a Pace of 6 while doing so. They are the “ships of the desert” and can go a week or more without water, though when they do drink they must have prodigious amounts. See the Savage Free Bestiary for detailed information.

Sandstriders can be purchased for around 1000 silver. Though they do not make good beasts of burden, giant lizards are speedy mounts well adapted to the desert and able to fend for themselves against its dangers. Their great expense is a result of the difficulty of taming them: wild-caught sandstriders cannot be tamed, and broodmothers will fight to the death to protect their clutch. See their entry in the bestiary for detailed information.

Pushing a Mount

Horses and similar mounts can generally carry riders at a rate of 15 miles per day on good conditions such as roads. They can be pushed to travel at twice this speed, but the rider will need to make a Riding check. If they fail, the horse gains a level of Fatigue that will not be recovered until they have had 24 hours to rest, eat and be cared for. On a Critical Failure, the horse may lose a shoe or some similar disaster.

Masterwork Equipment

The equipment listed in the rulebook is assumed to be standard, “middle of the road” quality gear. It is not poorly made crap that will break the first time it is used, but neither is it the opus of a master craftsman. Those who are willing to go out of their way to seek a master can get their hands on masterwork equipment of much higher quality. Such items can cost anywhere from 2 to 10 times as much as an ordinary specimen, depending on just what it is that makes them special.

Any pieces of miscellaneous equipment may also be granted masterwork advantages by the DM. For example, silk shirts will catch arrowheads and give a +2 bonus to subsequent Healing checks made to care for the wound. A masterwork lamp might have a cunning glass lens that magnifies its light and extends the radius, or an efficient wick that burns oil at half the rate.

Petty Alchemy

Alchemists don’t just make magic potions: their craft encompasses many other useful substances, some meager and some mighty. Many of the concoctions listed below are trivial for most alchemists to produce, but some - like strong acids - require care and skill to make correctly.

Alchemist’s Resin is a pale golden liquid that, when exposed to air, quickly changes into a viscous and sticky jelly. Once it takes this form, it can only be easily removed with alcohol or other solvents. If applied to a surface to be climbed, it gives a +2 bonus to Athletics rolls. If spread on the ground, a flask can create Difficult Ground in a 3” radius area. It is usually sold for 60 silver a bottle.

Crackle Dust is a whitish powder that, when compressed, causes a loud crack - even in small quantities. It is often spread over an area to deter thieves, as sneaking through an area coated in crackle dust is almost impossible (-6 to Stealth rolls). Enough to cover 1” square will cost 10 silver.

Flashpowder is a fine grey powder that, when burned or struck violently, releases a great deal of light and only a little heat. It is commonly used by charlatans to fool the gullible; this is why they say to always check a miracle-workers hands for the tell-tale black soot it leaves behind. Enough to produce a small flash will set you back 10 silver; for 100 silver, you can get enough for a “flash bomb” that functions similar to the Blind power.

Grey Ice usually comes in the form of a small sphere of grey stone, like a marble. When exposed to moisture, it begins to draw in heat, causing it to radiate cold for 1 hour. Though typically used by nobles to cool drinks, it also gives a +2 bonus against the Heat Hazard. Samples generally cost 25 silver apiece.

Metal-Eating Acid tends to be a heavily restricted substance; outside of an alchemist’s lab, anyone found carrying it is likely to be arrested. A single flask is worth 300 silver on the black market, and can eat through an average lock in 2d4 rounds.

Slow Matches are lengths of cord that have been specially treated to burn slowly and consistently. As such, they can be measured out to set exact fuses and timers. They are usually sold in 60-second spools that cost 20 silver apiece.

Smokesticks are small charcoal-like batons which, when lit, produce prodigious amounts of smoke. A lit smokestick burns away in a single round, producing a thick cloud of smoke that fills a Medium Burst Template and produces effects similar to the Darkness power. The smoke generally lasts 5 rounds, but strong wind will dissipate the smoke within 1 round. A smokestick can be obtained for 50 silver.

Tindertwigs are small pieces of scrap wood, the end of which is covered in a glob of hardened resin. When struck against a surface, these immediately take to flame. They are favoured by the rich and those who don’t have time to strike a flint and steel. They usually cost 5 silver apiece.


There are a wide variety of poisons available in the world, usually dealt and used by disreputable types. The manufacture and use of poisons is illegal in most places - they are the weapons of assassins, intended to kill through trickery. As a result, usually only corrupt alchemists and clandestine organisations deal in such goods.

Some poisons, known as “blade venoms”, are intended to be applied to weapons. With 1 dose of an appropriate poison, you can envenom:

Once applied, the weapon remains poisoned until an hour has passed, or until the poison has been delivered (by getting a Shaken result on an opponent). Poisoned weapons must generally be kept in hand - sheathing a poisoned blade will ruin it, for example. Special equipment, like a special box for poisoned needles, may allow poisoned items to be safely stored.

Poison Type Cost Notes
Mild 50  
Paralyzing 100  
Knockout 150  
Lethal (Slow) 150 2d6 hour onset
Lethal (Medium) 250 2d6 minute onset
Lethal (Fast) 500 2d6 round onset

These prices should be modified as follows:

Repeating Crossbow

An invention of the scholars of the Jade Empire in Kyujitai, the repeating crossbow is not an innovation that has yet spread to the world at large. This is in part because of its complexity and expense; working devices go for 1000 silver even within the Jade Empire, and are sold for extortionate prices abroad, where they are a curiosity and technological marvel.

Name Range Damage AP ROF Shots Min Str. Notes
Repeating Crossbow 10/20/40 2d4 - 2 20 d4 Reload 3

With a ROF of 2, the repeating crossbow can unload 5 bolts in an action. However, its relatively short range, low power and recoil make it a weapon for scholars and courtiers rather than soldiers. When it is used in warfare, it is often combined with lethal poison, so that the slightest scratch can be deadly.

Quick Draw Harness

A clever contraption first devised by gnomes, this device - which straps to the wrist - is favoured by assassins and those who want to carry a weapon clandestinely but have easy access to it. The spring-loaded mechanism can be triggered with a twitch of the wrist, propelling a concealed weapon into the wearer’s hand. Usually this is a dagger, but variants exist for hand-crossbows and other small weapons.

The contraption is not so subtle that a search won’t reveal it, but it is not visible as long as it is worn beneath a garment with long sleeves. Drawing a weapon is usually a free action, but the Quick Draw Harness ensures your weapon is always at the ready - even in cases where it would normally be impossible. With a successful Agility check, the wearer can use the harness to arm themselves as a reaction, so that they are not considered unarmed when an enemy’s blow falls.

The device is also of use for assassination. Normally, an assassin might try to hide a dagger in the folds of their cloak so they can get The Drop on a victim who is aware of their presence, but unaware of their intentions (Stealth vs. Notice). With a Quick Draw Harness, however, the attacker does not need to worry about hiding their weapon; it can be unsheathed and used at a moment’s notice.

Because of their complex construction, Quick Draw Harnesses tend to be expensive and delicate. They rarely go for prices below 500 silver.


Here is a selection of the watercraft in common use throughout Morus. Unless otherwise noted, all ships have the Heavy Armor quality. They cannot take Wounds from ordinary weapons, though they can still catch fire, have their rigging sabotaged, and so on. At the DM’s option, you may be able to inflict Wounds using the rules for Breaking Things (p.98, SWADE rulebook) in some circumstances.

Vehicle Size Wounds Handling Top Speed (MPH) Toughness Crew Cost Notes
Rowboat/Skiff 0 3 -2 5/9 8(1) 1+3 500/1,000 Does not have Heavy Armor.
Cutter 7 (Large) 4 +1 10 13(2) 1+10 40,000  
Cog 9 (Huge) 5 +0 10 14(2) 4+16 40,000  
Longship 10 (Huge) 5 +1 12/15 14(2) 60+10 60,000  
Corvette 10 (Huge) 5 +2 10 14(2) 4+12 60,000  
Caravel 11 (Huge) 5 +0 10 16(3) 10+30 60,000  
Schooner 11 (Huge) 5 +1 12 17(2) 6+12 125,000  
Frigate 12 (Gar.) 6 +0 10 18(4) 16+24 100,000  
Galley 13 (Gar.) 6 -1 9/20 20(4) 20+100 150,000 Has both sails and oars.
Galleon 14 (Gar.) 6 -2 9 20(4) 20+80 300,000+  

The uses for these ships are as follows:

Siege Weapons

Cannons aren’t widespread throughout the seas of Morus, in no small part due to their rarity and expense. Blackpowder doesn’t come cheap, and is only manufactured in a handful of places throughout the world. As a result, siege weapons are far more common. Such weapons tend to take up a lot of deck space, however - it isn’t feasible to man a battery of ballistae as you would cannons.

As per the vehicle rules, weapons can either be fixed (firing in a 45 degree arc), pintle mounted (firing in a 180 degree arc), or turret mounted (firing in a 360 degree arc). The following ships can field siege weapons:

Weapon Damage Range Crew Reload Mount Notes
Light Ballista 3d6 24/48/96 2(1) 3 Fixed/Pintle/Turrent AP 4; Heavy Weapon.
Light Catapult 3d6 24/48/96 4 5 minutes Fixed AP 4; Heavy Weapon, Small Burst Template.
Fire Projector 3d8 Cone Template 5 30 minutes Fixed/Pintle 10 shots; combusts if hit.
Ship Ram - - - - Fixed +2 to the Ram maneuver.

The number in parentheses represents the minimum crew required to operate the weapon. If there are no parentheses, the weapon requires a full crew to operate. Otherwise, every crew member missing from a weapon increases the reload time by 3 actions.


Anyone who takes Arcane Background (Wizardry) receives a spellbook in which to record their spells for free. However, there are many eventualities that may require a wizard to acquire a new spellbook. Although they are not common, any settlement with a mageware shop or a high-quality bookbinder is likely to have spellbook-quality blank books for sale.

Spellbooks are not inherently magical - at least, not before their first spell is written within - but they are expensive nonetheless. Only the finest paper and bindings must be used to ensure the magical energies of a wizard’s spells are retained by the book’s pages. As such, the going rate for a blank spellbook is usually about 500 silver. A typical spellbook has 100 pages. Although it’s usually not necessary to worry about spellbook capacity unless you have dozens of spells, a single spell usually takes up 1 page per rank of the power.

Thieving Equipment

Thieves make use of many devices and tools. While some have legitimate uses and can be freely obtained, many of the thief’s tools of the trade are difficult to get your hands on without the right connections. As such, each item is given one of three ratings:

Item Availability Cost Notes
Boots, Blade Illegal 100 Str+d4 damage; you are not considered “armed”.
Boots, Hollow Restricted 30 Contains hidden compartments.
Caltrops Restricted 20 Covers a 1” square area. Difficult terrain; if not Noticed, inflicts Bumps & Bruises.
Crowbar Freely Available 20 +2 to Strength rolls to open doors.
Dogpepper Freely Available 50 +2 to Stealth checks against animals.
Grappling Hook Freely Available 50 Range of 3/6/12.
Keymaking Set Restricted 500 Makes keys from soap/wax molds with a Repair roll.
Lockpicks Restricted 200  
Marbles Freely Available 5 Covers a 1” square area. Difficult terrain; -2 to Stealth rolls.
Oil Funnel Freely Available 5 Negates penalties to Stealth/Thievery for rusty hinges and locks.
Razor Freely Available 30 +2 to Thievery rolls to conceal; +1 to Thievery rolls to cut purses.
Wax/Soap Block Freely Available 5 For copying keys.