The Savage Earth is on a very basic fantasy exchange rate:

1000 copper = 10 Silver = 1 Gold






For any debt larger than 100 gold, personal notes are usually used. Any merchant worth his salt has an account with the Merchant Guild, which will guarantee his notes.

The silver coin is called a dollar, the copper a penny, and the gold coin is called an eagle. People also refer to the coin by the name of it's metal, i.e. you are just as likely to hear, "That'll be five silver," as "That'll be five dollars." Exchanges under 1 silver are likely to be handled by barter. There have been several attempts to introduce an iron piece valued at 1/10 of a copper, but they have not been very successful. Names of coins may change from city to city, but the relative values are close enough that currency exchange may be safely ignored in the interests of role-playing.

There are a number of financial institutions in the city willing to perform services such as banking, loans, appraisal, making payments, etc. All of these fees are usually done on a percentage basis.

Gems may also be used as currency, but there is an inconvenience with dealing with jewelers and getting appraisals. Semi-precious stones usually are worth 1d6x100 dollars, while precious stones may be worth 1d6x500 dollars. Stones more valuable than that are generally famous ones, and unlikely to be bartered.

Sample Prices


All wages assume that the character is actively working a full-time job.

Laborers and craftsmen
common laborer $.10/day
good laborer $.30/day
skilled laborer $1/day
craftsman $3/day
craft master

Guards and fighters
Not including any combat bonuses
Some employers may offer much higher prices for extremely skilled combatants (i.e. hired guns, assassins).
Note that caravan prices area guild rate, while pit fighters are often paid or not paid at the whim of their employers (who are often criminals)
Those who are in charge of others (small group leaders) are usually compensated at half again the normal rate.

warehouse guard $.20/day
bodyguard/caravan guard $3/day
caravan scout $5/day
Pit Fighter (night of fighting)


poor merchant $10/day
medium merchant $50/day
rich merchant $100/day
wealthy merchant $300/day
obscenely wealthy merchant

novice adept $10/day
low adept $100/day
high adept $300/day
Master with position



pony $20
nag $30
riding horse $100
courser (+4" move) $500
small warhorse $500
large warhorse

Bit & Bridle $5


chicken 10¢
pig $1
cow $40
ox $100



Although indentured servants are more expensive, it is assumed they serve willingly and with a valuable skill set. Also, there are so many factors that can alter the price of a slave, that these can only be assumed to be average prices. Thralls serve without reservations and are thus more expensive.

slave, low quality $100
slave, medium quality $500
slave, high quality $1000
Indentured Servitude 5-20 years of service
thrall x3 slave price
Lodging and Homes

Lodgings refers to temporary quarters. Homes refers to permanent dwellings. In general, prices include upkeep, property tax, servants and boarding for the household. A home can be rented for about 80% of the residency cost. Also, an innkeeper will often reduce his prices if the lodger pays by the month.

flophouse 10¢/week
seedy inn 10¢/night
good inn $1/night
great inn $8/night
luxury hotel
hovel $3/month
house $50/month
nice house $150/month
small mansion $500/month
large mansion $2000/month
large mansion with grounds
Food and Drink

Food prices can vary slightly depending on the area of town and the reputation of the establishment

Food Prices
loaf of bread
decent meal 10¢
good meal 30¢
merchant meal $3
Trail Rations (1 day) $1
poor beer
good beer 10¢
cheap wine 20¢
normal wine $1
good wine $10+
Tobacco (20 rollups worth) 10¢


These prices include rides as well as purchasing the actual vehicle. Rides prices are per person.

Animal-drawn carriage ride 10¢
Coach Ride $1
Carvan Seat (to other City) $30
Cart $50
Wagon $100
Coach (spirit-powered)
ferry ride across harbor
rowboat $100
small fishing boat $300
large fishing boat $1000
Spirit boat (pleasure craft) $5000+

Adept Prices

See Weapons for enhanced weapons. See Armor for enhanced armor

Healing $50/body
Holding a ley line (based on value of item) 5%
Coach ride (Promethean Hill) $1
Coach ride (West Hill)


Raw (streetlamp) $50
Uncut (room light) $100
Cut and Polished (Personal) $200+


These prices are merely guidelines. Expect to pay a little less for individual items (i.e. a hat or a pair of gloves). Tallon is a maker of textiles, so the prices are a little lower here than in the rest of Merikkia.
The price given here is for good clothes, those of the sort worn by traders, craftsmen, adventurers and people with a little discretionary income. For clothes of higher or lower quality, multiply the listed price using this table:

Peasant little more than rags x1/16
Workman grungy work clothes x 1/3
Good decent-quality clothes that will last. x 1
Rich Clothes that make an impression or identify an upper class x 5
Exquisite High fashion designer creations x 20+

For Spirit Cloth, multiply by
1 DEF x 5
2 DEF x 10
3 DEF (very rare) x 20
Spirit Cloth will never be found made of less than "Rich" quality. Also, a spirit-enhanced item will never be less than 5g. All prices on Spirit Cloth assume the buyer is going to transfer the ley line. If the buyer wants the tailor to continue to hold the line, there will probably be a periodic maintenance fee.

Sight Layering
-2 PER, spirit Sight x2
-4 PER, spirit Sight x4
-6 PER, spirit Sight x8

Spirit Layering makes an item harder to view through by Spirit Sight. See below for more detail

Basic outfit (no shoes)
(any style)
Pouch $2
sandles 10¢
slippers 50¢
soft boots $10
riding boots $50

Basic outfit(8s), Rich(x5) = 40s
Boots (1g), Peasant (x1/16) = 6c
Oilcloak (5s), Exquisite (x20), Spirit Cloth DEF 2 (x10)= 100g


In order to simplify the cost of armor, multiply the DEF x the Activation x 1s. Metal armor is double cost. For Spirit Armor, multiply by
x5 for +1 DEF,
x10 for +2 DEF,
x15 for +3 DEF and so on

The final DEF of the armor can never be more than 1.5x the original DEF.

Leather (2), 11- $22
Chain (5), 10- $100

Other Equipment

A catchall for other stuff

Adventuring Gear
20 matches $1
Waterproof box for same $5
Lamp $1
Lantern (rainproof) $10
1 pint oil 20¢
1 candle
Drinkskin 20¢
Wound kit (+1 paramedics)
Backpack $3
Box, small $3  
Chest $10
Oilcloth Sack
Blanket $1
Tent $30
Rope, 25' $1  

Weapon Prices

Weapons are divided into categories here for easy look-up. These are the average prices for a weapon. In general, cheap weapons of low quality may be purchased for half price. These have a tendency to break. Really cheap items can be bought for 1/5 of the listed price, but they also tend to break and are -2 OCV as well (poorly balanced). High quality weapons are 5 times the listed cost and will not break against medium or low-quality weapons. A character may also purchase Spirit-enhanced versions. These will not break against normal weapons, and may be Armor-Piercing or have a reduced STR min. See below for more information. Morphically-enhanced or Animacally-enhanced weapons are 15x the normal cost. Weapons that have both aspects enhanced are 20x the normal cost. Keep in mind that leaving the city with a spirit weapon will cause it to rapidly lose its enhancement, unless one is travelling with an adept who holds the ley line.

Great Axe $28
Battle Axe $24
Battle Axe $24
Large Axe $24
Francisca $20
Hand Axe $16
Small Axe $12

& Clubs

Maul $20
War Hammer $16
Large Hammer $16
Hammer $12
Small Hammer $8
Great Mace $36
Morningstar $30
Large Mace $30
Mace $24
Small Mace $18
Great Pick $100
Military Pick $16
Large Pick $16
Pick $16
Small Pick $8
Great Club $12
War Club $10
Large Club $9
Club $8
Baton $6
Sabre $24
Cutlass $24
Great Sword $50
Bastard Sword $40
Falchion $40
Broad Sword $32
Rapier $24
Scimitar $32
Short Sword $24
Dirk $24
Dagger $16
Stiletto $8
Knife $8

Pole Arms
Halberd $28
Pike $28
Trident $24
Pole Axe $24
Scythe $24
Harpoon $20
Javelin $16
Long Spear $24
Med. Spear $20
Sm. Spear $16
Battle Flail $16
Military Flail $40
Large Flail $40
Bladed Flail $32
Flail $24
War Flail $24
Large War Flail $32

Quarterstaff $5
Bo Stick $4
Darts $15
Whip $24
Hvy. Lance $48
Med. Lance $40
Lt. Lance $32

Sm Shield $10
Med. Shield $16
Large Shield $12
Sm. Spike Shiel $16
Md. Spike Shield $24
Lg. Spike Shield $30
Very Small Bow $16
Small Bow $24
Medium Bow $32
Heavy Bow $40
Very Heavy Bow $48

Long Bows
V. Small Long Bow $24
Sm. Long Bow $32
Med. Long Bow $40
Hvy. Long Bow $48
V. Heavy Long Bow $56

Hand Crossbow $24
Lt. Crossbow $32
Hvy. Crossbow $40
Arbelast $50

Small Sling $5
Sling $10
Staff Sling $20

Shuriken, Large $30
Shuriken, Small $15


Campaign-Specific Items

Most of the items above are self-explanatory. Some of them exist only within the Savage Earth Campaign. These specific items are described in this section.

Oil Cloth

Oil Cloth is a marvelous fabric that is specific to the Merikian League. The fibers of the Tondascrown plant have special properties. Legend has it that the particular strain of plant was developed by Archon Tonda during her tenure as Master Farmer. When specially harvested, spun, treated and woven, it yields a fabric that is lightweight, absolutely waterproof and yet not confining or suffocating to wear. It has many applications. It is used to wrap goods to protect them from rain or other water damage. Woven very thickly, it is useful for sail material on small craft. It is not strong enough for large ships. By far its most popular use, however, is for oil cloaks.

Nearly everyone in Tallon has at least one oil cloak. They are essential garments in a land beset by sudden and torrential rainfall. It is similar in cut to the Irish kinsale cloak. It has a hood, and most of them have a slit to allow the arms to protrude. When not in use, a light oil cloak can be tightly wrapped into a bundle only three times the size of a man's fist.

Oil cloth is a smooth and shiny material that only takes specially-made dyes. Although other cities have adopted Tondascrown and oilcloth production, only Tallon can produce the dyes that make them attractive. Raw oilcloth is a dirty brown in color. Tallon oilcloth is also of slightly higher quality than can be bought elsewhere. Despite the name, oil cloth is not oily to the touch and bears no resemblance to the modern material called oil cloth.

Spirit Cloth

Spirit cloth is cloth that is treated to be resistant to damage. It can be made of any material, it is the morphic enhancement that makes it special. In game terms, spirit cloth provides from 1 to 3 points of resistant defense, with no encumbrance penalties. It is not confining or bulky.

Since it is enhanced, spirit cloth is also totally impervious to Spirit Sight. There is conjecture that it may even protect the wearer against reavers, though few are willing to put this to the test.

Related to this is Spirit Armor. This is armor that is thinner and lighter than normal, giving it 1/2 the normal encumbrance penalty.

Sight Layered

This is just a term to refer to an object which has more layers of material than normal. Spirit Sight is progressively more difficult to use as it penetrates further layers of dissimilar materials. In other words, it is more difficult for an adept to see beneath a cotton sheet than a cotton sheet backed by wool. Each additional layer of differing material after the first provides a -2 penalty to spirit sight. Thus, sight layering is a popular way of making pouches, chests, doors, clothing and other objects more opaque to spirit sight. A merchant might wish to keep the contents of his money pouch private for instance, or an assassin may wish to keep a poison dagger unrevealed until needed. In each case, the person who wanted to hide the object could wrap it in successive layers of differing materials. The money pouch might be leather, lined by cotton, lined by leather again, yielding a total -4 to any spirit sight attempt. Each layer doubles the cost of an item. There is a reasonable limit to the number of layers that can be added; the GM should provide this. In most cases four layers (-6 to Spirit Sight perception) is the maximum. After that, it is more cost-effective to just buy spirit cloth.

Some areas of the city may forbid someone to carry an item or wear clothing that is sight layered. For instance, when meeting the Archon, any sight layered item might hide an assassination weapon.

Merikian Lantern

This ingenious item is found throughout the Merikian League. It is an oil-based lantern (though a few do use candles), that is extremely resistant to wind, tipping or jarring or even dropping. It just plain doesn't go out. Total submersion will extinguish it of course, but only because it runs out of oxygen, not because it becomes wet; it can quickly be re-lighted. The better ones even have a built in flint and steel for this very purpose. These can be lit by rapidly pushing a lever. A Merikian lantern burns for about 12 hours on a pint of oil. The lamp can be hooded to vary the illumination from the equivalent of 10 to 60 watts. Specialty lanterns can be brighter, especially if they are rigged to be directional or use fresnel lenses.

Spirit Weapons

Spirit Weapons are mentioned briefly above, but bear a fuller description. Specially trained adepts can make weapons that are far better than mundane varieties. Starting with a weapon of High Quality, a Morphist or animist can imbue it with special properties.

A Morphist will make a weapon stronger, harder or sharper. An animist will make it swing better or harder, travel faster or simply improve the balance. This has several possible game terms.

Morphic Enhancement: A morphically enhanced weapon is armor piercing. Bladed weapons hold a sharper, harder edge, while blunt weapons are simply sturdier and deliver a more solid impact. A GM may wish to create a special weapon with improved or unique properties, but this will suffice for the normal spirit weapon.

Animic Enhancement: An animatically enhanced weapon is represented by reducing the STR Min by 3 and giving it a +1 OCV. A bow and arrow would have the STR min. reduced on the bow and the OCV bonus and Armor Piercing advantage on the arrow. Again, a GM may wish to create a special weapon with improved or unique properties, but this will suffice for the normal spirit weapon.


Tobacco is a common crop in Tallon. There are several varieties, but they vary so little in quality and taste that few differentiate. A truly excellent variety is grown in Boothia, and this is a popular import. Tobacco is used in a variety of ways. It is rolled into little cigaretttes called "roll-ups", with or without paper, it is chewed and it is smoked from a pipe.


These come in waterproof packages of 20. They're a little expensive for casual use, but they are fairly dependable and can strike on any rough, dry surface.


Are discussed here.


Is discussed here.


The Merrikian Calendar is a joke. It has been amended numerous times in the last 3-400 years. The problem is that although most cities can agree what day of the year it is, they have absolutely no consensus as to what the year itself is. Most cities number the year from the beginning of the rule of the reigning adept. Thus, the current Tallon year can be called: Ningan 20, Tallon 298, or Merrikia 341, depending on whether one is measuring from the reign of the Archon, the founding of the city or the first alliance of the Merrikian city-states. Only the first is in any way accurate. For instance, the city of Haven insists the Merikian year whould be 472, while Karkul holds it to be 310.

The city calendar is the one used by scholars, which is measured from the founding of the city, but the actual time when the old fortress of Tallon was first considered a city is conjectural. Few use or even know of this calendar.

The months of the year are virtually identical to our own, but different cities may begin their year at different points. The majority of them begin on January 1, however.

The Days of the Week are as follows:



For the most part, the cities of Merikia still adhere to a 24 hour clock. The day, which begins at sun-up, is split into four 6-hour periods:

Morning: sun-up to noon
: noon to sundown
: sundown to midnight
: midnight to sun-up

In Tallon, time is broadcast throughout the city using the chime-like bells of the temples. During daylight hours, the hours are reffered to as "bells". Thus 2:00 pm would be referred to as the "Second Bell of the Day", while 8:00 am would be referred to as the "Second Bell of the Morning".

After sundown, the bells are abandoned in the interests of the public peace. Instead Lumina lamps are lit upon the central spire of the great dome that sits upon the Hall of Art. The Hall can be seen by large portions of the city, and a couple of the larger temples will also light lamps, though not nearly so impressively. Thus the hours of darkness are referred to as "Lamps". Thus 8:00 pm would be referred to as the "Second Lamp of the Evening", while 2:00 am would be referred to as the "Second Lamp of Night".

Clocks are a rarity in Merikia, though they are known. Generally, they are created by animists and run on enhanced anima. It requires a highly skilled animist to produce a timepiece that has any accuracy, and such devices fetch a very high price. Some animists have even produced wrist and pocket watches.

Weights and Measures

For simplicity's sake imperial weights and measures are the rule (ie. pound and ounces, inches and feet), with the following exception. There is no measurement of the mile. Long distances are measured in kliks. One klik = 3,200 feet.


The Work-in-Progress rules for Spirit Chess may be found here.


There are a number of distinctive styles and uniforms in Tallon and its environs. Listed here are some of the most common.


This could equally apply to most laborers and even casual clothing for the more well-off. Typical base garment is similar to the African Kanga. The loin wrap pictured on the male is often used by women as well. Remember, Tallon is the premiere textile producer in Merikia. Even the lowest born person may dress in colorful, richly patterned cloth.

The hat shown on the male is typical for a field worker in the hot sun. Common laborers are often barefoot.


Pictured to the left is the uniform of the Tallonite Priest. Lesser clergy is very similar, but lacks the distinctive red trim. Head dress is also less pronounced on the clergy.

Shoes are light slippers with leather soles. Lumina pendants on priests are typically worn above the symbol of order, and are often pinned directly to the garment.


Tallonite soldiers are lightly armored. Due to the nature of Merikian terrain, they often need to fight guerilla-style and need to be mobile and unencumbered. The uniform varies slightly by duty and rather more by sex. Female soldiers are uncommon, but do exist in great enough numbers to warrant a modified uniform.

Distinctive to the Tallonite army is the leather "eagle helmet." Rank and unit ensignia appear on the pauldron. Boots are waterproof (in theory).


Blue and gold are still the favored colors of law enforcement officers. A patch on the left breast indicates precint and rank. There used to be a separate uniform for every precint, but Kanukka put and endo to that toward the end of her reign. The rivalry between precints is nowhere close to the near-feud that existed before that time.

All constables carry a whistle, to summon others.

Spirit Guard

The home security guard of Tallon has been tantamount to a secret police in times of strife. Inspectors (pictured on right) are all morphically indistinguishable from one another. They are differentiated only by color. It is rumored that they switch colors occasionally so that no single inspector can be compromised by threats to loved ones.

On the left is a watcher, with their charcoal grey uniform and black trim.

Sentinels are similar to watchers, but black with charcoal trim. They are also armed with spirit swords. Inspectors and Watchers are wear no visible weapons.

Martial Arts

The Savage Earth is a dangerous place and many people have developed special techniques for survival. The techniques listed below are by no means exhaustive, but are the best-known arts. All martial arts require a teacher and a peiod of learning. Characters who wish to have merely good combat skills without formal training must simulate this with Combat Skill Levels.


Kabekki Art

The Kabbeki art is a highly energetic and acrobatic one. Since the Kabekki wear little in the way of armor, there are several defensive maneuvers. The Kabekki fighting style emphasizes grace, fluidity and movement. The Kabekki weapon of choice is usually a bastard sword, but a staff is common among the less deadly-minded. It is designed with a weapon in mind, but can be bought with the open hand as a Weapon Element. The Kabekki are not particularly jealous of their secrets, since the art is widely known within the Kabekki lands. Many city fighters hire Kabekki tutors, and the art is frequently demonstrated in the cities whose pastimes tend toward blood sports.

Kabekki Art
5 Defensive Strike +1 +3 Str
4 Martial Block +2 +2 Block/Abort
4 Martial Dodge +0 +5 Dodge/Abort
3 Martial Throw +0 +1 Str+ v/5, opponent falls
5 Passing Strike +1 +0 3+v/5 d6
3 Leg Sweep +2 -1 Str+5, opponent falls

High Movement

+0 Use Art with Swords (default)
+1 Use Art with Staff
+1 Use Art with Hand

Warding Way

The Warding way is the art of the Paladin. It is designed to protect another person, either by immobilizing the enemy, taking the enemy down hard and fast, or intercepting blows meant for another. Practitioners of the Warding Way will nearly always have a saved action. The Warding Way is never taught to non-Paladins. The penalty for doing so is death.

Warding Way
5 Sacrifice Strike +1 -2 Str+4d6
4 Martial Block +2 +2 Block/Abort
3 Martial Throw +0 +1 Str+ v/5, opponent falls
4 Killing Strike -2 +0 1/2 d6 HKA
4 Martial Disarm -1 +1 Disarm, +10 Str Roll
3 Martial Grab -1 -1 Grab, +10 Str for hold
4 Nerve Strike -1 +1 2d6 NND
5 Shove Take +0 +0 Str+10 to take weapon

KS: Warding Way*
Fast Draw*
Rapid Attack
Danger Sense (Intuitional)

+1 Use Art with Spear
+1 Use Art with Sword


Pit Fighting, Armed

Pit fighting is an art developed in the close quarters of a death pit. It is a nasty, brutal art, designed to cause a maximum amount of blood. No maneuvers emphasize movement, since the fighting area is very small. It is primarily an art of strikes and counter-strikes. Short weapons are emphasized, to increase the ferocity of the fight. Pit fighting is not terribly sophisticated, easily learned, but difficult to get truly good at. Its practioners tend to be short-lived.

Pit Fighting, Armed
5 Defensive Strike +1 +3 Str  
4 Martial Strike +0 +2 Str+2d6  
5 Offensive Strike -2 +1 Str+4d6  
4 Martial Block +2 +2 Block/Abort  
4 Martial Disarm -1 +1 Disarm, +10 Str Roll  
3 Basic Strike +1 +0 Str+2d6  


+1 Use Art with 1 short weapon


Pit Fighting, Unarmed

This style is less deadly than armed pit fighting, but it can still cause significant damage. It is used in the arenas of Merrikia where deadly combat is not the norm. Often, these maneuvers are combined with “Pulling your Punch”. The attacker takes a –1 OCV for every 3 DCs in the attack. This is a very theatrical and entertaining style that works well with characters that have high strength. It resembles Professional Wrestling a great deal.

Pit Fighting, Unarmed
3 Martial Throw +0 +1 Str+ v/5, opponent falls
5 Choke Hold -2 +0 Grab, 2d6 NND
4 Martial Escape +0 +0 +15 Str vs Grabs
3 Martial Grab -1 -1 Grab, +10 Str for hold
4 Crush +0 +0 Str+4d, follows Grab
3 Grapple Throw +0 .5 Str +2d6, target falls, follows Grab
4 Reversal -1 -2 Str+15 Escape, Grab
3 Sacrifice Throw +2 +1 Str, both fall
4 Root +0 +0 Str+15 resist Shove,block



Arnaqa (The Woman's Art)

This style is only known by and taught to women of the various Hill Tribes of Merikia. Generations ago the women of some tribes were forbidden to carry weapons. This came about after several patriarchal chiefs became worried at the challenge to their authority. The Hill Tribe women, who were very adept at healing, used their long study of anatomy to develop a weaponless martial art that relies on pressure points, joint locks and general weak points in the human body. They teach it only to other women, and only to women of the Hill Tribes at that.

Practitioners of Arnaqa (called Arnaqi) often disdain those who rely on weapons, and usually eschew their use. Many refuse to wear armor. A small sect refuses to even wear clothing insofar as modesty allows (which isn't much in Merikia). Characters who go this route are encouraged to buy Combat Luck.

The most difficult maneuver in Arnaqa is the dreaded "Binding Touch." An Arnaqa-trained woman can hit a cluster of nerves just so in order to cause total bodily paralysis. This will only work on opponents who are pretty much human in anatomy. It is up to the GM as to whether it will be successful if used against mutants like Devil Merks. Riven are unlikely to be affected, neither are beasts. At the GM's discretion, a practitioner of Arnaqa could buy a KS: Appropriate Anatomy to allow her to use the touch on a non-human opponent.

4 Choke Hold -2 +0 Grab, 2d6 NND
4 Martial Disarm -1 +1 Disarm, +10 STR to Disarm roll
4 Nerve Strike -1 +1 2d6 NND
4 Killing Strike -2 +0 HKA 1/2d6 (2 DC)
5 Joint Break -1 -2 Grab One Limb; HKA 1d6 +1 , Disable
4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls

KS: Human Anatomy
+3 Penalty Skill Levels, only to reduce Armor Activation, or for hit locations in campaigns which use them

Binding Touch: Entangle 3d6, 3 DEF (30 Active Points); No Range (-1/2), No effect if target makes armor roll (-1/2), No effect on non-human opponents (-1/2), 12 Real Points