Chapter III · Equipment
Equipment and Wealth
A sword is still a sword in Eldriloch, and a coil of rope is still rope. But a runner's pocket might hold a revolver loaded with burst rounds, a Peacekeeper's baton crackles when it lands, and a mechanic's wrench can be swung as hard as any mace. This chapter covers what adventurers carry, what it costs, and who will sell it to them.
Using This Chapter
Everything in the 3.5 Player's Handbook equipment lists is available in Eldriloch at its listed price, in glim (see Money), unless this chapter says otherwise. The pages that follow add what the core rules don't have: aetheric firearms and new weapons, riveted armor and powered plate, and aetheric gear, transport and services.
Money
Gold is just a metal in Eldriloch. What everyone wants is fibrolite, and the coin that crosses every border is glim: fibrolite chips cracked in the cutting or the mining. A cracked chip can never hold an aetheric pattern again, so it's useless to an engineer, but it still glows faintly in the dark, it can't be made anywhere but the Fiend's Chasm, and there is never quite enough of it. That makes it money.
The rules list every price in glim. A glim (gl) is a cracked chip about the size of a fingernail. It breaks into ten slivers (sv), and a sliver into ten pinches of grit (gr), sold in twists of paper. Prices in the core rules convert directly: read gold pieces as glim, silver as slivers and copper as grit.
Testing Glim. Real glim gives off a faint blue glow in darkness. Painted glass doesn't. A DC 10 Appraise check, or a moment in a dark pocket, tells them apart. Ashen can feel real glim by touch.
National Money. Every nation except Ethon still uses its own currency, and accepts glim at an exchange rate set by its government. Changing money costs the fee shown below. Characters can pay in glim or in local money, whichever they're carrying. The Game Master can ignore exchange entirely for a simpler game.
| Nation | Currency | Rate | Exchange Fee | Notes |
|---|---|---|---|---|
| Ethon | Glim | — | Foreign money taken at 80% of its value | Glim is Ethon's own currency, cut in Ashborne from the Chasm's flawed stones. Iron tallies make change for grit. |
| Adryae | Paper scrip, backed by the universities | 1 gl = 1 scrip | 10% | Scrip is worth 90% of face value outside Adryae, where anyone takes it at all. |
| Staerhiel | Silver marks stamped with Gilirak's face | 1 gl = 5 marks | 10% | Gilirak resets the rate by decree, usually when he wants Ethon's glim. Defacing a mark is a crime. |
| Usmon | Bronze Council talents | 1 gl = 2 talents | 5% | Usmon frowns on paper money as one more machine-age habit. |
| Thaela | Barter | — | — | The tribes prize glim as charms and jewelry, and trade generously for it. |
| The Open Reaches | Glim, or anything that weighs right | — | Whatever the captain says | Glim is preferred. Everything else is a negotiation. |
Starting Wealth
A 1st-level character begins with the glim shown for their class, spent on gear before play. A Sovereigni, Sullied or Freeborn background can change this.
| Class | Starting Wealth | Average | Class | Starting Wealth | Average |
|---|---|---|---|---|---|
| Aetherian | 3d4 × 10 gl | 75 gl | Runner | 5d4 × 10 gl | 125 gl |
| Ascetic | 5d4 gl | 12 gl 5 sv | Votary | 5d4 × 10 gl | 125 gl |
| Engineer | 5d4 × 10 gl | 125 gl | Warden | 6d4 × 10 gl | 150 gl |
| Entertainer | 4d4 × 10 gl | 100 gl | Barbarian | 4d4 × 10 gl | 100 gl |
| Fleshgrafter | 4d4 × 10 gl | 100 gl | Fighter | 6d4 × 10 gl | 150 gl |
| Ranger | 6d4 × 10 gl | 150 gl |
Buying and Selling
Selling. As in the core rules, adventurers can sell gear for half its listed price, and trade goods (including working fibrolite) for full value. Glim is money, and is never discounted.
Where Things Are Sold. Not every market sells everything. The table below shows what each region will sell openly. Anything a region won't sell can usually be found on the under-market, at one and a half times the listed price, with a DC 15 Gather Information check and a day of asking around.
The Covenant and Machines. The Celestial Covenant discourages aetheric manipulation but accepts engineered equipment (see The Covenant and the Aether). Everything in this chapter is lawful in Covenant eyes, as long as it's carried, not grafted. A device set into a body is heresy, no matter what it does.
Sullied and Sovereigni. Shops in Sovereigni districts may refuse Sullied customers outright, or charge them double. Sullied shops won't refuse a Sovereigni, but the price tends to rise when one walks in.
| Region | Sold Openly | Restricted or Unavailable | Prices |
|---|---|---|---|
| Adryae | Everything in this chapter | Firearms need a 10 gl city permit to carry | Listed |
| Ethon | Weapons, armor, fibrolite, mechanical limbs at Wolfpine's markets | Powered armor is rare | Fibrolite 20% cheaper; firearms 25% more |
| Staerhiel | Everything, in Caerdydd | Sullied may not carry firearms without a Peacekeeper writ | Listed; Peacekeepers confiscate freely |
| Usmon | Mundane weapons, armor and gear; monastery goods | No firearms, powered armor, mechanoids or aetheric devices for sale | Listed |
| Thaela | Simple weapons, hides, jungle gear | Almost nothing engineered | Barter |
| The Open Reaches | Anything, in the free ports | Nothing, if you can pay | One and a quarter times listed |
In This Chapter
Weapons
Stun sticks, piston hammers and arc blades, aetheric firearms and their ammunition, explosives and artillery.
EquipmentArmor
Riveted dusters, flak vests, riot shields and the powered iron husk.
EquipmentGear and Services
Goggles, rebreathers, grapple guns, renderers, mechanoids, rail tickets, airship passage and the price of a bribe.