Money and Equipment

Titlebar money


Money allotment for characters is determined per race. Go to Starting Money and Available Equipment section to find what money you have at the beginning:

The standard and accepted currency for all races is the Mathojan silver Lyrai, the gold Danai and the copper Don. There are no other coins in Mathoja.

The exchange rate is as follows:

  • 10 Dons = 1 Lyrai
  • 10 Lyrai = 1 Danai

Moneychangers are in business to break more than two gold pieces for the characters. All businesses will reluctantly break a gold piece for it depletes their amount of silver coinage, which they use the most. For more information on Mathojan businesses, go to Trades and Professions. The usual charge to employ a Moneychanger is 5% of the total value of coins to be broken. Moneychangers also double as bankers, loaning money to trustworthy souls for collateral of equal worth. They also have connections with bountyhunters who they will employ at a moment’s notice, if the customers skip out.

Cost of Living and Maintaining Social Status

CDE does not require players to account for every copper Don they spend, but rather, the characters spend a stipend based the weeks they are in civilization of any sort. The amount spent depends on their Social Status. If the character spends under their Social Status, they temporarily drop one level.

The exceptions to this rule are Paladins and Clerics, who must pay tithes to their church. In exchange, they receive any room and board their temple can offer them without suffering any adjustments of Social Status.

Characters can spend extra money to temporarily buy a better Social Status, but this can only go up two levels above the character’s current status to Level 6. Past Level 6, status can only be bestowed by the Khzar giving title, or by acheiving high enough character levels that lends naturally to the noteriety that comes along with it. The temporary status boost is superficial in the fact that it draws attention, but confers no title of authority.

On the otherhand, if you’ve failed a WIS check and are in the throes of wasting money on a couple nights of debauchery on the “High Life” (refer to the House Rules for Campaign, you do not go up any social levels.

Here is the weekly expendature per week to maintain the listed Social Status and what you get for it:

Level 0: 5 Dons. You get whatever food you can buy, and a shared room at the flophouse or a pile of hay at a horse stable.

Level 1: 1 Lyrai. You can buy consistent meals, very cheap drink, and a shared room at the flophouse.

Level 2: 5 Lyrai. You can buy decent meals and drink, a small one room flat or a private room at a flophouse or boarding house. You also pay to maintain your clothing and go for an occasional entertainment.

Level 3: 1 Danai. You can afford decent meals and drinks, a modest sized flat or a small private room at a Traveler’s Rest or Stay. You also pay to maintain your clothing, horse and go for an occasional entertainment. If you own a home, add 1 additional Danai for upkeep of the property.

Level 4: 2 Danai. You can afford good meals and drinks, a moderate sized flat or a large private room at a Traveler’s Rest or Stay. You also pay to maintain your clothing, horse and go for entertainments on a consistent basis. If you own a home, add 2 additional Danai for upkeep of the property.

Level 5: 5 Danai. You can afford the better meals and drinks an establishment can offer, a large flat or the largest private room at a Traveler’s Rest or Stay. You also pay to maintain your clothing, horses and go for entertainments often. If you own a home, add 5 additional Danai for upkeep of the property (at this level, maintenance involves part-time servants).

Level 6: 10 Danai. You can afford the better meals and drinks an establishment can offer in addition to a private closed off table, a huge flat or two large private rooms at a Traveler’s Rest or Stay along with personal service. All clothing and livestock are placed in the care of tailors and the stable master, respectively. If you own a home, add 8 additional Danai for upkeep of the property (at this level, maintenance will involves full-time servants).

Level 7: 20 Danai. All you buy is the better meals and drinks that a Traveler’s Rest or Stay can offer for you and your family. Your personal attendants eat good meals. If you must stay at an Inn, its all yours for the length of your stay. Otherwise you keep company with the local Vyzar. You have a small constant staff that takes care of your basic items such as clothing, cooking, and livestock. If you own a home, add 10 additional Danai for upkeep of the property including maintaining full-time staff)

Level 8: 30 Danai. You only stay at the residence of the local Vyzar when you travel. You always have a entourage of advisers and personal attendants who take care of the details of your life. If you own a home, add an additional 10 Danai for upkeep of property and working your private fields or raising the livestock that helps offset the cost of your estate.

Level 9: 40 Danai. You take over the residence of the local Vyzar when you travel. You always have a entourage of advisers and personal attendants who take care of the details of your life. If you own a home, add an additional 10 Danai for upkeep of property and servants that work your private fields or raising the livestock that helps to offset the cost of your home.

Level 10: 100 Danai. You are the ruler of Mathoja and everywhere is an open door. You maintain several estates and the Royal Palace at Lis.

Titlebar equipment

The lists of equipment that the individual races have access to are included in the each race wiki page; Mathojan, Sidhe, Grumald and Wuld.

The descriptions and illustrations are below:

Adventuring Equipment

Backpack: A heavy cloth and light leather sack with shoulder straps and flap.

  • Weight: 2 lbs
  • Base Cost: 2 danai
  • Available to: Mathojan, Wuld

Bedroll: A blanket and ground cloth.

  • Weight: 5 lbs
  • Base Cost: 1 lyrai
  • Available to: Mathojan, Wuld, Grumald, Sidhe

Blanket, winter: A heavy blanket.

  • Weight: 3 lbs
  • Base Cost: 5 lyrai
  • Available to: Mathojan, Wuld, Grumald, Sidhe

Candles (10): Basic Beeswax candles.

  • Weight: 3 lbs
  • Base Cost: 1 lyrai
  • Available to: Mathojan, Wuld, Grumald

Case, map or scroll: A round tube case with leather stop and lid at the ends. Waterproof.

  • Weight: 1/2 lbs
  • Base Cost: 1 danai
  • Available to: Mathojan, Wuld, Grumald

Chain: Iron chain, medium-sized links.

  • Weight: 2 lbs
  • Base Cost: 30 danai
  • Available to: Mathojan, Wuld, Grumald

Crowbar: Iron shaft with flattened ends.

  • Weight: 5 lbs
  • Base Cost: 2 danai
  • Available to: Mathojan, Wuld, Grumald

Flask, Empty: A flattened ceramic container designed to hold lamp oil.

  • Weight: 1 lbs
  • Base Cost: 3 dons
  • Available to: Mathojan, Wuld, Grumald

Flint and steel: A fire making kit that also includes tender and a small leather bag to hold.

  • Weight: -
  • Base Cost: 2 danai
  • Available to: Mathojan, Wuld, Grumald, Sidhe

Grapping hook: A large three-pronged hook which has a “eye” on the non-hook end to allow a rope to be tied to it. It is thrown over walls so someone can climb the rope and gain access to the other side. It can also be used to grapple opposing ships to bring them closer or pull over wooden structures.

  • Weight: 4 lbs
  • Base Cost: 1 danai
  • Available to: Mathojan, Wuld

Hammer: A small hammer that is used to drive nails or spikes.

  • Weight: 2 lbs
  • Base Cost: 5 lyrai
  • Available to: Mathojan, Wuld, Grumald

Holy Symbol, Silver: Holy symbols are usually made of wood or ivory; silver holy symbols are thought to allow divine power to flow into certain supernatural realms.

  • Weight: 1 lbs
  • Base Cost: 25 danai
  • Available to: Mathojan, Wuld, Grumald

Holy Symbol, Wooden: Holy symbols are usually made of wood or ivory and are free at the beginning of a cleric’s career.

  • Weight: – lbs
  • Base Cost: 1 lyrai
  • Available to: Mathojan, Wuld, Grumald


Arrow, Mathojan Longbow


The Mathojan Longbow arrow is the “regular” arrow of CDE. It can be shot from all Mathojan bows, including Sidhe and Wuld bows. The arrows are the longest of ant races’ and are meant to be shot for distance.

Arrow, Sidhe Hunting


Sidhe arrows are very prized by hunters for their balance and fine craftsmanship, even if they’re made of primitive materials. They are typically trade items with the Grumald and a few Mathojae. The reason why these arrows are so prized is that they do more damage than a normal Mathojan arrow, even though its much smaller. The Sidhe make these arrows from a hardwood that is light, but splinters wickedly when it hits a hard surface, like bone. They cannot be recovered after being shot, but they do extra damage. They also cannot be used with the Wuld Short Bow.

Arrow, Wuld Hunting


Wuld arrows are shorter, thicker and heavier than other arrows, for they must withstand the pressure exerted by the powerful Wuld Short Bow. The tips of these arrow are very wicked and inflict extra damage on hitting the target. These arrows are not often found outside the Wuldfeld, and go for premium price, and cannot be used with the Mathojan Long Bow.

Battle Axe, Grumald


The Battle Axe is one of the two the main weapon of the Grumald, who only use swords as back up or guard weapons. In the Old Empire days, they were the shock troops, so these heavy weapons were essential to causing as much damage to the enemy as possible. Grumald wield these weapons with pride and gusto. Like most things the Grumald create, it is coldly artistic, with designs that indicate family relation.

Battle Axe, Mathojan

Battle axe  mathojan

The Battle Axe is a mainstay of the Mathojan Spearmen since the days of the Old Empire. These axes were used to break off the tips of the enemies spears, and split the skulls of any who got through to threaten them. These axes are issued to every third spearman. Nowadays, they are available through armory sales to turn over the old ones in favor of a new design introduced by the Grumald.

Hand Axe, Mathojan

Sidhe tomahawk

This weapon is fairly ubiquitous in the rural parts of Mathoja, commonly carried by farmers and herders alike. The design is balanced enough so it can be accurately thrown, and it is produced in mass for trade. Of all weapons in the Mathojan arsenel, the hand axe is the most common and useful. Heavy Spearmen of the Mathojan army are all armed with these hand axes, as well as any who can privately carry them as part of their kit.

Tomahawk, Grumald or Mathojan Trade

Sidhe tomahawk 2

The tomahawk that the Sidhe normally carry is a trade item either from the Mathojans or the Grumald, who make tempered heads for the tomahawks. The Sidhe put the handles in and individualize them how they see fit. Sidhe enjoy using these tomahawks for they make superb tools, or hand-held and throwing weapons. Tomahawk heads are available close to most of the Sidhe Tribes, although the preferred placed to trade for them are in Therry, Azja and Bis.

Bow, Mathojan Long


The Mathojan Long Bow is the standard bow of the Mathojae who made a name for themselves within the Old Empire for their skill at using these bows. Most of the legendary archers died in the battles in the north, but the art of making the bows has remained. They are fine quality bows, and are so tall as to be limited to human and Sidhe archers.

Bow, Sidhe Short


The Sidhe Short Bow is a work of natural art, even if its a bit underpowered in comparison to the Wuld Short Bow. The Sidhe bow is suited for use in a wooded environment, where hunters must get close to their prey before loosing an arrow. At close ranges, the Sidhe bow is just as deadly as the Mathojan and Wuld bows when coupled with the Sidhe arrow. Each bow is personalized to the clan, and using the bow and not being part of the clan is akin to using a war trophy, and is considered an affront.

Bow, Wuld Short


The Wuld Short bow is probably the most powerful bow made on the Mathojan Peninsula. It is a composite bow that is employed by Wuld shepherds to shoot predators from a distance before they disrupt the flocks. Wuld hunters use the bow to shoot game from a great distance. In the military application, these bows keep the Wuld a distance from their enemies to inflict maximum damage and allowing the Wuld a chance to be long gone before any counter attack can be mounted. Coupled with the Wuld hunting arrow, this bow is very deadly.

Dagger, Grumald or Mathojan Trade


Trade Daggers are another item that the Grumald and Mathojans trade the Sidhe. The Sidhe like the stout blades, and find them almost as useful as the Trade Tomahawks. The Trade Daggers are heavy blades that are best used for cutting and skinning, as well as putting into a gut of an enemy. They are found exclusively in Azja and Bis.

Hammer, Grumald Battle

Grumald battle hammer

One of the two Grumald weapons of choice, the Battle Hammer was feared in the days of the Old Empire. The “Hammers”, as the troops who used this weapon were called, worked in conjunction with the “Axes” who who shear off spear tips, arms or anything else in the way. The Hammers would then be close-in weapon, delivering wicked damage to anyone who was in the way.

Javelin, Mathojan

Mathojan javelin

The Mathojan javelin is a hold over weapon from older times. It is no longer an issued weapon in the army, although soldiers are still trained in its use. It is a common armory item, and usually sells for -10% its worth.

Javelin, Sidhe


The Sidhe javelin is one of the most commonly used weapons and the Sidhe are very proficient in its use. Although the javelins tend to have a roughly-hewn quality to them, they are very well made and balanced. They are usually tipped these days with Grumald trade javelin heads that tend to enhance the weapon’s accuracy.

Knife, Mathojan

Mathojan trade dagger

Mathojans are armed almost exclusively with knives, although they are reserved for more practical uses like being a handy cutting blade or eating instrument. Only very rarely are they used as a weapon of last resort. These knives are traditionally sheathed in the front of the torso, and both men and women own them. These are considered a personal item, and are never traded. It is a great honor to inherit a knife from a direct relative.

Knife, Wuld Martial

Wuld dagger

This is the weapon most Wuld carry as a second. It is shaped much like the falcata, and in the hand of a capable Wuld warrior, it is deadly.

Knife, Wuld Folding

The Wuld are know for innovation that they keep to themselves. One handy innovation is the folding knife. The blade is smaller than a dagger and does less damage, but it is easily concealed. This is a recent invention, and the trendy Wuld carry them.

Knife, Wuld Throwing

The Wuld have a reputation for being a race that is small in stature, but one not to be in a fight with. Part of that reputation was earned by using a specially fashioned throwing knife. Carried in bunches of 20 in a waist pouch, these knives are a hazard to any enemy who gets too close. Wuld use a special technique to throw these knives, and keep it secret amongst the “folk”.

Pick, Grumald Battle

The Battle pick isn’t the favorite of the Grumald fighter, but it is the most wicked and tend to leave a bloody mess after an opponent has been bested or killed.

Pick, Grumald Light War

Battle pick grumald

This is the smaller version of the Battle Pick. It is typically used a secondary weapon for Grumald warriors, but Mathojan soldiers lately have been adopting use of these handy and deadly weapons.


All races have a form of the quarterstaff. The Sidhe use a naturally formed branch that is weighted on both ends with rocks placed into drilled out holes. The Mathojans, Grumald and Wuld have lathed staves that have lead cores on either end. Quarterstaves are commonly referred to as “traveler weapons”.


The sling is one of the few ubiquitous weapons of Mathoja. Sidhe use them for hunting, the Mathojans and Wuld use them to ward off predators of flocks, and the Grumald use them as a martial weapon. Slings are unique missile weapons in the fact that the character’s STR modifier is factored in the final damage result.

Spear, Grumald


The Grumald have a reputation for creating very sturdy and artistic weapons, and this even extends to their lighter ones, such as spears. The Grumald spear is a piece of art as well as a deadly device. These spears are almost impossible to break being that much of the wood is braced with ornate metal. Although it does regular damage, the spear is a signature item and commands a premium price.

Spear, Mathojan

Mathojan pike

The Mathojan spear is the “normal” spear of the CDE universe and is probably the most common martial weapon available. In the time of the Old Empire, Mathojan soldiers were mostly assigned to the spear companies, where they made a good name for themselves. The spear continues as the mainstay weapon of the army.

Spear, Sidhe



Sword, Mathojan Broad

Mathojan broadsword2

Before the time of the Old Empire, the Mathojans had a unique culture and aesthetic. This extended to their martial weapons. When the Old Empire came and went, the design of the native blades remained largely intact. One of the favorites swords of the commanding and ruling classes was the Mathojan Broad Sword. Not as multi-functional as the Long Sword of the Old Empire, the blade was quite heavy and could dish out damage. Stories leaked down from the Great Invasion of Mathojan soldier’s ability to easily lop off heads and arms of enemies, which makes this sword a popular choice.

Sword, Mathojan Short

Mathojan style shortsword

The Mathojan Short Sword is probably the most unchanged and versatile weapon that the Mathojae use. The army and town guards both are armed with this sword, and next to the spear is the most common martial weapon in Mathoja. The armories are mostly stocked with short swords, and it even has a following with the Wuld and Grumald, who use this along with their native weapons.

Sword, Old Empire Broad

Old empire broadsword

This sword is used fondly by some of the nobility of Mathoja, especially with those who were close and loyal to the Old Empire. It is also the preferred sword of the paladins who follow the faith of The Star’s Source, a religion introduced by the Old Empire. It’s regarded as reminder of Mathoja’s grandest times.

Sword, Wuld Falcata


The Wuld’s main fighting weapon is the falacata, an ancient type of weapon that has served them well for centuries. It is still the most common martial weapon, but many Wuld are adopting the less expensive and very common Mathojan Short Sword for military/guard use. The falcata does have some advantages over short sword in the way of more damage. The falacata is still created, but for the most part, they are passed down in the family or stored in militia armories. The falcata is only found in the Wuldfeld.

War Club, Sidhe


Though primitive, the Sidhe War Club is a devastating weapon. It is well balanced, like most Sidhe weaopons, and its designed to deliver crushing damage. This is not a trade item, and each club is marked with symbols denoting clan, tribe and nation. If used in the hands of any other Sidhe or non-Sidhe is considered a gross insult to the clan/tribe that the club belongs to.

Background art by Sade; Some artwork from Fantasy Filler Art copyright Rick Hershey, All Rights Reserved.

Money and Equipment

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