Setting

Honor is set in a low-fantasy setting. This means that although there are wizards, dragons, and magical events, the majority of supernatural effects are not equal to the strength and effectiveness of normal skill and ability. The attraction of magic does not come from its strength or even from its versatility – rather from its secretive nature and mystery.

 

Since most people in a pre-mechanical society do not travel more than 50 miles from their place of birth, wide area knowledge is reserved for sages and experts. Instead, most folk see and know only their own locale. As such the remaining material in this setting primer is focused on the Near Reaches, a Principality of the Slues Empire, the region of initial interest to the game.

 

The Earth (as they call it) is reminiscent of our own planet. There are forests, mountains, rivers, hills, and plains. Farmland is plentiful, but not very productive. Metals are rare, generally found only by mining or excavation. Timber and hunting are major industries.

 

Seasons and Time

There is a single moon, named simply “the moon” by the commonfolk, and “the Mirror” by those more educated. There are 12 cycles of the moon per year, and 30 days per month. The new moon or “DarkNight” marks the beginning of each month, while “BrightMoon” marks the middle. These two days are counted and considered outside the 7-day week, and have special significance for feasts, events, and religious (or arcane) rites. The days of the week are: SunDay, FireDay, EarthDay, GoldDay, WaterDay, WoodDay, and MoonDay. Since MoonDay is the last day, it always precedes lunar (and solar) events.

 

The months are split into four seasons. Winter, Spring, Summer, and Autumn. These are arranged such that the equinoxes and solstices fall at the exact center of each season. Note that this is on the night of BrightMoon, making these concurrences especially meaningful events. Specifically: NewYear, SilverNight, MoonWake, and HarvestNight. The outer two months of each season are denoted as “Low” and “High” respectively.

 

Geography

The Near Reaches lie on the western flank of the Slues Empire. The main geographical features of note are the rivers and forests. The Strugfals river flows from the High Hills out of the RazorPeak range far to the south. Combined with its tributaries, the Strugfals is the primary method for cargo transport. The treacherous RustWood forest sprawls across much of the remaining territory. Various roads and paths wind through the forestland, connecting outlying cities and towns, such that land transportation is also common.

 

To the east lies the Principality of Kitespare, primarily a dry prairie. Beyond that lies the Domain of Slues itself, so the roads to the east are considered to be critical for provincial communication with the rest of civilization. The northern extent of the Near Reaches is limited by the shores of the ColdSea, which is actually part of the Great Ocean. To the west lies the Far Reaches, which is a sparse borderland claimed both by the Slues Empire and the Tuletei Union. The southern boundaries are likewise uncertain, since the mountain tribes of the RazorPeaks frequently raid the villages of the High Hills. Maps may show the civilized border extending to the middle of the mountain range, but reality is quite different. Regardless, by utilizing the mountain passes, the Slues Empire maintains trade links to the Red Swan Kingdom, whose exotic jewelry, enameled woods, and artwork are considered high fashion among the Slues court.


Population

The majority of people of the Near Reaches are of Slues stock. They are tall, tan-skinned, with straight hair in shades of brown. Eye-color ranges through all shades of blue, brown, green, and violet. The key minority in the population are those of Tuletei stock. Tuletei are generally shorter height, but broad, with olive complexions, dark eyes, and glossed curly black hair. The second most common minority are those of southern stock, such as immigrants from the Red Swan Kingdom. These are of fair-skin, with blonde or red hair, often worn in braids.

 

Dress among the peasantry is heavily dependant upon profession. The outfit of a farmer, a hunter, and a fisherman would vary widely based on utility and availability. Merchants and craftsmen are much the same, but often have more capital to expend, and so have nice clothing. The nobility typically have multiple sets of clothes, which can be switched depending on the occasion. It is not unusual for members of the nobility to purchase clothing that is only worn for one event – then burned or thrown away.

 

Government

The government of the Near Reaches, as part of the Slues Empire, is feudal. The Slues Emperor grants titles and fiefdoms to his vassals, such as the Prince of the Near Reaches. In turn, these vassals grant titles and fiefdoms to their own vassals, and so on down through the ranks of nobility.

 

In theory, each lord (or lady) has eminent domain over all justice and property within their fief. In practice, their power is limited by pacts and agreements between themselves, their lords, their vassals, local guilds, and the common people. In fact, a significant degree of power rests upon the craft and transport guilds who could easily strangle a region if they saw fit. The Faith (especially the White and Black) also exercise political control either by military support or by influence over the various factions.

 

Noble titles do not directly refer to power or size of domain (if landed at all) or even rank. Rather, they represent a tree of power descending (and supporting) the Emperor. Only the Emperor can bestow the title of Prince. Only he or his Princes can name a Duke and so on down through the list of titles.

      Emperor – Prince – Duke – Marquis – Earl – Count – Viscount – Baron – Baronet – Knight

 

Inheritance is distinctly patriarchal, and even then only by the lord’s consent. Although a daughter (or wife) can inherit a title, if a son is born, the title will be his and a regent appointed if necessary. The exception is children born out of wedlock (a “Fitz”), who have no claim to the title even if they are the last remaining relative.

 

Although all of the nobility owe fealty to the Emperor, their paths of fealty often flow through different branches. This can lead to struggles for power, wealth, or land between vassals who otherwise have no connection to each other. Whether this competition is through raiding, assassination, or war, the entire Empire is always heavily militarized and civil wars are constant and common.

 

The rank of nobility often comes with many associated rights. For instance, claiming offense, a noble may beat or whip a peasant to death without penalty. This is not common, mainly since it is considered beneath their station to pay attention to the lesser classes at all. However, commoners often bear the brunt of the less savory nobility. Dueling is considered lawful among the nobility (who it is not lawful to whip or beat). Refusing a proper duel is considered cowardly, and can often cause a loss of respect or even station.

Military

Military rank is anything but orderly. Although the titles for different ranks is fairly standard, the prerequisites for attaining such rank are not. For instance, the nobility begin training when young, and often advance quickly to a rank respective of their title. In stark contrast, the peasantry are conscripted as soldiers, but have no real hope of ever gaining any rank (or pay) at all, unless there are exceptional circumstances.

Military strategy generally consists of gathering armies, then lining them up. In instances that a battle actually ensues (rather than a parley or retreat), the conscripted peasantry are used as the front lines, followed by the foot soldiery, and watched from behind by the mounted cavalry. Only in extreme conditions is the cavalry used in battle, rather they are often a raiding force meant to pillage and demoralize the enemy.

 

Defensive strategy consists of fortified towns and castles. Since it is often difficult to raise enough men to break into a fortified position, instead siege and artillery tactics are used. In contrast, a common Tuletei strategy is to build huge earthen ramps over walls in order to overpower the defenders.

 

Religion and Faith

There is only one significant religion, called “the Faith” which has been in existence from the beginning of history. It derives from a single ancient set of scriptures describing the supreme being’s creation of the world and the precepts given to guide its inhabitants. The Faith boasts no prophets, supernatural events, or miraculous powers.

 

According to the Faith’s scripture, all was made perfect. However, a portion of the spirits refused to acknowledge their own creator and so became tainted and cruel. Their dealings with men and animals produced the fallen peoples – the faery, ghosts, and fell beasts. As such, these aren’t inherently wicked or cruel, but their nature tends to lead them to be so.

As a whole, the Faith stands for justice, mercy, and peace. In recent years, it has become divided into three main factions, denoted by color. The White, called priests, concentrate on justice, law, and ceremony. The Gray, called mystics, concentrate on philosophy, medicine, and humanitarian work. The Black, called ministers, concentrate on politics, diplomacy, and military strength. The three factions compete constantly and sometimes even oppose each other to support the supremacy of their ideals

 

Due to the reading of the Faith’s scripture, none of the Faith’s factions have objection to interaction with spirits (magic), but they all caution that it threatens possible exposure to tainted spirits. As response, the White and Black factions each host a separate order of “Witch Hunters” whose duty is to seek, expose, and kill tainted magics and magicians.

 

Technology, Science and Education

The technology level of the Slues Empire is roughly equivalent to Earth’s early middle ages. Metal-working is common, but expensive, such that most commoners substitute wood, ceramics, or cloth for most tasks. Iron is easily available, and crude steel can be found in any large city. Hardened steel or advanced alloys are not generally available, as such are relics from past ages which have not been duplicated.

 

Education is rare among the peasantry, and even many nobles are unable to read. Math tasks are generally limited to counting and very simple addition and subtraction. History and geography are likewise lacking, except for highly localized knowledge. Science is considered akin to magic, and is often taught in much the same way – by long, grueling apprenticeships. Most specialized knowledge such as physics, engineering, chemistry, and medicine have been passed down in their respective guilds from the deep past.

Coinage, Commerce, and Taxation

In theory, the coins of the region correspond to solar timing. Each is about the size and weight of an American penny or dime. For large denominations, entire bars are used.

      10 tin stars = 1 sun

      30 brass suns = 1 moon … (300 stars)

      12 silver moons = 1 harvest … (360 suns, 3600 stars)

      1000 gold harvests = gold bar (5kg)

 

The sun is meant to represent a day’s work as unskilled hard labor. However, the common people rarely see coinage, preferring barter instead since it is more immediately useful. There are various banking institutions, and most guilds offer monetary notes – but in both cases, there is a fee for the use of their services (and no interest on deposits).

 

Taxation varies from region to region. Each lord determines their own rates (and methods) for taxation of their vassals. Each level of vassal in turn taxes the level below until the majority of taxes rests upon the commoner. The most usual methods assess a family’s property and capabilities to determine how much they should owe. However, bribery of tax collectors and concealment of property is common.

 

There are also a plethora of additional taxes on trade, transport, production, mining, and even travel. Many of these merely enrich the nobility, but some provide for the common good such as funds for law-enforcement, water traffic, and road wardens.

 

Magic

The nature and mechanics of magic is a great mystery, and a hotly contested topic even among practicing magicians. There seem to be many different paths to magical ability, among them inheritance from blood, mastery by music, understanding through study, exploration by discovery, or inward search through meditation. Most magicians (though not a majority) agree that magic derives from supernatural entities, commonly called spirits or energies. The nature, description, and general behavior of these spirits is highly subject to speculation as it seems every sort magician has a different viewpoint.

 

Those who practice magic can usually be identified by their dress or habits. Magicians are generally known to carry collections of talismans and devices, and wear the most outrageous and garish clothing possible. Combined with strange social habits and deranged mores of etiquette, it is sometimes difficult to distinguish between a magician’s behavior and outright madness. In the words of a common nursery rhyme, “W’ toys n costume, or bear’n no stitches, be there spir’ts n maybe witches”

 

In practice, the capabilities of magic are known mostly by legend and hearsay. Many fables tell of wizards and sorcerers of incredible destructive power that are laid low by a single laugh or a telling phrase. Certainly, the legends seem to say that a stout heart and strong blade can fell any witch, but knowing the key weaknesses of a magician’s powers seems to be an even better defense.

 

True magicians seem to have multiple schools of ranking and order among themselves, with different names for their practice and philosophies of conduct. The distinction between the wizards, sorcerers, thaumaturges, and such is lost on the common person. Rather, the magician in society seems to fill a specialty niche of handling minor (but irritating) problems such as pest-control, finding lost items, giving advice, and even telling fortunes. Most towns or large villages usually have one resident magician to fill these roles, although it seems that they are territorial, so more than one is uncommon.

Standard Goods and Equipment

Commodities

        Wood (kg)                                     Prices dependant on locale, quality                  3 stars            Common

        Grain / Clay (kg)                           Prices dependant on locale, quality                  5 stars            Common

        Flour / Vegetables (kg)                Prices dependant on locale, quality                  sun                 Common

        Eggs / Milk (kg)                            Prices dependant on locale, quality                  3 suns            Common

        Meat / Wool (kg)                         Prices dependant on locale, quality                  4 suns            Uncommon   

        Salt / Yarn (kg)                              Prices dependant on locale, quality                  6 suns            Uncommon

        Cloth (kg)                                      Prices dependant on locale, quality                  8 suns            Uncommon   

        Leather (kg)                                   Prices dependant on locale, quality                  10 suns          Uncommon

        Iron / Tin / Glass (kg)                  Prices dependant on locale, quality                  20 suns          Rare

        Copper / Brass / Paper (kg)        Prices dependant on locale, quality                  200 suns                Rare

        Silver (kg)                                      Prices dependant on locale, quality                  200 moons     Very Rare

        Gold / Rare Herbs (kg)         Prices dependant on locale, quality                  200 harvests  Very Rare

        Exotic Spices / Silk (kg)               Prices dependant on locale, quality                  250 harvests Very Rare

        Alchemical Reagents (kg)           (for the rarest examples)                                      300 harvests  Very Rare

Services

        Unskilled Labor (day)                  Common or Skill < 3                                             sun                 Common

        Skilled Labor (day)                       Uncommon or Skill >3                                 3 suns            Uncommon

        Highly Skilled Labor (day)  Rare or Skill > 4                                                     9 suns            Rare

        Exceptional Labor (day)              Very Rare or Skill > 5                                           moon              Very Rare

Housing

        Stabling (day)                               includes basic care, but not fodder                   3 stars            Common

        Inn Common Room (day)            per person, per night (on floor)                         3 stars            Uncommon

        Inn Private Room (day)              sleeps four, with a bed for two                          3 suns            Uncommon

        Hovel                                             100 square feet                                                     2 moons         Common                Small House                                  200 square feet                                                     10 moons       Uncommon

        Medium House                             400 square feet                                                     4h, 2m             Rare

        Large House                                 800 square feet                                                     20 harvests    Rare

        Wealthy House                            1600 square feet                                                   100 harvests  Very Rare

        Noble’s House                             3200 square feet                                                   500 harvests  Very Rare

Food

        Fodder (day)                                 basic food of local quality                                  2 stars            Common

        Food (day)                                    purchased to be prepared                                   3 stars            Common

        Meals (day)                                   bought prepared                                                  6 stars            Uncommon

        Rations (day)                                prepared food, wrapped to last                          sun                 Uncommon

        Iron Rations (day)                        dried or durable food, packaged                        2 suns            Rare

        Ale (pint)                                       local quality (much more for exotic)          2 stars            Common

        Wine (bottle)                                        local quality (much more for exotic)          6 stars            Uncommon

        Spirit (bottle)                         local quality (much more for exotic)          12 stars          Uncommon

Animals

        Chicken                                          full grown, healthy                                               sun         Common

        Goat                                                full grown, healthy                                               moon              Common

        Sheep                                             full grown, healthy                                               m, 10s             Common

        Pig                                                  full grown, healthy                                               2moons          Common

        Dog                                                        full grown, healthy (breed?)                               9moons          Uncommon

        Mule / Donkey                             full grown, healthy                                               2 harvest        Uncommon

        Cow                                                full grown, healthy                                               3 harvests      Uncommon

        Ox                                                   full grown, healthy                                               4 harvests      Uncommon

        Pack Horse                                    full grown, healthy, trained                                4h, 6m             Uncommon

        Cart Horse                                     full grown, healthy, trained                                5 harvests      Uncommon

        Riding Horse                                 full grown, healthy, trained                                6 harvests      Rare

        Warhorse                                      full grown, healthy, trained                                50 harvests    Very Rare

Clothing

        Peasant / Farmer / Laborer          cloth shirt, breeches/skirt, simple shoes          moon              Common

        Trader / Craftsman / Scholar      fine cloth with leather accessories                    6 moons         Uncommon

        Hunter / Explorer / Traveler        leather / fur clothing, hat, boots, cloak             9 moons         Uncommon

        Merchant / Artisan                      fine cloth with fur and jewelry                           2 harvests      Rare

        Noble / Courtier / Royal              fine cloth and fur, with fine jewelry                   50 harvests    Very Rare


Travel

        Cart / Wagon        (day)                      per person                                                             5 stars            Common

        Coach (day)                                  per person                                                             5 suns            Uncommon

        Row Boat (day)                            per person, calm conditions                               2 suns            Uncommon

        River Boat (day)                           per person                                                             3 stars            Common

        Sailing Ship (day)                 per person                                                             sun                 Common

Transport

        Cart                                                 1-horse, cargo                                                       6 moons         Uncommon

        Wagon                                           2-horse, covered cargo                                       9 moons         Uncommon

        Rowboat                                        4 person                                                                 4 moons         Uncommon

        Coach                                             2-horse, opulent, fast                                          2 harvests      Rare

        River Boat                                     ~25 people or cargo                                             10 harvests    Rare

        Sailing Ship                                   ~250 people or cargo                                           100 harvests  Very Rare

Dry Storage

        Purse                                              cloth, holds ½ kg                                                 sun                 Common

        Pouch                                             cloth, holds 2 kg                                                   3 suns            Common

        Basket                                            reeds, holds 15kg                                                 5 suns            Common

Sack                                                cloth, holds 20 kg                                                 10 suns          Common

        Slingbag                                                reinforced cloth, holds 30 kg                              15 suns          Common

Backpack                                       leather, holds 40 kg, hands free                         moon              Uncommon

Scroll Case                                    reinforced leather tube                                        m, 15s             Rare

        Saddlebag                                     leather, holds 30 kg                                              2 moons         Uncommon

Liquid Storage

        Leather flask                                 liter                                                                         10 suns          Uncommon

        Jug                                                  earthenware, 5 liters                                             15 suns          Uncommon

        Water skin                                     leather, 5 liters                                                      moon              Uncommon

        Metal flask                                    liter                                                                         moon              Rare

        Glass Jar                                        ½ liter                                                                     3 moons         Very Rare      

        Barrel                                              reinforced wood, 100 gallons                             6 moons         Uncommon

Gear

        Blanket                                           cloth, 1 kg                                                              15 suns          Uncommon

        Bedroll                                           padded cloth, 2 kg                                               2 moons         Rare

        Book                                               blank, 1 kg                                                             harvest           Very Rare

        Cards (deck)                                  block-print paper cards, ¼ kg                            8 moons         Very Rare

        Chain (meter)                                iron, 2 kg                                                                2 moons         Rare       

        Cooking Pot                                  iron, 5 liters, 2 kg                                                  3 moons         Uncommon

        Crowbar                                         iron, 3 kg                                                                3 moons         Rare

        Cutlery (metal)                              fork, knife, spoon, ¼ kg                                      2 moons         Uncommon

        Dice (bone)                                   pair of d6s                                                             5 suns            Uncommon

        Fish Hook & Line                 4 meters, metal hook                                            10 suns          Uncommon

        Grappling Hook                            steel, 1 kg                                                              2 moons         Very Rare

        Iron Spike                                      iron, ¼ kg                                                              7 suns            Uncommon

        Kettle                                             iron, ½ liter, ½ kg                                         moon              Uncommon

        Lock Picks                                     fine steel, ½ kg                                                     3 moons         Very Rare

        Mattress                                                cloth, flock padding, 10 kg                                 6 moons         Uncommon

        Pole (2 m)                                       rough wood, 1 kg                                                 sun                 Common

        Rope (meter)                                 hemp or cloth, ½ kg                                             10 suns          Common

        Tinderbox                                      flint and steel, ½ kg                                             2 moons         Uncommon

Tool Kits

        Small / Simple                                carving, woodwork, pottery, etc…                    10 suns          Uncommon

        Medium / Average                       artwork, engraving, medical, etc…                    10 moons       Rare

        Large / Complex                            alchemist, engineering, etc…                             10 harvests    Very Rare

Illumination

        Torch                                             treated wood, 1 kg, 2 hours                                2 stars            Uncommon

        Candle                                            tallow or wax, ¼ kg, 3 hours                               3 stars            Common

        Oil (½ liter)                                    vegetable or animal, ½ kg, 12 hours                  2 suns            Uncommon

        Lamp                                              pottery, 1kg, holds ½ liter                                   2 suns            Uncommon

        Lantern                                          glass & metal, 2kg, holds 1 liter                 9 moons         Rare

Music

        Small / Simple                                wood flute, drum, tambourine                            sun                 Common                Medium / Average                       flute, mandolin, lute, recorder, harp                  harvest           Rare

        Large / Expensive                 silver flute, violin, harpsichord                          10 harvests    Very Rare

Weapons                       DmgScalar     Type               Weight           Cost                Notes

        Axe (military)                1              slashing         2 kg                 3 moons         -1 parry, ¾ effect of armor

        Club                                ½             impact            2 kg                 5 suns

        Dagger                           ½             piercing          ½ kg               moon              -1 off, -2 parry

        Flail                         ¾             impact            3 kg                 4 moons         -1 off, +4 vs parry

        Knuckle Dusters          ¼             impact            ½ kg               10 suns          -2 off, -2 parry (-4 armed)

        Lance                             3/2           piercing          4 kg                 4 moons         +4 v parry, mounted charge

        Mace / Morning Star   ¾             impact            3 kg                 4 moons

        Net                                  -               -                       1 kg                 moon              +2 parry, +2 disarm (entangle)

        Rapier                             ¾             piercing          1 kg                 3 moons         +1 off, +1 parry, *2 of armor

        Sabre                              1              slashing         1 ½ kg            3m, 15s           +1 parry, 3/2 effect of armor

        Sword                             1              slashing         2 kg                 4 moons        

        Unarmed                        ¼             impact            -                       FREE              -3 off, -2 parry

        Warhammer                   ¾             piercing          2 kg                 4 moons         -1 off, -1 parry, ½ of armor

        Whip                              ¼             slashing         2 kg                 15 suns          -1 off, -3 parry, +4 vs parry

 

2H Weapons                 DmgScalar     Type               Weight           Cost                Notes

        Battle Axe                      1              slashing         3 kg                 5 moons         +1 off, ¾ effect of armor

        Great Axe                       3/2           slashing         5 kg                 8 moons         -1 off, -2 parry, ¾ of armor

        Great Club                     1              impact            5 kg                 25 suns          -1 off, -1 parry

        Great Flail                      5/4           impact            6 kg                 8 moons         -2 off, -1 parry, +4 vs parry

        Great Hammer               5/4           impact            6 kg                 8 moons         -1 off, -1 parry

        Great Sword                  3/2           slashing         5 kg                 10 moons       -1 off, -1 parry

Halberd*                        1              slashing         4 kg                 8 moons         +1 off, +1 parry (or as spear)

        Pick (military)                1              piercing          3 kg                 6 moons         -1 off, -1 parry, ½ armor

        Pike or PoleArm**       1              piercing          4 kg                 5 moons         -3 parry, +1 disarm (entangle)

        Quarter Staff                 ½             impact            3 kg                 20 suns          +1 parry, 2 actions

        Scythe (military)           1              slashing         2 kg                 5 moons         +1 off, +1 parry

        Spear (shortspear)*     1              pierce             2 kg                 2 moons

        Spear (longspear) **   1              pierce             3 kg                 2m, 15s           -3 parry 

        Two-Hand Sword         1              slashing         3 kg                 6 moons         +1 off, +1 parry

 

Shields                           DmgScalar     Type               Weight           Cost                Notes

        Buckler                           ¼             impact            1 ½ kg            moon              -1 off, +1 parry, +2 vs missiles

        Shield                             ¼             impact            2 kg                 1m, 15s           -2 off, +2 parry, +4 vs missiles

        Large Shield                  ¼             impact            4 kg                 3 moons         -3 off, +3 parry, +6 vs missiles

        Tower Shield         ¼             impact            6 kg                 5 moons         -4 off, +4 parry, +10 v missiles

 

Ranged Weapons                DmgScalar     Type               Weight           Cost                Notes

        Throwing Knife            ½             piercing          ½ kg               moon              50m throw

        Javelin                            ¾             piercing          1 kg                 moon              40m throw

        Throwing Axe               1              slashing         1½ kg             m, 15s             30m throw

        Sling                       ¾ (shot 1)      piercing          -                       5 suns            -3 off, 300m range (ball=3star)

        Crossbow                      1              piercing          4 kg                 5 moons         1 sec load, 300m range (5star)

        Shortbow                       1              piercing          1 kg                 2 moons         -1 off, 200m range (5star)

        Longbow                       5/4           piercing          2 kg                 6 moons         -1 off, 3 str req, 300m range (6)

 

Armor                             vs Impact       vs Piercing    vs Slashing   Durability      Body      Limb       Cost

        Clothing                 1                      1                      1                      5                      -               -               (as clothing)

        Padded                   1 per 5*          1                      1                      10                    1 kg         1 kg         3 suns

        Leather                   1 per 10*        1                      1 per 10          20                    1 kg         1 kg         20 suns

        Hard Leather         1 per 10*        1 per 15          1 per 10          30                    2 kg         2 kg         2 moons

        Studded                 1 per 15*        1 per 15          1 per 10          40                    2 kg         2 kg         3 moons

        Ring Mail               1 per 15*        1 per 15          1 per 10          50                    2½ kg     2½ kg     4 moons

        Scale Mail              1 per 15*        1 per 15          1 per 10          60                    3 kg         3 kg         6 moons

        Metal Plate            1 per 10          1 per 15          1 per 10          70                    3½ kg     3½ kg     8 moons

        Chain Mail             1 per 40*        1 per 10          1 per 10          80                    3½ kg     3½ kg     10moons

        Double Scale         1 per 20*        1 per 15          1 per 10          90                    4½ kg     4½ kg     10moons

        Double Chain        1 per 40*        1 per 10          1 per 10          100                  5 kg         5 kg         harvest

        Plate Mail              1 per 10          1 per 15          1 per 10          110                  6 kg         6 kg         h, 3m

        Plate Armor           1 per 10          1 per 15          1 per 10          120                  6 kg         6 kg         2 harvests

        Heavy Plate           1 per 10          1 per 10          1 per 10          130                  8 kg         8 kg         3 harvests