Marks are earned by grading threads (see Renown, Bounty & Marks). Every new character starts with 500.
How buying works
- Post the purchase in your purse in #market. Staff confirm it; the item exists from that moment.
- Roleplay what you use. Where a rule says declare, name the item in the thread's first post.
- Sell items back for half their price. An upgrade costs the new item's full price; sell the old one back.
- One Academy or one Keep per character, never both.
Healing
- Healer's draught · 500: once per fight, brings a character back from the brink to full strength.
- Dawn-blessed bath · 5,000 (needs a manor or better): full recovery between threads. After a DE thread, your next training thread counts ×1.5.
Training
- Illyrian weights · 1,000 / 2,000 / 4,000 (light, medium, heavy): a training thread counts ×1.25 / ×1.5 / ×1.75. While worn, you fight one tier lower in every ability. Half effect at Substantial Mastery, none at Mastery and above. Declare.
- Training circle · 10,000 / 20,000 (level I and II, needs a manor or better): a training thread at home counts ×1.75 / ×2. Declare.
Boosts never stack, one per thread, at most two boosted threads a week (see Progression).
Schools
- School insignia · 2,500: needed to train under a Master's academy. Half the price goes to the Master. One Master at a time.
Scrying
- Scrying bowl · 5,000: one scry for a Cauldron Shard each week, while in Prythian.
- Seer's oil · 500: spent by each scry, found or not.
Rules in Sagas.
Gear
- Weapons · free: pure flavor. Their benefit comes from a martial art slot.
- Faebane · 1,000 a dose: silences a fae's gifts for three rounds. DE threads only.
- Ash arrows · 500 a quiver of ten: deadly to fae. Lethal use in DE threads only.
- Iron shackles · 1,000: burn fae and block winnowing.
- Wardstones · 2,000: ward a residence. Staff tell you who crosses it.
- Paired letters · 500: two enchanted pages; what is written on one appears on the other.
- Siphons · 1,000 / 2,000 / 4,000 (one stone, three, seven; Illyrians only): flavor for now. They add no power, tier or bonus.
Travel
- Horse · 1,000, warhorse · 2,500
- Sea passage · 300 a voyage
- Ship · 5,000 (crew of three) · swift ship · 10,000 (crew of six)
Travel between regions takes 24 hours of real time on foot, 12 mounted or flying (awakened wings only). Winnowing is instant within its range (see Abilities). A sea voyage takes 48 hours, 24 on a swift ship. Log journeys in #travel-log.
Residences
Training at home, declared, counts:
- Cottage · 2,000: ×1.1
- Manor · 10,000: ×1.25. Allows a training circle and a dawn-blessed bath.
- Estate · 20,000: ×1.5
Register properties in #estates.
Businesses
A stall, shop, inn or atelier raises the Marks from two graded threads a week set in or around it. Owner only.
- Stall · 5,000: +25%
- Shop · 8,000: +50%
- Trading house · 20,000: +100%
- Guild hall · 50,000: +200%
War-hall, Academy, Keep
- War-hall · 20,000: training there counts +20% for each member of your allegiance in the thread.
- Academy · 25,000 (upgrade from a war-hall or estate): you become a @Master. You gain a signature art in one slot and teach it. Your insignia joins the market, and half of each sale is yours. You must accept students who pass your published requirements.
- Keep · 35,000 (upgrade from a war-hall or estate): you become lord or lady of a holding in your court, placed with staff. You gain an extra slot for a signature art you need not teach.
Retainers
Companions who serve your goals: the loyal second, the sworn blade, the ward you raised.
- Retainer I · 7,500: primary ability three tiers below yours.
- Retainer II · 15,000: two tiers below.
- Retainer III · 22,500: one tier below.
They keep pace as you grow, and have one slot fewer than you. You may have three at most, and their levels together may not exceed 6. A retainer may act without you in your region, never against your goals, and is inactive while you are dead. Sheets go in #retainers.
Guards
Fixed strength, bought for a place or a person. They never grow.
- Sentry · 500: Beginner, 2 slots
- Guard · 2,500: Novice, 2 slots
- Veteran · 5,000: Intermediate, 3 slots
- Captain · 20,000: Adept, 3 slots
- Champion · 37,000: High Adept, 4 slots
- Paragon · 50,000: Substantial Mastery, 4 slots
A retainer or guard killed in a DE thread can be restored for half its price.
Trading and inheritance
- Transfers of Marks or items happen in #trading-post, with a link to the in-character thread that explains them. No gifts between strangers or sworn enemies.
- Between two players, across all their characters, at most 10,000 Marks may ever change hands. An item counts at its price, on the giver's side.
- When a character retires or dies, up to 10,000 Marks of their money or items may pass to one new character of the same player, once.
NPCs
NPCs nobody bought have no tiers, cannot fight player characters and cannot steer the shared story. Retainers and guards are the exception: they are bought.