Monday, November 21, 2022

Kadmeian Mysteries - Backgrounds

I've decided to try my hand at a Bronze-Age-style campaign. The original inspiration came from the Mythic Odysseys of Theros, though I've long intended to design a setting with an Egyptian, Levantine and/or Mesopotamian flavor. Since the early Greek world was more significantly influenced by its southern and eastern neighbors than modern historiography has traditionally allowed, I thought I'd set this campaign in a world closely resembling the Eastern Mediterranean during Hesiod's 'Age of Heroes' - roughly analogous to the Middle Bronze Age, or the middle of the second millennium BCE. It was during this time that the Olympian pantheon began to take form, and which many of the foundational Greek myths echo. One of these - the establishment of Thebes by Cadmus (or Kadmos) - an Egyptian or Phoenician refugee - would constitute the central legend of the land, which I will call Kadmeia (to avoid recycling Achaea). The 'Age of Heroes', though originally Hesiod's invention, is overused as a name, as is 'Odysseys' - both of them appear to over-prioritize martial character types. Since this is a setting that draws on the traditional panoply of fantasy RPG classes, I thought 'Mysteries' (after the Eleusinian Mysteries, which also date back to the same period) might be more fantastic. Or at least, occulty.

Kadmos slaying the dragon to found Boeotian Thebes


In this post, I will detail the backgrounds proper to this setting, and append a short section on exchange and equipment (which will constitute a peculiar challenge, as the period it models lacked coinage, and, by and large, iron armaments). Each particular background will include an ability adjustment (like the Markwald setting, and, apparently, the new One D&D update*), options for starting equipment, and, where necessary, a description or reflavoring.

* - keep in mind that there is a 1 point racial adjustment as well

Aristocrat (Eupatrides).

Literally, 'good-fathered', the eupatridae are a warrior aristocracy that rules the lands of Kadmeia. Legends, buttressed by memorized genealogies ascribe to it a divine descent (or at the very least, descent from the old Titans, nymphs, or other such creatures). Most heroes descend from this stock. Most eupatridae control households (oikoi) which include agricultural land, pasture land, herds, and various domestic industries (weaving, smithing, and importantly, wine and oil production). As heads of the oikos, aristocrats are bound to support their dependents, and to distribute gifts to visitors. They train their youth in the art of war (which includes the proper operation of chariots). A king (wanax) typically controls the largest oikos, known as a temenos. Kings are considered first among equals by fellow eupatridae, who make up the king's armed companions, and accompany him to war. Kings sometimes summon an aristocratic assembly (called an agora). Though there are no clear regulations as to when that happens, and no decisions undertaken by an agora are binding, all assembled aristocrats have a right to speak. Law, such as it is, is administered by the head of each individual oikos.   

Ability Adjustments: +1 STR, +1 CHA
Skill Proficiencies: Athletics, History
Languages and Tools: one language, land vehicles (chariot)
Equipment: Spear, figure-of-eight shield, scale armor, cloak, and a leather purse with 20d6 drachmae.
Feature: Position of Privilege (as Noble).
Sample Characteristics: As Noble (PHB).  

Artisan (Demiourgos).

Literally, 'those who work for the people', artificers are typically free and itinerant people who move about from place to place, seeking gainful employment. Though 'working for the people', they are more often than not sought out by wealthy and powerful householders, including kings. As outsiders, they are given sustenance by their employer for a set period of time in return for their services. Notable specializations include smithing, pottery, masonry, wheel-making, carpentry, medicine and so on, but also music. Not all craftspeople belong to this category - a significant number of weavers or cooks are generally found among servitor groups (such as doulos), and thus have a different background.

Ability Adjustments: depending on specialization, +1 DEX +1 WIS (e.g. potters and jewelers),  +1 STR +1 WIS (e.g. smiths, masons, carpenters), +1 INT +1 WIS (e.g. physicians), +1 INT +1 CHA (musicians), etc.
Skill Proficiencies: variable - typically Persuasion and Insight, but replace one with Medicine for physicians, with Performance for musicians, etc.  
Languages and Tools: one language, one type of artisan's tools (or musical instrument)
Equipment: One type of artisan tools, staff, haversack, donkey, leather pouch, ingots totaling 5d6 drachmae.
Feature. Employment. You are employed by a householder or community until the end of the year. During this time, the employer will provide sustenance - usually food, shelter, and a new set of clothes. If you change location, your roll to find a new employer can be made with advantage.
Sample Characteristics: As Guild Artisan (or Entertainer, as appropriate) (PHB).

Courtesan (Hetaira).

Members of the 'oldest profession' reside in cities, especially ones with access to the sea. They are personally free, which can lead to precarity, but a hetaira's arsenal of skills includes entertainment (music), and, in some cases, substantial learning. The foreigners among them might be priests/priestesses or princes/princesses in exile. Many are thus able to gain admittance to sumptuous feasts where they interact with aristoi as equals. There is some debate about whether there is a distinction between (high-class) hetairai and (low-class) pornai, but it's unclear whether this is the case. 

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Performance, Persuasion
Languages and Tools: one language, one musical instrument
Equipment: Cosmetics kit (may be used for disguise), fine clothes, one musical instrument, dagger or knife, leather pouch containing weights equal to 10d6 drachmae
Feature: Attract Clientele (as Healer).
Sample Characteristics: As Entertainer (PHB).

Farmer (Georgos). 

Farmers form the bulk of Kadmeia's population. Some are personal dependents of lords - the aristoi, but others - probably the majority, are householders in their own right. Settlements are made up of multiple oikoi, which form a community, typically bound by kinship, which dictates mutual aid, intermarriage rules, and a fair degree of meddling. Farmers in Kadmeia grow wheat and barley, herd cattle (more commonly, goats and sheep), grow olives and grapes, and engage in.apiculture. The more specialized producers are more likely to be associated with large (aristocratic) households. Whether free or dependent, farmers who live in proximity of powerful states or cities typically owe some sort of duty (in kind, or in the form of labor) to the local lord (usually conceptualized as 'gifts'). In more distant areas, that may not be the case. Some non-humans (especially satyrs) may engage in agriculture as well.

Ability Adjustments: +1 CON, +1 WIS
Skill Proficiencies: Animal Handling, Nature
Languages and Tools: one type of artisan's tools, one vehicle (any)
Equipment: Common clothes, staff, scythe or simple melee weapon, one basic** tool, donkey or other animal with equal or lesser value, one basic*** vehicle
Feature: Kinship group (as Peasant Commune for Peasants).
Sample Characteristics: as peasant (Lukomorye).

Healer (Akestris).

These specialists may overlap with priestesses and craft physicians, but they tend to be found in more rustic areas, and to specialize in pragmatic matters such as stimulating conception, midwifery, abortion, love charms and similar matters. They are usually familiar with local flora and fauna as medicinal sources, as well as possessing expertise in arcane creatures that inhabit the area. Some also dabble in exorcism, removing curses (or bestowing them), and various forms of fortune telling.

Ability Adjustments: +1 INT, +1 WIS
Skill Proficiencies: Arcana, Medicine
Languages and Tools: Healer's Tools, Herbalist's Tools (equivalent to kits)
Equipment: Common clothes, bronze sickle, healer's and herbalist's tools ('kits'), bronze camping cauldron, trinket (used for divination, etc.)
Feature: Attract Clientele. As Lukomorye.
Sample Characteristics: As healer (Lukomorye).

Laborer (Thes).

Thetes are socially unattached workers in Kadmeian cities, though unemployed or underemployed craftspeople also belong to this category. They depend on performing public works (digging ditches, construction, filling gaps in the agricultural labor force during peak seasons) for their sustenance, which is most typically paid in kind. At times when their services are not needed, they survive by performing odd jobs - delivering messages or goods, carrying water, providing firewood, digging graves, loading vessels, and so on. Some also hire themselves out as rowers on ships for limited periods.

Ability Adjustments: +1 STR, +1 CON
Skill Proficiencies: Pick two from among Animal Handling, Athletics, Insight and Persuasion
Languages and Tools: Pick two from among artisan tools or vehicles (or one of each).
Equipment: common clothes, two sets of basic** tools or one set of such tools and one simple melee weapon, leather pouch with 5d6 drachmae
Feature: Neighborhood Pride. As Lukomorye.
Sample Characteristics: As Urban Laborer (Lukomorye). 

Malefactor (Kakourgos).

Unlike swindlers, these tend to be hardened criminals inclined to the use of force. Some live in cities and specialize in burglary or extortion, but many others live in the countryside, waylaying travelers and (especially) cattle- and horse-theft. A few seize and enslave unprotected people and travelers, though they tend to be small-timers - major raiding expeditions are the province of aristocrats and their retinue.

Ability Adjustments: +1 STR, +1 DEX
Skill Proficiencies: Intimidation, Stealth
Languages and Tools: Animal Handling, Vehicle (any - land or water)
Equipment: Dark-colored clothes, ingots totaling 5d6 drachmae, leather pouch, any simple melee weapon, one set of basic** tools
Feature: Criminal Contact. As PHB, but functional only in home area. Locating such a person outside the home area can be done with advantage.
Sample Characteristics: As criminal (PHB).

Merchant (Emporos).

Most likely a visitor from overseas (the sophisticated kingdoms of the south and east), though possibly a dealer in oil and wine. Quite possibly, a junior member of a prospecting expedition or someone assigned to manage a warehouse. Merchants are looking for new trade relationships, protectors, or a new trade good - metals, or slaves. They may also be survivors of a shipwreck, looking for a way home.

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Insight, Persuasion
Languages and Tools: two languages
Equipment: Travelers' clothes, fine clothes, weigh-scale, leather pouch with 20d6 drachmae, goods not exceeding 20d6 drachmae in value
Feature: Merchant network. As Lukomorye, but locating new contacts in unfamiliar territory can be rolled with advantage.
Sample Characteristics: As Merchant (Lukomorye).

Official (Telestes).

Telestai (technically, service people) range from regional governors to directors of small-scale construction projects, though some priest-administrators may belong to this category as well. They are appointed by the king or the king's representatives, and technically, serve at the king's pleasure. In practice, the telestai have a great deal of leeway regarding the handling of affairs, and commonly act as entrepreneurs who have usufruct or use of profits from the concerns they administer. They are given ingots in the form of gifts from the king, though they are expected to return a portion of it and their profits, in the form of taxes, duties, and other obligations. Despite their significant freedom, telestai are frequently subject to accusations of corruption, especially when their superiors or competitors feel they have grown too powerful within the region or enterprise they administer.

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Insight, Intimidation
Languages and Tools: two languages, or one language and one tool depending on type of enterprise administered
Equipment: Common clothes, fine clothes, scale, whip, rod as symbol of office, leather pouch with 10d6 drachmae
Feature: Prestigious Position (as Courtier).
Sample Characteristics: As Courtier (Lukomorye).    

Priest (Hiereia/Hierei):

Priests of female divinities will typically be female, whereas those of male divinities will typically be male (though the former are somewhat more common). Many priestesses serve for a limited term (e.g. 1 year), or until their marital status changes (some cults have only virgin priestesses, while those of other cults are required to be married. This designation includes foreign priests (e.g. the Egyptian we'eb).  Common duties include prayer, sacrifice, pouring libations, participation in processions and rituals, consecration/dedication of sacred sites, officiating at funerals, etc. Some priests engage in divination following a sacrifice, though this task is typically performed by specialized personnel. 

Ability Adjustments: +1 WIS, +1 CHA
Skill Proficiencies: Insight, Religion
Languages and Tools: one language, 1 tool (depending on cult)
Equipment: Common clothes, ceremonial garb, holy symbol, sacred chest or lidded basket [contents TBD, but almost certainly including drugs], knife/dagger, tool (as per tool proficiency).
Feature: Sacerdotal support. Priests and priestesses may receive the proceeds of sacrifices, and gifts in exchange for the performance of their duties.
Sample Characteristics: As acolyte (PHB).

Sage (Sophos).

Sages are almost uniformly of foreign origin, hailing from literate countries far in the east or south, across the sea. They are writers of wisdom literature, engineers, physicians, and prophets. Some serve as priests of a particular deity, while others are officials in royal courts. Several of these have fallen afoul of their kings, and were forced to flee to other lands, and a few of these have come to Kadmeia. Having a resident sage in one's palace is a token of great prestige to a Kadmeian king, though there may be practical benefits associated with their presence as well. But some sages are seekers after secrets in their new land.

Ability Adjustments: +1 INT, +1 WIS
Skill Proficiencies: Literacy**** and one other knowledge skill (Arcana, History, Nature, Religion)
Languages and Tools: one language, scribal tools
Equipment: staff, writing stylus, bottle of ink, 2d6 sheets of papyrus, 1d4 scrolls with various works, stoppered jar with a sample or specimen.
Feature: Researcher: as Sage.
Sample Characteristics: As Sage (PHB).  

Sailor (Nautes).

Sailors ply the waters of the wine-dark sea, moving much-needed trade goods, including wine, olive oil, grain, copper and tin, cedar beams, spices and perfumes, and rare beasts, from one land to another. They may be rowers, navigators, cooks, or officers, but they are personally free. Many are foreigners, and hail from sea-faring nations in the south and east. Some may have turned to piracy.

Ability Adjustments: +1 STR, +1 WIS
Skill Proficiencies: Athletics, Perception
Languages and Tools: one language, waterborne vehicles
Equipment: common clothes, dagger/knife, exotic trinket (or animal), leather pouch containing 10d6 drachmae
Feature: Ship's Passage (as Sailor)
Sample Characteristics: As Sailor (PHB).

Soldier (Polemistes).

The common soldier, while free, is not a professional, given the absence of anything resembling standing armies. Most likely, the polemistes is a member of a city garrison, a commoner who has been called to serve a lord for an extended period of time, or a war veteran who has become a mercenary lacking any other source of livelihood. Alternatively, such soldiers may be part of a local self-defense force in a community that for some reason lacks a lord, or a rebel against aristocratic rule.

Ability Adjustments: +1 STR, +1 DEX
Skill Proficiencies: Athletics, Intimidation
Languages and Tools: Any two basic** tools
Equipment: Padded surcoat, boar's tusk helmet, figure-of-eight shield, spear, leather pouch with 5d6 drachmae
Feature: Barracks support. If in home base, soldiers are guaranteed food, shelter and weapons while carrying out their duties. Beyond the home base, they may make rolls to find another employer with advantage.
Sample Characteristics: As Soldier (PHB).

Slave (Doulos/doula).

Slaves are most commonly war captives, though some are also bought from overseas merchants, or destitute people who entered lifetime service of a wealthy householder in order to survive. Captive slaves are typically taken for their youth, looks, and vitality, but once brought into a master's household, their tasks involve skilled activities, from weaving to nurturing children to entertainment. Some possess highly specialized skills, like attending childbirth to foreign and arcane lore. Despite their lack of personal freedom, the lot of a slave is usually considered better than that of a thes, because they have a place in an oikos, and are more likely to have the care and protection of a master. They are also less likely to be forced to perform heavy labor.

Ability Adjustments: variable (+1 to two different ability scores)
Skill Proficiencies: Deception, Insight
Languages and Tools: choose two from among languages, artisan tools and musical instruments
Equipment: Common clothes, one tool (including cosmetics) or instrument, a trinket which serves as a memento of home
Feature: Master. As Slave (Lukomorye).
Sample Characteristics: As Slave (Lukomorye)

Swindler (Apoteion):

Typically, swindlers belong to the free population, and function in and around the larger cities. Some are small-time crooks at marketplaces and ports, or are involved with gambling in some capacity. Many will have protectors in the form of criminal bosses, aristocrats, or perhaps even priests.

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Deception, Sleight of Hand
Languages and Tools: one language, gaming set (typically dice or knucklebones)
Equipment: Common clothes, bronze weights totaling 10d6 drachmae, set of dice or knucklebones, leather pouch, knife/dagger or any other simple melee weapon
Feature: Safe House. In your home settlement, you have a place you can hide out when you need to. In other settlements, you can make a roll to find such places with advantage.
Sample Characteristics: As Charlatan (PHB).

Vagabond (Aletes).

Unlike a wildman, a vagabond is an itinerant within the bounds of civilization. Vagabonds might be exiles, destitute people who have no wish or opportunity to enter another's service, permanent pilgrims or followers of a particular god or goddess, or simply thrill-seekers. It is possible that they may be on.a mission from the gods (that they themselves might be unaware of) or former aristocrats or kings who have lost everything.

Ability Adjustments: +1 WIS, +1 CHA
Skill Proficiencies: Persuasion, Survival
Languages and Tools: Select any two from among basic tools, musical instruments, or gaming sets
Equipment: A set of ragged clothes, a patched overcoat or cloak, a haversack, a walking stick (staff), a haversack (with capacity of up to 50 lbs.), a basic** tool or simple melee weapon, and a trinket
Feature: Widely Traveled. As Vagabond.
Sample Characteristics: As Vagabond (Lukomorye).

Wildman (Agrianthropos).

This category includes people living away from human settlements - in forests, on mountaintops, in caves, or on otherwise uninhabited islands. They are either solitary or living in small groups or villages, most likely to Kadmeia's north or west. Escaped slaves, exiles, and those remaining untouched by agriculture may have this background. Many or most non-humans (satyrs, nymphs, centaurs, cyclops, etc.) belong to it as well. Agrigynaika = female version.

Ability Adjustments: +1 CON, +1 WIS
Skill Proficiencies: Animal Handling, Survival 
Languages and Tools: one language (native of Kadmeian), one musical instrument
Equipment: Staff, hunting trap, one simple melee weapon, hide armor or one simple missile weapon, one musical instrument or trinket
Feature: Wanderer (as Outlander). Typically, checks to find food/water/direction are made with advantage at least in familiar terrain type.
Sample Characteristics: As Outlander (PHB).

** - basic tools specifically exclude alchemists' tools, calligraphers' tools, cartographers' tools, jewelers' tools, glassblowers' tools, and tinkers' tools.

*** - basic vehicles refer to carts, rowboats or simpler vehicles

**** - Literacy is a custom skill detailed here.

Money and Equipment

There is no coinage in Kadmeia or any of the nearby lands with which it trades. Payment for labor or services is often made in kind (in the form of shelter or sustenance, measured by weight, as a yearly stipend of wheat or barley, e.g.). When successful in paying a visit to powerful households, characters may also be presented with gifts - which most commonly come in the form of braziers and tripods, though occasionally other items and slaves.

Nevertheless, there is a metallic medium of exchange, though it is not minted in the form of coins. The metal may be present at sites of exchange in the form of ingots or scrap, or it may be virtual, because savvy merchants are aware of the metallic value of many goods (at least the ones they're interested in). Most prices are calculated in copper weight. Gold is not produced in ingot form, but is highly desirable nevertheless. Though barter and central distribution is common, markets exist in all large settlements, and ingots are widely distributed by kings, royal officials, and foreign merchants.

Bronze ingots, weights and scrap


The typical value of metals by weight is as follows:

Gold to Silver: between 1:2 and 1:4

Silver to Copper: between 1:100 and 1:200

Tin to Copper: between 1:6 and 1:8 (tin is quite rare, and necessary for the production of bronze).

Manufactured metal objects have a value equal to their weight (adjusting for the purity of the metal), but may be marked up because of the craftsmanship (which can add between 15 - 100% to its value depending on the local value of labor, the quality of the craftsmanship, etc.).

Standard measures

There is a more or less common system of measurement in Kadmeia and most neighboring kingdoms. It seems to have been introduced by merchants, and is not controlled (excepting incomplete and temporary attempts) by any individual potentate. The system is sexagesimal in nature.

60 obol = 1 drachma (called 'shekel' elsewhere)
60 drachmae/shekels = 1 mina
60 minae = 1 talent (also kakkaru)

A drachma weighs between eight and twelve grams. In the land of Myr, the drachma is roughly equivalent to a kedet, but the Myrians use a base 10 system (there are 10 kedet in a deben, the most basic unit used to measure rations of wheat or barley). 

Being bulk metals, copper and tin are sometimes fashioned into large "oxhide" ingots weighing 1 talent (slightly more than 30 kilos, or 70 pounds. 1 copper oxhide ingot, or talent, can be exchanged for roughly 210 lbs. of wheat at retail cost (assume roughly 300 lbs. wholesale). The weight of the ingots indicates that metallic exchanges usually take place when items are traded in bulk.

Basic food cost:

1 pound barley = 1 copper obol ( = 1/60 drachmae)*****. 
1 pound wheat = 2 copper obol
1 pound wheat flour = 4 obol
1 lb. wheat flatbread = 5 obol (1/12th drachma)
1 lb. onions = 5 obol 
1 lb. garlic = 7 obol
1 lb. grapes (in season): 10 obol
1 lb. olives (in season): 10 obol
1 lb. honey: 15 obol
1 lb. figs/dates: 20 obol
1 lb. cheese (feta) = 20 obol (1/3 drachma)
fish: 10 obol/lb.
spices (mint, coriander, cumin, thyme, fennel, saffron): 1 drachma/lb. and up
1 quart pitcher of wine = 40 obol (typically watered down. Wine flavored with honey or spices will cost more). 
1 quart amphora of olive oil = 40 obol

*****Note that unlike stipulated D&D consumption rates, a normal person eats roughly 4 pounds of food per day. This means that keeping body and soul together would cost a minimum of 4 obol, or 1/15 drachmae per day).

Containers:

Pottery amphorae are the most common types of containers. Assume a cost of 2 obol/lb. of weight if undecorated.

The standard oil or wine transport container, known as the transport stirrup jar, holds between 20 and 30 lbs. of liquid. It would thus have a value of roughly 20 drachmae.

Essences:

Frankincense: 1 drachma/lb.
Myrrh oil: 6 drachmae/lb.
Lotus: 1 mina/lb.
Poppy milk: 30 drachmae/lb.

Frankincense and myrrh may be required for abjuration (and other?) rituals. Lotus may stand in for sacrificial animals when performing divination rituals. Poppy milk will grant 1d4 temp HP for 1 hour, but the subject is considered Incapacitated during that time. 
Essences may be found in a priest's sacred chest.

Other items:

Pair of sandals: 10 drachmae 
Common clothes (kilt/tunic/cloak/ or dress/shawl/cloak/belt): 20 - 30 drachmae (priests and bards dress in more feminine fashions)
Roll of papyrus: 2 drachmae/ft. 
Cosmetics: 1 drachma/oz.
Kithara: 20 drachmae
Lyre: 30 drachmae and up (depending on material)
Pan flute: 5 drachmae
Drum: 7 drachmae
Jewelry: by weight and craftsmanship

For most items, assume a rough equivalence of 1 copper drachma = 1 sp, but divide the cost items valued in gold by 2.5 or 5, as seems appropriate. Needless to say, highly sophisticated objects like spyglasses are not available. The same may be said for iron implements. Iron is not unknown, but it is rare, and weapons fashioned from it may be considered exotic.

Weapons:

Most swords don't get bigger than short-sword size. A bronze short sword would cost in the neighborhood of 3 minae (180 drachmae), with additional costs incurred for fine craftsmanship.

Bronze dagger: 1 mina (plus craftsmanship).
Bronze spear: 1 mina
Bronze axe (as battle axe): 2 minae
Score of bronze-tipped arrows: 1 mina
Khepesh (hooked bronze sword, versatile, 1d8/1d10 damage, can be used to grapple or disarm opponent): 4 minae
Bronze sickle: 30 drachmae
Stone axe (as handaxe): 20 drachmae
Stone mace: 15 drachmae

Bronze weapons: damage as normal, but they either take double damage upon impact, or save vs. breakage at disadvantage. Stone weapons will either take triple damage upon impact, or automatically fail roll not to break (e.g. on a fumbled attack).

Sling: 20 obol
Self-bow (as short bow): 3 minae. Some may be built for strength, so add 1 mina for each point of strength modifier the bow allows to add to damage. Note that such augmented bows can't be used by weaker characters.

Armor: 

Padded surcoat (AC 11): 30 drachmae
Leather Cuirass (AC 11): 40 drachmae
Leather Lamellar ('Studded Leather') (AC 12): 3 minae
Bronze Lamellar (Scale) (AC 13): 7 minae
Bronze Cuirass (Breastplate) (AC 14): 12 minae
Bronze Splint ('Half-Plate) (AC 15): 20 minae

Large shield (tower, or figure-of-eight) (+2 AC): 40 drachmae
Small shield (+1 AC): 20 drachmae (tympanon - bronze shield = 3 minae and up).
Boar's tusk helm (+1 AC): 2 minae 

For armor complications, see the equivalent armor type in the PHB. For helm complications, see Lukomorye.

Mycenaean scale


Wages:

A typical laborer on a royal construction project, or a rower on a ship, receives 10 loaves of bread and one pitcher of wine. In drachma, that would amount to roughly two drachmae per day, though payments would be made as a monthly ration (1 mina/month). Soldiers, officials, and scribes receive more pay, perhaps 3 minae (or more). Note that in rich lands such as Myr, workers may receive significantly more rations while working on royal construction projects (perhaps 10 times the amount), but this presupposes dependents that must be taken care of.  

Livestock and people:

Chicken: 4 obol
Exotic bird: 1 drachma and up
Goat or sheep: 1 mina
Pig: 2 minae (1 drachma/lb.)
Hunting dog: 12 minae
Ass: 4 minae
Cow: 5 minae
Ox: 8 minae
Draft Horse: 25 minae
Palfrey: 40 minae
Chariot Horse: 100 and up

Note that affecting divination rituals typically involves sacrifices - chickens for 1st and 2nd level rituals, goats.sheep for 3-4th level rituals, oxen for higher level rituals. Alternatively, drugs may be consumed for the same effects.

Slaves: prices vary, but as a rule of thumb, 1 mina per point of Strength for field workers, etc., 1 mina per point of Charisma for concubines, one mina per point of Intelligence for instructor slaves (teachers, poets, etc.). 

Vehicles: 

Cart: 12 minae
Rowboat: 25 minae
Wagon: 20 minae 
Carriage: 50 minae
Chariot: 2 talents (100 lbs, may move at the same rate as horses if harnessed to two). If one person acts as the driver, the other can use missile/reach weapons. Chariot races: Vehicle check every round, difference in result = difference in feet between teams.

Trophies:

Bronze Tripod: per weight. Usually 1 mina/pound
Bronze Censer: per weight. Usually 1 mina/pound
Silver/gold bowls: by weight, +1d10 x 10% for craftsmanship

Prize tripod - perhaps a royal gift, or a chariot-racing trophy