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Merchant


Not all Merchants are out-and-out thieves (despite the protestations of many cash-poor people to the contrary). Many, however, are rogues, friendly, willing to do business, and try not to steal too much from their targets (after all, poor targets don't have that much to steal the next time). Such Merchants are the focus of this discipline. They may be found anywhere - at sea, in a desert caravan, or operating a booth in a bazaar.

Role: Merchants tread a fine line between honest trade and swindling, and their definition of both is quite loose. Ultimately, however, trade is their lifeblood, not outright theft. Success in the marketplace may cover up a multitude of smaller sins, but if those sins get out of hand, they stifle the very trade that makes them possible. Merchants are as honest as they have to be; if they obviously cheat their customers and fellow businessmen, they'll soon have no trade left. Further, the forces of law and order tend to frown on wholesale gouging, the diluting of goods, and cheating the public. Therefore, such manners are to be avoided (except, of course, when a really juicy profit can be made).

Most Zakharans assume that any Merchant is little more than a rogue. That makes the life of a Merchant much easier. After all, the public is not expecting fair and free trade, so why confuse them by acting in a totally honourable manner? Haggling is also expected in the marketplace, and the buyer should always seek to be as informed as possible before approaching the stall. No Merchant in his or her right mind would negate a sale by telling the outright truth about a product. The motto of many Merchants is this: "It's legitimate as long you don't get caught." They have few qualms about dealing in stolen (or, rather, "previously owned") merchandise, provided the original owners cannot trace the sale.

Merchants are not confined to the marketplace or even a settlement. While there are good profits to be made in sales, there are even better fortunes to be made in the company of brave adventurers who slay monsters and have first pick on treasure. Indeed, for the Merchant sufficiently protected by these brave souls, a great amount of wealth is waiting to be acquired. And a few camels on the side can bring immense profits as adventurers quest for fabled cities in the sands.

Equipment: In a world where many of the other disciplines encourage poverty, frugality, or asceticism, Merchants are very conspicuous consumers. On a personal circle, they flaunt their wealth with rich robes, gem-studded rings, and homes that stretch their funds to the limit. In business, they strive to boast the finest ships, the best camels, the most trusted mercenaries, and the greatest profits. Speciality items, such as works of art or magic with specific histories, are highly valued. Any gold not spent initially may later be expended on ostentatious displays, invested in items of higher quality, or be lent to the less fortunate (at reasonable rates).

Important Attributes: Charisma and Toughness

Restrictions: Members of any race may be Merchants. In the relatively cosmopolitan cities, any race may sell to another without difficulty or even a second thought. Along the borders of the Land of Fate, where barbarians make their homes, troubles may arise. While on a trek to the dwarven barbarian nation, the elvish Merchant and sometimes poet Cheykr Al-Ballalit learned this very lesson. The expedition is colourfully described in Al-Ballalit's poem "In Praise of Long Limbs: Escaping from the Short Barbarians."

Karma Ritual: The Merchant imagines his most valuable commodity. He then imagines selling it to a fantastically wealthy patron. Speaking his part of the dialogue, he tries to sell his treasure to the patron, who is initially unwilling. Gradually, the Merchant becomes more convincing, until the sale is finally closed and the Merchant receives a fantastic sum in payment, whereupon the ritual ends.

Artisan Skills: Leather working, embroidery

FIRST CIRCLE
Talents
  • Avoid Blow (D)
  • Evaluate (AQ) (D)
  • Haggle (D)
  • Karma Ritual
  • Melee Weapons
  • Rumour Mill
SECOND CIRCLE
Talents
  • Business (AQ) (D)
  • Durability (6/4)
  • Trick Riding
THIRD CIRCLE
Talents
  • First Impression (D)
  • Item History
FOURTH CIRCLE

Social Defence: The Merchant's Social Defence is increased by one.

Talents
  • Speak Language (D)
  • Thread Weaving (D)
FIFTH CIRCLE

Karma: The Merchant may spend Karma on any action using Charisma only.

Talents
  • Trading (AQ) (D)
  • Weapon History
SIXTH CIRCLE

Only For You, My Friend: The Merchant can make an Evaluate roll against the target's Social Defence. If this is successful, he can determine the patron's taste, and find a piece of merchandise with a value equal to ten times the targets circle squared, that the target will be willing to pay double the normal price for, and which would increase his attitude by one step if given as a gift. What type of item this is depends on the buyers personality.

Talents
  • Sure mount
  • Survival (AQ) (D)
SEVENTH CIRCLE

Karma: The Merchant may spend a Karma point on any roll involving Perception only.

Talents
  • Fence (AQ)
  • Swimming (AQ) (D)
EIGHTH CIRCLE

An Offer You Can't Refuse: The Merchant can, by making a Haggle roll against the target's Social Defence, make another willing to sell something he ordinarily would never sell. An average success is required for everyday items. A favoured item requires a good success. A valuable or exceptional item (such as a magic potion or favourite weapon) requires an excellent success, while a heirloom or thread item requires an extraordinary success. The base price for such an item will still be 50% higher than normal, but Haggling can be used to reduce this price further. This ability only works when socially appropriate.

Talents
  • Slough Blame (EDC) (D)
  • Taunt
NINTH CIRCLE

Social Defence: Increase the Merchant's Social Defence by 1.

Spell Defence: Increase the Merchant's Spell Defence by 1.

Talents
  • Administration (AQ) (D)
  • Disguise
  • Read And Write Language
TENTH CIRCLE

Physical Defence: Increase the Merchant's Physical Defence by 2.

Talents
  • Detect Falsehood (EDC)
  • Detect Weapon (D)
ELEVENTH CIRCLE

Karma: The Merchant may spend Karma on any action involving Willpower or Toughness only.

Talents
  • Gold Sense (EDC)
  • Surprise Strike (D)
TWELFTH CIRCLE

Social Defence: Increase the Merchant's Social Defence by two.

Talents
  • Genie Binding
  • Multi-Tongue (D)
THIRTEENTH CIRCLE

Karma: The Merchant may spend Karma on any action taken to escape or survive when he is within 20 points of going unconscious.

Recovery Tests: The Merchant gains one additional Recovery Test per day.

Talents
  • Perceive Station (AQ)
  • Sprint
FOURTEENTH CIRCLE

Karma: The merchant may spend Karma on any action involving a Charisma-based skill or talent.

Talents
  • Bardic Voice (EDC)
  • Spirit Talk
FIFTEENTH CIRCLE

Spell Defence: Increase the Merchant's Spell Defence by one.

Physical Defence: Increase the Merchant's Physical Defence by one.

Talents
  • Astral Pocket
  • Missile Twister

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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.