Difference between revisions of "Merchant's Maze"
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'''Secrets''': Every merchant has his trade secrets, but the Maze as a whole has few secrets. | '''Secrets''': Every merchant has his trade secrets, but the Maze as a whole has few secrets. | ||
− | '''Class Notes''': The Maze favors the Expert NPC class and the | + | '''Class Notes''': The Maze favors the Expert NPC class and the bard, rogue, and [[Prodigy (D&D class)|prodigy]] classes. |
'''Type''': Business. | '''Type''': Business. | ||
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|| Successful trade expedition ||| +2 | || Successful trade expedition ||| +2 | ||
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− | || Thwart | + | || Thwart pirates or bandits ||| +1 |
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|colspan=2|'''Penalties'''||| 2 | |colspan=2|'''Penalties'''||| 2 |
Revision as of 23:44, 24 February 2008
'The Maze is both a market and a hiding-place. Saval Dorn, Trader
The merchants of the Trade District of Sasserine have no formal organization. But everyone who is anyone in the district knows each other, and power is very much a matter of connections and clients, forming an intricate maze of relationships that mirrors the canals of the district and can be just as hard for an outsider to navigate.
Symbol: No formal symbol. Informally, a knotted web of tangled blue yarn is used, often as a decoration on signposts, carts, boats or even clothing.
Background, Goals, and Dreams: Everyone in Merchant's District is out to make a profit.
Enemies and Allies: In many ways, the members of the Maze are each other's worst competition. But when the interests of the district or the city of Sasserine's interests are threatened, they are quick to shelve internal differences for the common good. External enemies include pirates and the machinations of the Scarlet Brotherhood.
Secrets: Every merchant has his trade secrets, but the Maze as a whole has few secrets.
Class Notes: The Maze favors the Expert NPC class and the bard, rogue, and prodigy classes.
Type: Business.
Scale: 7 City and outliers
Capital: 8 (Gp limit 14,400, Assets 100,800 gp)
Affiliation Score Criteria: The Maze values networking skills, a nose for business, and profit.
Advancement
Criterion | Affiliation Score Modifier | |
Effective character level. | +1/2 levels | |
Acquired | 5 | |
5 ranks in Bluff | +1 | |
10 ranks in Bluff | +1 | |
5 ranks in Profession (Sailor) | +1 | |
5 ranks in Appraise | +1 | |
5 ranks in Gather Information | +1 | |
Work | 2 | |
Making a living through trade | +1 | |
Per 14,400 gp invested in a business | +1 | |
Adventure | 3 | |
Establish contacts in another town or city | +1 | |
Successful trade expedition | +2 | |
Thwart pirates or bandits | +1 | |
Penalties | 2 | |
Fail to live up to contract | -4 | |
Caught selling shoddy goods | -2 | |
Caught using violence in competition | -4 |
Titles, Benefits, and Duties: Advancement in The Maze brings increased trust and mercantile contacts.
Benefits
Affiliation Score | Title: Benefits and Duties |
3 or lower | Visitor: Can do business in Merchant District. |
4-10 | Hawker: Trusted member of the community. 3/4 price on commodities and when buying 10 or more of the same non-magical item. |
11-20 | Tradesman: Established dealer. Can take out credit of 100 gp per point of affiliation score at an interest of 100 gp per full month; loan defaults when limit is exceeded. |
21-29 | Merchant: 3/4 price on all items bought. Can invest money at an interest rate of 10% per full month. Maximum investment is equal to the affiliation assets. If your affiliation rank falls below Merchant, the entire investment is lost. |
30 or higher | Merchant Prince: Can take out credit of 1,000 gp per point of affiliation score at an interest of 500 gp. per full month; loan defaults when limit is exceeded. |
Executive Powers: Mint, Research, Trade.