Merchant Rogue Profession in Alcirya | World Anvil

Merchant Rogue

​Not all merchants are out-and-out thieves (despite the protestations of many cash-poor PCs to the contrary). Many, however, are rogues, and they exemplify the social nature of the thief class: they are 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 merchant-rogues are the focus of this kit. They may be found anywhere - at sea, in a desert caravan, or operating a small booth in a bazaar. ​

​Skill Progression:Move Silently: -5 percent, Hide in Shadows: -5 percent, Climb Walls: -5 percent, Read Languages: +5 percent

 
Role
Merchant-rogues 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 Alciryans assume that any merchant is little more than a rogue - not just members of this kit. That makes the life of a merchant-rogue much easier. After all, the public is not expecting fair and free trade, so why confuse them by acting in a totally honorable 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 merchant-rogues 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. If a powerful or wealthy patron quietly requests a special item, merchant-rogues may even engage in a little thievery themselves. As noted earlier, merchant-rogues 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 dibs on treasure. Indeed, for the merchant-rogue sufficiently protected by these brave souls, a great amount of wealth is waiting to be acquired. ​
 
Distinctive Appearance
None
 
Special Benefits
​A merchent rogue can “buy in bulk” at rock-bottom prices from other merchants. Merchant-rogues may buy any common item in 1,000-unit lots if the item’s price is listed in copper or silver pieces. If the price is listed in gold pieces, merchant-rogues can buy the item in 100-unit lots. After paying bargain prices, they sell the items to another merchant elsewhere (not in the same city) for the normal price. The merchant-rogues, of course, pocket the difference. Only items typically available in bulk can be bought and sold this way. For example, a merchant-rogue would not normally be able to purchase a hundred ships over the counter. The DM has final say on whether a given product is available in large amounts. Magical items and objects listed as “rare” or “unique” are never available in bulk. To receive this benefit, a merchant-rogue must oversee the entire “bulk buy” - from purchase to delivery. That kind of supervision may involve a long trip across dangerous terrain, which could be the basis for an adventure. A PC merchant-rogue might reduce expenditures by hiring fellow adventurers as mercenary guards.​
​The second special benefit of this kit is the ability to establish a self-sustaining business. For 5,000 gp, a merchant-rogue can set up a trading company that operates while he or she is away on other business or adventures. That amount pays for business space, stock, and an employee (often a relative or friend). The merchant-rogue may invest more money, as well as the money of allies. A merchant-rogue may only run one business at a time, however. If, for whatever reason, the value of that business drops below 2,000 gp, it folds, and all investments are lost. It takes a month to inaugurate a trading business. Each month thereafter, roll 1d10 and consult Table 4 to determine the results of that month’s business. Round up to the nearest gold piece. Merchant-rogues may withdraw any profit or investment money from their trading company as they see fit. It’s their prerogative as owners. (Other investors may wish to “look at the books” from time to time, however.) Money earned in this fashion may not be used toward experience. If an owner siphons off enough to reduce the business’s value below 2,000 gp, it folds, and all investments are lost.​  

Investments

Name
Investments
Rando Table
Roll the Dice
RollResult
1Result Disaster! The Hand of Fate is turned against you. Thirty percent of the money currently invested in the business is lost! We have no Fate but the Fate which we are given!
2Malady and poor business decisions made in your stead have hurt the firm! Twenty percent of the value of investments is lost!
3A slow season, nothing to panic about, but 10 percent of all money invested is lost.
4-5Business is as business always is, with a regular turnover of funds but little advancement. No money is lost this month, but no profits are gained. The faithful among your employees promise to redouble their efforts.
6-7Business is livelier. The funds invested in the company increase by 10 percent.
8-9Business is quite good. The funds invested in the company increase by 20 percent.
10Business is excellent! The gods smile upon your endeavor, and your goods are delivered into the hands of the needy at the exact moment that they are willing to pay for them! Money invested in the company increases by 30 percent! We have no Fate but the Fate which we are given!
Footnotes
 

​Once a year, the local government collects a tax for operating within the city or town. The tax covers all tariffs, fees for paperwork, permits, and the like. The amount normally equals 10 percent of net worth and is assessed at the start of the year. Draconian and corrupt governments may increase this to 20 percent, as do many Appollonian Governors who feel that a particular merchant-rogue has been less than forthcoming with an honest payment. Establishing and running a trading company is a background activity, which is not meant to overwhelm the high adventure of merchant-rogues. They can still discover new trade routes, bring back gems and rich fabrics, and bear tales of how bravely their employees have fought for them. The business makes such adventures possible; it doesn’t displace them. A merchant-rogue may hire a head clerk to run the trading company in his or her absence. (DMs may strongly suggest this to merchant-rogue PCs.) The head clerk is an NPC hireling who manages the business for a monthly fee (approx. 20 gp). A hireling who is mistreated or feels little loyalty may cheat on his or her boss, causing a -1 die modifier to the monthly roll for profits. The head clerk’s pay may be covered by the business or be paid directly by the merchant-rogue. As a general rule, most trading companies with a value of 10,000 gp or less are considered small. Those with a value around 100,000 gp are still modest. When a company’s assets have climbed to 500,000 gp or more, it is a mighty trading empire, and is accorded the attention of those of import.

 
Special Hindrances
​Merchant-rogues have no special hindrances, other than the trouble they can get into through poor business dealings. ​
Class
Thief
 
Attribute Requirements
None
 
Barred Beliefs
None
 
Race Requirement
​Members of any race may be merchant-rogues. In the relatively cosmopolitan cities, any race may sell to another without difficulty or even a second thought. Along the borders of the Wild Lands or the Sebaste, where barbarians make their homes, troubles may arise. ​
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
None
 
Recommended Weapon Proficiencies
Merchant-rogues may begin the campaign with a proficiency in any weapon available to thieves. ​
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
Haggling, Reading/Writing
   
Equipment
​On a personal level, 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. Specialty items, such as works of art or magic with specific histories, are highly valued. ​
 
Wealth Options
Merchant-rogues begin with 3d6 x 10 gp each. 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). ​
 
Homeland Terrain
None
 
Economic System
​None​

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