Mercantile Rules
Making trade deals requires connections in ports and trade officials, money for appropriate bribes, and understanding where goods in certain locations are easily purchased and sold for profit.
Example: Pennie arrives in Ithan with 2 crates of pottery. Base price for pottery is 200 gp. She picked the pottery up in the Imperial port for 140 gold. Her Ithan contact is very friendly with Pennie and gives her a +3. Ithan gives her a +3 for demand. She rolls 3D6 and gets a 7. She adds 6 and gets 13. So she can sell the pottery for 260 gp for a profit of 120gp before she splits the shares. Not quite the profitable trip she hoped for.
Fees
Fees will be listed on the page for the port.
- Find and make connections in ports. Connections can provide information about the markets in various locations. They may also be interested in buying or selling goods. You can also increase the contact's influence for the local market and decrease purchase price and increase selling price.
- Identify the base price for the goods.
- Determine supply and demand at the port.
- Roll 3d6. Add or subtract supply and demand for the good and any Connection influence.
- Use the total to determine the price using the table below.
- Remove port fees and other deductibles.
- Split the rest into shares.
- Profit (hopefully)
Roll | % |
---|---|
3 | 30 |
4 | 40 |
5 | 50 |
6 | 60 |
7 | 70 |
8 | 80 |
9 | 90 |
10 | No change |
11 | 110 |
12 | 120 |
13 | 130 |
14 | 140 |
15 | 150 |
16 | 160 |
17 | 180 |
18 | 200 |
19 | 300 |
20 | 400 |
- Port fees range 10-20 gp depending on the facilities.
- Moorage - 1gp per day in port.
- Dock workers - 3-5 silver per worker per load. Min two workers.
- Customs officials may need monetary incentive to ignore certain contraband
- Port Agents: Contacts who help arrange selling and buying goods. Expect to make 2D10+5 % from the profit.
- Ship and crew expect 20% of the profit.
- Guild expects 30% - non-negotiable
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