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Cabal of Mercantilism
Area Name: The Caravan Stop
Item: The Platinum Ledgers
Restrictions: any alignment, any class, any race.
Powers:
1) Activate Gate: -a merchant of the Mercantilism Cabal can pay a fee to the gatekeepers, in the major settlements the cabal has established a gate, to have a single person gated to another city with the gate.
-only major settlements may have a gate, and a gate can be shut down if not up kept via a yearly cabal charge.
-cost of the gate is based on how many adventures(players) call the settlement their hometown.
-setting up a gate has a cost and there is a yearly cost of upkeep based on the amount of use the gate sees.
-settlements are payed their upkeep based on amount starting with the largest sum owed to the smallest and any unpaid costs sees the gate taken down.
-local populations (mobs) have free access to the gate but those of the cabal must pay a fee to send someone through equivalent to the person’s level times a hundred copper.
2) Enhanced Haggle: -better at bartering, trading, buying and selling. Dependant on both inspect goods and haggle current ability.
3) Alarm Cry: -settlement guards realize the value of a skilled merchant and will run protect such a valuable commodity when they are in the settlement. Merchant is required to pay for the cost of their protection.
-only functions in settlements that have a gate.
-there is an immediate cost which the merchant must be able to pay from ready funds otherwise no guards will show up.
-any guards that die in the defence of the merchant adds to the upkeep fee at the end of the year the Cabal must pay.
4) Commodity Specialization: -a member of the Mercantile Cabal can pick a specific type of commodity that he will be able to have enhanced by the artisans of the Caravan Stop.
-only very specific types can be specialized in: pills, potions, herbs, food, wands, torso armour(around body, waist, on body), jewelry(rings, neck-ware), legs( boots, leggings), head gear(face and head), specialized gear(race specific armour),exotic weapons, staves and spears, whips and flails, polearms, axes, blades(daggers and swords), maces, etcetera.
-not ALWAYS successful in improving items, can even end up destroying them, depends on Cabal members skill in this and how much he has in his Cabal bank account.
-the member’s cabal account will be drained accordingly for the results of the alteration.
5) Bank Of Mercantilism: -private accounts earn interest but must pay a percentage into the larger cabal account.
-cabal account drained yearly for maintenance of gates and willingness of settlements to allow their guards to serve.
-commodity alteration dependant on current account standing(more money in account the more the Artisans feel driven to help improve an item)
6) Relocating the Stop: -only the Cabal leader can do this and it allows him to move the caravan to any wilderness location near a city or village.
-the cost of movement will be deducted from the cabal account so moving the Stop best be done with that in mind.
Other stuff:
___To tie in with this I think it would be a good idea to make an economic change to allow players of any level to purchase things. Of course there would be a prohibition via a cost elevation possibly like: (standard cost of item)+(standard cost of item)*(level of item/100). Cost elevation only applies if you are lower level than the item you want to purchase.
___Also since some Dwarves can smithy, I think giving Gnomes gem cutting or something similar would help a lot. There are a lot of gems out there. Add to that maybe a jeweler type skill for someone would be nice. Maybe Fela could be leatherworkers or weavers, since Blackhawk’s composition seems to support this.
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