Advanced Occupation: Merchant 

 
 

Description: 

How to play: 

Suggested Trappings:

Requirements: You must spend 300 crowns to set yourself up in business. If you maintain an in game “shop” or stall this is reduced by 100 Crowns, and if you are member of the Shadow Guild by another 100.

Income: 30 Crowns (paid at check in) You should also be able to turn a fair profit by buying and selling items to players. Refer to the Buy/Sell Guide to see how much items cost.

Skills:

Commerce - You know how much things are worth, and can read flags marked “Commerce” which may reveal the value of various items, and perhaps a little about their history or origin.


Buy/Sell (100 Crowns) - Even in peaceful times, Mystwood is a remote area with few opportunities for commerce. Only the hardiest of peddlers and merchants will brave the treacherous roads through the forest, and without a good knowledge of when and where goods are likely to be available at a reasonable price, or buyers with actual coin to spend. To use this skill, place a list of items you want to buy or sell and the coin to do so in your player envelope at the end of an event. The maximum amount you can spend is (X). The price list is can be found in the library, and may vary from time to time depending on season and current events.


News and Rumors - You receive a general write up of what is going on in Eastmarch at the start of each event, with a few extra rumors thrown in that may or may not be true.


Retainers (2) - A number (X) of loyal servants and retainers may wear your colors, gaining the “Livery” skill. If they already had the skill from their occupation this does not add any benefit.


Patronage (1) - Once per year you can sponsor (X) number of people into an advanced occupation, such as Philosopher, or Master Surgeon. This represents you using your influence and wealth to enable them to purse their studies rather than having to work for survival.


Any Craft skill (2 points)