Trade Goods

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The Wilderlands of Absalom

Merchants and Mule Trains (Trade Goods and XP)[edit]

No one seems to be that into a game of Merchants and Mule Trains, so here is what I propose. All trade goods you bring into civilization grants you XP equal to the base cost, but no gold value until it sells, regardless if you sell it at a profit or loss. If you sell it at a *profit* Brinas, your Venturer factor, gets the overage as XP. *Or* you can consider it automatically sold at a price equal to the base value times .50%.

Either way you get XP equal to the base price and you can decide at any point if you want to sell it (essentially, liquidate it at 50% profit) or try to play the market. You guys have the storage space in Junction, so unless you're hard up for cash it should be something you can store and wait for it to sell, or maybe even try exporting once/if you ever open up new trade routes.

Herbs, Common[edit]

These are plants found without undue difficulty that typically see either medicinal or alchemical use. As a general rule only a specific part of the plant is used, and there is also usually a limited time frame to harvest the specific part. For instance, one plant might be valued for its flower petals, which are only in bloom one month out of the year. Once picked the herbs must be sold within a month or properly treated by someone with the Alchemy proficiency. This treatment requires the use of a lab worth a minimum of 500 gold. It takes 2d2+1 man hours to properly harvest one hundred sq. ft of herbs, with a minimum of one hour spent. 1 load=2 bags, 1 load=10 stone, base price of 175 gp.

  • Bloodroot - Bloodroot is an herb found in shaded temperate forests. Every hundred square feet of bloodroot can be harvested for five stones worth of dye and one stones worth of herbs, common. Note that harvesting for dyes means uprooting the plants. In order to have a self-sustaining patch you must harvest no more than half available plants.

Building Lumber[edit]

Building grade lumber is a category between common -- wood suitable for firewood, axehandles, railings and so forth -- and rare -- wood suitable for cabinetry and furniture or luxurious paneled rooms. Building lumber is in between the two; long lengths suitable for joists and rafters, thick planks for flooring and framing and straight grained, knot-free boles suitable for riving into shingles, siding or boat planking. A load of building lumber weighs 100 stone and has a base price of 125 gold.

Building Stone[edit]

Building stones are roughly modular in size and weight, appropriate for using as flagstones, structural stones, slate shingles and so forth. A load of building stones weighs 300 stone and has a base price of 125 gold.

Geegaws[edit]

Geegaw. 1 load = 2 bags, encumbrance per load = 10 stone, base price 50 gp (see below). A load of geegaws consists of brightly colored glass beads, shells, polished rocks, flavored toothpicks, jumping beans and the like. Such goods are typically only desired by primitive or remote peoples, and are often not sold but exchanged for value of goods equal to the base price. In addition, upon spreading out a blanket and presenting the geegaws in an attractive fashion the DM will immediately make another reaction roll if the initial result was Indifferent or worse. If the new result, however, is Unfriendly, the other party is deeply offended and will likely attack. One load is enough to satisfy the curiosity of a Class VI village (with each additional category requiring an additional load), and for every load added past the minimum required add +1 to the reaction roll.


Coal[edit]

Coal is a mineral trade good worth a base of 75 gold per stone of weight. This puts it at a rough equivalence to gold ore at 50% purity (see ACKS mining). It can be mined at a rate of 50 stone per week per miner tree (one master miner, two journeymen, four apprentices and ten unskilled laborers). Coal does not need to be refined. It has the following uses:

  • When used to run a smelter it increases the efficiency of the smelter by the following: small smelter x 100%, medium smelter 50% and a large smelter by 25%. In addition, it increases the yield of the smelter by 10% (to a maximum of 100%). It takes five stone of coal to run a small smelter for one week, twenty stone of coal to run a medium smelter and eighty stone of coal to run a large smelter.
  • If used by a blacksmith, armorer or similar they have their output increased by 50% per month. A smithy will go through one stone of coal a week. In addition, the smith can produce the rare alloys needed to create masterwork or magical items.
  • If used in an alchemists lab coal adds a +1 to any magical research throw that requires a reagent or consumable material. At least 1/6 stone per 250 gp of the project must be used to gain the bonus.