Trade Goods

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The Wilderlands of Absalom

Merchants and Mule Trains (Trade Goods and XP)

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

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

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 50 stone and has a base price of 125 gold.

Building Stone

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 200 stone and has a base price of 125 gold.