campaign_systems_kingdombuilding:merchant-house
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campaign_systems_kingdombuilding:merchant-house [2023/07/04 11:57] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:merchant-house [2023/07/04 11:57] (current) – ↷ Page moved from campaign_systems2:merchant-house to campaign_systems_kingdombuilding:merchant-house johnb | ||
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+ | ====== Merchant Houses ====== | ||
+ | |||
+ | ===== Overview ===== | ||
+ | |||
+ | |||
+ | Merchant Houses are the lifeblood of the land. If strongholds represent the bones that allows a community or nation to grow – Merchant Houses are the blood that circulates goods and ideas between them. Merchant houses enable trade, they are the outlet for the goods a community produces, enable transportation for one area to another and bring in the items a town needs to develop - as well delivering a few foreign luxuries. | ||
+ | |||
+ | Merchant houses start small - perhaps just a ++single serai, mule train|(or a Jetty with fishing boat)++ | ||
+ | |||
+ | As a merchant house grows, it develops a network of trade links, and their specialist stores | ||
+ | Don't forget that a wealthy merchant may well buy homes in all the places they trade, and they probably have at least one Noble or Aristocratic quality house somewhere. | ||
+ | |||
+ | |||
+ | ==== Progression ==== | ||
+ | |||
+ | Merchant Houses | ||
+ | |||
+ | From starting out small, in a single village or small town, a merchant can grow to become a Merchant Prince - with homes and businesses that fall into three or four jurisdictions. | ||
+ | |||
+ | ==== Advantages ==== | ||
+ | |||
+ | Merchant Houses have three big advantages that most other business don't have. | ||
+ | * **Special Economy** - all the Ships, Boats, Trade Trains and Caravans are listed as special economy. | ||
+ | * **Merchant Bases** - If you establish a merchant base (a specific collection of land based developments) | ||
+ | * **Trade Routes** - there are always established trade routes in a world - Roads and Rivers that allow trade between different parts of the world. | ||
+ | |||
+ | ------ | ||
+ | |||
+ | ===== Merchant Bases ===== | ||
+ | |||
+ | A merchants base in a settlement is what sets them apart from simple traders - even the smallest merchant has some measure of control of the goods that arrive in the settlement, and some way of selling the goods to the locals. | ||
+ | |||
+ | * **NOTE 1**: These are minimum requirements, | ||
+ | * **NOTE 2**: If you want to expand your business in a settlement, see the multiple bases section below. | ||
+ | |||
+ | * __**Local Base:**__ | ||
+ | * **Minimum Requirements are** | ||
+ | * Can be built in any size settlement. | ||
+ | * //All//: Shop | ||
+ | * //Land//: A Serai, Mule Train. | ||
+ | * // | ||
+ | * // | ||
+ | |||
+ | * __**Town Base**__ | ||
+ | * **Minimum Requirements are** | ||
+ | * Town, City or Metropolis | ||
+ | * //All//: Shipping Office, Warehouse and one of a Shop, Merchant Store or Local Market. | ||
+ | * // | ||
+ | * // | ||
+ | * // | ||
+ | |||
+ | * __**City Base**__ | ||
+ | * **Minimum Requirements are** | ||
+ | * City or Metropolis (not a town or a village) | ||
+ | * //All//: Shipping Office, Large Warehouse and either a Luxury Store or Regional Market. | ||
+ | * // | ||
+ | * //Water//: Wharf, at least one Trade or Merchant ship (Keeler, Wherry or Sailing Barge). | ||
+ | * // | ||
+ | |||
+ | * __**Waterfront**__ | ||
+ | * **Minimum Requirements are** | ||
+ | * Metropolis (not a city, town or a village) | ||
+ | * //All//: Shipping Office, 2x Large Warehouse and either a Shopping Court or Great Market. | ||
+ | * // | ||
+ | * // | ||
+ | |||
+ | |||
+ | |||
+ | ==== Multiple Bases ==== | ||
+ | |||
+ | In some settlements you may have two merchant bases, however you must build a Cross Shipping Office to coordinate activities between the merchant bases first. | ||
+ | |||
+ | There is a limit to the number of each type of building that can be built in a city. For merchant bases, the limiting factor will (most likely) be Shipping Offices. | ||
+ | * Town: 1x Town Base and 1x Local Base | ||
+ | * City: 1x City Base and 1x Town Base | ||
+ | * Metropolis: | ||
+ | |||
+ | ===== Trade Routes====== | ||
+ | |||
+ | Trade route link different provinces or states together. | ||
+ | |||
+ | * Minor trade routes allow for a bit of trade between areas. Fishing Boats or Mule Trains carry a few small items, often speciality items, | ||
+ | * Lesser Trade Routes are a step up - Ox Trains and Shallops move more goods around between towns in different regions. | ||
+ | * A Greater Trade Route is a step up again - as large vessels and caravans conduct trade between two cities. | ||
+ | * A Major Trade Route is very rare. This long distance route links metropolis to metropolis - and is huge boost to the merchant who can construct one. | ||
+ | |||
+ | The benefits and restrictions associated with different types of Regional Trade Route are listed below. | ||
+ | |||
+ | ^ Route^Special Economy^Consumption^Min Settlement^Base^Transport| | ||
+ | |Minor| | ||
+ | |Lesser| | ||
+ | |Greater| | ||
+ | |Major| | ||
+ | |||
+ | | ||
+ | To gain the benefits listed a trade route must meet the minimum criteria listed under Settlement, Base and Transport at each end of the Trade Route. | ||
+ | |||
+ | **Note: | ||
+ | DELEM established a Trade Route between Restov and Newgate - Restov and Newgate get the benefits. | ||
+ | If V&A construct a local base in Jovvox and trade with Tusk - Tusk get the Minor Trade Route bonus. | ||
+ | | ||
+ | ++++Potential Destinations in the Stolen Lands game| | ||
+ | |||
+ | ^Name^Size^ | ||
+ | | || | ||
+ | |**Directly accessible from Tusk** | ||
+ | |Restov | ||
+ | |Mivon (Water)|Large City| | ||
+ | |Fort Drelev (?)|Small Town | | ||
+ | |Jovvox (Water)|Small Town| | ||
+ | |Varnhold (Land)|Small Town| | ||
+ | |**Others** | ||
+ | |New Stetven|Metropolis| | ||
+ | |Port Ice|Large City| | ||
+ | |Skywatch|Small City| | ||
+ | |Grayhaven|Small City| | ||
+ | |Winterbreak|Small City| | ||
+ | |Highdelve|Large Town| | ||
+ | |Silverhall|Large town| | ||
+ | |Stoneclimb|Large Town | | ||
+ | |Eagle' | ||
+ | |Brunderton|Small Town| | ||
+ | |Pitax|Small City| | ||
+ | |||
+ | |||
+ | ++++ | ||
+ | | ||
+ | | ||
+ | |||
+ | |||
+ | |||
+ | ++++Note| | ||
+ | |||
+ | * Fishing Boats and Mule-Trains have a range of 5 hex | ||
+ | * Shallop and Ox-Trains have a range of 10 Hex | ||
+ | * Caravans, Keelboats, Riverboats and Sailing barges have an unlimited range. | ||
+ | | ||
+ | ++++ | ||
+ | |||
+ | |||
+ | ===== Development Details ===== | ||
+ | ==== Standard Developments ==== | ||
+ | |||
+ | These developments work in the same way as any other business developments - you need the permission of the land owner to build them. However, they are the the developments that allow you to make use of the Tax Free developments described below. | ||
+ | |||
+ | ^Name^Cost BP^Spec^Econ^Loy^Stab^Def^Notes| | ||
+ | |Shop|1|0|1|0|0|0|Somewhere to sell your goods| | ||
+ | |Shipping Office (★★★)|1.5|0|1|0|0|0|A home for you and an office for your business Note | | ||
+ | |Cross Shipping Office|1|0|1|0|0|0|manages trade between Merchant Bases in the same settlement| | ||
+ | |Jetty|1|0|1|0|0|0|A Jetty can support up to 6bp worth of vessels up to 30 feet in length.| | ||
+ | |Serai (★)|1|0|1|0|0|0|A Serai can support up to 5bp worth of Mule or Ox Trains| | ||
+ | |Warehouse|1|0|1|0|0|0|| | ||
+ | |Merchant Store {★★★}|1.5|0|1|0|0|0|Starting to employ a sales specialist| | ||
+ | |Caravanserai (★)|2|0|2|0|0|0|A Caravanserai can support up to 11bp worth of Mule Trains and caravans| | ||
+ | |Wharf|2|0|2|0|0|0|A wharf can support up to 13bp worth of vessels (any size)| | ||
+ | |Warehouse {Large}|2|0|2|0|0|0|| | ||
+ | |Luxury Store {★★★}|3.5|1|2|0|0|0|Introduce luxury Items to your City| | ||
+ | |Quayside|5|0|4|1|1|0|A quay side, complete with a wharf and a jetty. It can support up to 25bp worth of vessels (19 of any size, 6 small vessels)| | ||
+ | |Shopping Court {★★★}|6.5|2|3|1|1|0|The height of luxury Shopping| | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==== Special Developments ==== | ||
+ | |||
+ | Most Mule trains, Vessels and Caravans do not count against a settlement' | ||
+ | |||
+ | ^**Classification**^**Name**^**Cost**^**Spec**^**Defence**| Notes | | ||
+ | ^Merchant^Land based||||| | ||
+ | |Merchant|Mule Train (M) | 1 | 1 | 0 | | | ||
+ | |Merchant|Ox Train (M) | 2 | 2 | 0 | | | ||
+ | |Merchant|Trade Caravan (M) | 3 | 3 | 0 | | | ||
+ | |Merchant|Armed Caravan (M) | 4 | 3 | 1 | As they affect settlement size, you must have permission from the landowner to base Armed Caravans at a Serai| | ||
+ | ^Merchant^Water Based ||||| | ||
+ | |Merchant|Fishing Boats (M) | 1 | 1 | 0 | | | ||
+ | |Merchant|Shallop (M) | 2 | 2 | 0 | | | ||
+ | |Merchant|Keeler (M) | 3 | 3 | 0 | | | ||
+ | |Merchant|Armed Keeler (M) | 3 | 2 | 1 | As they affect settlement size, you must have permission from the landowner to base Armed vessels at a wharf | | ||
+ | |Merchant|River Wherry (M) | 4 | 4 | 0 | | | ||
+ | |Merchant|Armed Wherry (M) | 4 | 3 | 1 | As they affect settlement size, you must have permission from the landowner to base Armed vessels at a wharf | | ||
+ | |Merchant|Sailing Barge (M) | 5 | 5 | 0 | | | ||
+ | |Merchant|Armed Barge (M) | 5 | 4 | 1 |As they affect settlement size, you must have permission from the landowner to base Armed vessels at a wharf | | ||
+ | |Merchant|Secure Barge (M) | 5 | 3 | 2 | As they affect settlement size, you must have permission from the landowner to base Armed vessels at a wharf| | ||
+ | |||
+ | * **(M)** = Mobile. | ||
+ | * **NOTE: ** These defence points refer only to the vessel, they cannot help to defend o settlement, BUT they count towards noble titles. | ||
+ | |||
+ | ==== Armed Traders ==== | ||
+ | |||
+ | Every trade train, caravan or vessel is capable of defending itself to some extent – while most of its team/crew are Experts or Commoners, there are one or two warriors to look after security. That is enough to scare off casual bandits, but not enough to protect it from a band of marauding Orcs or Pirates determined to steal the cargo. | ||
+ | |||
+ | However, some larger caravans and vessels are better protected, and many more trained warriors to their team/crew (rather than Commoners). | ||
+ | |||
+ | **NOTES: | ||
+ | |||
+ | * Armed merchant vessels/ | ||
+ | * Armed vessels/ | ||
+ | * Armed vessels and Caravan are restricted to those PCs who have permission to control troops. | ||
+ | * These defence point DO count towards the owner' | ||
+ | |||
+ | |||
+ | ==== Descriptions ==== | ||
+ | |||
+ | Descriptions might vary slightly from buildings in other sections of the rules. | ||
+ | |||
+ | ^**Name**^**Description**| | ||
+ | |Shipping Office (★★★)| An officefor your business, with an Apartment for your comfort. | ||
+ | |Cross Shipping Office (★★★)|Manages trade between Merchant Bases in the same settlement, with an Apartment for your comfort. | | ||
+ | |Jetty| A Jetty is used for loading and unloading small vessels and can support up to 6bp worth of Fishing Boats or other [[pathfinder: | ||
+ | |Serai (★) | A Serai consists of storage rooms and animal pens. Merchants, their staff and travellers are allowed to sleep in the storage rooms, but no bedding is supplied. | ||
+ | |Warehouse | Storage space with a small office. | ||
+ | |Shop | Normally a general purpose store, selling a bit of everything. | ||
+ | | Merchant Store | This type of merchant specialises in the bulk supply of commodities. Some might be specialists, | ||
+ | |Caravanserai (★) | A Caravanserai consists of storage areas (large and small) and animal pens. Merchants, their staff and travellers are allowed to sleep in the storage areas, but no bedding is supplied. | ||
+ | |Wharf | A Wharf is used for loading and unloading boats and ships and can support up to 13bp worth of [[pathfinder: | ||
+ | |Warehouse {Large}| Large storage space with a small office. | | ||
+ | |Quayside| A quayside dedicated to loading and unloading your ships. | ||
+ | |Luxury Store | A single store selling a small range Furs, jewellery, courtiers' | ||
+ | |Shopping Court| A collection of high quality shops selling | ||
+ | |||
+ | ^ **Name** ^ **Description** | | ||
+ | ^ <color # | ||
+ | |Fishing Boats (M) |A pair of small fishing vessels that can also carry small amounts of cargo. | ||
+ | |Mule Train (M) |Pack Mules, a leader, a couple of guards and an animal handler or two. Requires a Serai or Caravansarai (Mobile). Good for trading over about 5 hexes.| | ||
+ | |OxTrain (M) |Pack Oxen, a leader, guards and animal handlers. | ||
+ | |Caravan (M) |Horse drawn wagons with teamsters, guards and a caravan master. Requires a Caravansarai (Mobile) Good for trading over long trade routes.| | ||
+ | |Shallop (M) |A simple vessel with an open hold that can be used for fishing or trade - but isn't much good for passengers. Requires a Jetty or Wharf (Mobile) Good for trading over about 10 hexes.| | ||
+ | |Keeler (M) |Versatile vessels with enclosed holds, deck cargo space and a cabin for passengers - Keelers are the workhorses of the Sellen. Requires a Wharf (Mobile) Good for trading over long trade routes.| | ||
+ | |River Wherry (M) |Versatile vessels with enclosed holds, deck cargo space and a cabin for passengers. One of the fastest vessels on the Sellen. | ||
+ | |Sailing Barge (M) | Larger | ||
+ | |||
+ | |||
+ | **(M)** = Mobile. | ||
+ | |||
+ | |||