The Merchants Guild
HE
Merchants Guild is concerned with the export and import of
goods and raw materials, sales and transportation, rather than with
production. Most members sell from stalls in the bazaar or work
behind the scenes moving large quantities of products to and from
Sarbreenar. It is these people who make the wealth of the city.
The Head of this guild chairs the Council of Ten,
a circle of guild members which decides business such as minimum
prices, export and import quotas, assignment of guild controlled
stall spaces in the bazaar, disciplinary procedures against rule
violators, and other similar matters. He also oversees the guild-sponsored
public-works projects, charities, and festivals. When the guild
decides to crush unwanted opposition, this person decides on the
tactics.
Requirements
Dealer (only rank)
Dealer (only rank)
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Trade Secrets: Modifies a successful PLR.
Members of the Guild may increase (or decrease if they really
want) the results of their PLR roll by one band. See the business
rules for more information on making a PLR roll.
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City Bonds: Dealers have the option to purchase
Bonds. Each year a Dealer may purchase up to 10 bonds at 1000GP
each. At the end of the year, the bonds are re-valued and
sold back to the Dealer based upon the value of the Sarbreenar
Economy (which ranges from 5 to +5 each year). Bonds
re-sale is equal to 1000 + (100 x Sarbreenar Economy). This
yields between 500GP losses to 500GP profit on each bond per
year.
City Bonds example. Mcoy buys 3 city bonds
for 3000GP. At the end of the year, things have gone badly
and the Sarbreenar Economy scores a 1. Mcoys bonds
are worth 900GP each, and he receives 2700GP. Undaunted Mcoy
buys 2 city bonds the next year for 2000GP. At the end of
the year, things have fared better and the Sarbreenar Economy
scores a +3. Mcoys bonds are worth 1300GP each and he
receives 2600GP.
See the business rules for more information
on the Sarbreenar Economy score
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