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<blockquote data-quote="Loonook" data-source="post: 5890159" data-attributes="member: 1861"><p>150 trips... Impressive.</p><p></p><p>Now our spellcaster's overall travel expenses? 1900 GP for the cost of the spells, the week of spellcasting, 320 gp for the caster's time, and 200 GP/trip for costs of a portable hole.</p><p></p><p>363000</p><p></p><p>Carry 60000 swords at the rate we established for the swords (38 GP before expenses)</p><p>1917000 GP earned.</p><p></p><p>Now, let's use magic meant for large cargo:</p><p></p><p>3000 miles across the sea.</p><p></p><p>60000 for a Galley (carries 75000 swords). Can be piloted by any number of individuals. We also buy a 9000 GP Wand of Metamagic (Persistent, 9000gp) and a set of Sails of Speed... That's a bit rough on the math, but I believe they're around 30k.</p><p></p><p>99000 GP outlay.</p><p></p><p>Crew for the Galley (160 unskilled laborers for rowing, 10 skilled for the Watch requirement): 2 gp/day.</p><p>Captain: Lvl 5 Expert (Sailor), 10 gp/day.</p><p>Ship's Mage: 264 GP 24 gp/day, (240 GP), cast Favorable Wind.</p><p>Cost/trip over the period of a trip... Well we need to know how long our trip will take.</p><p></p><p>With Sails of Speed (2x normal speed) with a Favorable Wind on a Galley we are dealing with an overall speed of around 6 mph 24 hrs/day. We have more than enough men to cycle out as the ship will not be 'under oar' save for when we get to the area around the docks. 40 days to deliver what you can deliver 1.25x more than you deliver in 150 weeks of trips... And cost </p><p></p><p>2850000 - 110040 = 2739960. </p><p></p><p>26 trips in the same time... The Consortium is clearing more than 50 million GP. Again, Teleport is not a viable trade spell in the sense that the overall cost of the items is quite high. If I provide for losses at sea due to attrition, feeding and quartering everyone, paying import taxes, bribes, sending agents out to the populace to garner goodwill, etc. my expenses will be even further cut into. I'm also going to be paying 10% of my ship's overall value and good's value for insurance/voyage... With reinvestment into the new community, complete replacement of the ship and its accouterments, provide for losses, pay my men 5x more to make their lives a bit more bearable in port I can still cut into my profits.</p><p></p><p>Teleport is good for 'urgent' shipments. Your methods would be used by the trade consortium for the reasons I listed previously. Travel magic is a brilliant method for large infusions of cash, trade in high-end items, and emergency shipments with extreme markups in a business setting. </p><p></p><p>For your specific setting you have eliminated an entire core class from play from my suggestions... I think my work is done.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5890159, member: 1861"] 150 trips... Impressive. Now our spellcaster's overall travel expenses? 1900 GP for the cost of the spells, the week of spellcasting, 320 gp for the caster's time, and 200 GP/trip for costs of a portable hole. 363000 Carry 60000 swords at the rate we established for the swords (38 GP before expenses) 1917000 GP earned. Now, let's use magic meant for large cargo: 3000 miles across the sea. 60000 for a Galley (carries 75000 swords). Can be piloted by any number of individuals. We also buy a 9000 GP Wand of Metamagic (Persistent, 9000gp) and a set of Sails of Speed... That's a bit rough on the math, but I believe they're around 30k. 99000 GP outlay. Crew for the Galley (160 unskilled laborers for rowing, 10 skilled for the Watch requirement): 2 gp/day. Captain: Lvl 5 Expert (Sailor), 10 gp/day. Ship's Mage: 264 GP 24 gp/day, (240 GP), cast Favorable Wind. Cost/trip over the period of a trip... Well we need to know how long our trip will take. With Sails of Speed (2x normal speed) with a Favorable Wind on a Galley we are dealing with an overall speed of around 6 mph 24 hrs/day. We have more than enough men to cycle out as the ship will not be 'under oar' save for when we get to the area around the docks. 40 days to deliver what you can deliver 1.25x more than you deliver in 150 weeks of trips... And cost 2850000 - 110040 = 2739960. 26 trips in the same time... The Consortium is clearing more than 50 million GP. Again, Teleport is not a viable trade spell in the sense that the overall cost of the items is quite high. If I provide for losses at sea due to attrition, feeding and quartering everyone, paying import taxes, bribes, sending agents out to the populace to garner goodwill, etc. my expenses will be even further cut into. I'm also going to be paying 10% of my ship's overall value and good's value for insurance/voyage... With reinvestment into the new community, complete replacement of the ship and its accouterments, provide for losses, pay my men 5x more to make their lives a bit more bearable in port I can still cut into my profits. Teleport is good for 'urgent' shipments. Your methods would be used by the trade consortium for the reasons I listed previously. Travel magic is a brilliant method for large infusions of cash, trade in high-end items, and emergency shipments with extreme markups in a business setting. For your specific setting you have eliminated an entire core class from play from my suggestions... I think my work is done. Slainte, -Loonook. [/QUOTE]
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