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Guilds, Economics, Ships, Trade by Land and Sea!
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<blockquote data-quote="WayneLigon" data-source="post: 673284" data-attributes="member: 3649"><p>Trade offers unique opportunities to villains in my games. In the Last Lands campaign, civiliazation is spread among several large islands; a group of traders has teamed up with the sahuagin kingdom to mutual benefit: the sahuagin make sure that marked Cartel ships arrive safely to port. The Cartel faces less risk and thus gains more profit. They have also started up, though intermediaries, the concept of 'insurance' on cargos, bringing in more money. Non-Cartel vessels face the normal dangers plus they sometimes have to contend with the sahuagin. The Cartel, as part of it's bargain, 'sacrifices' one ship a year to the sahuagin, giving them the crew and passengers.</p><p></p><p>The Jewelers Guild in my Ashara campaign is the source of a lot of evil. Only the Goldsmiths Guild is richer than they, and they have plans to be number one. In the middle ages, guilds often had their own mytery cults associated with them, and I use that aspect. The Jewelers have a patron, a demon that teaches them amazing craft skills that allow them to make fine objects that command tremendous prices. Khadran gems worked by a master crafter in the guild are prized all over the world. The demon demands payment, though. Each year during the rites where new Journeymen become masters, they also 'secretly' choose three apprentices to become food/toys for the demon. The Council of Masters think the choice is secret, but really it's rigged by the Inner Circle of masters to punish political/professional rivals. The demon also makes other demands, and the Masters do what they can to appease it. Masters who displease it find that gems shatter when they work on them.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 673284, member: 3649"] Trade offers unique opportunities to villains in my games. In the Last Lands campaign, civiliazation is spread among several large islands; a group of traders has teamed up with the sahuagin kingdom to mutual benefit: the sahuagin make sure that marked Cartel ships arrive safely to port. The Cartel faces less risk and thus gains more profit. They have also started up, though intermediaries, the concept of 'insurance' on cargos, bringing in more money. Non-Cartel vessels face the normal dangers plus they sometimes have to contend with the sahuagin. The Cartel, as part of it's bargain, 'sacrifices' one ship a year to the sahuagin, giving them the crew and passengers. The Jewelers Guild in my Ashara campaign is the source of a lot of evil. Only the Goldsmiths Guild is richer than they, and they have plans to be number one. In the middle ages, guilds often had their own mytery cults associated with them, and I use that aspect. The Jewelers have a patron, a demon that teaches them amazing craft skills that allow them to make fine objects that command tremendous prices. Khadran gems worked by a master crafter in the guild are prized all over the world. The demon demands payment, though. Each year during the rites where new Journeymen become masters, they also 'secretly' choose three apprentices to become food/toys for the demon. The Council of Masters think the choice is secret, but really it's rigged by the Inner Circle of masters to punish political/professional rivals. The demon also makes other demands, and the Masters do what they can to appease it. Masters who displease it find that gems shatter when they work on them. [/QUOTE]
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