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Author Topic: Jonathon's errata ideas  (Read 15 times)

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Jonathon's errata ideas
« on: July 08, 2015, 11:30:50 pm »
*Have trade guilds put into the miscellaneous order section.

Reasoning: We had a trade guild form at the beginning of Aldeon and it would be nice for players to know that it is an option if they want it.

Trade Guilds:
These guilds are organizations for craftsman and harvesters to meet, buy supplies, and sell the goods harvested.
Pre-req: tradesman skill 5 or craftsman skill 5, and 5 gold initiation
Mechanic: A) Craftsman have a guaranteed place to buy components at market value needed for their skill in crafting, excluding special components.
                 B) Harvesters have a guaranteed market for the goods that they harvest selling at market value.
Craftsman is being used as anyone that produces a finished good not just the crafts skills.

Merchants Guild:
These guilds are tightly run businesses composed of multiple merchants taking care of multiple contracts within the business. The merchants set up trade routes and do all that they can to hold on to these valuable and lucrative routes. The routes of large guilds span all of the continent while most don't grow beyond the borders of their respective baronies.
Pre-Req: Merchant 5
Mechanic: A merchant can have up to their merchant level in trade routes. Each trade trade route will be in a player chosen plot approved family of items (ex. gems, ores, woods, weapons) and costs 10 gold to set up and turns a profit equal to the percentage that the merchant can charge, in player chosen plot approved goods of that family.

For example a merchant 10 has set up a lumber trade route and wishes to have wood threes and wood twos, A merchant 10 can charge 30% meaning that they have 3 gold in profit yielding 1 wood three and 5 wood 2 for the month.



 
« Last Edit: July 08, 2015, 11:34:47 pm by Samjuria »
Character: Pluto Pallas Master Tattooist
Player: Jonathon Owens

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