Mercantile Ventures

Rules for Arbitrage Trading.

After loading up your ship with goods, you pick a destination and travel there. This is handled as a wilderness encounter with chances for getting off course and with encounters.

Once you arrive you determine the merchants at the destination, how many goods they will move and what they are interested in. It takes 3 weeks for all the merchants to contact your vessel. They you sell them or buy from them what they are interested in, or attempt to interest them in your goods. Then you determine the market price of the goods, and then sell or buy them. Taxes, fees, and duties are leveled against every step of the process.

Step I: Load up your ship with goods.

Purchase goods for your ship. You have a small sailing ship.

Small Sailing Ship 10 sailors, 1 navigator, 1 captain 10,000 Stone Hold

Step II: Travel to your destination

Pick one of the cities to conduct trading with. The Cities available are. . .

Sovereignty of Peitharchia: Scythewych Green 56 Miles
State of Ate: Fair Slaughter 50 Miles
Isle of Talos: Crystalmor Well 14 Miles
Dominion of Oizys: Brightholm 56 Miles
Marshridge 50 Miles
Barleigh upon the Aphotic 30 Miles
Buryside Bottom 18 Miles
Lowhen 12 Miles
Heathfen 8 Miles
Seamoore 0 Miles

Seamoor Demand Modifiers:
+3 Stone
+2 /
+1 Grain, Vegetables; Wood, Common; Animals; Wine, Spirits;
-1 Salt; Tea/Coffee; Cloth; Wood, Rare; Spices;
-2 Oil, Lamp; Dye & Pigments; Ivory
-3 Fish, Preserved

Then you will attempt to travel through the wilderness to your destination.

Step III: Determine Merchants at the Destination

Market Class Merchants Loads per Merchant Families
I 2d6+2 6d8 20,000+
II 2d4+1 4d6 5000+
III 2d4 3d4 1750+
IV 1d4 2d4 600+
V 1d4-1 1d4 250+
VI 1d3-1 1d2 0+

1/2 The merchants will be available the first week.
1/4 The merchants will be available the second week.
1/4 the merchants will be avialable the third week.

Step IV: Determine Interest of Merchants

Roll Percentiles to see what the merchant is interested in buying and selling.
You may roll a reaction roll (2d6) of 9+ to interest or persuade a merchant to buy your common goods. You may roll 11+ to trade precious goods.

Add the demand modifier when trying to buy to this roll, and subtract the demand modifier when selling. Roll once per merchant.

Step IV: Determine Market Price

Start with the Base Price
4d4 + Demand Modifier
+1 for Class I/II
-1 for Class V/VI
X 10 → this is the % of the base price

Step V: Determine Fees

1 time: 1d8+10-Market Class gp Toll
Per Day: 1 gp per 10 hull points Moorage
Per Sale: 1 gp per 200 stone Labor Fee
Per Sale: 2d10% of Sale Price Customs Duty

Customs Duty does not apply for cities under the Dominion of Oizys. Feel free to smuggle good if you do not desire to pay fees.

Waiting in Port
10% cumulative chance of market price change per week.
Re-roll merchants with cumulative -2 on all rolls each month.

Common Goods

Roll Merchandise 1 Load Stone Per Load Base Price Seamoore Demand
01-04 Grain, Vegetables 20 Bags 80 10 gp +1
05-08 Fish Preserved 10 Barrels 80 50 gp -3
09-12 Wood, Common 1 cord of logs 80 50 gp +1
13-16 Animals (Depends) (Depends) (Depends) +1
17-20 Salt 150 Bricks 80 100 gp -1
21-25 Beer, Ale 10 Barrels 80 100 gp 0
26-30 Oil, Lamp 5 Jars 30 100 gp -2
31-35 Textiles 4 Bags 20 100 gp 0
36-39 Hides, Furs 10 Bundles 30 150 gp 0
40-43 Tea or Coffee 2 Bags 10 150 gp -1
44-47 Metals, Common 200 Ingots 100 200 gp 0
48-51 Meats, Presevered 10 Barrels 80 200 gp 0
52-54 Cloth 20 Rolls 80 200 gp -1
55-60 Wine, Spirits 1 Barrel 16 200 gp +1
61-63 Pottery 2 Crates 10 200 gp 0
64-68 Tools 1 Crate 10 200 gp 0
69-73 Armor, Weapons 1 Crate 10 225 gp 0
74-75 Dye & Pigments 5 Jars 25 250 gp -2
76-80 Glassware 2 Crates 10 400 gp 0
81-85 Mounts (Depends) (Depends) (Depends) 0
86-90 Stone 100 Bricks 100 10 gp +3
91-95 Livestock, Slaves (Depends) (Depends) (Depends) +1
96-00 Precious Merchandise

Precious goods

Roll Merchandise 1 Load Stone Per Load Base Price Seamoore Demand
01-05 Monster Parts 1 part 5 300 gp 0
06-20 Wood, Rare 1 cord 16 500 gp -1
21-30 Furs, Rare 1 bundle 5 500 gp 0
31-41 Metal, Precious 2 ingots 4 600 gp 0
41-55 Ivory 1 Tusk 8 800 gp -2
56-60 Spices 1 Jar 1 1 800 gp -1
61-65 Porcelain, Fine 2 Crates 10 1,000 gp 0
66-70 Books, Rare 1 Box 3 1,000 gp 0
71-80 Silk 5 Rolls 20 2,000 gp 0
81-85 Semi-precious Stones 1 Box 1 1,000 gp 0
86-90 Gems 1 Box 1 3,000 gp 0
91-95 Narcotics/Medicines 1 Crate 3 1,000 gp 0
96-100 Perfumes 1 Box 1 500 gp 0

Mercantile Ventures

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