The Merchant Guild
 


Travelling has led the Merchant Guild since Mar 25, 2024 8:59
Rando has championed the Merchant Guild since Feb 10, 2024 11:24
No one has mentored the Merchant Guild since Mar 18, 2024 9:49

Merchants form guilds on some planets and caravans on others. They always travel in company and pride themselves on being matter-of-fact. They should be consulted when choosing a rare gift for one's beloved, or raising a ransom for one's liege lord. Merchants drive hard bargains yet can often be satisfied with a grant of charter or a court appointment for a son or daughter. Merchants are obese, have large families, and endow almshouses. They enjoy banquets of great length and hearty food, court politics, fine woolen and fur garments, and drink porter wine. These individuals form one of the most powerful groups on any world. They control the money, and when money talks, many ears listen.

This guild uses Hermetic magic.
Hermetic Bulk: Quite
Spiritual Bulk: Minimal

Guild choices for: Merchant
Primary                 Secondary               Tertiary
-------                 ---------               --------
Alchemist>-----\                                
                \                               
Assassin>------\ \                              
                \ \                             
Bard>----------\ \ \    +-Antiquarian           
                \ \ \   +-Bounty hunter         
Biomancer>-----\ \ \ \  +-Chovihani             
                \ \ \ \ +-Enochian              
Cultist>-------\ \ \ \ \+-Geomancer             
                \ \ \ \ +-Illusionist           
              <Merchant-|                       
                / / / / +-Kuznya                
Mage>----------/ / / / /+-Merchant council      
                / / / / +-Sharpshooter          
Necromancer>---/ / / /  +-Squire                
                / / /   +-Telemancer            
Ranger>--------/ / /                            
                / /                             
Sentinel>------/ /                              
                /                               
Templar>-------/                                

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 attack
crossbow
first aid
dagger
magic missile
 
2   create food
see magic
magic mouth
 
3 targetting
mana save
crossbowmanship
   
4 consider humanoid
measuring
sparkling coin
 
5 appraise
hire servant
payment
   
6 loan
preserve corpse
create board
 
7 boltmaking
floating disc
feather weight
 
8   restore
molten gold
shelter
 
9 repair
observation
monetary sacrifice
identify
destroy field
 
10 gem cutting
hire healer
altering
   
11 resizing
repair castle
pennies from heaven
 
12 pickaxe
weapon resizing
midas touch
 
13 stone setting
summon minions
sticky weapon
 
14 tailoring
lapidary
enhance targetting
invoke patron saint
trap creation
 
15 armoring
crafting
create chest
protect
 
16 cannibalize armor
pricing
softening
major illusion resistance
 
17 hire mercenary
tax evasion
greater identify
 
18 repair armor
major disintegration resistance
protect weapon
locksmithing
 
19 expert repair
auctioneering
blood of gold
protect armor
 
20 shopkeeping
masonry
instability
gilding
 

Stat Potentialsmall dexterity, little perception, little charisma, little intelligence and tiny wisdom
Point Max Potentialsmall endurance points, small hit points and small spell points
Regen Potentialsmall spell point regeneration, little hit point regeneration and small endurance point regeneration
Category Potentiallittle bonus to the enchantment hermetic spell category, little bonus to the conjuration hermetic spell category, little bonus to the arcane skill category and little bonus to the mercantile skill category

Merchant Race Suggestions

Criteria: .

Good: Atomy, Boelir, Changeling, Elf, Gnome, Goblin, Gremlin, Hephestian, Human, Jinn, Kanku, Kreen, Leprechaun, Mummy, Myconoid, Satyr, Tortle, Vampire and Vulpin.

Average: Arcanus, Argus, Centaur, Dragon, Drensieqi, Gargoyle, Suula and Titan.

Merchant Guild Help