Merchants Merchants are vital to any civilization, for they buy, sell, or barter the
goods and services that a society demands. Merchants include local fish-mongers,
street vendors, shop keepers, caravan owners, and more. Some have permanent
stores established in a thriving business district. Others travel to distant
lands to bring back rare treasures. Adventurers are natural merchants, as they
often visit many strange and exotic places and acquire unusual and valuable goods.
Merchant adventurers have an outlet to sell many of the material treasures such
as tapestries, statuary, gems, and jewelry they often accumulate.
Social ranks: Merchants come from many walks of life. Roll 2d6 to determine the rank of a
merchant. Optionally, grant that merchant the appropriate business and income.
2d6 roll
Rank
Business
2–3
Lower Class
Works for someone else
4–7
Lower Middle Class
Owns a stall or rents a storefront
8–10
Upper Middle Class
Owns a storefront
11–12
Upper Class
Owns a large storefront
Requirements: A merchant must have minimum Intelligence/Knowledge and Charisma/Appearance
scores of 9. This kit is closed to paladins, rangers, druids and all charcters
of the following races: alaghi, minotaur, mongrelman, ogre, satyr, swanmay,
thri-kreen, and wemic.
Weapon proficiencies: Merchants can wield any weapons appropriate to their classes. However, a
merchant who wears heavy armor and carries several large weapons might make their
customers nervous—unless the merchant is in the business of selling arms and
armor.
Recommended nonweapon proficiencies: Appraising, carpentry, cobbling, etiquette, reading/writing, modern
languages, local history, forgery, tailoring, weaving.
Equipment: Merchants can carry whatever equipment they desire, however much of it should
be useful in their trade. Many merchants make sure they have plenty of leather
sacks and other containers to store goods they might acquire. They prize bags of holding and flatboxes.
Recommended traits: Glibness, keen senses, precise memory, alertness, obscure knowledge.
Benefits: Because they are often welcomed into communities, merchants receive a +1
reaction roll bonus in city settings. In addition, merchants with the appraising
proficiency gain a permanent +2 bonus to that skill.
Hindrances: While they are initially welcomed for the goods and services they bring, not
all merchants are forthright in their business dealings. Any merchant who is
publicly accused of cheating his customers (whether the accusation is true),
loses the reaction bonus above. Further, he suffers a –2 penalty to all reaction
rolls until his innocence is proven.
Wealth: A merchant begins with the maximum amount of gold allotted to his class.
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