Post by Arilyn on Jan 10, 2002 11:50:41 GMT -5
Here is my preliminary thoughts. Please Critique.
The Merchant Guild (Clan)
The Merchant Guild is responsible for the trading of goods throughout the land. Masters of the Art of Bartering, merchants also deal in rare, hard to find items. It is recommended to use a merchant as a brokerage house when trading items of value for many reasons:
1) The symbol of an authorized merchant guarantees an item’s delivery and authenticity.
2) Merchants are very protective of their monopoly, if caught in an unsanctioned sale of goods will result in being WANTED.
* This wouldn’t really be that traceable or enforceable right now.
Clan members by default have approval to sell on the open road. Authorization must be granted to trade within city parameters. * Methods to receive authorization can differ by city.
How to join the merchant guild? Initial membership (to sell on the open road) requires payment of an annual fee. An additional one time fee is required for each level of authority achieved within the Guild.
Rules:
1) No swindling. If you promise someone a Heron Blade, the Heron better not rub off with a piece of soap.
2) Guarantee of insurable goods. If used to broker a deal, you must have a bank balance equal to the value of item in consideration.
3) Only trade within cities where you have the appropriate authorization.
4) Minimum bank balance required for each level of authority. A Merchant is supposed to be wealthy, ranking within the guild is equal to being a more successful merchant.
Bonuses:
1) Travel places only merchants are allowed to go. Example: Silk Path.
2) A Rank dependent Rent Discount. (discount % increases with Rank)
Reason: Merchants should have a high amount of goods in their inventory. The more successful the merchant ( higher rank) , the higher amount of goods he will have. *Note: although a bonus, it is also benefit received from the associated Rank fee.
How to Rank :
1) Have the fee required.
2) Quests.
3) Reputation ie. ood Merchant RP. Recognition for brokering deals. Finding rare items for clients/customers etc
4) Minimum Bank Balance.
* The appropriate CPS must be earned by methods two and three. Once these are achieved the player must then meet criteria’s one and four to receive the Rank.
Potential Quests:
I’ll just give a general picture of the types of quests that I see. They can be made difficult or as elaborate as necessary.
1) Receive authority to sell within cities. (Can be made easy or hard depending on the city )
2) Retrieval of rare items for sale:
Easy Quests:
Problem: Mob A would like a Tairen Fishing .
Solution: Fishing rod only loads in Tear.
Hard Quests:
Problem: Mob A would like a Cuendillar place set.
Solution: Mob B in Mayene, has the set. In order to sell it, he would like you to bring his Tairen fishing rod to Mob C in Fal Dara in exchange for a Sword he ordered.
(since Mob B is not a store authorized merchant, authority to trade in Mayene will be needed. Since bringing the fishing rod to FD is a brokerage deal, the value of the item must be insured by the Merchant). Mob C in Fal Dara tells you that he’ll also want a blouse made from Sharan silk.
(will need to travel the waste, get authority to go through waste, go to Shara and buy a blouse there. Authority to trade in FD is also needed)
Immediate Code Changes Identified:
1) Wagons: Merchants/Peddler’s transports goods. It would be impractical for armor chars, impossible for dodge chars to travel around carrying huge amount of items on their person.
2) Rent Issues: Having a large amount of goods to trade is the Merchant’s Raison D’etre. As a result a Merchant will need either a place to store all his items or if must be carried, an exemption from the limit of max items to rent with.
The Merchant Guild (Clan)
The Merchant Guild is responsible for the trading of goods throughout the land. Masters of the Art of Bartering, merchants also deal in rare, hard to find items. It is recommended to use a merchant as a brokerage house when trading items of value for many reasons:
1) The symbol of an authorized merchant guarantees an item’s delivery and authenticity.
2) Merchants are very protective of their monopoly, if caught in an unsanctioned sale of goods will result in being WANTED.
* This wouldn’t really be that traceable or enforceable right now.
Clan members by default have approval to sell on the open road. Authorization must be granted to trade within city parameters. * Methods to receive authorization can differ by city.
How to join the merchant guild? Initial membership (to sell on the open road) requires payment of an annual fee. An additional one time fee is required for each level of authority achieved within the Guild.
Rules:
1) No swindling. If you promise someone a Heron Blade, the Heron better not rub off with a piece of soap.
2) Guarantee of insurable goods. If used to broker a deal, you must have a bank balance equal to the value of item in consideration.
3) Only trade within cities where you have the appropriate authorization.
4) Minimum bank balance required for each level of authority. A Merchant is supposed to be wealthy, ranking within the guild is equal to being a more successful merchant.
Bonuses:
1) Travel places only merchants are allowed to go. Example: Silk Path.
2) A Rank dependent Rent Discount. (discount % increases with Rank)
Reason: Merchants should have a high amount of goods in their inventory. The more successful the merchant ( higher rank) , the higher amount of goods he will have. *Note: although a bonus, it is also benefit received from the associated Rank fee.
How to Rank :
1) Have the fee required.
2) Quests.
3) Reputation ie. ood Merchant RP. Recognition for brokering deals. Finding rare items for clients/customers etc
4) Minimum Bank Balance.
* The appropriate CPS must be earned by methods two and three. Once these are achieved the player must then meet criteria’s one and four to receive the Rank.
Potential Quests:
I’ll just give a general picture of the types of quests that I see. They can be made difficult or as elaborate as necessary.
1) Receive authority to sell within cities. (Can be made easy or hard depending on the city )
2) Retrieval of rare items for sale:
Easy Quests:
Problem: Mob A would like a Tairen Fishing .
Solution: Fishing rod only loads in Tear.
Hard Quests:
Problem: Mob A would like a Cuendillar place set.
Solution: Mob B in Mayene, has the set. In order to sell it, he would like you to bring his Tairen fishing rod to Mob C in Fal Dara in exchange for a Sword he ordered.
(since Mob B is not a store authorized merchant, authority to trade in Mayene will be needed. Since bringing the fishing rod to FD is a brokerage deal, the value of the item must be insured by the Merchant). Mob C in Fal Dara tells you that he’ll also want a blouse made from Sharan silk.
(will need to travel the waste, get authority to go through waste, go to Shara and buy a blouse there. Authority to trade in FD is also needed)
Immediate Code Changes Identified:
1) Wagons: Merchants/Peddler’s transports goods. It would be impractical for armor chars, impossible for dodge chars to travel around carrying huge amount of items on their person.
2) Rent Issues: Having a large amount of goods to trade is the Merchant’s Raison D’etre. As a result a Merchant will need either a place to store all his items or if must be carried, an exemption from the limit of max items to rent with.