Travelers of Ki'Mara

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Trades and Commodities

"Making yourself useful can be the difference between life and death out here on the wild frontier... but ambitious tradesmen can do far more than survive in this land of great opportunity; they can turn their hobby into a veritable empire of industry."

Commodities

Commodities are raw goods, produced by characters with the Trade Skill (see below) or found in-game; they are divided into four categories including Food, Drink, Clothing, and Materials. Commodities can be sold or traded with other characters, used as a raw ingredient for components, or turned in either to the Caravan or for yourself as per the "Required Commodities" section below. 

Trades

The Trade skill costs 3xp, is available to all characters (it is on the Traveler list), and can be purchased as many times as you like. If you possess 6 or more instances of the Trade skill, whether they are for the same trade or different ones, you own a business with employees that produces goods for you; you must choose a company name and may be subject to increased financial scrutiny.

Trade   ♦   Heroic 
You know a Trade which allows you to produce Commodities. Trades divided into four categories, based on the four types of Commodities; Food, Drink, Clothing, and Material. If you are learning Trade in-game (instead of starting with it) PCs or NPCs that teach you your Trade do not need to possess the exact same Trade you wish to learn, but their Trade must be in the same category (someone with Trade: Food - Farmer can teach you Trade: Food - Gatherer but not Trade: Clothing - Tailor). You can purchase Trade as many times as you like, including multiple instances of the same Trade; each instance provides you with Two Commodities of the selected type at Check-In.

Example Trades:
(Note: Please do not feel limited to the following list. Any player-conceived Trade that can justifiably generate one of the four types of Commodities can be taken, pending staff approval.)
Food
 Drink
 Clothing
 Material
Baker
Brewer
Cobbler
Bookbinder
Butcher
Dairyfarmer
Corsetiere
Carpenter
Chef
Distiller
Furrier
Jeweler
Farmer
Juicer
Haberdasher
Logger
Fisherman
Raincatcher
Leatherworker 
Miner
Gatherer
Teamerchant
Milliner
Quarryman
Hunter
Vinter
Tailor
Tanner

Required Commodities

A number of all four Commodity types, mostly Materials, must be collected from the Caravan Members and turned in by the Caravan Master over the course of every event (exact quantities vary by location). All characters will suffer penalties at subsequent events if these requirements are not met, such as reduced hit points or loss of in-game support from local groups. These penalties are designed to represent the harsh realities of life on the frontier... but if the Caravan manages to turn in more than the required amount, all characters will enjoy benefits at subsequent events such as decreased refresh times.

Additionally, a certain number of Food, Drink, and Clothing Commodities (exact quantities vary by race) must be turned in by each character over the course of every full-weekend event; if the required number of Commodities are not turned in, individual characters will suffer penalties such as reduced hit points at subsequent events. No special benefits can be derived from turning in extra commodities on an individual basis- having more commodities than needed to turn in is its own reward, as they can be sold or used in other ways.

The exact amounts of Commodities that must be turned in by members of each race is described below:

Race

 Food
 Drink
 Clothing
Amaran
 5
 5
 7
Arachnis
 8
 5
 2
Balicai
 5
 8
 2
Dwarves
 4
 7
 4
Ecferus
 5
 5
 5
Harena
 5
 4
 6
Odun
 6
 4
 5
Pallidus
 5
 5
 5