New Acarthia Merchants Guild

NightEyes

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Jesse has put a few people in charge of running the Merchants guild in the future, Myself, Keith Gold (usually known as Radulvur) and Katherine Allen (Arcadia), all whom will be occationaly playing reoccuring NPC's for the role. With the Merchants guild of New Acarthia actually reforming and running again, is there anything that players want to see from it? Specific items to have for sale (IG tags or OOG reps), policy to look into, even props and decoration for the storefront or for the guild members?

I've started building up stockpile of props and needed things we never had in the past, and look to make or acquire more for the future, including weapon display racks for the physreps, organization for potion vials and weapon tags, and possibly sale of untagged trinkets like period dining ware, cord, rope, or even clothing (if we find people wanting to sell on consignment)

As people have asked, You can craft and sell physreps within the merchants guild, whether your character has the skill to make it or not.

Future expansion ideas **Note : Subject to approval by Owner and Plot team**

Sale of IG items is under consideration. Characters with a crafting skill (or really good loot) can sell item tags in the merchants guild on consignment if they are a guild member. IG tags must be sold for IG coin, and cannot be sold for OOG cash. Such examples are selling silvered weapons or unique items that the merchants guild does not normally carry, possibly including magic items.

Guild tasks for advancement. Merchants guild members may be asked to create or deliver IG items, and would include things like asking a blacksmith character to forge a 'custom weapon' or a cart of farm implements to meet an order. Those without high crafting skills may instead be asked to help escort a caravan, Pick up a shipment from the docks, or help secure the roads from a group of bandits that have set up shop and are interrupting trade.

Symbols of Membership and Rank. Merchants guild members need a method for identifying themselves as members of the guild, since different branches across Fortanis would not have comprehensive rosters of all membership. Currently looking into creating a favor or token to proof of membership and rank. Ideas are a wood burned challenge coin or small badge pin. For high ranking position members such as the guild masters, an embroidered sash or other significant visual queue is being considered.


Questions, comments, requests and offers below. Notice cross-posted to the facebook group as well.
 
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I definitely like this idea.

You don't just want to be selling production items, since most of the consumable production items are potions and scrolls, which the Mages' and Healers' Guild have covered. The only reason people would need to buy, say, weapons and armor is if their old one was destroyed somehow, so that may not be enough business to support a whole Merchants' Guild. So we definitely want to have some focus on other things, like MIs (Magic Items) and physreps.

As far as physreps - I know that we have people (including Jesse) who make physreps. Maybe we could even do the ordering a physrep and then picking it up later through the Merchants' Guild - maybe you do something like pay for it with a combination of IG and OOG money. I'm a big fan of allowing IG money to be spent on things other than stuff that just gives you more combat power. So then you have some IG roleplay around that as well.

Specific physreps I would be looking for are bracers which have slots for potions (so you can easily grab the potion from your bracer mid-battle).

Having guild tasks for advancement are good - I like being able to join guilds and get tasks to do with people I wouldn't have interacted with otherwise. I wonder if there could be some sort of "mercenary" track within the Merchants' Guild for people who aren't craftsmen but want to help out (guarding caravans, manning the shop, etc.) kind of like the Healer's Guild has the Healer's Defense Corps. I'm not exactly sure how something like forging a cart of farm implements to meet an order would work, unless you had some sort of non-standard mechanics for it. But if we DID have some sort of sub-system where production and craftsman skills could be used in-play to do things like that, rather than just being used in between events to get tags and money, that might make these skills more interesting to play.

Another interesting idea might be to add some sort of "banking" functionality to the Merchant's Guild. The Guild could change denominations of money to help with loot splits (i.e. trade copper for silver, or silver for gold, etc.) Another interesting idea might be to have the Guild even operate as a bank where people can make deposits. The accounts would not pay interest but people would want to make a deposit so their money would be in a safe place. This will also help Plot because Plot having to order coins a lot is costly OOG; if a player deposits 10 gold in the "bank", then the player still has access to that 10 gold if he wants to take it out, but now Plot has those coins for their own use. (Of course, if EVERYONE wants to take out their 10 gold at the same time, then...)
 
Guild tasks and reasons to be a member. I for one have railed on the pointlessness of the guild for-freaking-ever. My rank has meant nothing...big rank, 10% discount on items they don't have available to sell. Meh. Having things to sell or a willingness to buy will make a huge difference. Having more usefulness to rank than just the one discount will mean even more. Heck, right now I don't even think there ARE ranks (and if there are, no one knows what they are or where they fit in). Tasks thus far are ambiguous at best. I know I've done a half dozen or more, but there was no discussion of rank advancement.

The other thing I'd like to see is for the guild to buy/sell scrolls and potions. The other guilds aren't merchants. Their willingness to deal in those items varies from "nope" to "maybe, but not today." Shifting some of that to the merchants guild would make more sense.
 
Katherine Allen (Arcadia)
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Is that "Silver"?

I'm very interested in selling physreps in the guild for OOG or IG money. I've spoken with Jesse about the commission, but I've never been clear on the logistical procedure of dropping off goods, how currency is exchanged, if an unsold item stays with guild props between events or the merchant is responsible to pick it up on Sundays. How does it all work?

IG, so far as I am aware, the guild is still open only 2 hours for the entire weekend. If it's gone back to expanded hours, it could benefit from wider advertising, IMO.

Thanks for coordinating refreshing this. It has the potential to add to the game in a colorful way.

Trace
 
The Merchant house was def open for more than 2 hours this weekend.

If we do rank, I think the ranks should be outlined, pretty simple/small amount (5?), and have a both time in helping the guild and stuff done for the guild as well.

I'd love to see consignment items, and like no handler fee for them period or for upper levels of the Merchant Guild. I think doing magic items/etc for sale from PCs is a good call too. I like the idea of being able to host OOG player made items for IG coin as well. Flushes the place out, and brings more participation from people both in selling and shopping.

I love that we now have alchemy supplies available, and you guys take orders. I'd also think we should look into having potions and battle scrolls too there. Just a sorta one stop shop. Takes some weight off the other two guilds. Did you guys have traps in stock too?

I think benefit wise:
-Discount to supplies (Goes up in ranks?)
-Consignment with no handler fee (more than lay members? Go up in rank first?)
-Access to Skills (Melee/Rogue?)

I think duty wise:
-Hour or so shift running the shop
-Guard Duty for supply runs/making stuff/Picking up shipments/retrieving shipments stolen from bandits
-Balancing the Books/Stocking the shelves (and helping setup at the start/tear down at the end)

Plot for the guild could be really simple. Flat out helping fight bandits or even escort merchants and farmers is pretty simple to run when there is time from NPC camp. Even if its "nothing happens" which is more of the norm for guard duty, thats fine - takes 1 NPC to boot. Hell, have us carry boxes from X location back to the Guild or from the Guild to NPC camp. Gets us out doing something to help the guild, ie were part of the atmosphere.
 
I think the Mages Guild should be spoken to if you are going to take over selling scrolls. I mean..you wouldn't want to come back to your ward hit with a Destroy Magic. :) Really though, it is a possibility, just please include us if those discussions are going to happen. I'm sure we can find a win for us all.
 
I asked twice about scrolls at the Mage's Guild - they had none.

Part of this also is to give more stuff for the Merchant's Guild to do. Mage's guild has the formals and MI identification.
 
This last game? Whomever you spoke to told you incorrectly, they might have not known where they were located. We had scrolls. And like I said, I personally don't have a problem with talking about switching scrolls out to the merchants guild, but make sure to include the mages guild into that discussion.
 
*shrug* I'll try again next event. I was told OOG they got some that weekend, so I chalked it up figuring it was a hold back by the Mages or someone in the mages guild bought em all out Friday night.

But really, this is more of an OOG talk right now though. On an OOG level, if the Mage's guild is that attached to battle scrolls to the point a bunch of IG discussion needs to be had, they should keep them. This is more about finding worth and stuff to do for the Merchant's Guild. If any of the other guilds had as much plot as the Mage's guild has, I don't think it would be even an idea that would come up. Potions wise, the Healer's Guild definitely has way less going on so I'd be a bit more reluctant to be like "Hey you want us to sell those potions?"

Prolly sorta, a consideration of all 4 guilds and who has what to offer in terms of supplies, stuff to do, and benefits otherwise should be overviewed really.
 
Nod, totally understand. The paperwork in the guild was sort of a mess this last weekend, Bria did a great job getting it all cleaned up. Part of the issue of being away from our normal site I think. Anyway, if you hear this again, come talk to me and I'll find the scrolls for you. I think it was just an honest mistake.

As for who sells scrolls - It's not that I disagree with you, I actually don't. But better to reach out and include the other guilds if a change is going to be made just to make sure that there are no surprises and no drama. I think we all (the players that play alliance in Denver) want a successful merchants guild. We in the mages guild are lucky that we get a bunch of agency in our guild to make decisions. I just favor having open communication and I bet that most of our mages see the title of the thread "Merchants guild" and stay away from it. ;)
 
And since we're talking about stepping in on the guilds' territory...the healers guild hasn't had potions for sale in many months. When they do, it's 2-3 cure lights. They also don't buy, per se. So moving that to the merchants guild only makes sense.
 
I heard the Healer's Guild had a bunch last game, I never got the chance to check WHAT though.
 
I was specifically told "none." Combine that with the four orders I've placed that never came in (one paid for) and I don't really check much anymore.
 
Merchants guild did have cure light elixirs though right?
 
Merchants guild did have cure light elixirs though right?

Yup, a bunch. Plus a bunch of other alchemy. I dont remember seeing traps, but they had a ton of gasses, coatings, elixirs. I made a coating order for next game myself.
 
How about something like the guild selling scrolls and potions and such through the merchant's guild. Kind of like a supplier / distributer deal.

Mages guild makes scrolls, has surplus magic items (hah!), etc.
Mages guild has a contract with Merchant's guild to sell these.
Merchant's guild either purchases these at a distributer rate, and sells them, or sells the item and gives a % to mages's guild.

Same with potions. Minor formal scrolls could be something to think about, though one shot magic items and minor times per day things make more sense.

This way, the guild maintains their importance as a supplier of services, without people bugging them to buy stuff. This also provides a way for the Healer's guild to make a little money through these agreements with the merchant's guild.

Bigger items and such may have to be done with a direct agreement with the guild, but this allows someone to work with the merchant's guild to provide an order for services.

On these, the merchant's guild takes a cut in a minor markup.

Basically, its the same supplier / distributer interaction we see in everyday life. Without it, the Merchant's guild is pretty hobbled as a business entity, as it has very little to offer in terms of practical in game stuff.

We can also have supplier runs from guild to guild, and even give the opportunity for some scumbag to cook the books if they wanted to... or better yet.. have something "Fall off the back of a truck"

Possibilities are endless with this, but if the agreements inter guild aren't in place, there's no reason to go to the merchant's guild except when something breaks.
 
While I like the idea of a one stop shop. I don't think the Merchants Guild should become "Walmart" per say. I like the idea of the group that sells the goods is the group that KNOWS about the goods they are selling. It sounds like there is a concern/complaint about items being available for sell which is a different issue then who should be selling them. We are looking to ramp up the Merchants guild for a few different things. There is a Merchants Guild Charter that, is maybe 4 pages, details ranks, obtainment, and benefits. I'm not sure they knock things down as far as duty free consignment, but there are some good points in there. We're working to ensure we have the good information before we release possible misinformation and this thread will help us determine how it should all work out.

Personally, I wouldn't mind seeing a high priced Magic Item or Two roll through the Merchants Guild, randomized before the event and gone by the end every now and again to try to provide a feel that business does happen outside of the days of game. I'm working to feel out the can and can't do of what we are doing. Once we have that formalized we'll work to get that information out to everyone. For now, even when I'm paying to PC I'll be picking up a PNPC shift in the Guild each weekend as needed. I'd like to see the Merchants Guild open at reasonable business hours for the event, that's for sure. In my mind that's right after breakfast to maybe an hour or two after Dinner with the shop closing down for meals. That is my personal opinion of what I would like to see, not a reflection of the plan and I'm willing to work what I can to make it happen.

I kind of see the trade of goods to me more along the lines of:
Healers Guild - Potions
Mage's Guild - Scrolls, Material Components, Magic Items
Merchants Guild - Alchemy, Weapons, Armor, Trade Goods, Jewelry, Clothing, Decorations, Traps, Locks, Games (That fit the setting), and possibly training in things that we do; I don't think that we gain that much by having the four items handled by other guilds. Would it be convenient, sure, but really a Car dealership isn't going to want to try to buy, sell, or trade video game systems. I see it more as there is a learned mystical energies element that is involved in Scrolls and Potions that the Merchants Guild would not deal with. They're the material goods shop. Things that get other worldly could cause problems for the shop, best to let those that understand those magical things to handle and care for them proper.

I'd like to have a clear understanding on Items sold for IG Coin, OOG Notes, etc. and how to go about making that sale while remaining in character. I think the procedure Jesse worked out for this last game worked, but there were only 2 folks that I know of that made purchases and I'm hoping that process worked out well.

This last weekend was a dry run and as a group, we're learned a lot of the questions we'd like to ask and figured out a lot of what we need to organize. It's a transition period and another person's organization and the hands it passed through doesn't make for a clean transition every time, so we're working to feel it out. Keep the comments coming, it's good to see what is desired and what folks would like the guild to be. I can't promise any or all of the ideas will make it to game, but they are more easily discussed when they are on the table.

Thanks all!
 
Great thread! And Great response Keith!
-Someone asked my NPC about potions and scrolls and I gave an IG answer... "we have something worked out with the other guilds where we won't step on each others' toes." It allows for more travel across camp ig and we like it that way. :)

As for rank and things, yes, Keith is correct that there is a renewed charter in the guildhall that members have access to in order to find these things (and other info) out.

-One failure on my part was not having regular guild meetings to discuss things. This is going to change soon. Be on the lookout for updates. Most of the existing members stopped by to chat last gathering, but it was always my intent to have it be more formalized with various duties taking place.

-We had 4 different quests go out from the merchants guild this event (jobs bulletin!)... .including one that was heavy lifting of decorations and props from the old guild back to our regular spot ;-)

-Selling items:
--putting your IG tagged items for sale here: speak with one of the senior guildsmen NPCs AND be a current member of the guild with certain rank.
--selling your OOG trinkets for IG coin- (i.e.- selling costume jewelry or coin purses for IG coin) MUST be a member and pay the consignment fees. You are responsible for picking up your items on Sunday. Please keep in mind that these items are NEVER worth any amount of in-game currency. That is, these items will never appear on the evaluate item list and if you buy one and your friend who has merchant skill looks at it, they will laugh and see it as a worthless trinket IG. However, IF you ever WANT to put a real value on it, you must pay the amount to logistics and the item will get etched in between events.
--selling your OOG things for REAL CASH MONEY- Please see me so we can set something up OOG about this. Currently, my leather and larp weapons are the only things up for sale, but I am open to discussing adding your items to our "store."
 
The system Jesse had us with was that the Merchants guild does not sell potions or scrolls, nor do they buy potions or scrolls. Those are for Mages and Healers guilds. The Merchants Guild buys and sells weapons and armor, projectiles, elixirs, weapon coatings, alchemy, and possibly things like production components, and assorted non-use tags, like underwater trinkets, goats, horses, carts, farm implements, jewels and jewelry, and raw materials (Which probably just count as a production component)

Merchant guild has a rather nice and clearly defined charter that was on the table, though I've not found if Jesse published it online anywhere, I didn't see on the website. The benefits for being a merchants guild member are : Discount on purchased items depending on rank, ability to sell phy-reps on consignment, Possible future ability to sell tags on consignment, and special modules/missions that members may be sent out on. Once the local branch of the guild is more solidified, then members might carry a token they can show as they travel abroad to other merchant guilds or caravans as a sign of proof that they are members of the guild together.

There IS the ability to be a member of the guild without any crafting or production skills at all, where your merit is ranked solely on your deeds for the guild. My character Roland for instance climbed the ranks as a trustworthy caravan guard and courier for the guild.

Merchants guild may also be a place for posting and picking up jobs from townsfolk as well, or to trade in exotic and rare goods from far off lands. Trade caravans are also one of the major carriers of news from distant places, so traders and merchants may have tidbits of information they might be willing to give (or sell depending how juicy they are)

The way I see the merchants guild forming, and the way I understood it. The Merchants Guild is a neutral party in the kingdoms of Acarthia. They as a whole owe allegiance to no barony or duchess, and come from many walks of life; Farmers and fisherman and carpenters, to caravans and traders and ship crews, But any nobility backing them is coincidental from their business, as they have no patron or owners. Each branch of the merchants guild is like a franchise, where they work together collectively with storehouses and other branches of the guild to fill orders for each other, and to ship and store goods back and forth, but no branch has a direct power over any other. There may even be sympathetic traders among the more civilized tribes of sentient humanoids that are not citizens, Traders who deal with the low orcs, ogres, and naga. The may perhaps even be ones doing trade with goblin tribes or intelligent elementals and the fae. While generally alkward, this might allow them to purchase 'worthless' things from one place, that are rare and exotic in others, turning a tidy profit in the process.
 
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