Caravanner of the Ways

While many of the people of Wraith Coast consider themselves citizens of the Realm and others claim kinship only to the societies and tribes on a kingdom’s edges, some claim neither as their own. These extended families travel the length and breadth of the Wraith Coast, transporting cargo and goods to settlements not easily reached by river or by railroad. These trade routes are known as the Ways and hold together the edges of the kingdoms with its center. Some of these families of traders are merchant families, and these families’ wealth allows them to command multiple wagons in each of their numerous caravans across the kingdoms. Other caravans consist of an entire family of merchants who are barely kept alive by the goods they trade. These family units are tied by age-old traditions born of centuries traveling these roads. They have their own cant and their own merchant glyphs, and their customs and rituals mark them out as a people not part of the Wraith Coast.

Caravan

Your company has a Caravan shop in Chronica that has goods available to the public for purchase. The proceeds go directly to the Caravan’s treasury to be spent/split however the Company decides.

Company Accomplishments

Your company’s prestige increases and the caravan grows in size whenever you demonstrate your mastery of the Roads through acts such as the following:

  • Establishing a new trade contract with a significant settlement worth at least 500 gp in traded goods
  • Establishing a new trade route that enables a settlement to grow more prosperous
  • Putting a rival caravan out of business
  • Trading a single item for at least 1,000 gp
  • Defeating a much-reviled band of brigands

Prerequisites

Anyone can be a member of a Caravanners of the Ways company, as a multitude of skills are required to travel the Trade Roads. Draft animals must be cared for and heavy cargo moved. Wagons need direction and upkeep, and bandits
and brigands must be repelled with sword and grit.

Tier 1 : Ostlers

At this tier, your company is a small collection of wagons plying the Roads. You own only what you bring with you, and so your cargo is precious to you. Your company travels a few local roads around a major city or a collection of significant towns, and you have a few debts to warehouses and large merchant companies.

Benefits

Caravan. You have 2d3 wagons that are large enough to carry goods. You have enough draft animals to pull these wagons and a third of that number as spares. Alternatively, instead of wagons, you have 3d6 mules and draft animals to carry your cargo.

Road Tongue. You can replace one language you gain from your race or background with Road Tongue. You learn Road Cant, which you can use to pass along secret messages by speaking them aloud in code or carving them into surfaces as runes. Runes are typically used for warnings or to otherwise guide those passing through. A creature that doesn’t know Road Cant can notice the cant or spot the runes with a successful DC 15 Wisdom (Perception) check, but deciphering the cant or the runes requires other tools or magic.

Life in the Saddle. Living on the road, you are quite skilled in maintaining your wagons and draft animals and are a savvy trader. You can replace one proficiency you gain from your race or background with proficiency the Animal Handling skill or the Persuasion skill.

Tier 2 : Seasoned Traders

Your company has grown in reputation and therefore is trusted with more valuable goods and welcomed by more settlements. You travel farther forth and so can demand more gold, and your wagons are in better condition

Benefits

Laborers. You have much more cargo to move but can afford to hire roustabouts to unload your wares. You gain your choice of 2d4 hirelings with a challenge rating of 1/4.

Regular Income. Thanks in part to the growth of your company and the value of the goods you trade, you can claim a steady income of 100 gp after taxes and can buy new stock to trade at the next town.

This 100 gp must be used to purchase items from the stores in Chronica. Once purchased, these items will be added to your Caravan’s inventory as items for sale to the public.

Tier 3 : Merchants of the Roads

At this tier, the company now controls a couple of caravans that trade along multiple routes simultaneously and return to a caravanserai to distribute funds, exchange goods, sign contracts, and engage in community activities such as weddings, naming ceremonies, and honoring the dead.

Benefits

Caravanserai. You know the location of 1d4 caravanserai—places along the main trade routes you travel that provide stables, accommodations, and protection to all traders. You can easily take long rests at these locations and can withdraw money owed to you or even take out up to 200 gp in credit.

Tier 4 : Grand Caravan

When you reach this tier, your merchant company or family has grown to such a size that you have a number of caravans along different routes in different kingdoms that are trading goods, moving cargo and livestock, and ferrying messages and wealth. Many lords are jealous of the influence and wealth you hold, and you must work hard to protect your valuable cargo from brigands and bandits.

Benefits

Greasing the Gears. The arrival of your visibly wealthy caravan is accompanied by awe and celebration, but the presence of your company also worries local businessmen who fear being exploited. You gain a +2 bonus on Wisdom (Insight) checks and Charisma (Persuasion) checks.

Money Makes the World Go ’Round. You are dripping in money, and you have a regular monthly income after taxes of 500 gp, which is best invested in more stock to trade but can be used to hire guards and service, bribe officials, and so on.

This 500 gp must be used to purchase items from the stores in Chronica. Once purchased, these items will be added to your Caravan’s inventory as items for sale to the public.