Newforge League Traders

Headquartered in Newforge, the Newforge League is a powerful trade organization whose sphere of influence and fleet of vessels rival those of the navies of the Wraith Coast. Their ships make the perilous trip from Kelpore to the southern continent of in a constant flow of trade that brings back exotic materials from the far-off land to sell, almost always at a massive margin. Because of the value of their trade goods, League ships are outfitted with cannons and staffed with skilled marines, and they can hold their own against raiders and privateers alike. In addition to having its own dedicated fleet, the Newforge League contracts with independent vessels to supplement its ability to move goods. The organization has a reputation for ruthlessness, and it offers no mercy to pirates or privateers who try to steal from it.

Downtime: Mercantilism

Your company makes its living by knowing where to sell the merchandise in the hold of its ship (items stored in your Adventuring Companies special Hold container in Chronica). As a downtime activity (/dt-mercantilism), company members can work when they’re in port to find the best trade opportunity for whatever cargo they’re carrying. After 5 consecutive days of effort, the member makes three checks (DC 18)—Intelligence (Investigation), Wisdom (Insight), and either Charisma (Deception) or Charisma (Persuasion)—to determine the result of the activity. Consult the Trading Results table to determine the outcome.

SuccessesOutcome
0The company doesn’t find any opportunities
1The company finds an opportunity to sell trade goods for 100% of their usual cost
2The company finds an opportunity to sell trade goods for 110% of their usual cost
3The company finds an opportunity to sell trade goods for 125% of their usual cost
Once Sold, all items should be Transferred to the Port Authority in Chronica.

Company Accomplishments

Your company’s prestige increases whenever you carve out your trade territory through acts such as the following:

  • Evading or defeating a pirate vessel
  • Delivering a hold full of exotic goods
  • Making a profit of at least 1,000 gp from a single trip
  • Buying out a rival commercial interest
  • Opening up trade in a previously inaccessible market

Prerequisites

Any character can be a member of a Newforge League Traders company, but at least one member must be proficient with vehicles (water).

Tier 1 : Fresh Endeavor

At this tier, your company is just starting out as part of the Newforge League’s vast merchant empire. To help get you started, the organization provides you with a small vessel to facilitate the trade of goods and sets up some initial connections.

Benefits

Starter Vessel. Your company has a small keelboat crewed by three loyal but fairly unskilled sailors. These sailors handle the ship’s day-to-day operations but do not participate in combat. They use the commoner stat block. If the keelboat is lost or destroyed, you will need to purchase a replacement.

The keelboat can hold 1000lbs of cargo in its hold.

Trade Route. Your company has enough contacts in two ports to routinely make trade between them worth your while. Choose two ports. Whenever you buy goods in one and sell them at the other, you are always considered to have at least 1 success when you roll on the Trading Results table.

Tier 2 : Practiced Merchants

Your company’s success on behalf of the Newforge League has attracted the attention of local sailors.

Benefits

Able Sailors. As your company’s prestige grows, local sailors look to join your crew for a share of the profits. You gain 2d10 new hirelings to crew your ships. These hirelings can have a challenge rating of 1/4 or lower.

Tier 3 : Vested Merchants

At this tier, your company has proven itself worthy of carrying credentials as full members of the Newforge League. Your newfound status makes trade negotiations simpler.

Benefits

Guild Badge. Your company’s high standing with the Newforge League gives you an advantage during trade negotiations. While interacting with other traders, company members double their proficiency bonus when they make Charisma (Persuasion) checks.

Trade House. Your company controls a trade house in one of the ports you chose as a Trade Route. This location has a rotating stock of items that you can purchase at a 10 percent discount.

Tier 4 : Master Merchants

At this tier, your company represents one of the major arms of the Newforge League. The organization provides the company with access to an additional seasoned sailors that seek you out, looking to earn a profit from your sizeable hauls.

Benefits

Merchant Marines. Your company’s top-notch reputation attracts experienced combat veterans to safeguard you on your travels. You gain 2d4 new hirelings to crew your ships. These hirelings can have a challenge rating of 2 or lower.