Trade

Trading in Caribdus

Overview

Manifests

“Shipping is the life blood of Caribdus,” and trade is the heart of Shipping. Legal trade requires obtaining a sealed manifest for all cargo (commodities) purchased. The cost of a Harbor Master’s stamp on a cargo’s manifest is 10% of the goods bought at that port (20% in the Kieran Empire).

A legal manifest requires the following:

  • Signature and Seal of the Harbor Master of the port in which the cargo was purchased
  • License number of the ship’s super
  • Captain’s name
  • Ship’s name

Supers

The Great Harbor Treaty relies on a ship’s sealed manifest as well as bonded sailor called “supers.” A super is tattooed with a number that is printed on the manifest of every cargo that receives the local Harbor Master’s seal.

Anyone can become a super by filling out some forms (2d6 days required for processing) and purchasing a super tattoo for $1,000. This can only be done in one of the Great Ports.

Mundane Items

Mundane items can be purchased in any port that has Stores (See the Master Trading Table (pg. 43)). For more obscure items, roll that port’s available Units.

A Streetwise roll in any town allows a seller to unload all of his mundane booty or cargo for a quarter its normal value. A raise finds a buyer who will take it all for half the list price. This roll may be attempted once per week.

Commodities

Commodities may be purchased in any port that lists a value in the Master Trading Table. For each type of commodity sought, roll for the available Units. This roll may be made once per week.

For each type of commodity being sold, roll for the number of Units that can be sold. This roll may be made once per week.

Master Trading Table

Location Region Island Notes Food Goods Powder Iron Timber Units Vitals Stores City Watch Dry-Dock Carousing
Azy Cay Free Towns Perck Pirate 100 300 500 - 300 1d6-3 60 no no no yes
Baltimus Free Towns Cuwayo - 300 200 500 800 200 1d6+3 30,000 yes yes yes yes
Bluth’s Crown Free Towns Perck - 200 400 - - - 1d6-3 20 no no no no
Brigandy Bay Pirate Sea Brigandy Bay Pirate 200 300 500 700 400 1d6 2000 yes no no yes
Bristo Free Towns Cuwayo - 100 300 400 - 200 1d6-2 1000 no no no no
Calib’s Rock Free Towns Taratos - 100 300 500 - 100 1d6-2 600 no no no no
Caresia Free Towns Taratos - 100 200 400 - 100 1d6-1 3000 yes yes yes yes
Cuna Free Towns Spirith - 100 300 500 - 100 1d6-2 150 yes no no yes
Deiking Free Towns Cuwayo - 200 300 500 700 100 1d6+2 14,000 yes yes yes yes
Dunich Free Towns Spirith - 100 300 300 - 100 1d6-2 300 yes yes no no
Jomba Town Free Towns Taratos - 100 300 400 - 100 1d6-1 1100 yes yes no yes
Kaja Cold Sea Arfk - 100 400 400 700 400 1d6+1 8000 yes no yes yes
Kiera Kieran Empire Gray Isles - 500 200 100 300 400 1d6+3 48,000 yes yes yes yes
Lanos Free Towns Cuwayo - 100 300 300 - 200 1d6 4000 yes yes no yes
Maroa Free Towns Cuwayo - - - - - - - - no no no no
Marsales Free Towns Spirith - 200 200 500 - 200 1d6+2 8000 yes yes yes yes
New Madrid Free Towns Spirith - 300 200 500 900 300 1d6+3 45,000 yes yes yes yes
Paltos Kieran Empire Gray Isles - 400 300 200 - 300 1d6-1 3000 yes yes no yes
Shark Bay Free Towns Perck Pirate 300 300 500 - 300 1d6+1 6000 yes no no yes
Swindon Free Towns Perck - 300 300 500 - 300 1d6 5000 yes yes yes yes
Timin Kieran Empire Gray Isles - 400 300 300 - 300 1d6-1 3000 yes yes no yes
Tuck Free Towns Taratos - 100 100 - - 100 1d6-2 800 no no no no
Tulago Free Towns Cuwayo - 100 300 - - 100 1d6-2 400 no no no yes
Wrasseton Free Towns Spirith - 100 200 300 - 100 1d6-1 1100 yes yes no no
Xaxa Free Towns Cuwayo - - - - - - - - no no no no

Trade

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