city builder 06 - mercantile places

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7/23/2019 City Builder 06 - Mercantile Places http://slidepdf.com/reader/full/city-builder-06-mercantile-places 1/22 By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group M MM MM ERC ERC ERC ERC ERC  ANTILE  ANTILE  ANTILE  ANTILE  ANTILE  P LA  A  A  A  A CES CES CES CES CES M MM MM ERC ERC ERC ERC ERC  ANTILE  ANTILE  ANTILE  ANTILE  ANTILE  P LA  A  A  A  A CES CES CES CES CES City Builder V City Builder V City Builder V City Builder V City Builder V olume 6: olume 6: olume 6: olume 6: olume 6: City Builder V City Builder V City Builder V City Builder V City Builder V olume 6: olume 6: olume 6: olume 6: olume 6: City Builder V City Builder V City Builder V City Builder V City Builder V olume 6: olume 6: olume 6: olume 6: olume 6: M MM MM ERC ERC ERC ERC ERC  ANTILE  ANTILE  ANTILE  ANTILE  ANTILE  P LA  A  A  A  A CES CES CES CES CES By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, arhola, Jim Clunie, and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group

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Page 1: City Builder 06 - Mercantile Places

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By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

MMMMMERCERCERCERCERC ANTILE ANTILE ANTILE ANTILE ANTILE PPPPPLLLLL A  A  A  A  A CESCESCESCESCESMMMMMERCERCERCERCERC ANTILE ANTILE ANTILE ANTILE ANTILE PPPPPLLLLL A  A  A  A  A CESCESCESCESCES

City Builder V City Builder V City Builder V City Builder V City Builder V olume 6:olume 6:olume 6:olume 6:olume 6:City Builder V City Builder V City Builder V City Builder V City Builder V olume 6:olume 6:olume 6:olume 6:olume 6:City Builder V City Builder V City Builder V City Builder V City Builder V olume 6:olume 6:olume 6:olume 6:olume 6:

MMMMMERCERCERCERCERC ANTILE ANTILE ANTILE ANTILE ANTILE PPPPPLLLLL A  A  A  A  A CESCESCESCESCES

By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

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City Builder V City Builder V City Builder V City Builder V City Builder V olume 6:olume 6:olume 6:olume 6:olume 6:

MMMMMERCERCERCERCERC ANTILE ANTILE ANTILE ANTILE ANTILE PPPPPLLLLL A  A  A  A  A CESCESCESCESCES

By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. V arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

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All images in this book are either from the Dover Picto-rial Archive Series (pages 1, 2, 5, 7, 9, 11, 13, 15, 17,22) and used by permission of Dover Publications Inc.,from ClickArt 1,200,000 and used by permission of Broderbund (pages 6, 8), the property of SkirmisherPublishing LLC (pages 19, 20, 21), or in the public domain.

All contents of this book, regardless of other desig-nation, are Copyright 2008 Skirmisher Publishing. Allrights reserved. Reproduction of material contained inthis work by any means without written permissionfrom the publisher is expressly forbidden except forpurposes of review.

Skirmisher Publishing LLCP.O. Box 150006

Alexandria, VA 22315

 WWWWWebsite:ebsite:ebsite:ebsite:ebsite: http://www.skirmisher.comGame StorGame StorGame StorGame StorGame Store:e:e:e:e: http://skirmisher.cerizmo.com

Email:Email:Email:Email:Email: [email protected]

Authors:Authors:Authors:Authors:Authors: Michael J. Varhola, Jim Clunie, and the Skirmisher Game Development Group

Publishers:Publishers:Publishers:Publishers:Publishers: Robert “Mac” McLaughlin, Michael J. Varhola, and Geoff Weber

EditorEditorEditorEditorEditor-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design: Michael J. Varhola

22222

This book is protected under international treatiesand the copyright laws of the United States of America.Mention or reference to any company, product, or oth-er copyrighted or trademarked material in no way con-stitutes a challenge to the respective copyright or trade-mark concerned. This book is a work of fiction and anyresemblance of its contents to actual people, organiza-tions, places, or events is purely coincidental.

First publication:First publication:First publication:First publication:First publication: July 2008; SKP E 0819.Cover Images:Cover Images:Cover Images:Cover Images:Cover Images: Front, The Carpet Merchant , by Giulio

Rosati (1858-1917). Back, The Money Lender and His Wife , by Quinten Metsys (1466-1530).

 V  V  V  V  V iewing This Book iewing This Book iewing This Book iewing This Book iewing This Book This book has been designed to be asuser-friendly as possible from both theperspectives of printing out for use inhard copy and viewing on a comput-er screen. It has been laid out like atraditional print book with the idea

that each even-numbered page com-plements the odd-numbered page thatit should face (e.g., the image of a

 banker examining some suspiciouscoinage on page 7 is meant to face andillustrate the Bank entry on page 6).

With the above in mind, the optimalway to view and enjoy this book would

 be to print it out and organize it in a binder so that the pages are arrangedas described above. This is by nomeans necessary, however, for using

and fully benefiting from City Builder Volume 6: Mercantile Places and itscontents.

City Builder V City Builder V City Builder V City Builder V City Builder V olume 6:olume 6:olume 6:olume 6:olume 6:

MMMMMERCERCERCERCERC ANTILE ANTILE ANTILE ANTILE ANTILE PPPPPLLLLL A  A  A  A  A CESCESCESCESCES

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TTTTTable of Contentsable of Contentsable of Contentsable of Contentsable of Contents

IntroductionIntroductionIntroductionIntroductionIntroduction 44444About This Series..............................................................................................................................................4Using This Book................................................................................................................................................4

Bank Bank Bank Bank Bank  66666

BrokerageBrokerageBrokerageBrokerageBrokerage 88888

General StoreGeneral StoreGeneral StoreGeneral StoreGeneral Store 1010101010

MarketplaceMarketplaceMarketplaceMarketplaceMarketplace 1212121212

PPPPPawnshopawnshopawnshopawnshopawnshop 1414141414

TTTTTrading Prading Prading Prading Prading Postostostostost 1616161616

W W W W W arehousearehousearehousearehousearehouse 1818181818

Skirmisher Product ListSkirmisher Product ListSkirmisher Product ListSkirmisher Product ListSkirmisher Product List 2020202020Skirmisher Electronic Products.............................................................................................................................20Skirmisher Analog Products..................................................................................................................................22

33333

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IntroductionIntroductionIntroductionIntroductionIntroduction

44444

W W W W W 

ealth in various forms is a big part of most roleplaying games, and characters need a variety of places  to liquidate, spend, and safeguard the swag they acquire in the course of their adventures. While playing out every financial transaction obviously does not serve the interests of a lively game, reenacting

some of them can add a new dimension to scenarios and allow for some interesting and lively roleplaying. Thiscan also allow characters to utilize skills — such as appraisal, bargaining, or various areas of knowledge — thatthey do not usually have the opportunity to use in the field.

Places of a mercantile nature that characters are mostlikely to visit prior to adventures include city market-places, village general stores, and wilderness tradingposts, where they obtain provisions and much of thegeneral equipment they might expect to need on theiradventures. Places many will need to visit after theiradventures — if they are successful, of course — in-clude brokerages, where they can sell items they havedecided not to keep, moneychangers to convert for-

eign currencies into local legal tender, banks to safe-guard excess wealth or arrange loans to underwriteexpensive ventures, and perhaps even warehouses tostore quantities of bulky items that they need to holdonto for a period of time. All of these sorts of places aredescribed in this volume.

Mercantile places that sell various sorts of thingsare likely to be found in communities of almost anysize, and even at crossroads or oases along trade routes.Places that perform higher financial functions, howev-er — such as banks — are not likely to be found incommunities smaller than town size.

While mercantile places can vary widely in size,

construction, and appearance, one thing most have incommon — to a lesser or greater extent and as appro-priate to their functions — is an effort to project sub-stance, affluence, and success. Some are establishedin structures similar to those described under “Build-ings” in City Builder Volume 1: Communities  (e.g., anurban broker might operate out of a townhouse, a ruralgeneral store will likely be run out of a wattle-and-daublonghouse). Others, such as banks or warehouses, willlikely consist of large, solid, purpose-built structuresmade of stone or brick.

Another thing mercantile places have in common isa need for security that is more costly and stringentthan at almost any other sorts of establishments. Thisis, naturally, in keeping with their function as placesused to store or actually safeguard various sorts of valu-able commodities and wealth. Measures are likely toinclude reinforced or solid-metal doors, the best locksavailable, stone or metal vaults, cages or grills to sepa-

rate customers from employees, and the fulltime pres-ence of armed guards. Magical or high-technology safe-guards — if they exist in the milieu in question — willlikely be employed as well.

In addition to the commodities kept in them, itemspresent in mercantile places are likely to include led-gers, files, and forms for keeping track of inventory andtransactions; materials for writing, sealing, and other-wise preparing documents like receipts, invoices, and

 bank draughts; shelves, containers, or other systemsfor storing (and sometimes for displaying) various itemsof stock; and whatever sorts of tables, desks, chairs, orother furnishings are required to facilitate comfort, doc-ument-handling, and interactions between customersand proprietors.

Whether the proprietors of various mercantile plac-es dwell on the premises or not depends to a largeextent on the size, location, and affluence of the estab-lishments in question (e.g., while the owner of a coun-try general store would almost certainly live in an ad-jacent backroom or loft, the manager of a bank wouldnot likely have an apartment inside the establishment

he runs).

 About This Series About This Series About This Series About This Series About This SeriesThis is the sixth volume in a series of 11 books de-signed not just to provide Game Masters with concreteinformation about how to create places essential to theirown fantasy role-playing campaigns, but also to inspirethem to develop ones that are believable, colorful, andexciting for their players’ characters to visit. City Builder Volume 6: Mercantile Places  deals with wealth in itsvarious forms and describes the locales where charac-ters go to liquidate, spend, and safeguard the loot theyacquire in the course of their adventures. They are,naturally, among some of the most visited places inmany campaign settings. Places of this sort covered inthis chapter include Banks, Brokerages, General Stores,Marketplaces, Pawnshops, Trading Posts, and Ware-houses. And, while it is a generic resource not keyed

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to a particular system of rules, it has also been writtenso as to be fully compatible with the various Skirmish-er Publishing LLC d20 publications, including Experts 

v.3.5 , Tests of Skill , and Warriors .

Using This Book Using This Book Using This Book Using This Book Using This Book Each section in this book contains a description of theplace to which it is devoted. It includes such things as

the kinds of communities in which the place might befound, the kinds of proprietors and staff associated withit, and the sorts of goods, services, or other things that

characters might visit the place to obtain.Following the description are one or more adven-ture hooks that are designed to describe interactions

 beyond the normal operations of the place that mightconcern player characters and turn any particular oneinto a venue for adventure.

City Builder V City Builder V City Builder V City Builder V City Builder V olume 6olume 6olume 6olume 6olume 6

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Bank Bank Bank Bank Bank 

66666

them are held in reserve to cover depositor withdraw-als and unforeseen demands.

While most banks operate as private businesses and

for profit, it is possible for some — or all of them insome societies — to operate as non-profit institutionsor to be owned and operated by the government. Such

 banks — often called central banks — may be chargedwith controlling interest rates and money supplies with-in a nation. And, while many banks offer their servicesto the public at large, some offer their services only tospecific economic or demographic groups (e.g., thewealthy, the poor, guild members, merchants, farm-ers, Dwarves).

In some societies, banking might be controlled large-ly or entirely by members of certain races, ethnic groups,or subcultures, or prohibited to the members of others.

Security is paramount at banks and may be greaterat them than anywhere else. Indeed, in an age predat-ing government insurance of banking institutions, lossof assets from robbery could destroy a bank and thosewhose money is kept in it. Traditional measures arelikely to include stone walls, metal vaults, the best locksavailable, and armed guards. Magical or exotic defens-es, to the extent that they are available, are more likelyto be employed in banks than in any other sort of com-mercial institution.

 Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks* After the bank where their fortunes were deposited isrobbed, one or more of the player characters are ru-ined. In order to have any chance of retrieving theirfortunes, they will need to participate in the investiga-tion to find the thieves and possibly take the lead inapprehending them.

* Safe deposit facilities of banks often hold articles of exceptional value — such as financial documents, jew-elry, or powerful magic items — or secrets and evi-dence that are worth even more (at least to their own-ers). Characters who need to obtain a specific item heldin a safe deposit box might have to find a way to defeatthe bank’s security, either by physically breaking intothe vault (perhaps preceded by the still more difficultand drastic steps of overcoming the guards or takingthe customers hostage) or by first obtaining the numberand key and then employing some sort of disguise orsubterfuge to pose as the legitimate owner.

BBBBB

anks are institutions that provide various sortsof financial services and often have profoundinfluence over prevailing economic and politi-

cal circumstances. In a traditional ancient, medieval,Renaissance, or fantasy gaming milieu, services pro-vided by banks will likely include safeguarding valu-ables; accepting deposits of money; lending money andinvesting in commercial ventures of various sorts; is-suing and cashing checks, bank guarantees, letters of credit, and the like — particularly to transfer moneymore safely between distant countries — if such in-struments exist in the milieu; and money-changing.Some banks may also have charters from the local gov-ernment to mint or otherwise produce coinage, ban-knotes, or whatever financial instruments are accept-ed as legal tender in the society in question.

Historically, banks have had strong links to interna-tional merchant enterprises and are among the mostprofitable sorts of institutions. Real-world examplesinclude Swiss banking, which dates to the Middle Ages;the military order of the Knights Templar, which fi-nanced the activities of monarchs until it was destroyedin the 14th century (probably so that the king of Francewould not have to repay his debts to it); and the Floren-tine financial institutions of the Renaissance.

Commercial banks generally make money by charg-ing interest, often at usurious rates, on loans and in-vestments and by assessing fees for services like safedeposit boxes and money changing. (Banks in some

historical and present-day societies have been prohib-ited from earning or paying interest, but these still typ-ically profit through the assessment of fees.) Depositsof money can usually be made for free at commercial

 banks; some of these fundsare then loaned out or in-vested in other ways anda small proportion of 

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Brok Brok Brok Brok Brok erageerageerageerageerage

88888

K K K K K 

nown variously as brokerages, factors of imports,  and clearinghouses, institutions of this sort are  intended to allow the efficient sale of large

quantities of goods (whether those of a particular kindor many different sorts that have common requirementsfor finance, storage, or transportation). One or moreinstitutions of this sort will likely be present in mostcommunities of city size or larger, and are most preva-lent in large urban areas and metropolises, free tradezones, and other areas where intensive commerce isencouraged.

Brokerages can assume a wide range of forms andsizes, from townhouses or small offices that conduct

 business in the front room and store inventory in the back, to sprawling warehouses owned and operated by major trading houses.

Services available at brokerages include having goodsappraised and selling them in quantity at wholesaleprices. Customers might also be able to purchase itemsin large quantities through a brokerage. As such placesare generally clearinghouses for items that are soonafter resold, however, it is more likely that a brokerwould accept an order — with suitable guaran-tees of payment — and fulfill it as soon as theyreceive appropriate goods or are able to ac-quire them from a third party.

Proprietors of brokerages are typicallymerchants, bankers, or other charactersskilled at appraising the value of goods,

managing inventory, raising largeloans and letters of credit, and resell-ing commodities at a profit. Theirworkers tend to be junior partnersaspiring to develop similar skillsand business connections.

Because large sums of mon-ey and goods or commoditiesof great value are exchangedat such places, brokerages aretypically well constructed,with reinforced doors, goodlocks, and sturdy vaults. Thosedealing with large quantities of cash, goods that might be eas-ily stolen, or in high risk areaswill usually also utilize guardsor other security measures.Whatever protective measures

are present will, in any event, be commensurate withthe value and volume and the goods being dealt with,and might thus be similar to those employed in banks

(q.v.), warehouses (q.v.), or anything in between, as ap-propriate.Adventurers interested in quickly unloading large

quantities of swag might be encountered at an estab-lishment of this sort. Other clients might include for-eign merchants without the benefit of contacts at localtrading houses, those wishing to sell large quantities of goods in one place, and — depending on local lawsand mores — pirates, privateers, or mercenary bandsneeding to liquidate their prizes.

 Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks

* One or more brokers approach the player charactersand offer to purchase as much of a particular commod-ity as they can lay their hands on. Naturally, this issomething that is currently — or expected by those inthe know to be — in short supply. It is also somethingthat might be difficult to obtain or have inherent or in-

cidental risks associated with it (e.g., an herb foundonly in a range of hills recently overrun by a hordeof Goblins).

* Less honest or experienced brokers entrustedwith large sums of money and consignmentsof valuable goods are sometimes tempted to

 borrow these funds temporarily to put togetherside deals for their own profit — or simplyto embezzle the cash and somehow attemptto take it all before decamping and disap-pearing forever. If such an attempt wentsour and the broker’s superiors or clientsever found out about the breach of trust,they would likely take severe or evenviolent retribution, and in expectationof their anger the broker might be driv-en to desperate measures to cover histracks. A party of player charactersmight be hired by the broker’s em-ployer to investigate a possible thefton the quiet, or they might be drawninto a case of murder or kidnappingwhen the broker attempts to silencesomeone who knows of his mis-deeds.

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General StoreGeneral StoreGeneral StoreGeneral StoreGeneral Store

1010101010

GGGGG

eneral stores are retail establishments that of fer a wide selection of merchandise packed intoa relatively small space, and are intended to

allow people to purchase most of what they need atone time and to place special orders for items not instock. Such places are typically located in frontier orrural areas, oases or crossroads, or communities of vil-lage size or smaller, rather than towns or larger com-munities where a broad variety of goods are availablefrom more specialized vendors (although in the mod-ern world, box stores, corner stores, convenience stores,and many drug stores fulfill the same function in ur-

 ban and suburban areas). Many general stores in small-er and more isolated settlements are combined withother sorts of establishments, such as trading posts,post offices, or taverns. Such establishments are also

variously known as village shops, provisioners, trad-ers, or company stores.

Merchandise at general stores typically includes allsorts of dried and preserved food (including cannedfood if available), manufactured household goods andtools, one or more sorts of bottled alcoholic beverage,outer-wear, outdoor supplies like fishing gear, localproduce, crafts, and souvenirs. Such stores may alsofeature a wide variety of items that the proprietor mighthave obtained second-hand or from traveling salesmenor other sources and put on display in the hope thatthey might sell. In the context of a roleplaying game,general stores — particularly those in areas frequented

 by adventurers — carry most or all common sorts of adventuring equipment. And, if there is a demand forthem and local ordinances do not prohibit it, such storesmay also carry simple armaments for hunting and homedefense like bows, crossbows, spears, daggers, shields,helmets, and perhaps even light armor or second-handpieces of heavier armor. More specialized items might

 be available by chance (e.g., 10% or less) or if they can be readily obtained locally.

Keeping the shelves stocked at general stores in es-pecially isolated areas is often a challenge, and theproprietors of such places might thus be willing to pur-chase items obtained by characters in the course of their adventures. The quantities they are willing topurchase will likely be limited by the amount of stor-age space and cash at their disposal and how quicklythey believe they can unload them, and they will notlikely be willing either to buy repeated consignmentsof unusual items (e.g., foreign-made weapons) or pay

more than 50% of what they believe they can sell themfor. They might also be cash-poor — or claim to be — andmore willing to offer store credits rather than currency.

Because the merchandise at general stores mustusually be shipped there by merchants from other ar-eas, it is also sometimes much more expensive than itwould be at its point of origin. Game masters can de-termine, for the sake of simplicity, that the prices givenfor such items in the game represent purchases from ageneral store; can deem that a general store chargesdouble those prices (or some other multiplier) becauseof isolation and restricted competition where the itemsare being sold; or can set prices based on how far afielda particular general store is.

Proprietors of general stores can hail from a widevariety of backgrounds and include petty merchants,

former adventurers, and owners of other local concernswho have established such places with an eye to in-creasing their incomes.

General stores can be of any size and their formswill usually be determined by where they are located(e.g., a general store located in a timber fort will prob-ably be run out of a log building). Many will be set insunken huts, long houses, and the other sorts of gener-al purpose buildings described under “Buildings” inCity Builder Volume 1: Communities .

Security measures at general stores are usually notelaborate but are typically commensurate with the pre-vailing level of threat — often with higher levels of pre-

cautions in stores that remain open at night — andthose established in areas subject to banditry or otherviolent crime will likely be set within protected areas.Most include doors and windows that are barred orwhich can be locked and/or shuttered when the storeis closed, and are run by people who can generallytake care of themselves and who can count on supportfrom their neighbors or the local authorities.

 Adventure Hook  Adventure Hook  Adventure Hook  Adventure Hook  Adventure Hook * Adventurers in especially isolated frontier areas —especially those where not-particularly-benign rulersor cartels of traders hold sway — might find themselveshaving to buy much of what they need from “companystores” that charge extortionate rates for standard items.This might be the inevitable result of restricted supplyor inflation caused by gold flowing in from nearby dungeonareas, but that is not likely to make it much more palatable.

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Mark Mark Mark Mark Mark etplaceetplaceetplaceetplaceetplace

1212121212

MMMMM

arketplaces are designated areas withinmany communities — whether temporaryand open for a specific period each month

or year or permanent — where a wide variety of goodsand services can be conveniently purchased in oneplace. Historic examples include the weekly marketsheld in the main squares of villages worldwide, theseasonal markets held in major European cities, theagoras of ancient Greek city-states, the forums of Ro-man cities, the grand covered bazaars of Turkey andIran, and the souks of North Africa and the Middle East.

Wares available at marketplaces can vary widely.Any particular market might provide a general varietyof wares, exclude certain things (e.g., those that areconsidered contraband in the society), or specialize injust one or a few (e.g., produce and foodstuffs, weap-

ons and armor).Some societies also have a tradition of wholesale

markets, places where practitioners of certain crafts,trades, or professions can purchase the supplies theyneed to conduct their businesses. Historic examplesinclude the Billingsgate Fish Market, established in1699 in London. (In game terms, prices at wholesalemarkets will generally range from half to two-thirdsthose of full normal retail prices, but minimum quanti-ties must be purchased and might only be sold to mem-

 bers of certain guilds or those with specific licenses orpermits.)

A marketplace is often set in a large open area —

such as the main square of a village or town or a largesquare in a city — where commerce is conducted fromtemporary stalls that often surround some prominentcentral feature, such as a monumental statue or an or-nate fountain.

A marketplace might also be set in a purpose-builtenclosed area, such as a complex of covered arcades,or on a wide bridge over an intra-city canal.

In addition to merchants of all kinds, marketplacevendors might also include a wide variety of crafts-men, tradesmen, growers, and gatherers, all of whomcreate, cultivate, or collect their wares in places farremoved from the marketplace and then avail them-selves of its central location to sell them. Criminals of various sorts are also often interested in selling things— including stolen goods and contraband — and mightattempt to use legitimate marketplaces for these pur-poses, or hold their own black markets at night or inisolated or unregulated areas.

Customers at marketplaces include everyone fromhousehold servants with shopping lists to adventurersprovisioning themselves for their next expeditions.

Marketplaces often attract many other sorts of charac-ters, including government or guild inspectors; spiesand secret policemen; various kinds of entertainers;pickpockets, shell-game operators and other types of rogue; and all forms of proselyte and public speaker.They also frequently serve as popular meeting places.

Whatever security is present at a marketplace willlikely be as much a function of the organization andattitudes of the community as it is a response to anyactual threat. In a city governed by guild interests, forexample, a patrol of guildsmen tapped to serve as awatch might patrol the marketplace. In an area ruled

 by a strong central government, security might take

the form of a police substation or guardhouse (q.v.; seeCity Builder Volume 5: Governmental Places ) set up inor near the marketplace.

Characters might visit marketplaces in their com-munities of origin or those they pass through in orderto provision themselves or seek special items neededfor their adventures. They might also sometimes find ituseful to obtain space and operate a stall for any num-

 ber of reasons (e.g., to sell at full value bulk quantitiesof some items they have obtained, as a cover for spendingtime in a marketplace for some ulterior reason).

Some marketplaces might also have specialized ar-eas within them peripheral to trade, such as shrines to

deities of trade, mercantile courts, special exhibits,chamber of commerce offices, and the like.

 Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks* A local footpad attempts to pickpocket a player char-acter during a visit to a marketplace. At the Game Mas-ter’s option, this attempt can be assumed to succeed,possibly resulting in the loss of a valuable or criticalitem, thus compelling the characters to try to retrieve itor to somehow compensate for its loss.

* A character who has an unusual area of expertise —such as a little-known language or knowledge aboutcertain types of goods — notices a valuable book orornament stacked carelessly in a second-hand dealer’sstall. The character may seek to profit from this chancefind, or investigate further where the junk seller ac-quired such an item.

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PPPPPawnshopawnshopawnshopawnshopawnshop

1414141414

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awnshops are businesses that offer monetary loansin exchange for items of value, which the pawn

 broker holds as collateral and are subsequently

called pledges or pawns. Under the terms offered bysuch an establishment, the owner of the item is allowedto redeem it within an agreed-to period of time for aprice equal to the amount of the loan plus a fee that isusually based on monthly interest. If, for whatever rea-sons, the owner does not redeem the item within thestipulated period of time, the pawnbroker is entitled tosell it.

Historically, pawnbrokers existed in China sincearound 1000 B.C., were known to the ancient Greeksand Romans, and had spread to northwestern Europe

 by the 11th century A.D. Such establishments wereamong the forerunners of modern banks and most, be-

yond merely making loans in exchange for the pledgeof items, also served as moneychangers or performedother financial functions, such as appraising items fora fee. In the West, the historic symbol for a pawnbrokeris a cluster of three gold coins or spheres, and is de-rived from the symbol of the Medieval financiers of Lombardy, in Italy. In China, the symbol for a pawnbro-ker is a bat holding a coin.

Pawnbrokers exist at all levels of affluence. Whilemany at the lower end of the spectrum trade mainly inpersonal items of a relatively modest value, those atthe opposite extreme might be involved in transactionsinvolving items of very high value indeed. In 1338, for

example, King Edward III of England pawned his crownjewels to Lombard financiers to raise money for hiswar with France, and King Henry V of England fol-lowed suit in 1415.

The operations of pawnbrokers — including the in-terest they can charge, the period of time they mustallow for a customer to redeem an item, and safeguardsthey must take against receipt of stolen goods — areusually closely regulated by the authorities and havetraditionally been subject to many limitations (indeed,most modern Western law related to pawnbrokers ulti-mately derives from ancient Roman jurisprudence). Il-legal variants on pawnbrokers include loansharks, whodo not necessarily accept collateral but charge usuri-ous rates of interest and typically employ violence toenforce repayment; and fences, who may strive to runoperations that look legitimate but specialize in pur-chasing stolen goods and even working in collusionwith thieves (in such cases using the Pawnshop most-

ly as a front to explain their possession of a variety of valuables).

Pawnbrokers cannot generally exist in societies that

prohibit assessment of interest on loans, and these haveincluded some Christian and most Islamic societies.Even when the operations of such financiers are notprohibited outright, they might be harassed or several-ly hampered in their operations by officials that disliketheir trade.

What a particular pawnbroker is willing or able toaccept can vary widely. Most, however, are eager todeal in items such as gold, silver, gems, jewelry, musi-cal instruments, and artisans’ tools. Others might bedisposed to deal in weapons, armor, horses, large itemslike wagons or vessels, or even real estate. Few will bewilling to accept perishable items or things they do not

think they will be able to sell if unredeemed.A pawnbroker usually lends much less for items than

they are worth, and this amount will almost never bemore than one-third of an item’s full appraised value.A customer can then buy back his item for this amountplus interest. Rates can vary widely, from the liberal 3percent per annum in China to the much more usuri-ous rates of 5 percent to 12 percent per month in mostwestern institutions of this sort.

Periods of time that a customer has to redeem anitem can vary widely from region-to-region and dependon the prevailing laws governing the operations of pawnbrokers. This period will almost never be less than

a month and, in some societies, might be much longer(e.g., in China a customer generally has up to threeyears to redeem an item).

Many pawnbrokers operate shops where they sellitems that have not been redeemed by their originalowners within the agreed-to period of time. Proprietorsof pawnshops might also be willing to purchase itemsoutright for cash (e.g., for half their assessed value),and offer them for sale immediately.

Adventurers of almost any level of experience mightperiodically choose to avail themselves of the servicesof a pawnbroker, typically when they need to financean expedition but do not wish to sell the items theyintend to pledge. A low-level warrior, for example,might hock his best set of armor in order to buy addi-tional equipment he wants on a particular dungeon-delve, while a more experienced character might de-cide to pledge a sailing ship that he will not need forthe overland venture he is planning.

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Characters might also find it useful to purchase itemsat pawnshops. At least half the items in stock at manysuch establishments will sell for between 60 percent

and 90 percent of their full market value, so charactersof limited means in particular might find some gooddeals at them.

Security is paramount at the establishments of pawn- brokers and second only to that of banks (q.v.), or evenequal to them in cases of the most affluent establish-ments of this sort. In addition to the safeguards de-scribed in the section on banks, a typical measureemployed by real-world pawnshops in the Far East isto have a counter too high for a typical customer tolook over, requiring them to reach up to offer items forinspection. Pawnshops are also more likely than mostsorts of financial institutions to be affiliated with Thieves’

Guilds and other criminal enterprises and to have theirinterests protected by them.

 Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks* While characters may sometimes find good deals at

pawnshops, those who have failed to redeem items atsuch establishments might sometimes resent otherswho subsequently purchase them. Former owners of items unwilling to accept their loss for some reason(e.g., sentimental value, secrets associated with them)might go to any ends to retrieve them, including stalk-ing, theft, and perhaps even violence.

* An item for sale at a Pawnshop at a very attractiveprice might, unknown to the pawnbroker, carry a mag-ical curse. Perhaps the item is stolen property, or theformer owner has decided to pawn the item at lessthan its monetary value and default on the loan as a

way to rid himself of it, evading a restriction that for- bids the item from being either given away or sold.

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TTTTTrading Prading Prading Prading Prading Postostostostost

1616161616

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rading posts are places established for the pur-chase, sale, and exchange of goods along and atthe junctions of roads, rivers, and other travel

venues, or in far-flung places where specific sorts of commodities can be obtained. Consequently, many suchplaces are located in remote areas, along frontiers, orin sparsely populated or wilderness areas. There is thusa certain amount of risk and hazard associated withmany such commercial enterprises, and they are oftenrun by hardy adventurer-merchants and reinforced withfortifications and troops. Trading posts can range fromtiny settlements centered on blockhouses or low stock-ades to entire fortified cities at isolated oases. Suchplaces quite often have few useful natural resourcesavailable to them other than their locations.

Historic examples of trading posts include legend-

ary Timbuktu, in what is now Mali, which linked thetrade routes of north and west Africa with those of Eu-rope; the Black Sea city of Caffa, founded as a tradingpost by Genoa in the 1300s; the trade and slaving sta-tions established by the Portuguese along the coastsand spice routes of Africa, Arabia, India, and South-east Asia in the 15th century; and the outposts builtthroughout North America by the French and Englishfor purposes of trading with native populations andobtaining commodities like furs. Legendary examplesinclude the Keep on the Borderlands, which functioned

 both as a military base and a fortified trading post.Goods available at trading post “general stores” (q.v.)

traditionally include manufactured goods or other re-sources that are generally unavailable in the area inquestion. Such goods are often sold at far higher pricesthan they would be at their points of origin and areoften traded primarily for whatever local commoditiesin which an area is rich (e.g., gold, ivory, slaves, furs).Various services are also typically available at tradingposts, including blacksmithing, stabling, and sleepingfacilities.

Security at trading posts will be commensurate withthe level of threat prevailing in the surrounding areas,which by the very nature of such an establishment arelikely to be wild. A small trading post will thus, at theleast, likely take the form of a sturdy timber blockhouse,while larger ones will include multiple secure build-ings enclosed within a defensible stockade of some sort.If there is enough at stake and adequate investors tosupport such an endeavor, a particular trading post —or the organization behind it — might even have a body

of its own troops (e.g., the British East India Companyhad its own military forces and used them, especiallyduring the 18th century, to act as a virtually sovereign

power).Proprietors of trading posts — all of them seeking tomake their fortunes — will likely include opportunisticadventurers, ambitious junior members of tradingguilds and cartels, and minor bureaucrats of nationsthat pursue diplomacy and influence through trade.

Adventurers often patronize trading posts in theneighborhood of ruins, ancient tombs, or other placesof interest to them. In a traditional campaign setting,characters typically use such places to equip them-selves before expeditions, liquidate their loot and dis-sipate some of the proceeds after their adventures, and

 bivouac in relative safety in between them.

 Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks* A local warlord with a grudge against someone in-side an isolated trading post launches an attack againstit with his mixed horde of Human, Hobgoblin, and oth-er humanoid toughs. Characters trapped within theoutpost must decide what they want to do, their possi-

 ble options including trying to escape from the invest-ed site, joining in its defense, or trying to figure outexactly why it is being attacked (if the goods it containsare not a good enough reason).

* Adventurers stopping off at a trading post in the courseof an unrelated journey through barbarian lands mightstrike up a conversation in the place’s tavern with adissipated character who claims to know the where-abouts of some fabled site or treasure. Although thestranger has lost all his equipment, or simply lacks thewilderness skills or courage to go to the place himself,he may offer to draw a map or could possibly be per-suaded to serve as a guide. The story might be genuineor merely a ploy to lead the characters into an ambushor convince them to disturb some dreadful creature,and the stranger himself may be more than the derelicthe seems.

* A trading post — the most substantial collection of  buildings in a recently settled region of wilderness — becomes a refuge for survivors as a horde of viciouscreatures (e.g., humanoids, aberrations, undead) ravage thearea and attempt to overrun the settlement.

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W W W W W arehousearehousearehousearehousearehouse

W W W W W 

arehouses are structures used for both long-  and short-term storage of large quantities of  goods and materials and are a feature of all

complex, organized societies. The first warehouses were built by municipal and national governments, whichused them to store surplus food in order to protect theirpopulations against crises like famine or siege.

Commercial warehouses are generally owned byindividual merchants or trading houses, which typi-cally use such facilities both to store their own goodsand rent out portions of them to others, or by organiza-tions that need to store large quantities of goods. Exam-ples of the latter might include everything from majorplanters or agricultural cooperatives that need placesto store their produce until it can be sold, to manufac-turers that have to keep on hand large quantities of 

certain materials (e.g., a shipyard that needs to haveon hand timber, nails, waterproofing materials, etc.).

Most communities of town size or larger will includesome sorts of government and commercial storage fa-cilities, and other sorts of communities — such as for-tress or temple complexes — might contain them aswell. Within such areas, warehouses are often locatednear seaports, highways, and other routes along whichgoods are moved; in industrialized areas near whereraw materials are refined or goods are manufactured,or adjacent to marketplaces and other venues whereall sorts of goods are sold.

Most storage facilities are built with certain broad

categories of goods in mind and because of this are notnecessarily suitable for other sorts. Grain towers, forexample, are not going to be useful for storing bales of cotton, while a townhouse-style warehouse would not

 be conducive at all to the storage of iron ore.Warehouses are generally built from materials that

are sturdy, readily available, economical (e.g., brick orconcrete in some milieus), and suited to the basic formdictated by the commodities that they are to hold. Aes-thetics are generally not a major concern in the con-struction of warehouses, which tend to be almost noto-riously plain. Such buildings are constructed to main-tain a suitable climate for goods rather than for peopleand may thus be chilly in winter, stifling in summer, orotherwise uncomfortable.

Warehouses generally have ramps rather than stairsleading into them or connecting multiple levels, as wellas loading docks appropriate to the modes of transpor-tation used to move goods to and from them (e.g., load-

ing docks as high as the beds of standard wagons).Many warehouses are also outfitted with built-in move-ment systems — such as rails, conveyers, stationary or

suspended cranes, hoists, or elevators, depending onthe prevailing level of technology — appropriate to theusual size and weight of containers or materials thatthe warehouse handles.

Movable equipment at such facilities generally in-cludes handcarts, wagons, and other sorts of convey-ances for moving heavy or bulky goods; small cranes,possibly on wheeled frames, and other devices for lift-ing goods as needed; and shelves and pallets on whichgoods are stored — both to keep them dry and makethe most of the vertical space available.

Security at warehouses tends to be fairly stringent but, because the goods stored in them is generally

pound-for-pound worth much less than things like goldand gems, nowhere near the level of that at institutionslike banks (q.v.). Warehouses that store very preciouscommodities however — such as spices — will havemeasures in place commensurate with the value of whatis kept in them. Precautions tend to include measureslike walls or fences around warehouses or complexesof them; heavy doors, locks and windowless walls on

 buildings; strongrooms, cages, or other secure areaswithin individual buildings; and guards of various sorts(e.g., Human, canine).

Such facilities are usually managed by one or moremerchants, government officials, or administrative spe-

cialists skilled at bookkeeping and staffed by brawnyworkers capable of stowing, retrieving, and movingaround as needed the contents of their facilities.

Customers at commercial warehouses include any-one who has large quantities of goods they need se-curely stored for periods of time, ranging from over-night to indefinitely. Some of the most prominent in atypical ancient, medieval, Renaissance, or fantasy cam-paign setting will be merchants who need inventoryheld while they are waiting for events like ships to ar-rive or the trade season to begin.

Adventurers, especially those without large lairs,might need to avail themselves of such places in orderto store large quantities of bulky swag, equipment, ortrade goods that they plan on using to defray the costsof their next expeditions. They might also end up visit-ing warehouses while conducting business on behalf of various third parties (e.g., traveling to a warehousein another city to pick up goods stored by their patron).

1818181818

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 Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks Adventure Hooks* The owner of a warehouse specializing in storage of 

expensive goods might seek to hire one or more char-acters to probe his security measures, with an eye todiscovering ways to make it less vulnerable to actualrobbery attempts.

* Characters might receive a tip-off that a gang theyhave been pursuing uses an isolated warehouse to meetand arrange various nefarious deals, and that a big trans-

action will take place that night. Whether the informa-tion is a trap from the start, or the villains employ muchmore numerous and cunning guards than the players

expect, their attempt to infiltrate the warehouse shouldinevitably break into a massive running fight up anddown stairways, across catwalks, along high and rick-ety racks with containers of merchandise crashing tothe floor on all sides, and through high vaults fouledwith accumulated cobwebs and dust that could flash-

 burn in response to any use of fire (or even the sparksstruck by clashing weapons).

City Builder V City Builder V City Builder V City Builder V City Builder V olume 6olume 6olume 6olume 6olume 6

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SKP E 0819SKP E 0819SKP E 0819SKP E 0819SKP E 0819 $1.99$1.99$1.99$1.99$1.99wwwwwwwwwwwwwww.skir .skir .skir .skir .skir misher misher misher misher misher .com.com.com.com.com

City Builder V City Builder V City Builder V City Builder V City Builder V olume 6: Mercantile Placesolume 6: Mercantile Placesolume 6: Mercantile Placesolume 6: Mercantile Placesolume 6: Mercantile Places  is the sixth in a series of 11 complementaris the sixth in a series of 11 complementaris the sixth in a series of 11 complementaris the sixth in a series of 11 complementaris the sixth in a series of 11 complementaryyyyy books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of creatingcreatingcreatingcreatingcreatingexciting and compelling urban areas andexciting and compelling urban areas andexciting and compelling urban areas andexciting and compelling urban areas andexciting and compelling urban areas and placesplacesplacesplacesplaces within them for their campaigns. It iswithin them for their campaigns. It iswithin them for their campaigns. It iswithin them for their campaigns. It iswithin them for their campaigns. It isa universal resource that isa universal resource that isa universal resource that isa universal resource that isa universal resource that is not specificnot specificnot specificnot specificnot specific to any specificto any specificto any specificto any specificto any specific gamegamegamegamegame systemsystemsystemsystemsystem and isand isand isand isand is de-de-de-de-de-signedsignedsignedsignedsigned to be compatibleto be compatibleto be compatibleto be compatibleto be compatible with the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middle Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu.

Its contents include:Its contents include:Its contents include:Its contents include:Its contents include:

* An Introduction that describes* An Introduction that describes* An Introduction that describes* An Introduction that describes* An Introduction that describesthe series and how to use thethe series and how to use thethe series and how to use thethe series and how to use thethe series and how to use thematerial in this volume;material in this volume;material in this volume;material in this volume;material in this volume;

* Individual sections devoted to* Individual sections devoted to* Individual sections devoted to* Individual sections devoted to* Individual sections devoted to

descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,General Stores, Marketplaces,General Stores, Marketplaces,General Stores, Marketplaces,General Stores, Marketplaces,General Stores, Marketplaces,PPPPPawnshops, Tawnshops, Tawnshops, Tawnshops, Tawnshops, Trading Prading Prading Prading Prading Posts,osts,osts,osts,osts,and W and W and W and W and W arehouses; andarehouses; andarehouses; andarehouses; andarehouses; and

* One to three Adventure Hooks* One to three Adventure Hooks* One to three Adventure Hooks* One to three Adventure Hooks* One to three Adventure Hookstying in with each describedtying in with each describedtying in with each describedtying in with each describedtying in with each describedsort of place.sort of place.sort of place.sort of place.sort of place.

City Builder V City Builder V City Builder V City Builder V City Builder V olume 6: Mercantile Placesolume 6: Mercantile Placesolume 6: Mercantile Placesolume 6: Mercantile Placesolume 6: Mercantile Places  is the sixth in a series of 11 complementaris the sixth in a series of 11 complementaris the sixth in a series of 11 complementaris the sixth in a series of 11 complementaris the sixth in a series of 11 complementaryyyyy books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of books designed to help guide Game Masters through the process of creatingcreatingcreatingcreatingcreatingexciting and compelling urban areas andexciting and compelling urban areas andexciting and compelling urban areas andexciting and compelling urban areas andexciting and compelling urban areas and placesplacesplacesplacesplaces within them for their campaigns. It iswithin them for their campaigns. It iswithin them for their campaigns. It iswithin them for their campaigns. It iswithin them for their campaigns. It isa universal resource that isa universal resource that isa universal resource that isa universal resource that isa universal resource that is not specificnot specificnot specificnot specificnot specific to any specificto any specificto any specificto any specificto any specific gamegamegamegamegame systemsystemsystemsystemsystem and isand isand isand isand is de-de-de-de-de-signedsignedsignedsignedsigned to be compatibleto be compatibleto be compatibleto be compatibleto be compatible with the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middlewith the needs of almost any ancient, Dark Ages, Middle Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu. Ages, Renaissance, or fantasy milieu.

Its contents include:Its contents include:Its contents include:Its contents include:Its contents include:

* An Introduction that describes* An Introduction that describes* An Introduction that describes* An Introduction that describes* An Introduction that describesthe series and how to use thethe series and how to use thethe series and how to use thethe series and how to use thethe series and how to use thematerial in this volume;material in this volume;material in this volume;material in this volume;material in this volume;

* Individual sections devoted to* Individual sections devoted to* Individual sections devoted to* Individual sections devoted to* Individual sections devoted to

descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,descriptions of Banks, Brokerages,General Stores, Marketplaces,General Stores, Marketplaces,General Stores, Marketplaces,General Stores, Marketplaces,General Stores, Marketplaces,PPPPPawnshops, Tawnshops, Tawnshops, Tawnshops, Tawnshops, Trading Prading Prading Prading Prading Posts,osts,osts,osts,osts,and W and W and W and W and W arehouses; andarehouses; andarehouses; andarehouses; andarehouses; and

* One to three Adventure Hooks* One to three Adventure Hooks* One to three Adventure Hooks* One to three Adventure Hooks* One to three Adventure Hookstying in with each describedtying in with each describedtying in with each describedtying in with each describedtying in with each describedsort of place.sort of place.sort of place.sort of place.sort of place.