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From: Paul Westermeyer <pwestermeyer@????????.??.com> Date: Tue, 15 Jul 2003 20:24:33 -0400 Subject: Re: Bralspace Economics
Though I'd repost this, in keeping with the commodities thread. The
bottom of the article has the relevant section:)
Some basic info on Bralspace:
Bral Port Fees:
Dock Fees:1 sp per ton per day
Air tax:2 sp per ton
Fouled:100 gp fine
Poisoned:500 gp fine
Replenish ship's water:1 sp per 5 tons
Longshoreman's Guild 6 sp per day+ 2 sp per worker (2 per 5 tons of cargo)
Before leaving ship's must schedule a departure time and destination with
the Master of the Docks' office (#100). Ship's not scheduled to leave are
intercepted by the wreckboats of the Customs officers or one of the Royal
Bralian naval vessels which is always on picket. Pursuit of vessels
leaving Bral is not usually very enthusiastic but the vessel's description
is added to a list for "incoming" vessels to watch for.
Arriving vessels are met at the docks by Customs officers and
harbormasters, where they must pass a customs inspection.
The following Items are illegal to import into Bral without a Royal License:
1. Undead other then Skeletons or Zombies
2. Living puddings, oozes, or slimes of any type.
3. Infinity Vine.
4. Slaves.
5. Greek Fire, Smokepowder, other incendiary substances
6. Weapons.
7. Poison.
Bral also imposes a tax on all trade goods, 5% of the fair market value.
"Trade goods" are defined as goods "obviously intended" for resale on Bral
or elsewhere. Each crew member and passenger on a vessel is entitled to two
bags worth of "personal effects". Customs Officers interpret this to widely
varying degrees. The tax is import only.
Arcane Platinum trade bars
Each of these bars is a 3"x1.3"x1.3" rectangle stamped with the symbol
of a three petaled flower. They are worth 1,000 gp each in Spelljammer
aware ports. Because they offer a more portable mode of wealth, many
adventurers who find large hoards go to an Arcane and have their wealth
changed into these bars (the arcane charge a 5% fee, which is a hefty
income considering the large amounts involved. On Bral they can also be
purchased from the Royal Exchequer and they are usually used as the mode of
payment when large sums are exchanged and a paper "credit" exchange is
unwise or impractical.
Shopkeepers and most common goods merchants can't accept them, of
course, as they are too large to easily make change, and so the Arcane and
other moneychangers make a nice profit changing such bars down to smaller
currency as well.
===========================================
Some shipping and passenger rates
Sailor's pay, avg 24 gp/mo (SJR5, pg 9)
"Std" Eelship:
8 sailors (200 gp/month) + Officers' pay and ship upkeep (150 gp/month)
350 gp/month + 50 gp/month profit
400 gp/month income needed "avg"
1 ton cargo space typically costs 40 gp/month on an eelship
"deck" passenger:10 gp/month (sleep on deck or in cargo hold)
Cabin passenger:50 gp/month
"Std" Tradesman
10 sailors (240 gp/month) + Officers' pay and ship upkeep (150 gp/month)
390 gp/month + 50 gp/month profit
440 gp/month income needed "avg"
1 ton cargo space typically costs 34 gp/month on a Tradesman
"deck" passenger:10 gp/month (sleep on deck or in cargo hold)
Cabin passenger:20-50 gp/month
"Std" Whaleship
20 sailors (480 gp/month) + Officers' pay and ship upkeep (200 gp/month)
680 gp/month + 100 gp/month profit
780 gp/month income needed "avg"
1 ton cargo space typically costs 16 gp/month on a Whaleship
"deck" passenger:10 gp/month (sleep on deck or in cargo hold)
Cabin passenger:20-50 gp/month
This is all _very_ rough, in practice most prices tend to center around the
35/gp per ton or so a month in a "std" SJ aware sphere (most spheres on the
Arcane Inner Flow). Many factors can change this; perceived pirate or
neogi activity and other hazards, very long distance trips, ect. These are
not the prices for chartering a vessel, but rather the prices for renting
space aboard a vessel already bound for the port you seek.
====================================================
Bralspace Imports/Exports:
Shipwrecker:
Imports:tools, manufactured goods
Export:Timber, gold, fish
Industry:none
Minial's Arch
No known trade.
Numeliador
A small amount of trade is carried on with vessels of the Sindiath line, but
the colony is essentially self-sufficient.
Spiral
(Pre-Scro conquest, now off the trade routes)
Imports:Gems, artwork, magic
Exorts:foodstuffs, timber
Industry: crafts, musical instruments, magic
Rock of Bral
Imports: Everything, especially food, timber
Exports:Manufactured goods of all types
Industry: Trade, diplomacy, shipbuilding
Diamondhammer's Stake
Imports:foodstuffs, gems
Exports:Metal wares, weapons
Industry:smithing, armorers, weaponsmiths
Gods' Marbles Astroid Field
Imports:tools, manufactured goods
Exports:mithral, adamant, silver, electrum, Kindori oil, meat
Industry:none
Grainfields astroid field
Imports: Tools, water, manufactured goods
Exports: Grains, meats, vegatables, fruits
Industry:Little
Ironpiece
A gnome colony with all that entails.
--
"...And nobody is to be killed at all, if it can be helped. Keep your
tempers and hold your hands until the last possible moment!"
"But if there are many of these ruffians," said Merry, "it will
certainly mean fighting. You won't rescue Lotho, or the Shire, just
by being shocked and sad, my dear Frodo."
Paul Westermeyer, pwestermeyer@????????.??.com
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