Work and earning
Trade packs and town warehouses
Pack a town's goods, carry them across the land and sell them where a town runs short. Every town keeps a warehouse of five stocks that its life empties and your packs fill - paid by the town and its Lord first, the realm making up what they lack.
A trade pack
A trade pack is a crate, a sack, a barrel or a bundle of goods worth about 400 groschen. Its worth is the goods you put in it; you sell it at another town's convoy master for more, the farther and the more that town lacks it.
- Pack your goods
At a town's convoy master, anyone packs that town's specialty from its own goods - no trade needed. A crafter packs their craft's goods at their bench, straight from the craft window (see the crafters' packs below). Each pack's card lists what to bring: the goods it takes, how many make a pack, what each is worth and how many you hold. Sign it with your name or a mark of your own, or leave it unsigned. Packed with your hands full, it is set at your feet, kept for you 10 minutes.
- Carry it
One pack in your hands, without fighting - hold the use key to set it down. A two-wheeler or a merchant's cart hired at any convoy master takes 2, a farm wagon 3, a covered wagon 4; the goldsmith's coffer takes two places. At the back of a cart, [E] Trade packs: load / take puts the pack in your hands on it or takes one off; setting a pack down beside your cart loads it too. A pack comes off at once for the cart's owner, its spare key holder and faction, and a hired cart's hirer and party. Anyone else - whoever holds the reins too - must stand by the cart and untie it for 30 seconds: a step away, the cart moving, a blow, a drawn weapon or a fall stops them, and the cart's owner is told where it stands. Packs do not ride on horses: mounting with one in hand sets it down where you stood. It stays yours for an hour, marked on your map, and the trade-pack window says how far it lies and shows the way back.
- Sell it far away
Every town with a town hall has a convoy master beside its clerk. At another town's convoy master, at least 1,500 m from where it was packed - never in its own town. Whoever holds a pack sells it: a pack set down or dropped in a fight is anyone's to take. A whole cart's load is sold from the cart by its own people only - anyone else unties the packs one by one first. The seller is paid the whole price - share it with your companions as you agree.
What a pack pays
Price = its worth × (1 + its kind's gain for every kilometre) × the town's need for that stock × its freshness, +25% on the route of the day. Beyond 10 packs sold in 24 hours, each pays less: 20% less for the next 5, 30% less for the 5 after, then half.
| Kind | A km adds | Keeps |
|---|---|---|
| Robust (silver, iron ore, timber, firewood, ore, ironware, mail, arrows, joinery) | +6% | 12 hours, then -5% an hour, never under 70% |
| Normal (harvest, hides, game, grain, cloth, ale and wine) | +8% | 3 hours, then -10% an hour, never under 60% |
| Perishable (fish, herbs, remedies) | +11% | 1 hour, then -10% every 15 minutes, never under 50% |
| Very perishable (the cook's victuals) | +11% | 30 minutes, then -10% every 10 minutes, never under 50% |
| Precious (the goldsmith's coffer) | +10% | 12 hours, then -5% an hour, never under 70% |
| The town's stock | Its need |
|---|---|
| Empty | ×1.6 |
| Half full | ×1.0 |
| Full | ×0.4 |
Buying the goods
Short of goods, buy them at the auction house. A good you gathered, made or bought from a player counts at its set worth or at what it costs at the town auction houses now (the cheapest offers and the day's sales), whichever is lower - the same for every pack, whatever you paid. A good bought from the realm's own stock in the last 24 hours pays back what you paid for it plus the usual gain on its worth; after 24 hours it counts as an ordinary good. The Pack goods tab shows, for each good, what players and the realm sell it for and the most worth paying for the best town from here.
A pack over several trips
A pack often takes more goods than your sack holds. At the packing point - the convoy master for a town's specialty, your craft's bench for a crafter's pack - press Start a crate here: what you carry goes into a crate that waits there in your name. Come back with more and press Add goods; the crate's bar shows its worth against the pack's. Once it is full, Wrap the pack makes the pack exactly as a packing in one go would (and tops the crate up from what you carry first).
- Each good is counted at its worth the moment it goes in - prices that move afterwards change nothing. The cheapest goods go in first, and never more than the pack still needs.
- Goods in a crate are out of your sack: they cannot be sold meanwhile. Take goods back returns them - into your sack as far as it has room, the rest stays in the crate. Abandon returns everything at once.
- One crate at each packing point, three at most. It is yours alone. It waits 48 hours from its start; then its goods come back to you on their own - into your sack, your pack and your decorations, at your next arrival if you are away - with a letter from the convoy clerk. Nothing is lost.
- Your crates show in your pack (B, under Papers), on the trade-pack window's Pack goods tab and in the craft window.
The towns' specialties
| Town | Specialty | Made from | Fills |
|---|---|---|---|
| Kuttenberg | Kuttenberg silver | silver, copper ore, coal | Luxury |
| Bylany | Bylany herbs | nettle, sage, chamomile, hops, belladonna, mandrake, elderberry | Luxury |
| Suchdol | Suchdol harvest | barley, hay, cabbage, carrot, onion, hops, malt, honey - and while the fields are closed, venison, boar meat, hare, roach and carp | Food |
| Raborsch | Raborsch fish | roach, carp, eel, pike | Food |
| Grund | Grund iron ore | ore, coal, copper ore | Metal |
| Miskowitz | Miskowitz iron ore | ore, coal, copper ore, nitre, sulphur | Metal |
| Pschitoky | Pschitoky timber | logs, resin, charcoal, feathers | Timber and fuel |
| Cuman camp | Cuman hides | hides, pelts, antlers, tusks | Cloth and leather |
The crafters' packs
A crafter packs their craft's goods and the pieces they make at its bench - each piece counted at what it costs to make (its recipe's goods at their pack price, and fee) or at its price at the auction houses, whichever is lower, by its condition: a helmet no town orders still finds its way to market. Never what you wear, a faction's issued piece, nor a piece of one of your saved outfits (A, B, C). The goods come out of your gathering sack, the craft's own materials (ingots, guards, skins, powders) and pieces out of your bags, the cheapest first. A rare find never goes in.
| Pack | Craft | Worth | Goods from the sack | Materials from the bags |
|---|---|---|---|---|
| Crate of ironware | Smithing | 450 | iron ore, coal, copper ore, steel bars, hafts, found horseshoes, holy nails, broken crankshafts, ghostly horseshoes | Scrap metal, Iron, Fastening material, Antler shards, Steel, Copper, Coin sword pommel, Ordinary sword guard, Straight sword guard, Frankfurt steel, Pear sword pommel, Eight-sided sword pommel, Horned sword guard, Reinforced sword guard, Toledo steel, Decorated sword pommel, Sheet steel |
| Crate of mail | Armouring | 450 | iron ore, coal, copper ore, steel bars, hides, padding | Iron, Steel |
| Goldsmith's coffer | Jewelling | 1,500 | fine silver, silver ore, gold ore, commemorative coins | Decorated sword pommel, Coloured gold |
| Chest of remedies | Alchemy | 350 | nettles, sage, chamomile, belladonna, mandrake root, ginger, elderberry leaves, cobwebs, charcoal, sulphur, saltpetre, charcoal water | Rock Pitch, Enamel powder, Acidum chloridum |
| Basket of victuals | Cooking | 300 | venison, boar meat, hare, roach, carp, eel, pike, barley malt, sage | - |
| Barrel of ale and wine | Brewing | 400 | hops, barley malt, grapes, honey, plums | - |
| Crate of joinery | Carpentry | 450 | logs, pine resin, iron ore, steel bars, leather, padding | - |
Town warehouses
Every town keeps a warehouse of five stocks: food, timber and fuel, metal, cloth and leather and luxury, drawn as shelves of goods. A town's life empties them day by day - the busier the town, the faster - and so do the crafts at its benches, its inn, its works, its tournaments, raids and fires. Each pack sold at its convoy master fills the stock of its kind. The routes map writes under each town what it needs.
What an empty stock stops
- Food short (under 25%): the inn's food and drink cost 15% more. Food empty: the town's innkeeper has nothing to serve - a tavern run by a player still sells its own stock.
- Metal, cloth and leather, or timber empty: the crafts of that stock stop in the town - at our benches and at the game's own anvil and alchemy table.
- Luxury empty: no tournament can be held in the town.
- Any stock under 15%: the town's works and charter wait.
Who pays a pack
A pack is paid two thirds from the town's warehouse fund and a third from its Lord's pot (the crown's for the crown's towns); when the town's fund runs dry, its Lord pays its share, and when both are empty the realm pays the rest - you are always paid in full, at once. A pack sold in a town your faction holds - carried by a member, or packed by one - is paid its materials alone: it is the town's own money.
The funds are fed by a levy on money that already left the game in the town - the stables and the cartwright, the crafts' fees, the infirmary and inn rooms, licences, upkeep, houses bought and their storage, the merchants and the market, and half the town's share of the auction house - never a coin more from you. They pay nothing but packs: no withdrawal, no wage. The court sees it all in its Warehouse tab, may put treasury money into the fund (never take it out) and may cap how many packs it pays a day in each stock.
The window
/tradepack, the convoy master or Z > Trading packs open it: a guide in pictures, your pack and the best sale for it now, the routes on the realm's map - led, when you carry packs or have some on your cart, by the three best convoy masters for them with what they pay and the way there - every pack you can make, the master's board and the way to the nearest convoy master. A card on screen follows the pack in your hands.
