I think that leaves only one question to answer: How does having a concession house make the gathering of cargoes more efficient?
Ships (and even wagons for that matter) are most efficient when they are 'full'. A ship that's half in balast is a wasteful ship. Therefore, it pays to assemble cargoes sufficient to 'fill' one's ship, before loading and shipping happens.
In a locale where one has to pay a bonding fee, there is money flying out the windows whenever one imports a cargo with the intention of shipping it out again (this is called 're-export', and is the blood in the veins for many trading centres.
Joe decides to assemble a 50 tun cargo in Chérafîr. Because he is planning to re-export the goods rather than sell them in Chérafîr, he does not have to pay a hawking fee, but he must put his goods into the government bonding house and pay a monthly bonding fee. It takes Joe twelve months to assemble the 50 tuns he needs:
The bonding fee in Chérafîr is 3%. It must be paid on the total value of goods, every month (or fraction thereof) in advance.
Month 01 Amount in Bond 2,400d, Bonding fee: 72d
Month 02 Amount in Bond 2,400d, Bonding fee: 72d
Month 03 Amount in Bond 2,400d, Bonding fee: 72d
Month 04 Amount in Bond 3,360d, Bonding fee: 101d
Month 05 Amount in Bond 3,360d, Bonding fee: 101d
Month 06 Amount in Bond 3,360d, Bonding fee: 101d
Month 07 Amount in Bond 5,040d, Bonding fee: 151d
Month 08 Amount in Bond 5,040d, Bonding fee: 151d
Month 09 Amount in Bond 5,040d, Bonding fee: 151d
Month 10 Amount in Bond 5,040d, Bonding fee: 151d
Month 11 Amount in Bond 5,040d, Bonding fee: 151d
Month 12 Amount in Bond 6,360d, Bonding fee: 191d
Total bonding fee: £6:02:01d 1465d (about 23% of the total value of the assembled cargo).
If Joe had assembled the same cargo in Chélemby, and if he were a concessionaire, there would have been no bonding fees at all. That's what I call a more efficient cargo.
Obviously, this is an extreme case. Most shippers go to extraordinary lengths to avoid taking a whole year to assemble a cargo ... time is money. However, rushing the process can also cause problems. Where one has to pay a bonding fee, one always tries to assemble and turn cargoes over as quickly as possible.
Another advantage to having a concession house is that holding goods becomes a viable possibility. Since it costs (in effect) nothing to store goods, one has the luxury of buying goods on 'spec' and holding them until the price is right. Also, if your warehouse has 900 tuns of goods... there is a fair chance that you can assemble a reasonable cargo whenever you want to... this can be a marvelous economy.
There are probably other reasons why having a concession house lets one assemble more efficient cargoes, but for now, I'm very tired... I home *some* of this makes sense :)
There are any number of trade "laws" that clan Silkán might *allege* that clan Jâagensen have breached:
* most importantly, they would probably argue that the Téstrad "improperly" granted Jâagensen a license to fish the Kôladis herring banks, given the "traditional" rights of Kalínby, Banága and Silkán. (Franchises in Chélemby require the approval of both the Tia-Nalári clan and the local authorities, in this case the Kolâdis Téstrad).
* they might argue that if clan Jâagensen are to be permitted to make use of Kolâdis to land and process their catch, ought to pay a special "tax" to make use of the facilities that the Silkán, Kalínby, Banága and other clans have built up over the years.
* even though "concessionaires" are supposed to be exempt from hawking and bonding fees in Kolâdis, Silkán might argue that this only applies to clans with clanhouses and/or nalâri (estates) in the Kolâdis district. Thus they could argue that Jâagensen are 'interlopers' from Chélemby Antánalâri (district).
As noted in the Kolâdis module, Kâl isn't too worried if his legal action is "justified" - he wants to make life so unpleasant for Jâagensen and their allies that they decide to take their business somewhere less difficult...
Fástred na Beréma,
Rówanti na Sávè-k’nôr
Any depots which may or may not be scattered around the islands of the Gulf of Edérwyn and elsewhere, would exist to provide logistical support (in most cases) for the movement of seagoing vessels, which may or may not need them... if they are there... not that I'm saying they are there.
I'll make a start, at least on your disquisition of huge questions. You seem to have managed to isolate and expose some very major issues. Well done that man!
Markets are notoriously difficult to corner. The basic idea, of course, is to buy up all of a particular kind of comodity and, having achieved a kind of monopoly, to raise prices through the roof. This is not the only way to exploit a cornered market: another way is to *selectively* limit supply. In Chélemby, they import wool. If one were to buy up the whole supply of wool from nearby ports, one might deprive a competitor of the materials needed to run her/his clothier's establishment. Without wool, the clothier might not be able to operate.
On a smaller scale, a clever mercantyler might simply buy up vital supplies as they arrive on the docks. Either way, cutting off supplies or adjusting prices can have interesting effects.
Buying up Notes
Chéler Clans often write substantial promisory notes. It is the quickest way to finance large transactions. Sometimes they hand over other people's notes, or what have you. Promisory notes almost work like paper money among the 'high rollers' of the City.
Most notes get discounted now and then. If someone thinks the issuer won't be able to pay, s/he might not be willing to buy it for face value.
Sometimes when a note holder tries to redeem a not with its issuer, the issuer will not have enough cash or ready negotiables and might ask the would-be redeemer to wait. In exchange for this, the issuer might make a bonus payment or write an additional note. (Going further into debt to avoid paying back an outstanding debt.)
It is quite common for usurers/mercantylers (tianalari clans) to purchase other people's notes, usually at a discount, when they have 'spare cash'. This is a good way to make substantial profits, if one has cash to spare or is willing to write notes of ones own).
Example: Joe needs cash to buy a shipment of wool and doesn't have any readies... He goes to Charlie and borrows £10, Writing a note for £11 that will be due the following month.
When the due date rolls around, Charlie comes to Joe and asks for his £11, but Joe can't pay because the wool fell in the harbour and he couldn't sell it for £20 like he had planned... at least not until it dries out (things like this happen all the time... maybe the buyer backed out... maybe the buyer was conning Joe... who knows?)
Anyway, Joe says "I can't pay now, give me another month... here's a £1 bonus (in cash)"
Charlie accepts the cash keeps the note for £11 (which is now due) and goes home.
Fred is ticked off at Joe and hears about the deal with Charlie. Fred goes to Charlie tells him a story about how Joe has had deals go bad all over the place. Charlie listens to the story, and gets worried. Mentions that he's holding a note from Joe. Fred acts surprised and sympathetic. Finally, Fred offers Charlie £8 for Joe's note. They haggle a bit and settle on £9:10:0, which Fred pays Charlie in cash (he might have written a note of his own, but probably for more). Charlie has £1 plus the £9:10:00d and has actually made a profit of 10s.
Fred maybe does the same kind of thing to buy up some of Joe's other outstanding notes.
At 'just the right moment' (when Joe doesn't have any cash). Fred goes to Joe and demands payment in full. Joe can't pay cash, and Fred won't accept wool or other comodities. So Joe either has to sell something for cash quickly in order to pay Fred, or buy back his note(s) with *bigger* notes. Fred has Joe over a barrel and can virtually dictate terms.
**SPOILER ALERT** (non-GMS playing in Chelemby should not read this)
I'm replying late, sorry, but here are some things that may help tie various bits of Chelemby together and get your players exploring various parts of the island.
As Jeremy has mentioned, there is a semi-official school of arcane lore in Chelemby city, sponsored by Clan Jaagensen. This is an interesting, and powerful, clan.
- The current treasurer is a Jaagensen.
- A secret underground tunnel runs from the Jaagensen clanhouse (P4) to outside the city wall. What's that there for?
- The Jaagensen dominate the herring trade in Koladis, but this position has recently been challenged by the Silkan. The Silkan have a colourful history, and have recently seen a resurgence of fortune thanks to the recent arrival of Kal and Taros (the latter being a member-at-large of the Valstrad). What is their story?
- The Silkan (esp. Kal) are involved in the Kalinby-Tarkenby feud. The Silkan were also involved in the Elbrath-Elionasen feud. The Jaagensen, meanwhile, are allies of Tarkenby, and also of the Pelanby (one of the most powerful clans in NW Lythia). This could involve the players in the local politics and lead on to adventures in mainland Lythia as they attempt to make their way back to Harn.
- With their involvement in the herring trade, the Jaagensen would have some connection with Salonen Ekatriasa in Koladis. He has an 'uncanny' accuracy for picking the location of the fish. What is his story?
- It seems also that one of the Temian burial sites lies within the Jaagensen nalard.
The various Earthmaster and Temian sites have also been mentioned. There are a few interesting characters in Chelemby, Koladis and Evanekin with interests in these sites, connections with the Shek P'var, or both:
- Kala the Tutor and Mide the Beggar in Koladis
- Mirel Wentelsen and Lesyl Dysen in Evanekin
- The Queen is from Emelrene, which has links with Melderyn and which borders with Alagon in Shorkyne (the duke of Alagon, a Pelanby , is a friend of King Aemon).
- The cult surrounding the Jarind stones of Chelemby (mentioned in the lore section of this website).
A few interesting tidbits from the Chelemby City guide, which you can only speculate on until the actual module comes out, include the Hyzel glassworker (I48: some Hyzel are worshippers of Siem - a Sindar perhaps?); the soothsayer who is apparently an outcast daughter of a Silkan (K16); and the Berema-trained artefact dealer (V16).
I hope those few things help. I think you should have no trouble keeping players occupied in Chelemby and its near neighbours for a while.
I think we have to acknowledge the possibility that Adobe did indeed manage to improve their compression algorhythms :)
I actually noticed the difference when I created the new file. If I weren't quite as lazy as I in fact appear to be... I would probably rebuild all our distribution files as version 6 (the earlier ones are version 5). I may, however, wait until I get version 7 or 8...
Just curious ... the old PDF is about 22 Mb while the new one is around 10 Mb in size. There doesn't appear to be a difference between the documents in Adobe Reader (other than the repaired margins). What would cause the discrepancy?
I am, frankly, amazed that no one has noticed this before... Perhaps no one has ever wanted to print the Roleplaying article until now?
I will get right on it...
Ok... we have found the problem and fixed it in a new version (no new version number) of the pdf file. The new version will replace the old one in the eShop immediately and we will reissue to everyone who asks...
Management appologises for the inconveniences (but still can't believe that no one noticed until now!)...
I could possibly use Tesien, although in that particular campaign, Tesien is the location of a Earthmaster jail. From the start of the campiagn the ward's have been slowly collapsing. It is all connected with one of the large plots of Earthmaster and Airmasters. I thing I had an Airmaster entity trying to weaken the bars from the outside also.
I have some notes on the Airmasters if anyone's interested?
I was sort of hoping Dinibor would be produced soon.
. . . and that's a big IF, the Godstone in Kanday is located at Tesien in the Ternua Heath along with a group of nasty bandits. (New lackeys for the villian, having been suitably impressed by a display of his powers?)
"I could not think of a good way to move the villian, from Kanday to Chelemby".
Godstones seem the obvious choice.
There is a godstone in Kanday the marshy area (whose I can't remember, and I don't have a scan of Kanday on this computer).
There is godstone in Chelemby at Dinibor.
Only problem then is whether you want the villain to be following the character closely. If the villain has to spend some time travelling to and from godstones, that would slow him down by several days. Oh, also, the villain apparently must have figured out how to ensure that a godstone delivers him where he wants to go.
You could speed this up by arranging to have the character doing something at Dinibor. :)
How does the villain know the character is in Chelemby? Presumably some sort of Savorya spell gave him the knowledge.