02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
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108.1.141.197<br />
production), sometimes on export (to protect local<br />
consumers), and sometimes on both. In addition,<br />
taxes can be levied in the form of tolls for the use of<br />
roads, bridges, and so on. The “crown a leg” standard<br />
is perhaps the most common levy mainly because few<br />
toll wardens can estimate the value of cargo, but<br />
most can count the number of legs on horses, guards,<br />
and merchants. Nations and cities commonly charge<br />
a one percent tax on entering trade goods, though in<br />
troubled times like these many cities levy both taxes<br />
as a way of subsidising their local military forces.<br />
The level of taxation also varies considerably.<br />
Blasting powder for a small pistol charge might cost<br />
six crowns in Corvis with one of the crowns destined<br />
straight for the treasury where it will typically be<br />
used to pay watch salaries. In the Khadoran capital<br />
of Korsk, the same charge might cost eight crowns of<br />
which two go to tax. Even more prohibitive taxes may<br />
be set on items that governments are keen to limit.<br />
For example, regarding the commission of steamjacks<br />
in Cygnar, purchasers must register their construct<br />
and pay a mandatory fee equal to half the value of the<br />
materials used in its construction. Part of this tax goes<br />
directly to the Fraternal Order of Wizardry, the sole<br />
supplier of legal cortexes, as an incentive to ensure<br />
that their clients register all steamjacks.<br />
Before declaring war on Cygnar, the Protectorate<br />
could not set its own taxes since it fell under the<br />
jurisdiction of Cygnar; a Cygnaran license was<br />
required to trade legally within the Protectorate at<br />
all. For years, this protected Cygnaran mercantile<br />
interests, but things have changed since Hierarch<br />
Voyle declared his holy war against Cygnar. Now if<br />
traders come to the Protectorate at all, they must<br />
make obligatory “donations” to the Temple. Cygnaran<br />
traders have been permanently banned, and local<br />
systems of barter, brokered by the local temples, have<br />
been instituted throughout the theocracy.<br />
Winds of War<br />
With llael oCCupied and khador imposing an exClusive<br />
ContraCt With the golden CruCible, blasting poWder has<br />
beCome extremely diffiCult for Civilians to aCquire. priority<br />
goes to the armies of the kingdoms, and most gunWerks and<br />
poWdermakers sell exClusively to their respeCtive nations.<br />
adventuring types may still find Ways to proCure blasting<br />
poWder, but it is not as simple or Cheap as before the War.<br />
Naturally, where laws appear law breakers soon<br />
follow. Black markets dealing in illegal commodities<br />
exist in most major settlements. This is rarely a physical<br />
market (although in places such as Five Fingers<br />
operations do run openly). More commonly it involves<br />
a network of fences, procurers, forgers, looters, and so<br />
on. Penalties for breaking tax laws vary from kingdom<br />
to kingdom. Tax evasion in Cygnar often results in<br />
fines or the confiscation of property, but in Khador<br />
it may lead to public flogging or forced work in the<br />
mines. The Protectorate often punishes the trade of<br />
proscribed items (such as oil) by execution (for more,<br />
see “Crime & Punishment,” pg. 123).<br />
rumor has it…<br />
blaCk market trade is indeed a profitable venture that has<br />
given rise to several speCialist Criminal organizations. in<br />
partiCular, the Caspian WatChguard is Currently investigating<br />
rumors that a group Calling itself the brethren has been<br />
supplying the proteCtorate With blasting poWder, steamjaCk<br />
parts, and other prosCribed items. there is not yet enough<br />
evidenCe to prove anything, but several blaCk marketeers have<br />
told the same story of purChases made by a Wild-eyed man and<br />
tWo holier-than-thou henChmen, the former of WhiCh tries<br />
unsuCCessfully to hide his ordiC aCCent. this man apparently<br />
matChes the desCription in Cygnaran intelligenCe reports of<br />
a smuggler and spy in the employ of the proteCtorate.<br />
Mechanics of Trade<br />
When purchasing goods for trade, a character<br />
must first find a source (with a Gather Information<br />
or Knowledge [local] check) and then evaluate them<br />
to see what they are worth (an Appraise check). For<br />
both checks, use a DC of 10 for common household<br />
goods, 15 for specialist items (tools, weapons, etc.), 20<br />
for rarer items (e.g. firearms and relatively common<br />
mechanika), 25 for obscure goods (e.g. magical<br />
items and novel mechanika) and 30 for improbable<br />
purchases (like a second-hand steamjack). Increase<br />
all of these DCs by 5 if the character tries to buy in<br />
bulk. At the point of purchase, the adventurer may<br />
choose to barter which requires a successful Bluff or<br />
Diplomacy check. Apply a +2 circumstance modifier<br />
if the Appraise check suggests an unfair price. It is<br />
opposed by the merchant or fence’s Sense Motive<br />
check. Each point of success reduces the price by one<br />
World Guide 53