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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

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