Civitas
← Asentamientos

Helix

TBD · Auran Empire (Rorn — Outlands)

Class IV · Pueblo grande
Cargo baseline: 1000 stToll: 0.1 cp/stTariff: 20% and 5%

Notas

# Helix

**Base de operaciones** de la campaña ACKS de Mauro. Asentamiento principal
donde han operado los PJs (Barton, Gold Bukranis, Aledis, Drake) a lo largo
de los ~2 años de campaña.

> Datos pendientes: población exacta, demand modifiers, dominio asociado.
> Esta ficha está pre-cargada como referencia para que Mauro la complete
> al entrar a Civitas.

Market Class **IV** asumida como placeholder (pueblo grande, 600-1.750
familias) en base a su rol de base de campaña. Mauro confirmará la clase
real al editar.

## Relaciones conocidas

- Cerca: Adwen (otro asentamiento de la región)
- Cerca: Swamp Fort (Barony) — el dominio fungal con Galdrtré
- Contexto setting: mezcla Barrowmaze (Iron Mote / Mota de Hierro) + Auran
  Empire de Rorn según Alex Macris, sobre mapa hexagonal regional.

## PJs vinculados

Pendiente: Barton, Gold Bukranis, Aledis, Drake (todos jugaron desde esta
base).

Reglas relacionadas

Entrar al mercado · Rulebook L39188
In order to engage in __mercantile ventures__, the adventurers must first travel to and enter a __market__. Markets allow adventurers to buy and sell __merchandise __such as such as “wheat & vegetables,” “pottery,” and “tools.”__ __There are 21 different types of common merchandise and 10 types of precious merchandise__ __available in each market. (The complete list is found on the Common and Precious Merchandise tables below.) These 31 types of merchandise collectively but abstractly represent all available goods in the market. Markets also allow adventurers to find __passengers __who want to book passage to other markets and to accept contracts from __shippers __who need fleets or wagons to carry goods from port to port. Finally, markets offer __investment __opportunities for adventurers with spare cash.__ __In short, markets are to mercantile venturers what dungeons are to adventures — they’re where the action takes place\!

When adventurers enter a market, the Judge should guide play through the following steps.

###### 1. Determine the Market’s Characteristics

A market can be anything from a humble county fair to a city-state’s outdoor bazaar to the ports of a major metropolis, but each has different characteristics. Each domain generally has its own separate market. 

Markets are rated by __market class__ from I to VI, which rate their size and importance. The market class of an urban settlement determines:

- the __baseline merchant cargo __required to make an impact in the market; 
- the __toll__ charged to enter the market and __tariff __imposed on imported merchandise;
- the volume of __merchandise__ available to buy and sell;
- the number of __shipping consignments __available for carriage; and
- the number of __passengers__ interested in booking passage.

The vast mercantile hubs of empires, with urban populations of 20,000 families or more, constitute Class I. Major ports, national capitals, and other large cities of 5,000 or more families constitute Class II. Provincial capitals and medium-sized cities of 1,750 to 5,000 families make up Class III. Small cities and large towns of 600 to 1,750 families make up Class IV. Small towns and large villages of 250 to 600 families are Class V. Any village of 250 families or less is Class VI. 

The Market Characteristics table shows the baseline merchant cargo for each market class, along with the toll charged, number of passengers, and number of shipping consignments at the baseline. 

…