Wednesday, April 20, 2022

The Piedrajoya Guild (the Guild of Jewelers and Lapidaries)

[written by Phil, who plays Bartholomew Pettibone] 

Selling our Gems and Jewels: Building Relationships: Learning to Appraise: Finding Buyers: Dabbling in Covert Dealings


In our role-playing games we are often rewarded for our adventurous excursions by acquiring gems and jewels as items to trade in for coin – which is then spent on so many different things! In order to make game-play move smoothly, it is assumed that those items are normally sold off at a cost defined by the DM, and the coins shared among the party. Sometimes, unique items might be “bought-out” by a party member for any number of particular, personal, role-playing reasons. This makes good sense, and follows the 'KISS' principle (Keep It Simple Stupid). However, some players might wish to role-play deeper into the social matrix of the DM's shared campaign or world – such as when Sesel, the Voice of the Survivors, became a citizen and married into one of the major Houses of Cothon, or when Durham created a new business: The Ringing Anvil. With that in mind, I am proposing a list of local gem-cutters/jewelers and merchants who buy/sell jewels, who comprise the 'Piedrajoya Guild' (PJG), with whom player-characters may interact in order to cultivate relationships for general or specific gain – or perhaps to increase their final selling price of gems and jewelry. I chose this group of merchants/artisans to elaborate on because they are generally high-status people within the community (or at least quite wealthy), they have constant commerce/contact/interactions with many of the more “high-browed” members of society (perhaps privy to rumors or could provide access?), they might have contact with the more sleazy side of the city (acting as fences, etc.), and they are people our characters presumably interact with in order to sell their wares.



None of what is being proposed here would interfere, in any way, with players simply taking the gold piece (GP) value of gems and jewels offered by the DM. To keep game-play moving smoothly, players can always assume that items are quickly sold off to any of these local merchants (there are plenty in the city). However, this extra bit of spice will allow players to “up their role-playing”, further immerse themselves into the game (adding color and social/city intrigue), potentially increase their reputation and skills, or simply increase the value acquired from selling gems and jewels. These artisans can also be used by characters in order to provide a bonus when “Finding the Right Buyer”, or to assist in various nefarious activities.


After talking with the DM, it was decided that the highest caste of people residing in Cothon-Gadeed likely consists of about 5,000 citizens. Those citizens live almost exclusively in the part of the city known as Gadeed, proper. There are an additional 10,000 or so non-citizens (of high-mid stature) living/working in Gadeed. There are another 10,000 or so lower-caste non-citizens/barbarians residing in the less affluent portion of the twin cities – Cothon. In total there are about 25,000 people living and working throughout Cothon-Gadeed (and of course many of those “people” are Bulrathi, Klackons, Alkari, Sakkra, Mrrshan, K'Zin, etc.). Based on that population size, and with the fact that this is an “adventuring” city, I have developed a table of 35 different merchants who deal in some way with buying/selling/making gems and jewels. (As a note of interest to those living in north Idaho/southeastern Washington, this population size is similar to Lewiston-Clarkston, and in that area there are about 30 businesses that advertise the buying/selling of gemstones and/or jewelry.)


A few of these merchants are itinerant (ship captains, traveling caravans, etc.), and I have 
co-opted some of the DM's earlier NPC merchants (e.g. Ilasha and Han). A good number are 
either pawn-brokers or simply buyers/sellers of goods. Those noted as pawn-brokers can all 
produce and provide forged papers/documents, based on reaction rolls, and for a price – but 
will be (at best) only 65% perfect. A fair number of the merchants also design and make their 
own wares (true jewelers). However, only a few can cut gems from raw stones, AND design 
their own wares. A limited number are very special, and can introduce characters into higher 
society, into much lower society, assist with buying/selling/creating magical/tech items, or can 
create forged documents/items of exceptional quality.

For the most part, a “relationship” can be cultivated with any of the merchants (much like from
 Mazirian's Garden), in order to be able to learn how to:
	1. more accurately appraise items themselves.
	2. sell gems/jewels at better prices
	3. procure forged documents/items
	4. gain favors/rumors/etc.

Because these merchants are people who are likely very suspicious of overly “friendly” or 
“seedy” characters trying to take advantage of them, I am proposing that the usual relationship
 time clock be lengthened, and the chances of success be a bit tighter. However, I am not
 suggesting that failures be more catastrophic – just more common – and that success is a more 
time-consuming proposition. After all, this is about incurring additional profit, and it should
 take time and unique/noteworthy actions to build a good relationship with these folks. 
Especially a very few of them.

A general relationship can be cultivated with almost all of the merchants/artisans (T-Oni being 
the exception). As the relationship grows, a character will gain a bonus to the basic price set by 
the DM on gems/jewels acquired during adventures, the ability to appraise the value of 
gems/jewels, and learn if the merchant has special qualities, in this manner:

1. Acquaintance – (takes two successful down time activities) – character is now on amicable 
terms with the merchant, no special bonus, but allowed to advance.
2. Associate – (takes two successful down time activities) – the character and merchant are on 
first-name basis.
	A. Character gains 2% increase to price of gems/jewels sold to merchant.
	B. Character learns merchant provides special services (discussed later).
3. Friend – (takes two successful down time activities) – the character and merchant have a 
more friendly attitude and might actually have a meal or drinks together once in a while.
	A. Character gains 5% total increase to gems/jewels sold to merchant.
	B. Character gains +1 to ability to appraise.
	C. If merchant is a fence, character learns this; can be used to sell 'hot items' for -20% of 	
DM's stated price (transaction remains covert – a complication may arise).
	D. Character gains +1 to “Find the Right Buyer”.
4. Companions – (takes three successful down time activities) – the relationship is strengthened.
	A. Character gains 10% increase in value to gems/jewels sold to the merchant.
	B. Character gains an additional +1 bonus when “Finding the Right Buyer”.
	C. If merchant is a fence they can be used to sell 'hot items' for -15% reduction of DM's 
stated price (transaction remains covert – a complication may arise).
5. Intimates – (takes three successful down time activities) – the relationship has become
 almost unbreakable.
	A. Character gains 15% increase to gems/jewels sold to the merchant.
	B. Character gains additional +1 bonus to rolls when either appraising or “Finding the 
Right Buyer” (these bonuses, even when applied with others, cannot go above +3).
	C. If merchant is a fence, selling 'hot items' will incur a -10% reduction of DM's stated 
price (transaction remains covert – a complication may arise).


The bonus added for appraising and “Finding the Right Buyer” should be somewhat related to 
gems/jewels/antiques/coins/etc., and this would come under the discretion of the DM. For 
example, the bonus would apply if the adventurer Gan ad'Din, Bearer of All Things, was 
attempting to find the right buyer for an antique ring of exotic metal, remarkable artwork, set 
with exquisitely cut gems – but not if he were trying to find the right buyer for the fresh musk 
glands of a seductive vampire. As well, the bonus might apply if Gan were appraising the value
 of a tome that is beautifully/artistically embellished (especially with gems, illuminations, 
metallic leaf, etc.), but not for an original, rare, potentially expensive, but unadorned work of, 
or set of, literature.

A fair subset of the merchants (15 – mostly pawn-brokers) can act as fences for gems/jewels/etc.
 that characters might want to sell without drawing attention to themselves. Only merchants 
noted as “fences” can act as such. For those who are indicated as fences, the ability to use them
 more successfully in that manner comes only after continued relationship building. Characters
 should be reminded by the DM that this ability of the merchant should be kept in confidence. 
Breaking that confidence comes with repercussions.

A select few of the merchants (9) have unique qualities/abilities and this will be learned as the 
relationship progresses. These merchants can be used to gain information and access to high 
society and/or the seedy underbelly of the city. They can also provide access to cabals dealing 
with items that are more expensive, are illegal, or harbor powerful magic or tech.


The Basic Relationship Clock and Results (2d6):

1. On a roll of 2, no success, clock remains stationary. Additionally, on a 1 on a d6 a 
complication arises
2. On a roll of 3 – 8, no success, the clock remains stationary
3. On a roll of 9+, success and the clock advances one step
4. There are no remarkable successes – unless the DM sees fit

Complications (1d10):

(If a character is just beginning a relationship – moving from customer to acquaintance – and 
rolls a failure, and a complication, then the only complication will be to require an additional 
success in order to move forward.)

1. Merchant becomes irate, all progress lost, no further advancement can be made, authorities 
or character's rivals are alerted to potentially criminal/competitive activity
2. Merchant becomes irate, relationship is reduced by two steps
3. Nothing
4. Merchant feels maligned, relationship is reduced by one step, requires a bribe (2d10 X 100 
gp) and one additional success to continue
5. Merchant becomes nervous, relationship is reduced by one step
6. Merchant feels slighted, becomes aloof, relationship is reduced by two steps
7. Merchant becomes suspicious of motives, relationship remains stable, two additional 
successes required to calm the merchant before normal advancement can continue
8. Merchant looses interest, relationship is reduced by one step
9. Merchant becomes paranoid and feels maligned/used, relationship is reduced by two steps, 
requires a bribe (2d6 X 500 gp) and two additional successes to continue
10. Nothing

If the reductions in the relationship clock drop the character's relationship lower than what is 
required for using the merchant's abilities, those abilities are not available until the relationship 
grows further. For example: Bart has a relationship with Sh'Hyne of Cothon at the second level 
of 'Companion'. This comes with numerous added benefits. However, Bart fails the next 
relationship roll, and it comes with a complication that reduces the clock by two steps. This 
puts the relationship back to the status of 'Friend' and Bart loses all abilities associated with 
Sh'Hyne at the 'Companion' level. Bart does not regain the abilities associated with Sh'Hyne 
at the 'Companion' level until he makes additional success rolls on the clock – Bart knows 
Sh'Hyne can provide them, but Sh'Hyne refuses.


Merchants with special abilities/character:

When the relationship progresses to the 2nd level of “Associate” (ostensibly after three 
successful relationship rolls), the character will become aware that these merchants can provide 
special services, and can begin benefiting from them. Each step in service is revealed as the 
relationship progresses, and should be kept in strict confidence by the character. This 
investment in time represents the character taking the relationship very serious, and gaining the 
friendship, confidence, and deep trust of the merchant. If a character happens to let anything 
slip concerning the nature of these special abilities, the merchant will sever all ties with the 
character, forever, and will report them to either the authorities or to high-level rivals. Or, 
perhaps the merchant will simply hire someone to “take care of” the problem character.


A List of Piedrajoya Guild Establishments:
  1. Sh'Hyne of Cothon
  2. Han (itinerant merchant)
  3. Golden Arts
  4. Jo'el DelRay
  5. Blue Valley
  6. Lia Sophia
  7. Dottie's
  8. Gem Craft
  9. Time Stop
  10. First State
  11. al Dan's Antiques
  12. Gadeed Pawn
  13. Dockyard Pawn
  14. HiHo Silver
  15. Steve's Pawn
  16. Khole's
  17. Ilasha (itinerant merchant)
  18. Klackon Scarabs
  19. Gehemma's
  20. Jo'honson's
  21. Whiskey Creek
  22. Glaser's
  23. Walker's
  24. The Wilburys'
  25. Nature's Garden
  26. Custom Jewelry
  27. The Appraisers
  28. Kayala's
  29. Dos Ojos Viejos
  30. al Jo's Jewelry
  31. A Stone's Throw
  32. T-Oni
  33. House of Cards
  34. Scarabs Galore
  35. Zay'yals


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