The GITS Guide to Shops


Alchemist

Alchemists specialise in the study and preparation of unusual compounds. A few of them waste their time trying to change lead into gold but those with any sense make a highly profitable living selling spell components to mages. Some powders will be a lot rarer than others and this will be reflected in the prices which an alchemist charges. Spell components are always sold in small leather pouches, each of which holds five 'doses', i.e. enough for five spells.

Armourer

There are a wide variety of shops selling armour. Some are owned by leather workers, some by blacksmiths and some can provide the skills of both crafts. As well as selling the armour shown, they are also prepared to buy used armour of any kind. They will also buy used weapons. To sell a piece of armour or a weapon, use the 'H' order. Armour is often in great demand and armourers do a brisk trade. Shop defences are variable and they are often a target for enterprising thieves.

Cartographer

Many years ago, when the land of Kharne was fully mapped, travel from one town to another was easy and trouble-free. Since then, the wilderness has been infested with all manner of deadly creatures and to make matters worse, most of the maps showing the locations of other towns have been lost. Cartographers own most of those remaining but even they only have maps showing the area around the town in which they live.

Credit Dealer

Carrying large sums of money is a risky business, especially in the wilderness. When merchants travel from one town to another they usually convert most of their cash into a Letter of Credit. These can be bought from the credit dealers found in most major towns and then converted back into cash on arrival at their destination. Write 'B (char) (shop) (amount)' to purchase a Letter of Credit at a shop providing this service. There will usually be a charge of 10 gold pieces for this service. To convert the letter back into gold, find another shop providing this service and use 'B (char) (shop) 0' to hand the Letter of Credit to the shop. Again, there may be a small charge. Like other merchants providing financial services, they will be wealthy but well guarded.

Disused Shop

Some shops thrive and prosper but others fare less well. Perhaps the owner died without an heir, or the shop was simply unable to provide sufficient funds to live on. Whatever the reason, most towns will have several empty or disused buildings.

Food Shop

Rations can be bought in even the smallest villages. The type of shop varies, depending upon location. In villages, your group will usually buy food direct from a farm, whereas in a town or city, rations are usually bought from a market stall. There will seldom be anything of real value kept by the owner and these places are not worth robbing. Rations are essential for any group not staying at an inn. Each character will consume one ration per turn.

General Store

After food stores and inns, these are amongst the commonest shops. None of the items on sale are essential for successful adventuring but all are useful in certain circumstances. Even if you can't think of a use for them now, buy some in case you need them later. General stores are also willing to buy low-value treasure items.

Gymnasium

Combat training of one kind or another can be found in many towns. Most gymnasia have one or more instructors who are experts in at least one type of exercise, usually body-building or weapons training. To make the most of the training, a character should have at least 100 experience points. If the training is successful, some or all of the experience points will be converted to skill points.

Inn

Most towns and cities have at least one inn or lodging house where weary adventurers may rest and recover from their injuries. The cost of a night's rest includes food and a character at an inn will not need to consume rations during that turn. Inns are also a good place to catch up on the local gossip and some provide opportunities for professional gamblers to indulge in games of chance. Although gambling is common, games are usually played for pennies. The stakes at professional gambling dens can be up to 1,000 gold pieces.

Jeweller

Jewels are often used as an alternative currency as they are so much less bulky than gold coins of equivalent value. They are also easier to hide. Rather than load themselves down with large bags of gold, many travellers buy gems and then convert the gems back into cash when they arrive at their destination. Jewellers will also be willing to buy most kinds of valuable treasure for a fair price.

Library

Most libraries are privately owned by wealthy merchants who charge a hefty fee to permit adventurers to study there. After all, books and scrolls are rare, valuable items. Most texts relate to the local history of the region and a library is therefore an excellent source of information on nearby ruins and dungeons.

Magic Guild

The magic guilds of Kharne are centres of learning for all kinds of arcane knowledge. Many have libraries to aid mages in spell research, and teachers who can improve the skill of the mages in your group. The teaching is expensive and to gain full benefit a student should have at least 100 experience points. The guilds are also interested in all kinds of magical artefact and will pay fair prices for items with special powers or enchantments.

Merchant Banker

Carrying large sums of money is not only dangerous, but it is also tiring. Many towns have a merchant who will be willing to look after your group's funds while they are adventuring. They will usually make a small charge for this service. Write the order 'B (char/99) (shop) (amount)' to deposit gold at a shop providing this service. You can reclaim it with the order 'B (char/99) (shop) (amount)'. Note that each merchant banker has two shop numbers, one for making deposits and one for withdrawals. These merchants are obviously wealthy men but they defend their property well, making a robbery against them a chancy business.

Money-lender

The money-lenders of Kharne are wealthy but unpopular men. Their wealth makes them a tempting target for thieves but most are well guarded. Novice burglars should seek a more vulnerable target. Any group can borrow money from a money-lender. The amount which can be borrowed will be based upon the money-lender's assessment of the group's capabilities, up to a maximum of 1000 gold. To borrow money, write the order 'B (char/99) (shop) (amount)'. Money-lenders charge 20% interest and the loan must be cleared within 15 days (turns). To repay, write 'G (char/99) (shop) (amount)'. Loans may be repaid at any money-lenders. Failure to make a repayment can result in serious punishment and money-lenders all over Kharne are in regular contact.

News

News travels fast and most towns have up-to-date information on the events of the surrounding area. You can purchase this information and get a list of parties in town at this shop. There may also be news of special quests which are available.

Temple

Temples are amongst the most important buildings of any major town or city. The priests who reside there can provide a range of valuable services. Temples will also accept tithes from worshipers. If your group prays to a god while in town they will do so at that god's temple if there is one. Temples will sometimes refuse entry to groups whose alignment is strongly opposed to that of the temple. Some temples can provide special training for your characters. To gain full benefit from this training, a character should have at least 100 experience points. Temples will pay a fair price for any treasure items that you wish to sell. Most temples are well guarded and they are not recommended as targets for the light-fingered members of your group.

Thieves' Guild

These semi-legal organisations are a common feature of town life. Many guilds operate in secret and you can only find the guild building if you are very lucky. Most guilds are able to provide special training to improve the skill and awareness of thieves and to improve the awareness of non-thieves. To gain full benefit from this training, a character should have at least 100 experience points. These guilds are a good place to sell unwanted treasure items, especially valuable ones.

Travel

The fastest and safest way to travel in these troubled times is by boat or stagecoach. Most towns or cities have coach stables, and a small port if they are on the coast. Here you can purchase transport to other towns. This method of transport is expensive (the cost shown is per person), but quick. The journey occurs during your turn and you will arrive at your destination in time to complete your remaining orders. Note that some destinations are just dropping-off points and booking a return journey may not be possible.

Weaponsmith

On Kharne, weaponsmith is a general term which includes weapon makers with no smithing skills, such as bowyers. In addition to selling the items shown, weaponsmiths will usually be willing to buy weapons and armour of any kind. To sell equipment to a weaponsmith use the 'H' order. Shops selling weapons, especially expensive ones, tend to be quite wealthy and make good targets for skilful thieves.
 
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