The Cormyrians – Return of Tereya, Rivkin, etc.

The Cormyrians – Next

1. Briefly, the RP stuff for Tereya that I mentioned: “A couple hours” was probably an overestimate. I’m really just looking for a “parking orbit” rather than retirement: establish a manageable cash flow so she can maintain existing property and troops. The idea is to get in with the Cormyrian ruling class enough to get the right papers to own property and maintain troops (in service of Cormyr); pledge fealty to the kingdom, the royal family and adolescent king, the Steel Regent, etc. If that fails, scrap business plans, dissolve the militia, become a solo instructor/adventurer/justicar.

2. Less briefly, the mini-campaign I’ve been outlining. I assumed you didn’t want to DM in the Forgotten Realms, and I had some ideas for adventures, but if you’re keen to run things that’s cool with me too. If I were DM’ing and you were playing, any kind of character would work; because of the background (below) it would be easy to slot in an associate or employee of Rivkin’s, but that was just a thought. I’m not fit to run big battles and combat at high levels in fantasy RPG, and it’s a pain in the butt in general, hence I’ve been working on something more oriented to interpersonal, political, RP and such. Here’s the gist (rather long):

Session 0/1:

Rivkin’s informant network has brought in word that a new trade agreement is about to be signed between Cormyr and Arrabar. This is going to open up a number of import/export concessions that can be pursued by merchant houses. While it might seem like this sort of thing is subject to bribery, graft, or being quickly snapped up by noble houses, Cormyr is very lawful and by-the-book so the process for winning concessions will be quite fair. In Arrabar trade is more closely controlled by a powerful merchant guild, so acquiring influence there will be required. Winning a trade concession will require (at least): Approval from the Cormyrian government; licensing from the Arrabarian merchants’ guild; agreement-in-principle contracts with buyers and sellers at both ends of the trade route; approval from both governments for the goods involved; negotiation of taxes and tariffs for the goods; proof of the ability to transport (ownership of vessels and equipment, or contract agreements with shippers).

Tereya (or ‘Nina’ now if you prefer) is from a merchant family who are tier 3 members of the Arrabar Merchants Guild – so that helps a bit with an ‘in’ there. (There are 5 tiers.)

Given the party’s status it’s fairly easy to secure the rights to import/export from Suzail. It’s another new license, perhaps to a newly registered trading company. The party can make some decisions here, including what to export from Cormyr (or trans-ship from nearby). “Suzail is known for producing musical instruments, cloth, garments and swords and armor.” Or spices from Marsember, or…?

On the night of the wedding and storm Katenga struck up a ‘friendship’ with Emerald (escort) of the Laughing Lass. One of Emerald’s clients is a member of the Suzail trade commission, and definitely is in possession of documents that will assist in this endeavor. The party just needs to know what’s on a few of the pages to get an advantage regarding tariffs and other requirements – not necessary to steal them. So… how to get into this minor noble’s house and get a look at those documents?

Party has to get from Suzail to Arrabar – maybe something happens on th way. They could go by sea the whole way – Dragonmere to Sea of Fallen Stars to Vilhoun Reach – perhaps on a fast sailing boat. Or cross the Dragonmere by boat, then on land over the Shining Plain and to Hlondeth (snakes?) then boat across to Arrabar. The latter is more complex for shipping due to multiple transfers, but going by sea the whole way carries risk, including passing the Pirate Isles each trip.

Figure out Arrabar; customs, culture, layout.

Get in touch with Ahvra’am al-Arrabari (Tereya’s family) merchant company for information. Figure out what would be a good trade item for Suzail, and what Suzail could supply to this area. Learn about the next step…

A member of the noble house of Arrabar holds particular sway over the customs houses; if you can get this person on your side it will be a lot easier to get this pushed through. (Age, gender, status, etc. TBD by the DM based on the party makeup.)

First step will be to research this person.

Second step will be to get an audience with them.

Match something this person is interested in to a skill or expertise of a party member. Horse breeding, dogs, hunting, music, fighting style, wine? Go from there.

By the end of session 0 this person will be willing to assist, but with conditions, for session 1.

Session 1

There’s a pirate operating out of Prespur or the Pirate Isles that’s causing particular trouble for northern shipping from Arrabar. The noble from session 0 wants the party to take care of this.

Session 2

A captain who owns 3 capable cargo ships is willing to do the shipping at a good rate, but wants to get back an enchanted compass that he claims was taken by another captain. It’s here in Arrabar at the other captain’s house.

The mid-level customs officer that will finalize the permits wants his palm greased. No matter how much help you get from the noble in the previous item, you’ll have to do something. This is an opportunity for something shadier – this guy isn’t a very nice person and uses his position to satisfy his appetites.

Rather than huge, high level monster combats, my idea is that these adventures would lead to stealth, investigation, duels, and perhaps the occasional big dust-up with a band of pirates or rival merchant house.

– Eric Swanson
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