#merchant

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 Mr. Hermit [for a few ones Hazam] is a very mysterious merchant who travels from place to place wit


Mr. Hermit [for a few ones Hazam] is a very mysterious merchant who travels from place to place with his stall full of various treasure goodies. Depending on given conditions, he decides if it’s worth to settle down for a while and convert his business to a bigger shop of wonders.

Mr. Hermit is cultivated and dignified, he doesn’t talk much but when he does, his speech is rather formal and polite, like his behaviour. He follows true art of haggling and treats clients with respect and expects the same in return. In his free time he reads (many many) books or listens to stories of travellers who visit the area.

But you know something is off.. His eyes seem to be able to pierce your soul to the point you feel vulnerable. The smile seems to mask the wilderness of his hidden thoughts. His knowledge is so vast and calculations so fast that even a small talk with him can make you feel confused. His presence somehow commands respect and you don’t know exactly why you are so sure he’s someone you shouldn’t anger or disappoint under any circumstances. And you’re not wrong as he’s alert to ill-bred behaviour and easily detects bad intentions.

Local fables tell stories about mythical jinn, desert demons, powerful alchemists, time travellers and ancient magic hermits. This eccentric man gives you strange vibes and you start to connect the dots that maybe his official handle and presence are not just catchy business tactics..

__

Art & character © Neshirys

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Poor Bodahn. His inventory always get crammed up with rubbish. (But nowadays the worst loot goes to Poor Bodahn. His inventory always get crammed up with rubbish. (But nowadays the worst loot goes to Poor Bodahn. His inventory always get crammed up with rubbish. (But nowadays the worst loot goes to

Poor Bodahn. His inventory always get crammed up with rubbish.
(But nowadays the worst loot goes to the worst merchants that I never visit anyways. Good for my eyes. Probably good for Bodahn’s career.)

Happy D4day I guess!? So many important days this time of year!

HoF Surana, Bodahn Feddic, Alistair, Leliana, Sten
/ Dragon Age Origins © Bioware


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Adventure: A Wager Among the WavesNever try to cheat a dragon, not only are they sore losers, whatevAdventure: A Wager Among the WavesNever try to cheat a dragon, not only are they sore losers, whatev

Adventure: A Wager Among the Waves

Never try to cheat a dragon, not only are they sore losers, whatever game you’re playing you’re playing it by their rules.

Hooks

  • Having traveled to Port Sweldin in order to catch a ship, the party get to enjoy a few days enjoying the picturesque beachtown while waiting for a vessel known to be traveling to their destination. Sweldin boasts of lively boardwalk amusements, charming market streets, and a thriving artist community that caters to both tourists and wealthy folk summering
  • All seems to be going well until early on the morning of their fourth day when the party assembles to see their ship come in only to watch as it suddenly begins to sink out in the harbor. Rescue boats are dispatched ( which the party may be pressganged into) but the effort is interrupted when a grey scaled dragon launches from the waters below and delivers an ultimatum to those gathered to watch the chaos:  His name is Xemplaris, and he is there to claim their shore by right of challenge as the town once challenged him long ago. Before he leaves, he claims that he will sink any ship he sees out on the water, throwing Sweldin into chaos and preventing the party from reaching their long sought destination. 
  • No one has any idea how the port managed to anger a dragon, but when the party investigates a few miles up the shore they find that the chalenge they’re expected to meet him in is not combat, but an elaborate game. Xemplaris has smoothed out the beach and drawn in a grid, arranging his side of it with large stones and giant shells. Apparently he expects the party to source their own pieces before he tells them the rules, which will require them to go savaging above and below the tideline to find the assortment of oversized tokens needed to compete. The dragon will take great amusement in this, and may engage them in conversation as they thrash about in the surf. during which they may be able to piece together why the beast is doing all this beyond just draconic greed.

Setup: Several hundred years ago,  Beryl Sweldin was a dwarven huckster entrepreneur in search of his next con venture, after being chased out to the coast after his most recent scam enterprise went belly up. Born the son of an imperial scout and surveyor, Sweldin knew a good patch of land when he saw it, and stumbled across a stretch of shore that with a little dredging and other sorts of management would make a fine deepwater port. The only problem was that this stretch of land was inhabitted by a young dragon, who’d grown up alone among the dunes, lairing in the shell of some massive sea-beast that’d long ago died on the beach. Already large enough to pose a threat, Sweldin cozied up to the young Xemplaris, offering him shiny trinkets  to earn his trust and persuading the innocent creature that he was a friend. After that, the draogn was just another mark, and Sweldin was going to fleece him of everything he had.  Sweldin devised a game and taught it to the dragon, wagering coins and baubles along each match and instilling the young wyrm with an undersanding that games like these were binding and one must always abide by their outcome. Naturally Sweldin was cheating, adding more rules and complications to the game each time that the dragon could get caught up in.  After half a year of this grift, Seldin eventually tricked Xemplaris into wagering the entire beach and the giant shell which served as his home, and when the little dragon lost he went away weeping.

After that it was easy for Sweldin to bilk a few inverters into his new project, as deepwater ports were sure to be big business. His grand house still sits on a hill overlooking what he made, its floors and couryard tiled with fragments from a great leviathan’s shell hauled up from the shore.



The Shore game is played in an 8x8 grid, with players taking turns to deploy their pieces anywhere across the first three rows infront of them. The game is often played in sand, and while the grid should be as straight as possible the topography does not need to be even.

Pieces are as follows:

  • 8 roundish stones, all the same color: the main playing piece of the game, these pieces can only be moved two squares at a time. They can also be “flicked” at another piece to remove it from play. If the stone lands its hit, the struck piece is removed and the stone stays in, taking the removed piece’s postion ,were as if flies off the board without making contact it is considered out. Xemplaris requires stones for his game to be large enough for HIM to flick, meaning that for the average humanoid they are improvised weapons with a range increment of 5/15

  • 4 tall shells: These pieces serve as the primary goals of the game, with a player losing once all 4 of their shells have been knocked down. These Shells cannot be moved once placed, and after they fall, no piece can be placed on the spaces into 2 spaces into which they have fallen.  Xemplaris uses the figureheads of different ships he’s salvaged as his point counters, and is very proud of them.

  • 2 Flat shells: These shells move like chess knights, leaping over other pieces. If they land on an enemy piece (including a tall shell) that piece is out, but if they land on a friendly stone, that stone is protected and cannot be taken if struck ( the flat shell needs to be struck first to remove it). Xemplaris uses giant chunks of coral for these pieces.

  • 1 Stick: The stick is three grid spaces long can be placed wherever the owner wants it provided there is not another piece in the way, including digging it into the sand at an angle. The stick is not removed when it is struck by stones, and stones cannot be placed into spaces  the stick occupies ( though the flat shell can still remove it). Xemplaris uses an entire driftwood trunk as his stick. 

  • 2 Shiny tokens:  Not placed on the board, these tokens amount to an attempted “do over” allowing you to retake a shot or force an opponent to retake one of theirs. If the do-over is successful, the one who called for the do-over has to give the other player one of their tokens. Regardless of the outcome of the game, whoever’s holding the tokens keeps them after the game is over. Xemplaris’s tokens are a pair of shimmering gems, and expects the party to ante something equally valuable which may require them to haggle with a jewler back in port. The dragon will also allow one of the challengers to ante their eyes in place of tokens, taking vindictive pleasure in making them wager something precious to them.

The players take turns moving two of their pieces at a time, though only the roundish stones can be used twice in the same round ( first moving, then flicking). Play ends when one player has all their pointy shells knocked over, or when both players are out of stones to toss, in which case the player with the most pointy shells standing wins. in the event of a tie, the player with the most tokens wins, after which the game is a draw.


Further Adventures: 

  • The world was not kind to Xemplaris after he was evicted, and for centuries the dragon has nursed a shameful sorrow that slowly transmuted into hate when he matured and realized the dwarf had cheated him. Deeply hurt and fixated on winning his home back, the dragon has spent years codifying Sweldin’s nonsense game into something he considers fair, subconsciously convinced that if he could beat the long dead huckster he could undo the hurt he suffered after losing his home and fending for himself in the wider world.  His wager is simple: if he loses, he won’t destroy the port in an act of draconic wrath. If he wins: The port is his, and everyone else needs to leave or risk being burned alive. Xemplaris sees this as justice for the exile he was forced to endure, nevermind how unbalanced the scales might be. 

  • With his new found fortune, Sweldin married into the prosperous Stouthull clan, and used their combined influences over the newly forming town to invest heavily in shipping.  The vessel the party were set to sail on belonged to the Stouthulls, which gives Sweldin’s decendants a perfect excuse to aim the party at Xemplaris in order to buy time to rally their defences and secure their assets.  They knew the dragon was coming after all, Sweldin had told his children about the centuries long graceperiod he’d gotten the dragon to agree on before their next “rematch” and it was kept as family secret while they prepared various countermeasures.  The Stouthulls promise the party a fortune to just kill the dragon if they can, or delay long enough for them to ready wyrmkilling construct and enchanted balista they’d had prepared for just such an occasion.
  • If Xemplaris loses his game, he’ll fly into a rage, a half millennia of regret pouring through him and spurring him to rampage through town, tearing apart buildings desperate to find the shell that was once his only shelter. If the party can’t talk him down, they or the Stouthulls will have to kill him, being hailed for heroes in their part but always being haunted by the wyrm’s last words: “ It’s not fair, I just wanted my home back, It’s not fair, It’s not fair”
  • If the party do manage to talk Xemplaris down ( what port city wouldn’t want to have a draconic protector on the naval payroll?) and eventually return to Port Sweldin, they’ll find that the populace has gone a bit mad for the Shore Game, playing a table-sized version on the boardwalk and at the biweekly tournament hosted outside the dragon’s new beachside lair.   The heroes will of course have made an enemy of the Southull clan but honestly,   who’d pick a pack of greedy, murderous merchants over having a boardgame playing dragon friend?

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ruoyuart: Just so y'all know, my current portfolio rehaul will be ongoing until early June. I’ll ret

ruoyuart:

Just so y'all know, my current portfolio rehaul will be ongoing until early June. I’ll return to Warhammer content after the 1st/2nd, I promise!


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KonoSuba:God’s Blessing on this ProfitCover art I made for my friend Konosuba fanfic, check it

KonoSuba:God’s Blessing on this Profit
Cover art I made for my friend Konosuba fanfic, check it out in the link above, tried to emulate to some extent the covers used by the light novel and the manga

If you fell like supporting my work please check out my SUBSCRIBESTAR or my PATREON

Other places where to find me:
DEVIANTART
PIXIV
TWITTER


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So we all had an alright Christmas over here. We exchanged presents and we explained to Harper what the holiday was about and he thought that we were lying. Most people weren’t even religious, seeing as we have tangled with gods and most of us know how the world was actually formed.
Hell, Gary and Jasmine work for the Grim Reaper. Although I think Teddy is the most religious one here, seeing as he does regularly say praise to Bahamut.
 Anyways, we all agreed that we should spend the day relaxing and exchanging gifts.

Here’s what I got everyone.

Mary got some clothes that won’t rip when she shape shifts, especially a bra and panty set, this ain’t the fricking summer of love.
Gary got a set of expensive yo yos from Egypt.
Jasmine got the Blue Rays of every single current episode of Supernatural. 
Teddy was given a set of clothes that look exactly like what he wears now, but fire proof and blessed by the church of Bahamut.
Tom … I gave him a $100 gift card to Victoria’s Secret.
Kuwauso, well I got this little fella a few rings that store and play memories, made specifically to fit Otter hands.
Pin got a $100 gift card to iTunes.
Harper was forgiven for the few times I’ve caught him trying to smuggle humans off of Earth.
Brent got a new computer, mostly to replace the one that Pin … murdered.
Fallin … buying presents for this guy is hard, so I asked him where he HASN’T gone and he said Alaska … so I got him a ticket to Alaska.
Cavalt got a hit list with the locations of some powerful vampires I know he’s been hunting … he hugged me for a while.
Sheila was finally paid for everything I haven’t paid for and she was also given some contacts with merchants outside of Earth. 

 Ugh, anyways we sent the trainees home or back to wherever they like to hide out and then we had a great day.
I wrapped a gift for Sammy … put it in my closet, not the one that randomly teleports, but the one in my room. She would have liked being around everyone, hell maybe she was here, astral projecting or whatever.

 So that was our holiday. New Years should be fun, gonna set off some big ones, just gotta make sure it won’t be misinterpreted as an attack.
Have a good one everybody.

Did a picture of Emmy running her stall, “The Raven’s Nest”

I’d say it turned out great! Really fits the whole “Magic Shop” look.

 Portrait of businessman Manuel Cardoso Coutinho de Abreu (?– 1867) — Francisco José Resende, 19th c

Portrait of businessman Manuel Cardoso Coutinho de Abreu (?– 1867) — Francisco José Resende, 19th century (private collection)    


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5 of 30 “Sword” Some of you may know, I have an affinity for role playing video games (R

5 of 30
“Sword”
Some of you may know, I have an affinity for role playing video games (RPG genre) and their stories. One of the most important characters to me, asides the characters you venture with is the merchant! The merchant sets you up with your first gear when starting and frequently most visited character in the game.
I am pretty satisfied the way this character came out. In looking forward how I am going to revise this look one day once my skills level up.

#inktober2017 #inktober #illustration #inkdrawingart #inkart #doodle #okayjt #drawing #sketchingart #pendrawings #swordart #swords #videogamer #swordmerchant #merchant


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 Travelling book merchant and her trusty steed

Travelling book merchant and her trusty steed


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Next images to the challenge “Faces of 1000 nights” from SkillsUp School.The genie, sultan’s daughteNext images to the challenge “Faces of 1000 nights” from SkillsUp School.The genie, sultan’s daughteNext images to the challenge “Faces of 1000 nights” from SkillsUp School.The genie, sultan’s daughte

Next images to the challenge “Faces of 1000 nights” from SkillsUp School.

The genie, sultan’s daughter and the merchant.


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Witchy Inktober day 3 Merchant witch

Witchy Inktober day 3
Merchant witch


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 Magnolia Arch from Bravely Second using that job class I barely used

Magnolia Arch from Bravely Second using that job class I barely used


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inky-duchess:

Fantasy Guide to Ships, Boats and Nautical Lingo

Of all the ways to travel in fantasy and historical novels, there are two favoured ones: horses and ships. But I covered the horses already so here we have some ship terminology and kinds of ships.

Common Boat Terms

  • Aft/Stern- The back of a ship.
  • Bow - The bow is the front part of the ship, the pointy part or the place where Kate Winslet stood on in Titanic.
  • Port - The left side of the ship
  • Starboard - The right side of the ship
  • Windward - The wind the direction is blowing.
  • Hull- outside of the ship
  • Leeward - Or sometimes called the lee. This is the opposite direction of the wind is blowing
  • Boom - A horizontal pole extending from the base of the main mast. It adjusted toward the wind direction in order to harness the wind for the sails.
  • Rudder - The rudder is a flat piece of wood below the ship, used to steer the ship. It is connected to the wheel of the ship.
  • Tacking - A common sailing maneuver that involves turning the bow through the wind, to change the wind direction from one side of the ship to the other, making the boom move.
  • Underway- This is when the ship is moving
  • Astern- The ship is moving backwards
  • Amidships- Middle of the boat
  • Topside- when you move from the lower decks to the upper deck


Compartments of the ship

Most ships would have compartments inside the hull and underneath the deck.

  • Cabins- most war ships and merchant ships would only have one or two main cabin occupied by the captain and higher crew.
  • Galley- The kitchen on board the ship. The galley would be fitted with tables and cabinets. Galleys were built in such a way that they were more resistant to the heaving of the ship. Most galleys were built with special stoves to stop people from colliding with them and things from spilling out of pots and pans.
  • Wardroom- some ships are built with a common room for the crew. The wardroom acted as a common room as well as a dining room. It would usually be conjoined with the galley.
  • Sick Bay- is the compartment of the ship that is given over to the injured and sick. The sick bay would hold the medicines and medical devices and would often be under lock and key.
  • Hold- This will be the largest compartment in the ship were the cargo or the ship’s weapons.

Crew and Positions aboard the Ship

Captain

When we think of captains we imagine them as blackhearted slave drivers (something akin to managers in the customer service industry) but on further research you will find that is not true. There are two kinds of Captains you find in history. Pirate captains and Legitimate Captains. Pirate captains were elected by their merit in battle and dedication to the crew. They were considered equal to the crew, only taking full charge during raids and battles. In the Navy or any legal-bound ship, captains were selected by rank and wealth. There was no equality between captain and crew as in pirate ships. Legal ships were Capitalists and the Pirates were Democratic.

First Mate

First Mate is the captain’s deputy. They act as captain when the captain cannot. This was mainly seen in Navies and merchant ships as Pirates usually placed their quartermaster as their deputies.

Quartermaster

The Quartermaster was in charge of ensuring that the ship ran smoothly, rather like the ship’s HR manager. The Quartermaster was in charge of supplies and had certain powers such as being able to punish the crew for minor infractions.

Sailing Master

These were officers in charge of piloting the ship. They would have to be educated enough to read a map and was a much desired position because it was a fair paying job. Pirates usually kidnapped sailing masters from ships they attacked to use aboard their own ships.

Gunner

Gunners were the overseers of any many qualified to load and fire guns. They were in charge of aiming cannons and making sure the crew were safely using guns. Most the guns were loaded by young boys called powder monkeys.

Boatswain

Boatswains or junior officers would act as supervisors, watching over the crew as they did their duties. If things were not going well they reported to the captain or quartermaster to punish the crew.

Surgeons

Surgeons handled any diseases and wounds. Since being at sea limited the amount of medicine available. Most ship’s surgeons were forced to cut off limbs to avoid infection pike gangrene. Surgeons may not always be found on ships. Cooks or carpenters were often pressed to do amputations: meat was meat and cutting was cutting.

Cooks

All ships needed somebody to cook. Navies and merchant ships would often have trained cooks while on pirate ships it was just a crewmember who was handy in the kitchen.

Kinds of Ship

(Not a complete list, may post more later.)

Brig- A brig is the ship that one most thinks of when you think of a ship. The brig is a large vessel, set with a pair of square-rigged masts. Brigs were fast ships and highly maneuverable. They were used as merchant ships and warships.

Galley- The galley is propelled via oars. The hull is long and slender and most of them featured larger sails. Galleys often were rowed by slaves and used in war.

Galleon- Galleons were large ships, built with multiple decks, carrying three or more masts with square raised stern. The Galleon was usually rigged with square sails on the fore-mast and main-masts.

Caravel- The caravel was a small ship with triangular sails, famed for its manoeuvrability and speed.

Longship- The longships were the ships of the Vikings. They were slender ships, narrow. They were able to keep afloat in shallow waters as well as the deep sea. Longships were able to reverse quickly, a very important skill. The longship was a warship, a raider’s ship propelled by oars.

Carrack- the carrack was a large ship, often built with mass cargo holds making the most popular ship to go on long voyages on. The carrack had three or four masts.

Cog- This ship was a large vessel, the hull wide and large. The ship is propelled by a great single sail flown from a tall mast.

Junk- The junk or Chinese junk was a kind of coastal or river ship used as merchant ships, pleasure ships and sometimes houseboats. They are small ships and made with battened sails rather resembling wings.

Trireme- the trireme was a slender ship set with three banks of oars pulled by one man each. The trireme had a concave hull and usually had an underwater ram at the prow of the ship.

For@viola-cola

Ice cream merchant, Constantinople, B. Kilburn 1898.

Ice cream merchant, Constantinople, B. Kilburn 1898.


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weaver-z:

Picking up hot girls by telling them in great detail why Shylock from The Merchant of Venice was in the right and isn’t a villain

 Elden Ring Fan Art. Nomadic Merchant: Slow-selling goods. Just eat, no waste.

Elden Ring Fan Art.
Nomadic Merchant: Slow-selling goods. Just eat, no waste.


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 Elden Ring fan art. Do not awake the sleepwalker with Frenzied Flame!

Elden Ring fan art.
Do not awake the sleepwalker with Frenzied Flame!


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