Guild-based town culture. Larger cities usually are at least partly self-governing, usually by a council of some sort. Many townspeople are specialized craftsmen who trade with the town citizens as well as peasants outside the walls. There may be several competing religious sects in any given town, that take part in the politics and intrigue just like the secular notables. Armed forces, if needed, are mercenaries. Most free cities have a school or university of some sort.
Free cities can be found in the crossroads of all major land and sea trade routes. Especially Lombardy and Flanders are areas with several competing trade cities. Most craftsmen, merchants, and scholars belong to this group, even if living on the countryside. Also artists are often mercantile.
Power and prestige is determined by wealth and contacts. Personal abilities themselves rarely play a role.
- +1 INT, +1 CHA, -1 CON
- +1 skill pont per level
- 2 automatic languages (any)
- bonus languages: any
- +2 racial bonus to diplomacy, art (sculpture), knowledge (geography), knowledge (local) and knowledge (nobility)
- mercantiles cannot select the Gaian philosophy
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