Flintlocks & Fireballs
- The Trader background replaces the Half-Elf race.
- Just as Half-Elves may take feats that have either elf or human as a prerequisite, Traders may take feats that have either Wilder or Arakesh as a prerequisite.
The Traders are a people without a home — though if you asked them, they’d say that their home is the open road. ‘Trader’ is perhaps a misleading name: it’s something that they do a lot of, certainly, but that’s more a consequence of being free to go where the good deals are. Traders tend to do any job where moving around a lot is an advantage: there are Trader couriers, journalists, tinkers and guides — as well as, on the more illicit side of things, thieves, swindlers and con-artists.
Traders have a tradition of hospitality: they’re a sociable culture, and tend to travel in groups, sharing gossip and stories. You’re much more likely to see a wagon-train than a lone traveller, and even Traders travelling alone have a tendency to seek out company where it’s available.
The Trader lifestyle tends to be simultaneously romanticised and demonised by the rest of the Empire: as much as it’s assumed that someone who doesn’t want to nail down their possessions in one place lacks a certain moral character, it’s also assumed that Traders spend their time in a pastoral idyll, free from the corruptions and temptations of city life. Really, neither of these two assumptions is particularly accurate. It’s true that Trader culture tends to favour the kind of wealth that can fit in one’s pocket, rather than the kind that needs to be kept in a building, but Traders can be just as moral or amoral about acquiring it as anybody else. And it’s true that their wagon-trains tend not to go further than the outskirts of big cities, but that’s more to do with the fact that there’s no point in going any further unless you work there, rather than any high-handed moral objection to city living.