| abstract
| - Their units consist of 1 Caravan Master and a random number of Caravan Guards. Every time you talk to the caravan, their face looks different, even if it is the lone caravan master you are speaking to. The quest demands that you escort the caravan to a town chosen by the guild master. The guild master says that it must reach the town within 15 days, but you don't actually have any time limit. You can't escort more than 1 caravan at a time, the guild masters won't give you such a quest if it already is in progress. So if you are tired of the merchant caravan quest, accept one, and make them wait somewhere secure, like next to a town. now the guild masters are open for new quests. When the quest is completed, you get + 1 in relation with the town you accepted the quest, a small monetary reward, and some experience. Should the caravan be destroyed, the relation will deteriorate with -3 points instead. You can tell the caravan master or the leading caravan guard (if the caravan master is dead), that they should follow you, or wait. The caravan acts as neutral, meaning that it won't aid you if you attack someone or if someone attacks you. If the caravan are being attacked, you can help it out. Sometimes, if the caravan was facing overwhelming odds, you will get an increase in relation with someone called commoners. This increase counts for every merchant caravan, meaning that the next time it happens with a different caravan, it will be added on to the amount of relationship you already have with the commoners. Relation with commoners is not known to have any value.
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