The denizens of Leng may be good traders, but sometimes you
want to bargain with someone who doesn’t hail from a nightmare realm. Thankfully there’s the mercanes. Originally born as the arcane in 2e
AD&D’s Spelljammer, and rechristened as mercane in 3.0/3.5, Pathfinder’s
mercanes have gained some eyes and lost some fingers (and the secret chest ability is a classy touch).
First and foremost, mercanes are just plain useful—when
players want to do magical item shopping that threatens to warp the economy of
the local city, mercanes are a plausible way to keep them happy. They’re also an easy jumping off point
for planar or interplanetary adventures and plot hooks.
But the real delight is deciding how you want to play your
mercanes. In Spelljammer (if I’m recalling
right) they were a secretive, unctuous lot who held a monopoly over
spelljamming technology. They’d
also work well as fantasy Ferengi for all you Quark fans out there, or as an
interstellar crime family (or families, possibly dueling) à la The Godfather. Since Pathfinder’s daemons are far less mercenary than
(A)D&D’s yugoloths, mercanes might step in as the arms dealers of your
campaign’s Blood War—picture Robert Downey, Jr., in Iron Man, sans the moral awakening.
In other words, have fun.
To slay a fiendish
dragon, adventurers need a specific enchanted sword. But the noble djinni who owns it is not
inclined to part with it. After
their failed audience, a mercane approaches the adventurers. He can get the sword, he claims,
provided they retrieve a certain item or two for him. Of course, getting the item will not be easy, especially
since an azer thief-taker in service to an efreeti “accidentally” overheard the
whole exchange.
Mercanes and denizens
of Leng seem to almost studiously avoid each other. But the movement of strange living
books of magic bound in darkmantle skins and rubies flooding the world’s
markets seem to indicate a brewing trade war.
Mercanes are reliable
brokers, but not always honest ones.
(Though they may be lawful neutral, a contract isn’t a contract unless
it’s signed, and local laws may of course vary by jurisdiction.) When adventurers win an auction despite
a mercane’s attempt to rig it, he calls on his xorn mercenaries and a wyrwood
bodyguard (see the Advanced Race Guide)
to catch them before they make it to the safety of their planeskimmer.
—Pathfinder Bestiary 2
188
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