Ah, they are just jealous. You know, they used to be adventurers too, but then they took an arrow to the kneeThey might get the evil eye from the town guard
All entirely reasonable, but my one word response to the direction you are going is: taxes.
Most D&D world's have fantastically fewer taxes than the real world. The fact that the merchant must pay for a license to travel the road armed or to enter a city with his guard, addresses two fundamental goals of civil society - how do we extract money from people (particularly rich people), and who are you any way? That is, "Are you rich and can we trust you to behave yourself reasonably well?" The short answer is, "A typical D&D town (at least in my world) allows adventurers to walk around if they a) pay a small fee, b) positively identify themselves, and c) obey the normal social conventions of the town."
So mostly the PC's in my game are either considered to be mercenaries or else actually are mercenaries. This both simplifies and complicates travel.
Despite some of its trappings, D&D has virtually nothing to do with history. Partly, this is due to the presence of magic. Mostly, though, it's because D&D is played almost exclusively by modern Western players.
All entirely reasonable, but my one word response to the direction you are going is: taxes.
Most D&D world's have fantastically fewer taxes than the real world. The fact that the merchant must pay for a license to travel the road armed or to enter a city with his guard, addresses two fundamental goals of civil society - how do we extract money from people (particularly rich people), and who are you any way? That is, "Are you rich and can we trust you to behave yourself reasonably well?" The short answer is, "A typical D&D town (at least in my world) allows adventurers to walk around if they a) pay a small fee, b) positively identify themselves, and c) obey the normal social conventions of the town."
I don't actually agree re: "most tables" being unable to wipe the modernity from their eyes. My experience is the contrary. "Most" tables I've played at largely can. Obviously some is intentionally retained (less racism, sexism, societal creepiness in general, etc.), but my experience is that 8/10 D&D players loved history at school, regularly read history books, and/or the better class of fantasy/historical novels, and have a much firmer grasp on "the past was different" than the average reasonably intelligent person.
The exceptions I have seen were all people whose eyes glaze over when history is mentioned, and kids who just don't know much history. I've seen such tables, esp. when I was younger, and if D&D was super-super-mainstream like WoW, I'd totally buy "most", but it isn't, and my experience is that "most" tables are fairly okay at this. YMMV etc.!
Pay a fee? Sure - that may work if your town has a wall, and we are talking about merchants. For PCs, we have to set aside how frequently murder hobos can climb things really well, sneak past wall guards, and, you know... fly and stuff. Obey normal social conventions - of course.
"Positively identify"? Sure, if you want to speak directly to a local lord, a letter of introduction may be required from some other personage of note. And governmental types who wanted their people to travel might give letters of safe passage, to tell others that getting in the way might have consequences. Henry V seems to have invented the thing we consider a "passport" to identify his important people when they were in foreign lands. But these are less about "are you who you say you are?" and more about "are you important enough to worry about?"
But identity documents for the masses - what we think of these days as "positive ID" - didn't really become common until around WWI, if I recall correctly. Before that time, you don't really have the information infrastructure to support such. And photo IDs, kind of obviously, require photography....
I don't actually agree re: "most tables" being unable to wipe the modernity from their eyes. My experience is the contrary. "Most" tables I've played at largely can. Obviously some is intentionally retained (less racism, sexism, societal creepiness in general, etc.), but my experience is that 8/10 D&D players loved history at school, regularly read history books, and/or the better class of fantasy/historical novels, and have a much firmer grasp on "the past was different" than the average reasonably intelligent person.
"Positively identify"? Sure, if you want to speak directly to a local lord, a letter of introduction may be required from some other personage of note. And governmental types who wanted their people to travel might give letters of safe passage, to tell others that getting in the way might have consequences. Henry V seems to have invented the thing we consider a "passport" to identify his important people when they were in foreign lands. But these are less about "are you who you say you are?" and more about "are you important enough to worry about?"
But identity documents for the masses - what we think of these days as "positive ID" - didn't really become common until around WWI, if I recall correctly. Before that time, you don't really have the information infrastructure to support such. And photo IDs, kind of obviously, require photography....
So, yes, if you need a reason to support a forgery plotline, by all means introduce the idea of positive ID.![]()
But I don't think this matters for merchants - it doesn't matter if they are who they say they are, except insofar as they say they are somebody with stuff to sell or a desire to buy. You can call yourself by whatever name you want to use, so long as you have the goods or the cash to dump into my local economy.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.