After reading the first 15 pages, I think I have a major building block for my first 4e campaign. Comments would be appreciated!
Cool Name Merchant Guild
HISTORY
Founded X years prior by a famous adventuring party who ruthlessly forced towns and merchants in the area to join and obey.
"Merchant City" is a large city at the crossroads between X larger points of light. This city is where Merchants trade amongst themselves. Only those wearing the Guild Signet ring can enter the main area of the city (think Flea Market/Swap Meet).
MEMBERSHIP
Several Levels of Membership
Liscenses required to sell different kinds of goods.
Certified Appraiser Training/Test
Yearly Dues
Must pay 40% of selling price to Guild.
Strict rules for membership... need more thought on what they could be.
Magical Signet Ring - Only responds to assigned Guild Member. (no killing Merchant and stealing ring to gain access to "Merchant City"
RULES
Only one Merchant of a specific good per route.
Can purchase goods from non-Merchants at 20% of appraised value.
All goods sold are at 140% of retail value (determined by the Guild(DMG))
Non-Merchant Guild members can set up permanent shops, but no item being sold to non-guild members can be magical or over a value of X gp.
Merchant Guild Members are not allowed to set up permanent locations.
Anyone selling an item over X gp to a Merchant is required to complete a MG bill of sale which includes personal details of the seller.
To summarize, if you find an item worth of X gp or is magical, it can legally only be sold to a Merchant Guild member who is only going to pay you about 20% of its retail value (or roughly 14% of the actually price to buy it from a Merchant given the 140% selling price).
To purchase a magical item or an item worth of X gp you must find the ONLY merchant who is liscensed to sell those types of items on that specific route. Even then, it's not guaranteed they'll have the item, although given enough time they could get the item the next time they trade at "Merchant City."
LIFE
Merchants are often attacked in between destinations. When attacked by humans or other advanced species, the Merchants themselves are often NOT harmed. To do so could mean death by a Guild Hit Squad/Assassin. Monsters are also prevalent and WILL kill the Merchant if given the chance. The treasure taken, however, varies, as they only take what may interest them (if anything). Those hired by Merchants for protection who let their employer die often can't find work. It's not uncommon to come across a wagon in the road that has been attacked with treasure left behind. If a Merchant comes across such a find, they turn the goods in at the "Merchant City" and receive a small percentage of the value. Another small portion is paid to the living family of the dead Merchant. The rest is kept by the Guild.
RUMORS
The Merchant Guild Council is actually in league with various criminal organizations and/or monsterous tribes. The threat of attack and danger associated with the trade of Magical items keeps prices high, thus keeping their 40% cut high. (And the lure of making riches trading).
The Merchant Guild is responsible for attacks on some of its own members. Either members who are rumored to be breaking rules, or those who get too successful/powerful and aren't favored by the council.
ADVENTURING HOOK
A merchant arrives in town seeking members to replace his previous crew. He needs people of special talents (Healing, Identifying, Scouting, Tracking, Muscle).