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How do wandering merchants survive?

fuindordm

Adventurer
The wandering merchant model is useful, but a bit hard to reconcile with the Points of Light setting. If the environment were safe enough for small caravans and peddlers to go from town to town frequently, then the centers of civilization would merge together pretty quickly.

[Caveat: I'm aware the description below is vastly simplified. It's purpose is just to illustrate the relationship between safe travel and commerce]

During the dark ages, even the wealth of kings hung by a thread. Taxation converted some of the slim food surplus to gold, which was mostly used to feed and arm soldiers. Local nobles may have been well fed, but aside from that their standard of living wasn't all that high. The main difference was that their household could spend time creating luxuries instead of farming. In a year of famine, the surplus evaporated and commerce stopped completely. During this time, traveling merchants did do business of course--especially on the seas and waterways. Overland travel, however, required a very large and well-protected party.

The merchant class middle classes didn't get a foothold until travel became safe. As Europe's "points of light" expanded into bona fide countries during the high middle ages, commerce became easier and travel more frequent. The food surplus also increased, since more of the farmland around cities was protected. When trade really took off in the 1500's, the wealth of nobles began to look quite petty compared to that of successful merchants. Wise rulers maintained their roads and levied a heavy tax on the big markets to skim off a portion of the new wealth--foolish ones fell into debt.

Is it realistic, then, to expect that adventurers will meet merchants carrying high-quality, expensive items in nearly every village? The new default seems to be more of a dark ages setting than anything else, sometimes even bronze age...
 

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They really don't. They get eaten, and the smart merchants stop doing that.

Really, this put me off. I'm not sure why it would be such a horrible thing for the party to make a trip to a city if they want real items, rather than snapping the internal consistency of the default setting like a twig.
 

Well, first of all, nothing states that your whole campaign world needs to be PoL. Maybe there is a rich empire further down the road but the place where the adventuring takes places is where it's dangerous. As such a merchant could come from that wealthy empire and take a chance to sell some of his stuff in a place where merchants normally wouldn't go very often...
Secondly, if say 90% of merchants manage to travel through the PoL area without any big problems, but 10% gets severely wounded or killed that still means 90% of goods are coming through, but also that it's in general pretty dangerous to go anywhere. I know I wouldn't go see my family in the next town if there's a 10% chance of getting seriously hurt. However overall the economy would still keep going, just with a danger surcharge...
A third point is that maybe your world is slowly crawling out of its PoL state. Nothing says that a PoL area still needs to be that way 20 years from now. Maybe it's on the way up or on the way down which can explain why merchants are still or once again around and even gives the impression of a living, breathing and changing campaign world...
 

It's a compromise between 1) having a mean nasty world full of adventure; and 2) the convenience of being able to turn your bling into powerups.
 

What kind of a merchant survives in a PoL settings? Either one with good bodyguards, or an adventurer himself. After all, acquiring items from monsters is risky. Finding fellow adventurers who have been lucky enough to have surplus, and then turning that into profit, is easier. Especially if said lucky souls are Very Busy With Saving The World (TM).
One could play such merchant-adventurers as well, with all the risks they face etc. Would be an unusual campaign hook.

Oh and BTW: in an age where Amazon does not exist, merchants are likely to be travelling at least with the goods they've gained this trip, if not their whole possessions (and that's possible too). If the PCs happen to meet them in a small village on the route from Big City A to Big City B, that's all right.
 

parvatiquinta said:
What kind of a merchant survives in a PoL settings? Either one with good bodyguards, or an adventurer himself. After all, acquiring items from monsters is risky. Finding fellow adventurers who have been lucky enough to have surplus, and then turning that into profit, is easier. Especially if said lucky souls are Very Busy With Saving The World (TM).
One could play such merchant-adventurers as well, with all the risks they face etc. Would be an unusual campaign hook.

Oh and BTW: in an age where Amazon does not exist, merchants are likely to be travelling at least with the goods they've gained this trip, if not their whole possessions (and that's possible too). If the PCs happen to meet them in a small village on the route from Big City A to Big City B, that's all right.

Yep. Agreed. I even started one of my 1e campaigns way back in the day with the PCs acting as guards on a merchant caravan.
 

Yeah, hired bodyguards. You know, that job the PCs do from time to time.

Or: the merchants you meet on the road have a decent chance to actually be devils sent to sell cursed items & buy delicious souls.

Or: if you meet a merchant at a crossroads, be very careful of his wares, lest you end up indebted to an unscrupulous Fey.

Cheers, -- N
 

parvatiquinta said:
What kind of a merchant survives in a PoL settings? Either one with good bodyguards, or an adventurer himself. ...
One could play such merchant-adventurers as well, with all the risks they face etc. Would be an unusual campaign hook.

That is an interesting idea, at that... hmm...

Ben
 

Voss said:
They really don't. They get eaten, and the smart merchants stop doing that.

Wont the smart merchants go where the money is? The smart merchants will invest their capital in merchandise that they can sell at a high mark-up.

Food stuffs are bulky, but magic items are small and the wilderness is both the market and the source. Heroes wander these small villages looking for opportunities, a wandering band of adventures is going to catch his attention.

If a player is looking for a specific item I'm not going to quibble too much. The merchant does not have everything in the phb in his wagon but he does have a good stock of stuff. And I'll allow the player to say what would catch their eye.

I'm sure the attrition rate is high enough that doing this work is a dangerous business. They would be protected by their own well armed adventures. I would assume a fair number of adventuring bands around most of the wilderness to make it profitable. Eventually even the greediest of merchants' nerve would break and he would retire.
 

Merchants within a POL area will travel freely 99% of the time, commerce is cheap then. In order to scale it economically through the borderlands, merchant trains must be formed of a number of merchants plus train guards. Typically the whole affair can reach from 50 to 300 people. Borderlands are disorganized. Think of the wild west before it was settled. You have two POL's (west coast and east coast), and an unfriendly area in between. Instead of being populated by Indians, this area is populated by monsters and humanoids. Can these trains be nuked there? Sure! But most likely they are slightly smaller, as big, or bigger than any one independent group of fighting humanoids who want to take them out. So what happens? 90% of the big trains make it through without fighting instances because guides/diplomats do their job of bribes and avoidance. 9% of the time their is fighting, and 1% of the time the trains disappears. These percentages go up and down depending on the size of the train and the skill of the guides/diplomats.
 

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