Wood for Sheep.Intense_Interest said:Merchants are usually shipping in Commodities or Products. Wheat for Iron Work, for example, or Cotton for Cloth.
Wood for Sheep.Intense_Interest said:Merchants are usually shipping in Commodities or Products. Wheat for Iron Work, for example, or Cotton for Cloth.
tanj said:Wood for Sheep.
Stalker0 said:In the 4e paradigm, if a merchant is able to sell one magic item, he has made 80% profit from the deal (magic items in 4e sell for 1/5 the normal price). Think about that for a moment, for a modern business, anyone whose even able to make 50% profit is just rolling in wealth.
Fiendish Dire Weasel said:Travelling merchants do so because they are an excellent GM tool.
If the GM want's players to be able to sell off their magic stuff easily, there happens to be a travelling merchant in town.
If the GM wants to give his players a few days of downtime, the travelling merchant should be by any day now.
If the GM doesn't want his players to sell, then the travelling merchant won't be there for weeks or isn't expected.
If the GM wants to push the players into a new adventure, the travelling merchant should have been in town already, but is late. Lets hope he didn't get delayed by those recent [orc/kobold/bandit/goblin/dragon/other country/guinea pig] attacks, the PCs should go check it out.
If the GM wants to move the PCs elsewhere, then the travelling merchant won't be around for some time, but they could go to the city.
If the GM wants a combination or these, the travelling merchant will show up in a few days late, after an attack and will buy and sell from the PCs at a discount if they help escort the travelling merchant to their next stop.
Sounds good to me. We've had to turn a blind eye to massive amounts of stuff in 3.0/3.5 this is not only easy to do, but it actually adds to the game.
Mirtek said:None civilisation on earth ever had to exist in a state of darkness like the darkness found in D&D. Since grain is very important large cities would patrol their outlying farms to secure their supply.
JohnSnow said:In "the real world," the very word "adventurer" was coined by merchants. They were "merchant adventurers" like the Muscovy Trading Company, the Turkey/Levant Company, and even the East India Trading Company. Merchants funded exploration. They financed voyages of discovery. And they did all of this in search of goods that they could sell for a profit.
These traveled far and wide in a world that wasn't dark in a D&D sense and even then only did it because they expected an exotic wondrous world goal at the end of their journey where they would get the most exotic things to bring back home.Stalker0 said:Why did people sail west across the pacific, when there was a grave possibility of death?
And any sensible city will extend the protecting of their army to the villages it needs. The romans needed to import a lot of grain too and they did raise huge armies to protect their trade corn champers as far away as egypt.loseth said:You've misunderstood. Cities cannot supply themselves from outlying farms. They are too big. That's part of the economic definition of what a town/city is: too big a non-farming population to be self sufficient in food. They can only supply themselves by transporting grain (or, in North America or Early Modern Europe, potatoes) from villages. Any fantasy medieval setting that is even vaguely based on the real thing* will have to have a similar set up.