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Spores, Brutes, and Inventors: Unearthed Arcana Brings You Three New Subclasses
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<blockquote data-quote="R_Chance" data-source="post: 7732403" data-attributes="member: 55149"><p>I'm teaching macro right now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Given the specialization of various fantasy races it points to a trade system existing (and in mine it always has) even if it was not explicitly mentioned. Trade has always existed at whatever level transportation, production and markets allow for. It doesn't have to be ultra long range. Modern transportation does create larger markets and increase the benefit but the benefit has always been there. Medieval cities existed based on trade with surrounding villages, funneled through market towns. Long range trade tended to be in durable luxury goods. This wouldn't be any different. It means that the races would be much closer to each other geographically than modern nation states are. Dwarvish cities or Gnome steadings (or what have you) would rely on near by human or Halfling villages / towns for food. This doesn't mean Gnomes (and others) would produce none of their own food, just that they would be reliant for much of it on other communities. As for hidden Gnome villages they might just send caravans out to pick it up themselves or act through some trusted intermediaries. The ancient world supported a city of over 1 million people (Rome) on a highly organized system of long range trade with technology no better than the typical D&D world. Trade also offers numerous possibilities for adventure, which is another good, in game, reason for it.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7732403, member: 55149"] I'm teaching macro right now :) Given the specialization of various fantasy races it points to a trade system existing (and in mine it always has) even if it was not explicitly mentioned. Trade has always existed at whatever level transportation, production and markets allow for. It doesn't have to be ultra long range. Modern transportation does create larger markets and increase the benefit but the benefit has always been there. Medieval cities existed based on trade with surrounding villages, funneled through market towns. Long range trade tended to be in durable luxury goods. This wouldn't be any different. It means that the races would be much closer to each other geographically than modern nation states are. Dwarvish cities or Gnome steadings (or what have you) would rely on near by human or Halfling villages / towns for food. This doesn't mean Gnomes (and others) would produce none of their own food, just that they would be reliant for much of it on other communities. As for hidden Gnome villages they might just send caravans out to pick it up themselves or act through some trusted intermediaries. The ancient world supported a city of over 1 million people (Rome) on a highly organized system of long range trade with technology no better than the typical D&D world. Trade also offers numerous possibilities for adventure, which is another good, in game, reason for it. [/QUOTE]
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