Tell that to D&D. Your distinction doesn't exist within the game. Halfling generally do not sell, but do like to trade. End of story.
You just insist on making DnD more absurd. I don't know why. Trade is trade. Whether you trade for coins or not doesn't even factor into it.
And especially since, this is now imminently confusing. Halflings are more than willing to make goods to trade for other goods, but they don't make goods to sell for money so they can buy other goods? Do they have a cultural hatred of coin now? Why is this a distinction that needs to exist?
Under 100 people don't need to constantly send out for stuff. They aren't generally making disposable things.
Except for all the things they need to eat that they need to trade for.
Also, just going to post this bit from a wikipedia search for Market Days "Braudel and Reynold have made a systematic study of European market towns between the 13th and 15th century. Their investigation shows that in regional districts markets
were held once or twice a week while daily markets were common in larger cities."
So, in the medieval ages, in europe, going to a market was a weekly event. They didn't make disposable things either, and the medieval ages are the time period we are most closely emulating.
Oh, but I'm supposed to stop bringing things like this up, because they are about the real world.
Said that several pages ago. It just won't be large and will be troublesome for even rangers to find.
You need to show proof of that, because I grew up in the countryside and when I went into the forest, through the field once a month or even slightly more often, trails never appeared.
You couldn't tell the difference between your normal route and a different direction? The grass didn't get thinner in one spot, bushes didn't grow there?
Also, yeah, Rangers are going to have a hard time finding it. Your typical Ranger is going to have what? A +4 or +5 to survival for tracking? So a passive 14 to 15? If they travel at a slow pace, they get an additional +5 for a passive 19 to 20.
DC 15 is the check for navigating the open seas, with an overcast sky (so no stars) with no land in sight. It is the literally the DC for finding your way in a blank space with nothing to guide you. Finding a these tracks are supposed to be harder than that? Heck, cutting through a jungle with no paths and finding your destination is also DC 15.
Oh, and before I get accused of making this stuff up because it must be setting specific, DMG page 112.