Thursday, March 20, 2025

Far Afield in Search of Riches -- A Merchant Generator

 


     Trade is the lifeblood of civilization. Almost no community is capable of being fully self-sufficient. Aside from mere survival, even the most mean and severe of peoples have desires beyond those which can be found in their immediate surroundings. The solution to this conundrum has been the same the world over: the Merchant. Risking life, limb, and their own prosperity, merchants and other traders set out across the world to find a need and fill it. Profit demands no less of them, and penury is the fate who fail


     Who doesn’t need to come up with occasional merchant on the fly? From weird player interactions and desires, to a need to sell something important in a pinch to fill a particular need, the tables below can help give a framework to build off of quickly. Simply roll 4d8 and consult the tables below.



1d8

Where are they from?

1

Far, far away. So far that you may not have even heard of it.

2-4

From across the continent.

5-7

From a neighboring kingdom or state.

8

Your own homeland.


1d8

What are they selling?

1

Raw materials like timber, ores, or unworked stone.

2

Something illegal or heinous in nature such as slaves, harmful drugs, or stolen goods.

3

Weapons, armor, and other accouterments of war.

4

Cattle such as cows, horses, or something even more exotic.

5

Fine goods such as carpets, jewels, or silks.

6

Exotic raw goods such as medicinal plants, rare preserved fruits, or ivory.

7

Information. This could take the form of rumors and hearsay, but more likely books, maps, or scrolls.

8

Services. They could be actors, tinkers, or traveling laborers.



1d8

What is their demeanor, along with the bargains they strike?

1

Honest and forthright.

2

Misleading and exploitative.

3

Harsh and stand-offish. Fair.

4

Kind but ultimately unyielding.

5

Eccentric, impressed by strange or otherwise unique goods.

6

Criminal, actively seeking to fleece.

7

Quibbling and endlessly desiring to haggle.

8

Easily fooled and equally easily agitated.


1d8

How do they defend themselves?

1-3

Mercenary guards. Heavily armed and armored.

4-5

The prestige of their tradehouse or guild. Being blacklisted by them would be ruinous.

6

Great, ferocious beasts trained to kill on a word from their handlers

7

Mystical wards or shields which can be activated to keep attackers at bay.

8

Magically animated wagons which roll and smash attackers by their own accord.


Hi! I’m alive! I know it has been a few years. Life got in the way for me for a bit, but I’m hoping to start providing you all with content again. Thanks for reading.

1 comment:

  1. Delighted to see stuff from you again. Was always good quality before and this looks to be the same. Thanks...

    ReplyDelete