TEXT: CARAVANS &
  TRADE
  Follow Me, And Die!
  Larry Hamilton
  SNI-003
  
  i
  Caravans & Trade
  Food for Thought and Several Random Tables
  Author: Larry Hamilton
  Text Copyright: Follow Me, And Die! Entertainment, LLC © 2018
  Blog: followmeanddie.com
  Patreon: https://www.patreon.com/FollowMeAndDie
  Follow Me, And Die! Avatar by Satine Phoenix
  Cover Illustration: Windfall Stock Art © 2018
  Font: Liberation Serif, SIL Open Font License 1.1
  
  ii
  CONTENTS
  Considerations for Trade.….….…….………………1
  Table Considerations For Trade……………………2
  Trade Goods………………………………………..3
  Tables for Types of Goods In a Caravan…………..5
  General Categories of Goods……………………….6
  Trade Routes………………………………………..7
  Resources & Their Source………………………….8
  Markets & Black Markets.….……………………..10
  Caravansary & Along the Trail……………………11
  Loot Carriers Tables……………………………….12
  Types of Jewelry…………………………………..16
  Caravans & Pack Animals…………………………17
  War Animals & Animal Temperament…………….18
  Convoys……………………………………………19
  Slavery……………………………………………..20
  Types of Currency…………………………………22
  Exchange Rates……………………………………22
  Gold vs. Silver……………………………………..23
  Favors………………………………………………23
  Magic Trade………………….……………………23
  
  1
  CONSIDERATIONS FOR TRADE
  There are several things to keep in mind regarding
  trade, all of which affect the price.
  Difficulty, knowledge,  and skill required to
  obtain the raw material. A common flower like a
  dandelion used to make dandelion wine is not as
  expensive as a wine made from the giant dandelions
  of a far off and near mythical place. Knowing how
  to find ore to mine, and how to mine it in the most
  efficient and productive way possible combines
  knowledge, skill, and chance.
  Availability of supply. Various factors from how
  common something is, to seasonal variability,
  climate, temperature, altitude, and rainfall are just a
  few. The supply varies: Common, Uncommon,
  Rare, Very Rare, or Unique.
  Distance to the source of the raw materials.
  Local, regional, continental, planet, plane,
  dimension, time.
  Difficulty of the terrain or travel over that
  distance. If there are mountains like the Himalayas
  between the source and the market, costs will be
  affected much more than one that has an easily
  traversed mountain pass.
  Perishability of the item or substance. Most food
  will be local. A rare animal beloved for its flesh will
  have to be transported living to be butchered on site,
  greatly increasing the cost of the meal. Items that
  spoil or lose their efficacy quickly will be very
  expensive if not impossible to transport long
  distances.
  Special considerations for transport. Nitroglycerin
  is much more difficult to transport than its
  crystallized counterpart, dynamite. Special handling
  and safety protocols must be followed. Errors in
  judgment and natural hazards will greatly impact
  transporting dangerous or hazardous substances.
  Skill level required to get the final product.
  Skilled workers may be required at every step from
  finding, collecting, processing, and developing the
  final product. The more specialized the labor for
  each step, the more costly a product.
  Number of steps, and workers required in the
  production process. The more it takes for each
  step, the more costly it may be. If work is cheap but
  the distance is great, the costs may be about the
  same as a local product with high labor costs.
  Number of people on payroll for transport. If a
  large number of porters, animal handlers, drivers,
  and guards are required, the cost will go up.
  Special skills required in transport. If driving
  livestock the drovers must know that animal. Cattle
  and sheep have different temperaments. Wild
  animals require even more skill. Specialty products
  that require specific handling also matter. See above
  Special considerations for transport.
  Available transportation methods. If the only
  transportation is to be carried by someone, unless
  they are carrying a sack full of precious gems or
  spices, one person can’t carry much value per
  pound. Pack animals, carts, wagons, boats, barges,
  ships, etc. all have their benefits and drawbacks. The
  more time a product has to change transport
  methods, the more expensive it will be at the final
  destination.
  Available transportation routes. For a low magic
  pre mechanized world, water, both rivers and oceans
  are the easiest ways to move the most tonnage. If
  there is no well-worn track through a jungle and one
  must re-create it with every crossing, it will be
  expensive. If a bridge is out, or bandits are on the
  prowl, costly delays or circuitous new routes, or
  costly extra guards will affect the cost.
  Taxes, tariffs, and fees involved with transport.
  For every national or territorial boundary that one
  crosses, the governments will want their share.
  Either taxed in coin or in kind. Less honorable
  guards, soldiers, and tax collectors will required a
  “handling and processing fee” AKA bribe.
  Political instability and wars between source and
  market. If a civil war or orc invasion happens along
  the route, there will again be delays and the
  increased risk of spoilage or being late to the annual
  great market and losing out to a seasonal event, or
  competitors who got through before the trouble
  erupted.
  Safety and security of raw materials,
  intermediate materials, and finished goods
  between collection, working, and delivery.
  Investigating interruptions at any point in the supply
  chain is a good hook for an adventure. A very rare
  item in a far off place is also a common adventure
  idea. A wizard who needs a feather from a rare or
  mythical bird from a lost jungle in the mountains of
  the frozen north might rather part with gold to let a
  party of adventurers take the risk to life and limb.
  
  General Considerations For Trade Goods
   
  *Environmental: Sensitive to changes in temperature, elevation, moisture, movement, magic (presence or lack thereof), etc.
  ¤Land Route: d6 for number of major rivers to cross, d4 for number of mountain ranges.
  †Transportation by Sea will have at least two ports, one for loading and one for unloading. A shallow port may require cargo to be shuttled by boat, or have
  long causeways to the docks. A shallow port like this will be limited by weather and waves more than sheltered harbors.
  Result d6 Availability
  Terrain
  Rainfall
  Zone
  Distance
  Perishability
  Routes
  1
  Plentiful
  Plain
  Dry
  Arctic
  Local
  Inert/None
  Land¤
  2
  Common
  Forest
  Average
  Sub-Arctic
  Regional
  Raw form only
  River
  3
  Uncommon
  Hills
  Wet
  Temperate
  Continental
  Intermediate form
  only
  Sea†
  4
  Rare
  Mountains
  Seasonal
  Tropical
  Planetary
  Environmental*
  Land¤ & River
  5
  Very Rare
  Desert
  Below
  Average
  Transition between
  zones
  Planar/Dimensional
  Fragile (glass, etc.)
  River & Sea†
  6
  Unique
  Marsh
  Above
  Average
  Any
  Time
  Volatile (flammable,
  explosive, etc.)
  Land¤, River, &
  Sea†
  
  3
  TRADE GOODS
  WATER: In general, this would be a local resource,
  but in a desert scenario, water could be worth its
  weight in gold. Merchants will carry enough water
  to get to the next known source of water.
  SALT: Can be mined from a salt flats, a salt mine,
  or recovered by evaporation from the ocean. It is a
  key preservative in pre-industrial societies. Salt does
  not go bad.
  SPICES: More exotic spices from more distant
  lands cost more per pound or ounce than local
  spices. Most spices have a long shelf life if kept dry.
  PRODUCE: Fruits and vegetables. Only fresh
  would be available locally within about 100 miles.
  Beyond that only dried or pickled fruits and
  vegetables. Dates, raisins, and figs are common
  dried fruit that are formed into blocks for easy
  transport
  MEAT: Fresh meat, including fish would usually
  only be transported about 100 miles or so. Beyond
  that, dried, salted, pickled or otherwise preserved
  meats could easily be transported over longer
  distances. “On the hoof” is the best way to transport
  fresh meat the farthest.
  NOTE: Preservation methods for transport are the
  same methods used to help people make it through
  the winter or between growing seasons.
  Honey: It does not spoil and it has anti-bacterial
  properties. If it crystallizes, heating returns it to
  liquid. Honey from ancient tombs has been liquefied
  and was still good.
  Gaming Hooks: Supply will be limited by the
  availability of various bees, bumblebees, wasps, etc.
  and flowering plants. A hive of giant bees could be
  used by some society of humans that had special
  tools or magic to allow it. Perhaps some giants are
  beekeepers and there is trade with other races.
  Raw Materials: In general, raw materials are first
  shipped to where they are made into an intermediate
  or final product. An example of an intermediate
  product is ore processed into ingots, wool spun into
  yarn, or logs processed into lumber. Sometimes two
  or more raw materials are combined to form an
  intermediate material, such as charcoal or coal and
  iron ore to make iron ingots. Some
  craftsmen/tradesmen, such as blacksmiths might
  process their own ore for further use, or be
  specialized in processing ore for others.
  Intermediate Products: Materials in a state that
  further products can be made. Iron ingots are made
  into weapons and armor, thread from wool is spun
  into cloth, etc. Some intermediate products, may be
  made into further intermediate products. Rough cut
  lumber may be formed into various sizes and quality
  of boards for specific uses. Spun cloth may be died
  before making clothes or other items.
  Textiles: Raw materials include wool or bundles of
  harvested plants. Clothing, rugs, tapestries, table
  cloths, napkins, towels, rope, armor, paper, etc.
  NOTE: Related to textiles will be the raw materials.
  Plant based: Cotton, linen, flax, jute, hemp,
  bamboo, straw, grass, rush, sisal
  Animal based: Wool, silk (cocoons of silkworms)
  Plant textiles: Grass, rush, hemp, and sisal are all
  used in making rope. Coir (coconut fiber) is used in
  making twine, and also in floor mats, doormats,
  brushes, mattresses, floor tiles, and sacking.
  Textiles involve some form of spinning into thread
  and weaving and/or braiding.
  Straw and bamboo are both used to make hats.
  Straw, a dried form of grass, is also used for
  stuffing, as is kapok.
  Fibers from pulpwood trees, cotton, rice, hemp, and
  nettle are used in making paper.
  Cotton, flax, jute, hemp, modal and even bamboo
  fiber are all used in clothing. Piña (pineapple fiber)
  and ramie are also fibers used in clothing, generally
  with a blend of other fibers such as cotton.
  Nettles have also been used to make a fiber and
  fabric very similar to hemp or flax. The use of
  milkweed stalk fiber has also been reported.
  Acetate is used to increase the shininess of certain
  fabrics such as silks, velvets, and taffetas.
  Seaweed is used to make a water-soluble fiber
  known as alginate is produced and is used as a
  holding fibre; when the cloth is finished, the alginate
  is dissolved, leaving an open area.
  Lyocell is a man-made fabric derived from wood
  pulp. It is often described as a man-made silk
  equivalent; it is a tough fabric that is often blended
  with other fabrics – cotton, for example.
  Fibers from the stalks of plants, such as hemp, flax,
  and nettles, are also known as ‘bast’ fibers.
  
  4
  Wooden goods: Raw timber, i.e. logs, and lumber
  are the simplest. Finished products include tables,
  chairs, plates, mugs, shields, hafts for spears and
  javelins, staves for bows, barrels, arrows, lumber
  (planks, beams, etc.), carvings. Types of wood, from
  the common to the rare and exotic. Wooden trinkets,
  like lacquered necklaces, tableware, handles,
  spinning wheels, looms, etc.
  Metal goods: Unprocessed ore and ingots are the
  base goods. Finished goods include arms and armor,
  copper goods, tin goods, bronze goods, tableware
  (of various quality from copper, tin, bronze, pewter,
  silver, gold, perhaps electrum or platinum), coinage
  (ancient coinage bound to a collector(s), or coinage
  for a payroll for troops, workers (miners,
  lumbermen, builders, etc.), tribute, etc.), Jewelry of
  all sorts. idols, icons, craft goods, collectibles, etc.
  NOTE: Coins can be counterfeited using base
  metals. Wizards can use magic and the surprise
  comes when the spell expires….
  Antiques: From all the dungeons and ancient
  battlefields and ruins, there can be all kinds of
  antiquities. These would be many of the same things
  that are recognizable for what they are, or items that
  no one living knows what it is. Go to a flea market
  or estate sale at an old farm and look at the strange
  gizmos. It is amazing what kinds of hand tools our
  forebears used and to look at them, it is not always
  obvious what they are. Get an old timer to explain it.
  NOTE: Forgery will be an issue. Adventure hook,
  trader is swindled, or trader is the swindler of his
  clients, etc.
  Art: This can be antiques or current carvings,
  statues, monuments, paintings, tapestries, rugs, etc.
  Stone: Statuary, construction blocks. Usually
  construction blocks are not hauled very far. Some
  prince or wealthy patron wanting a rare marble
  might ship it overland in a long line of wagons
  running miles. Slate for chalkboards, roofing tiles,
  etc. Chalk for writing or building, etc. Ancient
  buildings and monuments were “mined” for their
  stone to make new buildings. Such miners could go
  missing when they open up an ancient tomb.
  Gems, jewelry, precious stones: These can all be
  transported by a single poorly dressed man as he
  moves between venues. A fortune for trade could be
  had. How does he pull the switcheroo to his
  respectable clothing to make a legitimate trade?
  Counterfeits and forgeries would also be a
  possibility.
  Slaves: If you have slaves among the humans, elves,
  dwarves, etc. There can be long caravans of them.
  Humanoids, such as orcs, like slaves to do the jobs
  they hate. Humans could make slaves of war
  captives of other humans, or orcs, etc.
  Exotica: Rare items, ingredients, metals, wood,
  animals, etc.
  Circus/Sideshow/Carnival: Group of performers
  traveling town to town on their own or as part of a
  larger caravan.
  Anything you use on a daily basis had to come from
  somewhere. In the ancient and medieval world
  people made due with what was available locally,
  within about 20 miles. Trade developed as a means
  of acquiring something that is needed, useful, or
  desired from AWAY, i.e. non-local. Most food was
  local. Most building materials were local. Only large
  or special construction projects were not local.
  Any list of professions will suggest products. If you
  create a town or city, the occupations of the
  inhabitants will indicate what they have to trade and
  suggest items they import.
  Only very small towns or cities can be self
  sufficient. After a certain size, neighboring towns,
  villages, farms and herds are needed to support it.
  Rome imported grain from Egypt, for example.
  In the ancient world of pre-history, there is a lot of
  evidence of the tin trade over many thousands of
  miles. As the easily accessible tin petered out,
  bronze became scarce. Some theorize that the iron
  age was helped along by necessity. That is, the
  scarcity of tin to mix with copper to make bronze
  was the necessity to figure out how to efficiently
  heat iron ore enough to separate it from the rest of
  the material so that it could be worked.
  
  5
  Type of Materials/Goods in a Caravan or on a
  Ship: d4
  Livestock – Sheep, goats, pigs, cattle, fowl
  (chickens, ducks, geese, etc.) Driven by
  drovers/herders.
  Fresh Food – Fruits, Vegetables, Meat, Fish, Eggs
  of fowl, honey. Carried in crates, baskets, or jars.
  Dried Food – Fruits, Vegetables, Meat (jerky), Fish.
  Can be wrapped in paper or cloth or stored as is in
  kegs, barrels, or crates.
  Grain – Oats, Wheat, Rye, Rice. Transported in
  sacks or barrels. Can be used for seed or eating.
  Processed Food – Flour of various grains, bread,
  crackers, pickles, pickled meat or fish
  Logs
  Stone/Rock
  Ore: d6
  Fibers:
  ● Wool/Silk
  ● Plant fibers for spinning/weaving (Hemp, sissal,
  etc.)
  Animal By Products d4
  Intermediate Goods: d4
  Finished Goods: d10
  Containers: d12
  1
  Raw Materials
  2
  Intermediate Materials
  3
  Finished Goods
  4
  Food
  1
  Tin
  2
  Copper
  3
  Iron
  4
  Lead
  5
  Silver
  6
  Gold
  1
  Ivory
  2
  Bone
  3
  Hides (From butchered or trapped animals.)
  4
  Horn
  1
  Rough cut lumber
  2
  Ingots of various ores
  3
  Spun fibers - undied and died
  4
  Woven cloth – died or undied and uncut
  1
  Wood – Furniture, Weapons, Tools, Shields,
  Musical Instruments, cups, mugs, plates, etc.
  2
  Fibers – Rope, Yarn, String, Thread, Bolts of
  cloth, clothes, rugs, tapestries, curtains, etc.
  3
  Metal – Needles, hooks, nails, weapons,
  armor, utensils, tools, hinges, locks, chains,
  coins, ingots, cups, mugs, plates, eating
  utensils, etc.
  4
  Ivory – Carved items. As inlay in other items.
  5
  Bone – Needles, corsets, inlay in wooden
  items.
  6
  Horn – Bows, drinking horns, musical,
  hunting, war horns.
  7
  Leather - Armor, shoes, clothing, saddles, tack
  & harness, sheathes.
  8
  Glass – Windows, containers, lab equipment.
  9
  Ceramic/Clay – glasses, mugs, plates, jars, etc.
  10 Roll Twice, ignoring this result.
  1
  Keg – Dry or liquid storage.
  2
  Barrel – Dry or liquid storage.
  3
  Sack – 50 pounds
  4
  Basket – Bushel
  5
  Crate – 20 – 50 pounds
  6
  Jars
  7
  Bottles
  8
  Amphorae – Large jars for olive oil or wine.
  9
  Chests
  10
  Coffers
  11
  Bags
  12
  Roll Twice, ignoring this result.
  
  6
  FOOD:
  ● Seeds & grains grow more or eat
  ● Nuts raw or roasted
  ● Fruit - fresh, dried, juice, wine, perry, preserves
  ● Processed Foods - Mead, beer, flour, bread,
  butter, wine, jam, preserves, pies, cakes
  ● Spices
  ● Vegetables - fresh or dried
  ● Milk - fresh, butter, yogurt, cheese, fermented
  ● Meat/Fish/Poultry - Fresh, dried,salted, potted,
  sausage
  ANIMALS:
  ● Livestock  - Food or work
  ● Skins - Fur, hides, leather
  ● Meat
  ● Glue
  ● Hair/Wool - thread, yarn, felt, cloth, clothes
  ● Parchment & Vellum
  ● Eggs - for food and shells
  ● Feathers - bedding, quills for pens
  ● Fat - lard & soap
  METALS:
  ● Ores
  ● Ingots
  ● Finished Goods - weapons & tools
  ROCK/STONE:
  ● Quarries & Mines
  ● Rough - gravel or fill
  ● Gems & Jewels
  ● Ore
  PLANTS:
  ● Leaves - wrapping, shelter, tinder
  ● Hay & Straw - Animal fodder, bedding, binder
  for mud bricks.
  ● Logs - Lumber, wooden goods, furniture,
  shields, staves, bows, arrows, tools, barrels, pegs
  ● Cloth - from linen, cotton, etc.
  ● String, twine, rope, nets - from hemp, jute, etc.
  ● Paper
  ● Ink - Iron Gall Ink (tree gall)
  ● Pigments for paints & dyes & makeup
  ● Peat for fire, insulation, fodder
  ● Oil for cooking, lighting, religious practices.
  ● Charcoal
  ● Cork
  ● Spices
  ● Sap - Syrup & glue
  ● Fungus - Mushrooms
  ● Beer - Water, yeast, grain, (hops)
  ● Fermented - sauerkraut, kimchi, etc.
  CLAY, DIRT, & SAND:
  ● Building Materials - bricks, adobe, roof tiles
  ● Pottery - simple, porcelain, china (increasing
  temperature)
  ● Glass
  INFORMATION
  ● News & Rumors carried from town to town.
  
  7
  TRADE ROUTES:
  ● Roads & Trails - walking, riding, carts &
  wagons, pack animals
  ● Rivers & Lakes - Rafts, Boats, and small ships
  ● Seas & Oceans - Ships of various sizes
  River Crossings: d4
  Mountain Passes once found are important to
  control. They are the easiest way through a
  mountainous region.
  ● A pass that only supports foot traffic will have a
  lower volume of trade than one wide enough to
  support wagons. Information and rumors may be
  the most valuable trade here.
  ● Passes that allow pack animals are more
  important to control.
  ● The most valuable passes to control are those
  that support carts & wagons. They are also the
  ones most susceptible to invasion.
  ● Passes open year round are most valuable and
  easiest to maintain a force to guard and patrol it.
  ● Flight or the ability to make tunnels reduce the
  importance of passes.
  Food, Water, & Shelter:
  Access to food, water, and shelter affect travel and
  the distance any trade good can be transported. If
  food and water must be carried, the amount of
  merchandise is reduced. If food can be hunted or
  obtained cheaply, less must be carried.
  New Routes are found by: d6
  The need for more raw materials combined with
  curiosity is the engine of exploration.
  1
  Fords
  2
  Ferries
  3
  Bridges
  4
  Boats
  1
  Trappers
  2
  Prospectors
  3
  Explorers
  4
  Adventurers
  5
  Militaries
  6
  Refugees
  
  8
  RESOURCES AND THEIR SOURCE
  Large cities need things like water and food, which
  mean ancient wells, cisterns, canals, irrigation,
  aqueducts, etc. and ancient fields and farms. Farms
  for simplicity sake would include cropland, grazing
  land for herds, fishing banks along the coast or a
  lake or river.
  Huge stone structures require quarries for the source
  material. Abandoned quarries and active quarries
  would be places an adventure might turn. Granite,
  marble, limestone, sandstone, etc.
  Large building project of wood, whether a temple,
  fort, fleet of ships, or housing for the masses will
  require access to a large amount of forest. Were
  ancient forests depleted, are they restored to their
  former bounds after a thousand years? Stone
  building projects usually rely on wood for bracing
  and scaffolding. Without fast growing wood or
  woody plants, like bamboo, a large city would
  quickly deforest a huge area. How do sylvan
  creatures, elves, and druids react to this?
  Metals require mines for coinage, armor, weapons,
  tools, etc. Copper, silver, tin, gold, platinum, iron,
  mithril, adamantite, etc. FYI – Copper and tin make
  bronze, copper and zinc make brass. The working of
  metals will require either large forests to supply
  wood for making charcoal, or coal mines for coal.
  The above mentioned herds for food would also
  supply the leather for armor, belts, pouches, saddles,
  etc. Exotic herds could be culled for exotic leather
  items.
  Other types of materials used in civilization are
  bricks, from simple dried mud bricks of earth, straw,
  and water, to fired bricks of clay. Again back to
  using wood for charcoal or mining coal to handle a
  large number of brick buildings and walls.
  Glass is not a necessity, but does require sand and
  other ingredients, plus wood for charcoal or coal
  from coal mines to fire it.
  Add to that the bakers in a huge city and all their
  ovens for bread.
  One does not need to stat out or write up every little
  detail of an ancient city. However, keep these things
  in mind when there is a city or town adventure in a
  living town or the remains of such things in an
  ancient ruin of a town or city. For example, the
  fountains of Rome were the pressure release for the
  aqueduct system and were the source of fresh water
  for those who could not afford to have water piped
  to their homes. Will there be ancient fountains that
  are silted in, but contain coins from wishes? Or
  fountains filled with rainwater, but stagnant and
  smelly, but also have coins, or a monster and coins?
  Roads are needed to connect cities and towns, to tie
  an ancient empire together. Roads, walls, and
  buildings can all be constructed using mud to rock,
  for sandstone; or wall of stone, for granite. Yes, they
  can be dispelled, but in older editions you have to be
  a high enough level to do it. If an ancient empire
  was magic rich and had lots of high-level friendly
  wizards making buildings, it would explain a lack of
  or fewer quarries than is otherwise needed. Was a
  temple devoted to creating food for the masses, and
  the cities thus needed fewer farms and herds? I can
  see a very lawful civilization doing such things.
  Would there be ancient magical fountains that never
  ran out of water? Magic bread ovens that never ran
  out of bread, or at least heat to cook it?
  What problems and challenges of modern
  civilization would a high magic society be able to
  solve using magic as their technology?
  Sanitation: Sewers send it all to a pit of a
  permanent disintegration to avoid stink and disease.
  Or if they didn’t have that level of magic available,
  would use various creatures to eliminate their
  waste.. Woe to those lost in the sewers.
  Construction/Infrastructure: Magic to assist with
  building roads, walls, forts, castles, canals, etc.
  Ships and wooden construction: Cooperation and
  trade with sylvan creatures, elves, or druids would
  provide all the needed wood while preserving the
  bounds of the forests.
  Food and Water: Can be created magically, as
  suggested above.
  Communication: Crystal balls, palantirs, mirrors,
  or other devices could facilitate communication
  between an emperor/king and his governors, nobles,
  and generals.
  Travel:  Magically created roads for the less well to
  do and caravans. Teleportation rooms (chambers or
  stations) for travel between cities, or across cities, or
  to neighboring kingdoms.
  Trade: By the use of superior and coordinated
  magic in the running of an empire, it could simplify
  trade due to superior communication and travel
  capabilities.
  
  9
  Health: Sanitation as described above. Health care
  by clerics of temples.
  Education: There would be great centers of
  learning, colleges and universities for the study of
  magic for the benefit of all. Great temples and
  seminaries for the study of divine magic.
  Light: Donations to temples or commerce with
  wizards would mean everyone has a bulls eye
  lantern with continual light. Streetlights would have
  continual light. There would be less need for candles
  and lamp oil, other than for the poor or ritual use.
  A strongly lawful society leaning to good with a
  high level of magic would have a tendency to have
  these things. War would be far off and the orcs and
  goblins would be far away, just a story to most
  people. But if something happened like a strange
  disease that spread rapidly via the teleport system
  faster than it could be cured, chaos would ensue.
  The chaos caused could bring down the whole
  system. Wizards who survive try to keep things
  going and end up fighting for turf, thus accelerating
  the collapse. Troops are needed to keep order,
  generals who are lawful, but not good would be
  tempted to pay orcs and goblins to help fill their
  depleted ranks. Soon wizards are mistrusted and on
  the run. Civilization as we know it is gone, cities are
  abandoned as the masses flee disease and civil war.
  All the neat things that the ancients knew are mostly
  lost to the knowledge of all but a few after a
  thousand years. This is the scenario of my
  campaign. The players don’t know or need to know
  any of this, just that centuries ago, there was a lot of
  magic and many wonderful things that a brave and
  successful adventurer can find now.
  In a way, my campaign is a “post apocalyptic”
  world, but there is no radiation and mutants.
  Although there might be strange creatures brought
  about by ancient wizards and their experiments.
  There are powerful ancient artifacts and devices that
  require study to use without destroying one’s self.
  Who wants what is in the city? Who are the enemies
  of the city? Who or what is the reason the city has
  walls and gates? As with anything, there are two
  types of threats to a city, known and unknown.
  Obviously, it is much easier to plan for known
  threats. Unknown threats can only be guarded
  against based on how similar they are to known
  threats. For example, in a world without known
  magic, how would one guard against it? In a fantasy
  setting with magic, one can only guard against the
  types of magic one knows about. Invisibility,
  illusions, and disguises are all general categories,
  but some specific magic items, or unique spells
  would present a threat to undermine all defenses.
  For physical threats that are unknown, it can be a
  new tribe or group of humans or a resurgence of
  humanoids whose population has recovered after
  their last beat down.
  Vigilance against a threat is hard to maintain all the
  time without discipline and a very regimented
  dedication. It always happens that in time, people
  tend to forget the bad times, and don’t see the
  connections in events that lead to some “sudden”
  occurrence that in hindsight was building towards its
  outcome.
  
  10
  MARKETS
  Markets tend to be places where merchants sell their
  goods. Rarely do their acquire goods for re-sale
  from a vendor at a market. They will seek to identify
  the source of the trade goods, and establish a contact
  to get the supply at the best possible price.
  Types of Markets d6
  Frequency of Markets d6
  Some markets could be impromptu and held
  whenever the next trade caravan rolls through. Or it
  could be seasonal or annual, but the exact timing
  might vary if a mountain pass is not yet open in the
  Spring.
  Who is the Merchant? d4
  Types of Merchant Companies d4
  Black Market
  A black market can have two forms. Trade in
  prohibited items, or to avoid taxes. Transit will be
  via water will use small coves in out of the way
  places with natural or manufacture caves nearby for
  warehousing. Land transport will find secluded
  woods or valleys to hide their goods until they can
  be brought to the population center. By avoiding
  taxes, merchants can have the same price as
  everyone else and make a bigger profit, or a slightly
  lower price to make up for it in volume. As always
  demand will determine how strong the supply is.
  Low demand could glut the market.
  The cost of items in a black market are influenced
  by how many patrols, tax collectors, and other
  officials must be avoided or bribed or cut in on the
  profits to bring the trade to customers.
  Thieves Guilds will tend to be the movers and
  shakers behind black market trade. Those not part of
  the thieve’s guild may find themselves replaced or
  “recruited” into the guild.
  Some governments may officially ban some trade,
  but to keep the coffers filled will seek a cut of the
  profits, essentially a “black tax.” Less honorable
  officials and leaders may just consider it their own
  money and use it for selfish pursuits rather than
  repairing roads, walls, and bridges.
  See my PDF, Locks, Vaults, and Hiding Places for
  ideas of how smugglers might move goods and
  payment in and out of a city.
  1
  Road Side Stand - Wagon modified to be a
  mobile stall, like a food truck or fruit stand.
  2
  Tent or other portable structure. Often in a
  central city market or bazaar. This is more
  common in warmer climates with harsh
  sun.
  3
  Market Square. Usually the center of town
  with permanent businesses around it,
  temples, and the government building.
  4
  Market Hall. An indoor market area,
  usually very open area under a large roof.
  5
  Permanent fixed stalls owned or rented by
  the merchant.
  6
  Separate building for each business.
  1
  Daily
  2
  Weekly
  3
  Monthly
  4
  Quarterly/Seasonal
  5
  Annual
  6
  Festival/Fair for religious or secular
  holiday or harvest festival.
  1
  Underling/Lieutenant
  2
  Junior partner
  3
  Partner - Silent or otherwise
  4
  Sole Owner - Usually a smaller concern
  or specialty or high end trade.
  1
  Single owner - might give son-in-law
  a job.
  2
  Family business, such as & Sons, or &
  Family
  3
  Recent merger of a family business
  with a larger concern.
  4
  Joint-Stock Company with investors
  who pay others to run it.
  
  11
  The List
  Animals that could be used to transport people or
  goods:
  Uses of Animals: d8
  CARAVANSARY
  A caravansary is a safe place for caravans to rest,
  seek shelter from bad weather or bandits, and feed
  and water animals. These could be as simple as
  stock pens for draft animals and mounts. Many were
  large stone structures with walls, gates, and towers
  with numerous stalls for animals and open areas for
  conveyances.
  Trade routes like the Silk Road with near constant
  flow of trade had regular well maintained facilities.
  News of the road ahead would be shared of each
  groups most recent encounters. Activities such as
  gambling amongst the guards and laborers, or deals
  amongst the merchants, selling worn out animals to
  buy new ones, re-shoeing hoofed animals, repairing
  wagons or pack saddles, etc.
  ALONG THE TRAIL
  During travel there will be mishaps of traveling
  merchants and caravans. Signs of past and current
  troubles will be evident. d8
  TIME
  The amount of time since a trail incident will modify
  what is seen or possible to be found.
  ● Ancient
  ● Old
  ● Years
  ● Months
  ● Days
  1
  Dogs
  2
  Carrier Pigeon
  3
  Bovines: Oxen, Water Buffalo, Yaks,
  Carabao
  4
  Goats
  5
  Ponies
  6
  Horses
  7
  Mules
  8
  Donkeys
  9
  Zebra
  10
  Camels: Dromedary & Bactrian
  11
  Llamas & Alpacas & Chiliquenes
  12
  Reindeer
  13
  Ostriches
  14
  Elephants
  15
  Caribou
  16
  Moose
  17
  Bird Types
  18
  Lizard Types
  19
  Flying Types
  20
  Magical & Mythical Types
  1
  Bear a Load of goods (Pack animal)
  2
  Bear a Rider (Mount)
  3
  Pull a plow (Draft)
  4
  Pull a conveyance (Draft)
  5
  Entertainment – Racing – Ridden or
  pulling racing carts or chariots. No
  riders: dog racing.
  6
  Sentries
  7
  Herding
  8
  Messengers
  1
  Spokes of broken wagon wheel(s).
  2
  Wrecked cart(s) or wagon(s)
  3
  Bones of pack animal(s) or draft animal(s).
  4
  Graves, cairns, or bones/bodies of travelers.
  5
  Signs of punishment of robbers & bandits.
  ● Hanging by rope or in a cage
  ● Crucified
  ● Impaled (Entire body or head on a pike)
  6
  Treefalls
  7
  Rockslides, Landslides, Avalanches
  8
  Flooded rivers & streams.
  
  12
  LOOT CARRIERS TABLES
  Loot can be carried by an individual or group, or be
  carried by a pack animal, or a conveyance, like a
  wagon.
  Following are tables for how a monster is carrying
  it’s loot. This set of tables will focus on individual
  monsters & NPC’s and how they carry their stuff.
  Let’s call anything that is used to carry something,
  mean that the contents are loot, at least valuable to
  the one carrying it, or valuable to the one they got it
  from.
  The classic, you’ve killed the goblins and loot their
  bodies, is easy to gloss over what their paltry few
  coppers and silvers are carried in.
  Different groups of humanoids will carry their loot
  in different containers. Perhaps certain kinds of loot
  might be carried differently than other loot.
  One idea I had was what if goblin tribes had a
  medicine pouch that they carried around their necks,
  and it included things like the tooth or other body
  part of those they have killed? Such a pouch might
  also contain the most valuable thing that they own
  that an adventurer might consider treasure, like a
  small gem, gold coin, or other small but valuable
  trinket. Different tribes could carry different body
  parts. Different humanoids might have similar
  pouches, but their size, material, and craftsmanship
  could vary.
  Sizes: d8
  Loot Carriers Type: d12
  1
  Really Tiny
  2
  Tiny
  3
  Small
  4
  Medium
  5
  Large
  6
  Extra large
  7
  Enormous
  8
  Gigantic
  1
  Pouch/purse/medicine bag or Belt
  Pouch
  2
  Sacks or Baskets
  3
  Coffer (small),  Chest (large)
  4
  Cask (small), Barrel (large)
  5
  Urn or Vase
  6
  Vial, Bottle, or Jar
  7
  Scroll case or Tube
  8
  Amphorae
  9
  Wheelbarrow or Pushcart
  10
  Blanket/Sheet/Quilt/Curtain/Pillowcase
  11
  Skull or Femur
  12
  Backpack or Saddlebags (over one or
  both shoulders)
  
  13
  Material: d12
  Quality:  d6
  Condition: d6
  Decoration: d6
  Construction: d10
  Properties: d%
  If
  Magical What Qualities?:
  Does it glow?
  Does it give off heat, cold, mist, smoke, or
  something else?
  Does it present these, or other characteristics, when
  in the presence of a certain type of creature or
  substance. Is glowing its only effect? I
  Extra space – Like a bag of holding, but specifics
  could differ.
  Bonus – Adds +1 to +5 for saves (can vary to have
  different saves for different things.)
  Detection – Standard detections,
  evil/good/alignment, invisibility, magic, truth/lies,
  etc.
  1
  Leather
  2
  Wood
  3
  Hide
  4
  Skin
  5
  Hair
  6
  Felt (pressed hair)
  7
  Flax
  8
  Burlap
  9
  Cotton
  10
  Silk
  11
  Bone
  12
  Gems
  1
  Crude
  2
  Poor
  3
  Functional
  4
  Sturdy
  5
  Overbuilt
  6
  Excellent
  1
  Rotted/Falling Apart
  2
  Holes/Tears/Threadbare/Runs – One
  more bit of damage or piece of loot,
  and it will start to fail without
  immediate repair.
  3
  Used but Functional
  4
  Used really good condition
  5
  Nearly new
  6
  New & unused
  1
  None
  2
  Missing/Damaged
  3
  Simple
  4
  Standard
  5
  Fancy/Ornate
  6
  Ostentatious
  1-2
  Make-shift – (Like a classic trope of
  a burglar grabbing a sheet or
  tablecloth to make a bag.)
  3-4
  Self-made (Whether out of necessity,
  a point of pride, or a right of
  passage.)
  5-6
  Special Made (All Medicine Pouches
  are made by the tribal shaman, or a
  special craftsman, or with a special
  process.)
  7-8
  Standard (Made by standard
  craftsman or process.)
  9-10
  Custom (Made by a craftsman either
  to special order, or by the best known
  craftsman, or with special materials,
  like dragon hide.)
  1-80%
  Non-Magical
  81-00
  Magical
  
  14
  Protection – Evil/Good, undead (all or specific
  types), demons, devils, other planar, etc.
  Control – Humans, demi-humans, humanoids,
  dragons, giants, elementals, etc.
  Communication – For example, speak a specific
  language, tongues, comprehend languages,
  telepathy, ESP, speak with animals, etc.
  Cursed – Looks like any other item, but with an
  opposite or corrupting affect. For example, a
  protection spell is evident, but it actually attracts
  undead. Perhaps only zombies, and gives clerics in
  the area a -1 on their roll to turn/control, or -2 if the
  cleric attempting the turn is the one in possession of
  the object.
  Duplication – Items left in the container for 24 hours
  are duplicated. This only works for the specific type
  of item a device was designed to duplicate. For
  example, a scroll case might only duplicate maps, or
  only messages. It cannot duplicate magical scrolls.
  A cursed or evil item might “bite” the user for 1-2
  hp for blood to power it. A purse might duplicate
  coins, but they would be illusory, or fool’s gold as
  the spell and only last for the minimum caster level.
  A special wand case might re-charge the wand at 1-3
  charges per day of the minimum caster level in the
  wand. An uncharged wand would either not be
  charged, or roll to see if its magic is drained away,
  or it turns to dust, or explodes.
  Abundance – Food, water, or whatever the container
  is designed for never seems to run out.
  Containment – Genie or other powerful creature.
  Could work like a magic lamp and give control and
  wishes, or could only appear to be so and rubbing it
  frees the creature for good, or for a brief period to
  wreak havoc. Perhaps it will try to capture the bearer
  to trade places.
  Travel – Dimension door/teleport/fly/jump/spider
  climb
  Team Carry:
  Monsters/Bearers/Porters can carry stuff in bags,
  packs, or baskets on an individual basis, but larger
  items require two or more to carry. Such as elephant
  tusks, a caged live animal, a dead trophy animal,
  large chest, etc. Such means of carry can be
  manhandling, or using a pole, poles, or other device.
  Long trains of such bearers can make up a caravan
  for a merchant, adventurer, or tribute taken from the
  defeated, or tribute offered to avoid the devastation
  of war.
  Team Carry Methods/Devices: d6
  Animal Transport: d4
  *NOTE: Most pack animals have specialized pack
  saddles designed to maximize the amount that can
  be carried and distribute it in a way that allows the
  animal to carry the largest load the farthest distance
  without injury. Those that don’t see the pack animal
  as more than a means of transport, i.e.  don’t see the
  animal as loot, may not treat it well.
  1
  Two or more carrying/manhandling a
  large item. (Think of moving an upright
  grand piano up and/or down stairs,
  without equipment, and you get the
  idea.)
  2
  Two Using a Pole to carry something.
  3
  Two using two poles to carry
  something. This could be a litter or
  other heavy object.
  4
  Four or more carrying something with
  two large poles. This could be a caged
  live animal, or a palanquin bearing
  someone or an idol.
  5
  One or more pulling something with a
  travois.
  6
  One pushing a wheelbarrow or
  pushcart.
  1
  Any pack animal
  2
  Any riding animal that can carry
  something in addition to its rider
  3
  Any animal, monster, etc. that can carry
  a container, or pull a conveyance.
  4
  NPC/Slave (This would be anyone
  forced to carry the loot of another. It’s
  not their loot, and in the case of slaves,
  for the newly enslaved, it might have
  once been their loot.)
  
  15
  Conveyances: Any device used for transport.
  Land Based: d6
  Water Based: d6
  Air Travel: (This will be limited by the weight
  limit. Only used for the most critical, priceless, or
  time sensitive transport.)
  ● Magic Devices/Spells
  ● Flying Creatures
  Magical Travel: (Travel that is not obvious to non-
  wizards. Even more weight restricted than flying.
  Usually by device or spell.)
  Teleportation, etc.
   Who might be carrying loot? d6
  Type of Group/Reasons for Hauling or Moving
  Loot: d4
  1
  Carts
  2
  Wagons
  3
  Sleds
  4
  Sledges
  5
  Travois
  6
  Coach
  1
  Raft
  2
  Canoe
  3
  Boat
  4
  Ship
  5
  Canal boat (either pulled by a
  mule team and driver, or poled by
  the crew.)
  6
  Barge
  1
  Individual
  2
  Small Group
  3
  Medium Group
  4
  Large Group
  5
  Huge Group
  6
  Horde
  1
  Expedition (Adventurer(s)/
  Explorer(s)/ Knowledge Seeker(s))
  2
  Raid (Bandits/Monsters/War)
  3
  War (Hauling spoils of war as
  campaign continues, or after victory
  and returning home.)
  4
  Trade (Caravan/Local, Regional, or
  Small Merchant)
  
  16
  TYPES OF JEWELRY
  Jewelry Type (d20)
  Ring Subtable (d8)
  Necklace Subtables
  Type (d6)
  Feature (d6)
  Pendant Subtable (d10)
  Pendant Special Feature (d6)
  Combination Pieces
  Combination pieces, like connected ring and
  bracelet or bracelet and armband, or nose ring and
  ear ring. There’s also hair combs, ear wraps (wrap
  around ear), ear cuffs, and headbands; earring can be
  sub divided into pierced, clamp, wires, etc.
  1
  Anklet – Like a bracelet, but on the
  ankle.
  2
  Armlet – Upper arm, can be thicker.
  3
  Badge – Pin to identify oneself to others.
  Like a watchman or a clan badge.
  4
  Bracelet – Various widths for the wrist.
  5
  Bracer – A decorative item, not the armor
  or arm protection for archers.
  6
  Brooch – Decorative jewelry item
  designed to attach to garments to hold
  them together.
  7
  Buckle – Holds a belt or other article
  closed.
  8
  Chatelaine – Holds keys and various
  useful implements like scissors, thimble,
  watch, household seal, etc.
  9
  Circlet – Circle of metal worn on the
  head.
  10
  Collar – Like a necklace, but hangs flat to
  the body. Can be attached to a garment.
  11
  Crown
  12
  Earrings
  13
  Hairpin
  14
  Necklace – see subtables
  15
  Pin – Decorative item attached to the
  clothes. May be functional, holds
  clothing in place.
  16
  Ring – see subtable
  17
  Sash – Ribbon around the body, from
  shoulder to opposite hip, or around the
  waist.
  18
  Tiara
  19
  Toe Ring
  20
  Torc – Rigid metal neck ring, one or
  more pieces twisted together. Open at
  one end.
  1-2
  Signet
  3-4
  Thumb Ring (like an archer)
  5-6
  Key
  7-8
  Poison (hidden compartment)
  1
  Choker 14-16 inches
  2
  Princess 18-20 in
  3
  Matinee 22-23 in
  4
  Opera 30-35 inches
  5
  Rope > 35 inches
  6
  Lariat (Very long, looped multiple times.)
  1-3
  None
  5-6
  Pendant – Something that hangs down
  from a necklace. (see subtable)
  1-2
  Cameo – Positive (relief), raised image,
  as opposed to a negative image (intaglio).
  3-4
  Emblem – Abstract or other image, a
  moral truth, a king or saint, or a badge or
  patch, like a coat of arms.
  5-6
  Locket
  7-8
  Medal or Medallion – Small, flat and
  round or oval piece of metal that is
  marked by casting, stamping, engraving,
  etc. with an insignia, portrait or other
  artistic rendering.
  9-10 Combination of above.
  1-2
  Amulet/Cartouche – Alleged power to
  protect owner from danger or harm. Holy
  symbols, holy water, wolvesbane,
  belladonna, and garlic can be considered
  amulets.
  3-4
  Talisman – Believed to bring luck or other
  benefit, though it can offer protection as
  well. Items such as four leaf clover, or
  rabbit’s foot.
  5-6
  Holy/Unholy Symbol
  
  17
  CARAVANS AND PACK ANIMALS
  CARAVAN: A group of travelers, such as
  merchants or pilgrims, journeying together for safety
  in passing through deserts, hostile territory, etc.
  A caravan could be just a group of merchants, or just
  a group or pilgrims, or just a group of
  travelers/settlers/colonists; or a combination. While
  researching an article on slavery, I learned the term
  “coffle” – a line of slaves, prisoners, or animals
  fastened together. A chain gang is a coffle.
  Travelers could be like the wagon trains of the old
  west. Think of reasons people went west: gold, farm
  land, open land for cattle ranching, lumber and other
  resources, etc. Or they could be like in ancient and
  medieval times, religious pilgrims, explorers, an
  embassy from one great king to another, etc.
  Merchant only caravans (but not specifics of goods
  carried) and pilgrim only caravans are given in most
  bestiaries.
  In the real world caravans would often be a
  combined group of merchants, pilgrims, and
  travelers going to a certain common destination.
  In less wild areas or with good roads/trails, it makes
  sense to have merchant only or pilgrim only
  caravans. But where raiders/bandits are at large,
  groups will join together to outnumber the bandits
  and war bands.
  Prior to trains and long-haul trucks, trade goods
  were moved overland via wagons, but only when the
  road, trail, or terrain allowed it, or via pack animal.
  Even today, the modern U.S. military used horses
  and mules in the mountains of Afghanistan.
  Pulled Vehicles: Wagon, cart, sledge, carriage,
  trolley, plow, travois, canal boat, etc.
  People were used to haul freight, like a line of
  bearers or porters through the jungle, or carrying the
  ruler on a palanquin or litter.
  Howdahs were used on the backs of camels and
  elephants. Some were used for people transport and
  some elephant howdahs were designed for use in
  war.
  Different pack animals in a variety of world
  cultures:
  Horses, mules, oxen, donkeys, Camels (dromedary
  or Bactrian), Elephants, Llamas and alpacas, dogs,
  goats, reindeer, and yaks to the list.
  Homing pigeons transport material, usually
  messages on small pieces of paper, by air.
  HARNESS ANIMALS:
  An intermediate use is to harness animals, singly or
  in teams, to pull (or haul) sleds, wheeled vehicles or
  plow.
  Oxen are slow but strong. An acre was originally
  defined as the area a span of oxen could plow in a
  day. The Water buffalo and Carabao, domesticated
  water buffalo, pull wagons and ploughs.
  Draft horses are commonly used in harness for
  heavy work. Several breeds of medium-weight
  horses are used to pull lighter wheeled carts,
  carriages and buggies when a certain amount of
  speed or style is desirable.
  Mules are considered to be very tough and strong,
  with harness capacity dependent on the type of horse
  mare used to produce the mule foal. Because they
  are a hybrid animal and usually are infertile,
  separate breeding programs are required.
  Ponies and donkeys are often used to pull carts and
  small wagons, historically, ponies were commonly
  used in mining to pull ore carts.
  Dogs are used for pulling light carts or, particularly,
  sleds. (e.g. sled dogs such as Huskies) for both
  recreation and working purposes. [Note: The dog
  carts mentioned in the Sherlock Holmes stories is a
  type of horse drawn vehicle. I did find a picture of a
  dog pulling a milk cart with big milk cans on it from
  the late 1800’s. There are modern makers of carts
  for dog to pull loads or people.]
  Goats also can perform light harness work pulling
  carts
  Reindeer are used in the Arctic and sub-Arctic
  Nordic countries and Siberia.
  Elephants are still used for logging in South-east
  Asia.
  Less often, camels and llamas have been trained to
  harness.
  According to Juan Ignacio Molina the Dutch captain
  Joris van Spilbergen observed the use of chiliquenes
  (a llama type) by native Mapuches of Mocha Island
  as plough animals in 1614.
  Assorted wild animals have, on occasion, been
  tamed and trained to harness, including zebras and
  even moose.
  
  18
  WAR ANIMALS:
  A war elephant was an elephant trained and guided
  by humans for combat. Their main use was to
  charge the enemy, trampling them and breaking
  their ranks and instilling terror. An elephantry is a
  cavalry unit containing elephant-mounted troops.
  It is commonly thought that all war elephants were
  male because of males’ greater aggression, but it is
  rather because a female elephant in battle will run
  from a male; therefore only males could be used in
  war, whereas female elephants were more
  commonly used for logistics.
  Dogs used for guard duty, messengers, and
  occasionally in battle.
  Dogs are used for herding and guarding herd
  animals, sheep, goats, cattle, etc.
  Ostriches are raised for food, leather, and feathers
  (for decoration or feather dusters. They are also been
  raced by riding, or pulling carts. This gives them the
  potential to haul goods, but it may not be practical.
  Adventurer/Explorer: Some merchants will be
  adventurer merchants seeking to expand the trade
  routes, or find something new to trade. Think Marco
  Polo.
  ANIMAL TEMPERAMENT
  Mounts:  d6
  Unskilled riders, or those unfamiliar with a
  particular mount may have some behavior to deal
  with.
  Animals will exhibit many of the same
  temperaments and personalities as people: d12
  Animals from Myth, Legend, and Fiction
  Giant birds, lizards, and any other creature could be
  devised for riding, plowing, pushing, or pulling
  wagons.
  1
  Biters
  2
  Kicker
  3
  Stepper (Step on your feet while
  saddling or preparing to mount.)
  4
  Nudger/Nuzzler
  5
  Runners (Will take the bit in their
  teeth and ignore the reins.)
  6
  Tree bumpers (rider’s legs rasped by
  trees, posts, rocks, buildings)
  1
  Aloof
  2
  Demanding
  3
  Stupid
  4
  Mean
  5
  Big Baby
  6
  Sweetheart
  7
  Defender
  8
  Companion
  9
  Malevolent
  10
  Helpful
  11
  Loyal
  12
  Hungry/Always Trying To Eat
  
  19
  CONVOYS
  Related to caravans are convoys. Convoys are used
  as a way to protect merchant shipping from
  submarine warfare. They can be used in a modern
  setting, from the Victorian/Edwardian era to  the
  present, and beyond in science fiction or apocalyptic
  settings.
  Convoys are basically naval caravans, but rather
  than being in a line and limited to the available
  space of the road or terrains, convoys can spread out
  more, yet remain close enough to provide support to
  the other ships nearby. There are still “choke
  points”, like the English Channel, or other narrow
  straits that require the ships to go single file.  Such
  places would be avoided unless it was absolutely
  necessary.
  The idea of convoys and navies is often applied to
  space travel, and convoys of merchant craft might be
  a way to deal with cloaked ships.
  Unlike planet bound surface navies, the areas where
  things narrow would tend to be an unavoidable
  asteroid or debris belt. Approaching a space dock,
  planetary orbit, or landing planet side would be the
  choke points that an enemy or pirate ship(s) would
  exploit. Only the most advanced of planetary
  defense systems include planetary shields and heavy
  weapons both in orbit and planet based.
  Convoys also apply to motor vehicles, like a convoy
  of supply trucks with gear, food, fuel, etc. It is also
  the name of a popular song from the “trucker era” of
  music from the late 70’s and early 80’s. The song
  was later made into a movie with Kris Kristofferson
  and Ali MacGraw.
  Convoys of motor vehicles will be limited to roads
  and passable surfaces if they have wheels or tracks.
  Hovercraft will have more flexibility of terrain. If
  the water transport variety, they are limited to
  relatively flat surfaces on land. Anti-gravity
  hovercraft will be limited based on the altitude they
  can maintain. If they are limited to a meter off the
  surface, they cannot cross the Grand Canyon
  directly, but must make the descent as any other
  traveler. However, if they can basically fly, there is
  no practical limit to the terrain they can cover.
  Convoys can be used to transport the same or similar
  goods, or a variety of goods. Troop convoys can be
  used to move armies and their supplies and
  equipment across the sea or the stars.
  VIKINGS
  The vikings were great explorers, who sought new
  lands and new goods for trade. Their influence via
  trade was perhaps greater than that of their raids.
  However, it is the dreaded viking raid that made the
  biggest impression on most of Western Europe. Of
  course, the survivors of many of these raids were the
  monks who were able to write about their
  experiences and preserve their side of these
  encounters. I am not aware of any direct connections
  to the viking side of these raids. Do the sagas that
  we have today hold such information?
  Population growth lead to seeking new lands and
  new wealth. When money is based on gold and
  silver, of which there is a finite supply, one has to
  find it through either mining it or taking it from
  someone else. This is a common motivation
  throughout history. The same motivation will exist
  in RPG’s, like D&D, whose economies are based on
  coins of precious metals. Land and certain other
  items that don’t decay will also hold value.
  So as the vikings were motivated by an expanding
  population and so forth, other groups of men and
  humanoids will have similar motivations for their
  raids and efforts at expansion. Other motivations
  might be doing the bidding of their deity or being
  manipulated by someone on a quest for power. Such
  machinations may political or magical manipulation.
  A shortage of females might prompt gathering
  brides, or for a female dominated society, it might
  prompt gathering grooms.
  Concentrations of wealth, such as cities will be
  attractive. Only walls that are well defended will
  provide the most protection. Even that might not be
  enough for a determined and motivated force.
  Caravans or convoys of merchant ships might also
  be targets.
  Bribes, threats, tricks, and other things might be
  used to get inside the walls of a city to allow a large
  force of raiders inside to get what they are after.
  Some ruler or other type of power broker or power
  seeker might seek to manipulate a viking like group
  into going after his enemy or some other target to
  facilitate his own plans. A powerful wizard seeking
  a specific item, might use a raid to distract all the
  guards to defend the walls, to make it easier to pop
  in and take what she is after. An evil cleric might do
  something similar to gain an item, desecrate a good
  temple, of establish a foothold of evil in a city.
  
  20
  SLAVERY IN RPGS
  Slavery is often referred to in fantasy role playing
  games, FRPG’s, as evil. However, the scale of
  good/evil and how each game nation or culture
  views slavery would vary, as it did from ancient to
  modern times. Usually, on nine point alignment
  systems, chaotic good is viewed as opposed to
  slavery, while lawful good might be accepting of it,
  provided the methods of slavery and treatment of
  slaves falls within what is culturally and legally
  acceptable. This topic is sensitive as there is still
  slavery in the world today.
   It is generally understood that the bad guys, such as
  orcs, keep slaves. Some human groups might keep
  slaves.
  Does or did slavery exist in your world? Is slavery
  more akin to some aspects of antiquity, where some
  or all slaves had certain rights and could somehow
  expect to return to or gain their freedom? Or is it
  more like more recent examples of slavery, where
  slaves are absolute property to the point that their
  descendants are slaves, and their treatment varies by
  who their masters and overseers are? Would there be
  state slaves doing the work projects of the state?
  Would slaves be limited to conquered peoples, i.e.
  war prisoners, or criminals? What kinds of crimes
  would relegate one to slavery? Would all nations
  keep slaves, or only the most “primitive”, “evil”, or
  some such? Would slavery be such that even
  predominately good nations have slaves?
  Debt slavery is a way for one to get out of a hole by
  giving their labor for a set term in exchange for the
  master paying off their debts. This is related to
  voluntary slavery where someone becomes a slave
  so that someone else has to worry about where their
  food, clothing, and shelter comes from. This might
  be common in times of indentured servitude, like
  was used by many young men from England and the
  German states to pay for passage to the English
  colonies in North America. It is estimated that
  between one third and one half of white males who
  came to the American colonies between about 1630
  and the American Revolution were indentured
  servants. Indentured servants and their bond holders
  each had responsibilities to uphold. If an indentured
  servant ran off, they were found and sent back to
  finish out their term. Some bonds were re-sold, mid
  term, and the servant was stuck in perpetual
  indenturement, thus becoming a slave for life.
  Colonial apprenticeship programs where a master
  craftsman took on someone as an apprentice was
  much like indentured servitude, and could be
  initiated to bring the person to the colonies or for
  someone already in the colonies to get into a trade.
  This system could, of course, be abused, and
  apprentices ran away, much like other indentured
  servants.
  Some of the first Africans brought to the American
  colonies in 1619 were indentured servants, because
  they had been baptized and were Christian, English
  law forbade enslaving Christians. So until 1640,
  African brought to the British Colonies were
  indentured servants, and not chattel slaves. Early on,
  slaves in North America could save up and buy their
  freedom, but that soon changed.
  In antiquity, there was all variation of slavery.
  Slaves could be very well educated and entrusted
  with the education of the master’s children. Slaves
  could also be the ones doing dangerous and difficult
  jobs, such as mining underground.
  Often, the largest supplies of slaves in antiquity
  were prisoners of war, that is, soldiers captured in
  battle after their defeat by the Roman Legions. At
  times, the Romans enslaved entire populations. Such
  slaves were sold to bring money into the state
  coffers. The needs of the state were maintained by
  keeping a portion of the slaves for government jobs.
  Famous examples of Roman slaves are gladiators,
  who could win their freedom, such as Spartacus,
  famous for leading a slave revolt.
  In feudal Europe, there were varying levels or
  grades of serfs. In England, for example, there were
  four types of serfs, the lowest of which were
  actually slaves. Serfdom faded in Western Europe
  between the 14th and 16th centuries, and lasted in
  the Russian Empire until 1866.
  The behavior and attitude of slaves is dependent
  upon their treatment. Underfed, poorly clothed and
  sheltered slaves who are mistreated become a
  powder keg and are ripe for revolt against their
  masters at the provocation that becomes the last
  straw. Some slave revolts, like that of Spartacus,
  come very near to reaching their goal of freedom,
  but usually, they end in a lot of death for the slaves,
  and severe punishments for those left behind to
  knock them back into compliance.
  If you have slavery in your world, here are some
  things to consider. NOTE: This assumes a human-
  centric world and a human government, from my
  interpretation. If you have a game where another
  race is in charge, the same questions need to be
  considered.
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Urban Development/Caravans & Trade.pdf