Also, a merchant may deal in d6 (or d4 - d20) different types of trade goods - depending on the size of their premises.
d100 Small Trade Goods:
- Medical supplies, herbic and dustular.
- Healing and poisoning potions.
- Protective charms, necklace and ring based.
- Lock boxes, with keys.
- Religious paraphernalia (Robes, censers, relics, etc).
- Candles and lanterns.
- Blank books.
- Sedative tinctures.
- Bed rolls and transportable cots.
- Gas canisters, healing and harmful.
- Cleaning equipment (Brooms, mops, buckets).
- Wind powered contraptions, roll on this table again to see what they do.
- Jars, all sizes.
- Masks, for work and pleasure.
- Instruments.
- Spirit servants that definitely exist.
- Lightweight menial golems (Leather, wood, etc).
- Harnesses for man and beast.
- Symbiotic crystals, roll on this table again to see what they do.
- Navigation tools.
- Tiny tools for working with contraptions (and locks).
- Cats, dogs, and other small beast pets.
- Pipes and pumps. Barrels too.
- Contraptions of glass, light and flame, roll on this table again to see what they do.
- Spices, exotic and plain.
- Farming tools, rudimentary.
- Medicinal foodstuffs, mostly with obscene properties.
- Costume supplies.
- Tableware, metal and stone.
- Toys and Novelties, for both children and adults.
- Semi-precious stones.
- Jewellery.
- Sleep paraphernalia (dusts, beddings, pillows, etc).
- Chests, ornate and mundane.
- Tools for slaving (whips, collars, etc).
- Hand mirrors.
- Blood or flesh, in sacks and jars.
- Sacrifice equipment (knives, restraints, idols, etc).
- Coffins, gravestones and other funeral supplies.
- Decorative metal ornaments (for placement in the home).
- Seeds, mundane and exotic. .
- Tattooing, supplies and service.
- Mutation canisters, mostly minor and cosmetic.
- Shamanic reagents.
- Aphrodisiacs and sexual prowess enhancers.
- Perfume, to allure, disguise and detract.
- Servile homunculi.
- Psychedelics (edible, smokeable, drinkable).
- Bottles of illusions.
- Mental and physical accelerants (in dust and herb form).
- Prayer and curse books.
- Scavenging equipment (Long poles, hooks, etc).
- Fake limbs for men and beasts.
- Weighing devices.
- Butchering supplies (Cleavers, salt, aprons, etc).
- Cleaning acids, in metal barrels.
- Steam powered contraptions, roll on this table again to see what they do.
- Keys and locks.
- Cages.
- Devices of sight (Lenses, telescopes, etc).
- Flint, steel and other fire starting equipment.
- Fire wood.
- Flasks of oils.
- Small bombs and fireworks.
- Spades, picks and other earth working tools.
- Hammers, chisels and other stone working tools.
- Psychic tethers and anchors.
- Wheelbarrows and wheeled boxes.
- Incense and other mystic burnables.
- Petrified and preserved beast parts (with invigorating properties).
- Ink, paper and other writing equipment.
- Water beasts in small glass bowls.
- Insects in boxes.
- Disguises and costumes.
- Stage props.
- Wine and beer.
- Robes and other silken attire.
- Books, roll on this table for a subject.
- Wooden idols.
- Chains and rope.
- Traps for beasts, small and large.
- Alchemical reagents.
- Geodes and other appealing un-worked stones.
- Potted plants.
- Secrets, written in caged, locked books.
- Miniature shrines, monoliths and other religious worked stone.
- Magic scrolls imbued with cantrips, roll on this table for ideas of what they do.
- Contraptions for tracking time.
- Disposable summoning portals that dredge small beasts from the lower depths.
- Antiques and curios, harvested from a nearby suburb.
- Tools for the upkeep of weapons (sharpening stones, oil, etc).
- Broken things, mostly junk.
- Items designed specifically to upset the sensibilities of a nearby temple.
- Plain, honest clothes.
- Contracts for minor vile deeds (completed by indebted scoundrels).
- Tools for breaking and entering (crowbar, lock picks, grappling hooks).
- Tools and chemicals for corpse preservation and disposal.
- Diseases in vials.
- Bones, often of ritual importance.
- Headwear (hats, eye glasses, etc).
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