Now building a model like this will allow us to have this set up from the get-go as opposed to tryin' to impliment it mid-run. The whole point behind this is to promote inter-server trade. PCs who start up merchants can transport and sell goods to other servers where these goods are in short supply or non-existant. And the reverse of that is PCs who prefer to stick to one server can procure/craft certain goods that are plentiful there and trade/sell them to visiting merchant PCs.
As it stands now, every server has damn near every good in their stores, , markets, taverns, etc. There is no motivation to start up a merchant, traveling or otherwise. But, if say a tavern owner in Secomber wanted to sell Arabellan dry he'd have to have it imported. An agreement with a local merchant (PC) to have it imported at a reasonable cost could be made. That PC could then travel to Arabel and contact another PC merchant, buy the liquor from them and transport it back to Secomber.
Let's say a PC merchant in Hillsfar sells timber and a PC merchant from Daggerdale sells ale. The Daggerdale PC goes to Hillsfar to find a buyer for his quality ale. The Hillsfar PC knows that he can make a nice profit from sells of the ale from Daggerdale so he offers a trade. You all get the point.
What I'm suggestin' is that we set up a system that promotes ALFA-wide trade between PCs. It gives players something to do if there's no DM and creates a healthy player based economy on a lotta fronts because they would be negotiating the prices and such between themselves.
This also has the added advantage of PCs bein' able to start their own shops, caravans, costers, merchant companies, mercenary organizations, pirate and bandit groups, all centered on PC trading. Hell, a group of PC bandits could decide to pose as caravan guards to rob the thing with no DM around. Provided they PM'd a DM about possible CvC of course
