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Merchant City

 Merchant City
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Merchant City
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A city populated mainly by merchants, or known for its trade opportunities. While the term "trade city" can be tautological because any settlement large enough to support any kind of labor specialization requires trade between two different parties to function, these cities are defined by the influence of its traders, merchants, and financiers in its daily life. Tends to be a port, especially a seaport, as ships have historically been the most cost-effective means of transporting cargo in large quantities. Other transportation links are also important, such as rails and roads. In science fiction settings, it may take the form of a spaceport or Space Station (or even an entire City Planet).
Access to large amounts of financial capital is usually needed in order to support the high-risk/high-reward ventures often undertaken by an Intrepid Merchant, so there will be plenty of banks and wealthy investors, along with insurers, lawyers and other professionals. If not ruled by a merchant guild, these trade organizations will play a key role in governing the city, ensuring that the city provides the infrastructure needed to support trade.
As a port city, it will often be filled with warehouses (including some Abandoned Warehouses), which provide locations for heroes and villains to plot intrigues and move and store secret cargoes.
Some large merchant cities may have entire neighborhoods dedicated to particular goods, such as foods, textiles or spices. Merchant cities are on a Sliding Scale of Shiny Versus Gritty. While merchant cities trading gems and silks may be wealthy and opulent and filled with Blue Blood elite, a merchant city that specializes in the trade of less valuable raw resources such as timber or wheat may have more humble, middle-class buildings and inhabitants.
Obstructive Bureaucrats and City Guards hover to check papers, enforce rules, and collect taxes, but some wily operators know how to use a wad of money to get them waved through inspections. As a port city, it may have a section on the Wrong Side of the Tracks that’s become a Wretched Hive of rogues and pickpockets, so watch your back (and your wallet). While wily characters may be able to elude government officials, they'll likely have to pay any fees required by The Syndicate, as these criminal overlords require a "cut" from all goods moving through their territory.
It usually has a Black Market or Secret Shop where a Venturous Smuggler can get you "off the books" items (drugs, weapons, etc), gear that Fell Off the Back of a Truck and/or a Bazaar of the Bizarre. You can buy the best hard-to-find items there, or at least have the most variety to choose from. Often, plenty of entertainments are available for weary travellers, from booze and gambling to The Oldest Profession.
This is often, but not always the capital or Hub City of a nation. On many occasions it will be the hometown of a Proud Merchant Race, and will be the favorite hangout of the Intrepid Merchant. Some are even ruled by Merchant Princes.
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Children of Earth and Sky: Trade is the life blood of both Seressa and Dubrava, where power and wealth revolve around commerce.
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Realm of the Elderlings: Bingtown, situated near the mouth of the Rain Wild River on the Cursed Shores. The Bingtown Traders consider themselves an exclusive caste, basically rule themselves via the Traders Council and are very proud of being the descendants of those who came to the Cursed Shores with nothing but themselves and not only managed to survive but also to make a fortune.
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The Grishaverse: Ketterdam (based on Amsterdam), is a Wretched Hive city that runs on the worship of the god of commerce and trade, as well as allowing anybody to trade anything. The city is even run by a merchant council.
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Dragon Quest VII: One of the final forms for the immigrant town is the Bazaar, which has shops selling some of the best equipment in the game (including the Metal King Shield, hands down the best shield in the game).
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Harvest Moon: Grand Bazaar has the world-famous Zephyr Town. Or had. At the start of the game the bazaar is a shadow of its former glory. It's up for the newbie farmer protagonist to revitalize it.
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Invisible Cities: The aptly named Trading Cities, although they play with the idea. One particular city trades stories, while another trades character roles.
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Guild Wars: In-universe, the Kodash Bazaar is considered this, being the capital of a merchant nation. In gameplay terms, though, it has a pretty average selection of merchants.
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Guardians of the Flame: Pandathaway, a port city which is a commercial hub and caters to visitors looking for goods. There is practically nothing that's not out for sale (this also makes it the center of the regional slave trade, much to the heroes' disgust). Merchants and guild heads run it officially, but the wizards are really in charge of the city.
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The Sparrow: Gayjur, and while it's due to his unfortunate life circumstances, Supaari is definitely a Proud Merchant Race Guy.
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Heterogenia Linguistico: "Death Village" turns out to be a temporary trading post that's only inhabited part of the year.
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Discworld: Ankh-Morpork is without compare. Invaders often found that within a few days they no longer own their weapons and are just absorbed into the general ethnic character of the city. These days, Ankh Morpork is basically immune to war, because it's the trade and economic capital of the world. Not for nothing is their national anthem "We Can Rule You Wholesale" — "Let others boast of martial dash / For we have boldly fought with cash / We own all your helmets, we own all your shoes / We own all your generals — touch us and you'll lose".
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Final Fantasy XIV: The nation of Ul'dah is practically run by merchants. While the nation does have a Sultana, she's just a figurehead since the true leaders are the Syndicate, which are a group of the nation's wealthiest merchants. The nation's motto is "For Coin and Country".
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World of Warcraft:
The goblin-controlled cities of Gadgetzan, Booty Bay, and Ratchet. As a Proud Merchant Race they are open to both factions and also provide access to the Neutral Auction House, the only method of cross-faction trading.
Shattrath and the Northrend version of Dalaran used to serve as this when they were the main cities of their respective expansions. Having portals to each of the original capital cities, auction houses, high-end armor vendors, and close proximity to end-game content meant a high player density and trade. These days the city of choice is the Broken Isles version of Dalaran.
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Planescape: Sigil is one — it hosts portals to literally anywhere, so it's THE crossroads of the multiverse. The Golden Lords are periodically mentioned as some of the most fantastically rich individuals on the planes, mostly by taking advantage of Sigil's opportunities. However, since the game is focused on the ideological conflict of the factions as well as Sigil's potential as a jumping-off point for adventure, the mercantile side of the city went largely unexplored by the writers except as what would support adventurers.
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Tales from Netheredge: Isle of Stars, whose main port is a landing point for most of the trade between the countries of Netheredge and the Calisto Empire.
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Civilization: V and VI introduces independent city-states that can be interacted with by major players classified by type, one of which is Mercantile, after famous ones throughout history. Get on their good side and they'll give bonuses to you without the need to conquer them outright, such as sending out shipments of luxury goods to increase major nations' Happiness, including unique goods that can't be obtained any other way. The player can also choose to focus cities on trade by building Wonders such as the Great Lighthouse, Petra, and the East India Company, or turn their entire nation into a Proud Merchant Race by taking specific focuses on commerce.
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The Order of the Stick:
Sandsedge is a town of tents, but one gathering traders from the whole Western Continent.
Cliffport is another, more traditional example. They even decide to support Gobbotopia for trade reasons.
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Exalted:
The Imperial City is literally at the centre of the world, so it's the logical place for merchants from all (D)irections to bring their goods. And before the Imperial City, there was Meru, home to nearly all the mansions and tributes given to the kings of creation. Rules-wise, everything bought in one of these places is one dot cheaper than it would otherwise be.
Gem is so far to the South that basically everything can be mined there, including gems, metals, and naturally-occurring gunpowder (which is as rare as it sounds). Despite the place's insane heat, it's a bustling city where someone can be dirt-poor one day and rich the next, and the industry cartels who rule it jealously guard their power. Like the site of a gold rush, except that the gold rush never ends.
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Vorkosigan Saga:
Jackson's Whole is nothing but a Black Market, selling devious and unethical goods and services for high prices.
Komarr's society is based on Intrepid Merchants, taking advantage of its location at the crossroads of several interstellar trade routes.
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Freelancer: Zoner Freeports and Junker bases are like this, according to rumors on bases, and chatter on Artificial Atmospheric Actions, but Gameplay and Story Segregation is in effect when you visit.
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Dungeons & Dragons
Forgotten Realms has Waterdeep, Calimport, Raven's Bluff... Amn in general is known as "Merchant's Domain" — people there call the god of death "Black Forecloser" and that's not even a joke. Its capital city Athkatla (nicknamed "City of Coin") is so much of a merchant city, it's a Holy City of the trade goddess.
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Myth Adventures: The Bazaar on the dimension of Deva. While it doesn't come close to covering the world's landmass and in fact slowly migrates across it, it's the only settlement, transportation to Deva always routes visitors wherever it presently is rather than to geographic coordinates, and there's nothing else on Deva worth seeing in any event. (The land itself can no longer support life and the natives turned entirely to cross-dimensional trade to support themselves.)
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Arcane: Piltover, even more so once the Hexgate is created. Airships from all over flock to take advantage of the reduction in transit time, massively boosting trade to the city. It's also ruled by a City Council dominated by Merchant Prince noble families.
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Rocket Age: G'Pak, the only island city on Mars' silt sea, is run by the Pilthuri, the merchant and diplomat class who most other city states look down on and despise. The royal and priests caste have no real power there and are essentially kept around for show, to ensure that other cities don't attempt to use the unusual arrangement against them.
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Mass Effect 2: Illium is a capitalist heaven: It is an independent planet outside the jurisdiction of any major government and while the planet is extremely rich, there are almost no rules on anything. During your stay, you are constantly bombarded with cheesy comercials and merchants making ridiculous claims to their customers.
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 Mass Effect 2 (Video Game)
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Forgotten Realms has Waterdeep, Calimport, Raven's Bluff... Amn in general is known as "Merchant's Domain" — people there call the god of death "Black Forecloser" and that's not even a joke. Its capital city Athkatla (nicknamed "City of Coin") is so much of a merchant city, it's a Holy City of the trade goddess.
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Traveller: Most starports have facilities for buying and selling goods, but a few worlds such as Regina in the Spinward Marches are notable for having grown rich from their position on the interstellar trade routes.
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Star Trek: Ferenginar, homeworld of the Ferengi. Being merchants is the Ferengi's hat, and it really shows. There are hidden fees everywhere, from entering someone's home, to using the elevator, to even sitting down in a waiting room.
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RuneScape: Varrock city is this for players, as it's where the Grand Exchange, a big facility that lets people put their items for sale or buy from other players without direct contact, is located. Before the Grand Exchange was added, it was Varrock for free players and Falador for members, but only on certain merchant worlds. Ardougne, another big city with lots of stalls in the middle is this for NPCs.
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The Tough Guide to Fantasyland: The City of Canals generally is one, ruled by a council of corrupt merchants.
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Animorphs: The Iskoort world is a giant ecumeonopolis where one can purchase anything he or she wants (even recorded memories).
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Tales of Wedding Rings: The Mobile City of Needakitta is home to the finest warriors in the world. Because of this, traveling merchants flock to the city for protection, making the place a massive mobile trade hub.
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A Song of Ice and Fire:
Many of the Free Cities, most prominently Pentos and Braavos, are hubs of maritime trade, importing and exporting goods from across the known world and being ruled by wealthy merchant elites.
Also Vaes Dothrak, the sacred city of the Dothraki where merchants come from across the world to trade with each other under the protection of the Horselords (who themselves have no concept of money).
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Pokémon has Celadon City, Goldenrod City, Lilycove City,Veilstone City, Castelia City, and Lumiose City, with a big department store in each. Alola has a few cities: Hau'oli City, Royal Avenue, Malie City, and Konikoni City, which is explicitly referred to as a 'city of merchants'.
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Black Sigil: Tradefair, Rogurd's hometown, is a Merchant City and also has a black market.
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Breath of Fire I: Prima, which is also an Underwater City.
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Drowtales: "Chel'el'Sussoloth was built around the Klar'bol, the market section is literally the heart of the city".
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Final Fantasy V: Mirage, a city in the Cleft of Dimension. When it reappears in the real world it's full of merchants and some of the best items in the game can be bought there.
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The Legend of Dragoon has the Commercial City, Lohan, in the first disk. Not only is it Serdio's main hub for traders all across Endiness, it also sells plenty of the game's best accessories, alongside the Legend Casque, which gives ridiculous magic defense and evasion. Catch? These items will range in the thousands of Gold, whereas most battles barely give around 100 in the later areas of the game.
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Fire Emblem: The Sacred Stones: The Carcino region comes to mind; it's the only nation of the six in the game that doesn't house a Mineral MacGuffin, in favour of being a mercantile state. That said, it doesn't have any particularly special items for the player party purchase ingame...
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EVE Online: Jita has become such a massive trade hub that all missions and resources have been removed from the system and it's been moved to own server in order to handle the traffic. Of particular interest is the fact that Jita became the premier trading hub of New Eden not through developer edict, but through players following actual market forces of supply and demand.
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Heaven's Vault:
Renaki is a merchant moon. The explorable map consists of two shopping plazas crammed with goods and stalls. The player is able to exchange artifacts for various items here, but there's nothing of substantial value for sale unless you're trying to unlock the gecko-related achievements (or really want an apple).
There is another merchant moon you can discover, that was this in the Age of Sail. It's now in ruins.
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Medieval II: Total War: Constructable is the Merchants' Quarter, which turns over an entire section of the city to trade.
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Quest for Glory II's Shapeir has Katta in every square, selling all sorts of items, that's not taking into account the smithy, apothecary and the joke shop.
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Ragnarok Online: Virtually every major city is packed with Intrepid Merchants, but a special mention goes to the Port Town of Alberta, where Merchants are trained from Novices.
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Trials of Mana: Beiser is a port city full of merchants, and has a Black Market that you can access by waiting for it to become night. Ironically though, it's the only town in the game where you can't buy regular supplies. This was actually fixed in the 2020 remake.
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League of Legends have the sister cities of Piltover and Zaun, located in a crucial port between continental halves of Runeterra, and both are collectively the economic and technological capital of the world. Piltover (which rests on the actual sea level) is the Shining City where magic and technology merge and pave the way to tomorrow, while Zaun (an Under City built among underground cliffs) is where all of its industrial work and underclass are shunted down to, for better and for worse.
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Trails Series: Crossbell is a sprawling metropolis similiar to real world New York City and Hong Kong, being the heart of commerce of the continent and one of the richest places in Zemuria. However, this also makes it a very hotly contested territory between the two major superpowers of the world: the Erebonian Empire and the Republic of Calvard.
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Ironclaw: Triskellion, the capital of Calebria and by far the most cosmopolitan city on the island. A century ago, the king handed over most governance to a council of trade guilds.
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In Written by the Victors, an Stargate Atlantis fanfic by Speranza, the main characters turn Atlantis into this as it's the only city that could protect an inter-planet market from the Wraith.
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Mad Max: Beyond Thunderdome: Bartertown. Trading is required to be able to enter, and holding on the deals is enforced by law.
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Tales of the Abyss has Chesedonia. Located directly between Kimlasca and Malkuth (in spite of ongoing tension between the two nations), nearly all goods that cross the border pass through it, and since each country is heavily specialized (with Kimlasca producing weapons, armor and fontech, while Malkuth grows crops for food and medicines), consistent and well-managed trade is an absolute necessity. Notably, if you're somehow incredibly rich early on in the game (if you carried money over onto a New Game Plus, for example), you can buy weapons there that are ludicrously powerful for your level.
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Octopath Traveler has the city of Grandport, the final stop on the budding merchant Tressa's quest line. It contains outdoor merchants carrying nearly every category of item for sale/theft, and is home to a multi-millionaire who promotes trade as a means of finding trinkets for his daughter.
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Crusader Kings II: The Republic DLC introduces Merchant Republics ruled by families of Merchant Princes, including many Real Life examples.
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The following is a list of statements referring to the current page from other pages.

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Settings
 Merchant City
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Tropes for Sale
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Merchant City
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Merchant City
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Merchant City
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Merchant City
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Merchant City
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