Mon 25 May 2026, 01:51
The Singing Merchants are, or were, traders during the era of the Blood Mist. There were also plenty of other trading caravans which managing to travel during the Blood Mist, according to Legends & Adventurers. The Rust Guild mentioned appears to be a commercial arm of the Rust Brothers, so they would probably tolerate other traders as a trading resource and, more importantly, as a source of information.
What I think you are describing is a nomadic people, created and driven by a terrible “bargain” they made to survive. Which is a very nice idea, especially as they are transporting the consequences of their decision with them (the sealed wagons), having to carry the fabric of their village with them (why?) and being compelled, it would appear, to keep travelling despite the end of the Blood Mist.
It reminded me of "Inverted World" by Christopher Priest. Especially with the idea of strange snail-like beasts slowly dragging the village carts. Your nomad-village is on a journey driven by reasons which are not fully known or understood by the villagers' descendants, very much like the novel.
Could the snails be a source of income for the nomads? The secretions they emit, the crafting of the snail shell material (how to work it being a closely guarded secret) and the oddly changed herbs growing in the snail tracks?
How are you thinking that the protection they have would work? A slow moving nomadic village would seem an easy target for bandits, orcs or goblins, etc., until the protection manifests.
A single village doesn't constitute a nomadic culture, but the family and clan relationships and history of the Bedouin and the Mongols are a rich source of inspiration for nomadic community behaviour and history. I'm fond of using historical sources for inspiration in RPGs. History being truly strange, wonderful, terrible and often so weird that you could not possibly make it up yourself. As your caravan village is trading with other villagers you could look at real world peripatetic nomads for inspiration; who offer their crafting skills, labour (harvesting, clearing ditches, hedgeing, road work, etc.) and/or trade to the settled populations among whom they travel. Either the Fantefolk or the Romani are a good source of inspiration.
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