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It's been a while since I set up a server from scratch, but at least in the past Traders were off by default. An in-game GM can enable them, which then opens up A LOT of currency generating options since Traders will buy items from players.
Beyond that, in "stock" Wurm players can get a rarity drumroll when foraging/botanizing/burying corpses which results in them finding a coin. I'm not sure what the max value is, but several times I have found 1 silver- maybe that's the cap, maybe it's higher. But at least that much is possible.
There are also mods for making money, such as the Bounty mod which rewards a player with a bounty for killing hostile mobs.
If you're playing on your own server and are a GM, just create the coins.
The vanilla merchants don't offer a whole lot, but the items they do offer are fairly rare. If you're playing by yourself on an offline server, these merchant items are pretty much the only reason for money at all. (Unless you've enabled deed upkeep in order to give yourself a challenge.)
Now, on a populated server, players would be setting up merchants themselves, and the economy would be mostly player-based, which makes things a bit more interesting. Folks will stock their vendors with different items that you can shop around for. You can make money that way by specializing in a specific craft and setting up a stall of your own, or they could pay you directly for services such as repairing their villages.
Merchant: completely useless for solo play https://www.wurmpedia.com/index.php/Personal_merchant
Trader, however is not: https://www.wurmpedia.com/index.php/Trader
There's a reason I mentioned enabling Traders first in my reply :)