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Guild · Aurin & the trade routes

Merchants

Trade goods, arrange contracts and run a business.

Merchants work with prices, stock and the terms of a deal. Their class supports stalls and auctions as well as services that other characters need between expeditions.

Training and role

Keeping a business

Aurin is a centre of the trade, with roads and shipping carrying goods beyond the city. A merchant might specialise in equipment, lend money or develop property. Customers, suppliers and unpaid obligations provide reasons to return to the same people over time.

This is an economic class. Appraisal, stock management and contracts form much of its work; access to goods and the help of other characters matter when travel becomes dangerous.

Keeping bargains and repaying loans can improve Credibility. Stock, credit and working relationships all need maintaining between journeys.

Strengths

  • Appraisal and trading services
  • Player stalls and auctions
  • Contracts and property work

Risks

  • Limited direct combat tools
  • Stock and financial commitments need managing

Begin

Joining a guild

Each class has its own entry requirements. The wiki gives more detail on training, skills and equipment.

Admission through the Merchant guild. Every new character begins as an Explorer and completes the introductory levels before joining a guild.

Read the class guide