Village Merchants

Named merchants in every area occasionally need something couriered somewhere else: for gold, and for their trust.

Getting an offer

Every one of the 20 areas has its own named merchant and shop. Entering an area has a 20% chance to trigger that merchant's delivery offer: shown as an exclamation mark in the Village panel. Only one offer can be pending per area at a time, and you can only ever have one delivery in progress at once, account-wide.

Accepting hands you the goods immediately: mostly a stack of a material native to that region, rarely (10%) a genuine piece of equipment. You then have 5 minutes to reach a different area you've already unlocked and turn the goods in there for a gold reward roughly matching what they're worth, capped at 150 gold per delivery. Run out of time, or lose the goods before delivering, and the delivery fails.

A merchant's named shop isn't just flavor for the offer dialogue: it's the same shop shown in that area's Village panel, so trading with (say) Theodore's Bakery and delivering for Theodore are the same relationship. The active delivery's countdown and turn-in button live in the Village panel too, since that's where both ends of the exchange actually happen.

Merchants by region

Green Plains

AreaMerchantShop
Green Plains OutskirtsTheodoreTheodore's Bakery
Plains FarmlandsMarigoldMarigold's Granary
Bandit FoothillsGarethGareth's Outfitters
Thornevald's BrambleOld PellOld Pell's Last Stall

Shadowfen Marsh

AreaMerchantShop
Shadowfen ShallowsWrenWren's Waterside Goods
Sunken CroftBertramBertram's Croft Store
Silt BarrensYelenaYelena's Silt Traders
Aldric's Drowned CourtCormacCormac's Drowned Exchange

Frostpeak Reaches

AreaMerchantShop
Frostpeak FoothillsHalvardHalvard's Hearth & Trade
Frostbloom TerraceSigridSigrid's Frostbloom Botanica
Glacial DeepOsricOsric's Deepglass Outpost
Isolde's Frozen SeatFreyaFreya's Frozen Larder

Cinder Wastes

AreaMerchantShop
Cinder OutskirtsEmberEmber's Ashwood Trading Post
Ashen SteppeDorinDorin's Steppe Caravan
Obsidian DepthsKessaKessa's Obsidian Forge Goods
Pyrocles' Ember ThroneRonanRonan's Last Ember Stall

The Sundered Abyss

AreaMerchantShop
Abyssal FringeIlsaIlsa's Fringe Outpost
Voidroot ExpanseMerrowMerrow's Voidroot Curios
Riftiron DepthsThaneThane's Riftiron Trading Co.
The Sundering's HeartVesperVesper's Last Light Exchange

Trust

Each area tracks its own trust in you, starting at 100%. A failed delivery (timeout, or the goods are gone when you try to turn in) costs 20 points; a successful one earns back 3. Trust regenerates passively at 1%/hour even while you're offline.

Drop below 50% and that area's merchant stops offering new deliveries entirely - until trust climbs back up to 75%, not just back over 50%.

What trust is worth

Trust is not just a gate. A merchant who trusts you pays you better and charges you less: at 90%+ standing (Honored) their deliveries pay 20% more gold and their shop is 10% cheaper; at 70%+ (Trusted) it is 10% more and 5% off. Since you start every merchant at full trust, those perks are yours to keep by delivering reliably, and yours to lose by letting deliveries fail.

Supply and demand: glut and scarcity

Your deliveries move prices, not just your standing. Carry a good into an area and you glut its market: that good sells cheaper in its shop, marked with a green Glut tag. Keep taking a good out of an area (as the origin of your deliveries) and it grows scarce there, selling dearer under an amber Scarce tag. Each recent delivery nudges the price about 5%, up to 30% either way, on top of your trust discount.

Only your own deliveries from the last day count, so the movement fades on its own as that trade ages out. It is your private market for now: your hauling moves the prices you see, no one else's.