Vendors & Economy¶
Silver is the game's currency, earned from kills and from selling loot. Where you sell matters: gem dealers pay far more for gems than a general pawnbroker does.
Selling and buying¶
SHOP (STORE) show the vendor's terms (the rate they pay)
SELL <item> sell a held item for silver
SELL <container> sell everything inside it the vendor deals in, in one transaction
BUY <item> buy from a vendor's stock (where available)
The vendor must be in your room and the item in your hand. Selling applies a short recovery.
Selling a whole haul¶
Hand a merchant a container and they sort through it: every piece they deal in comes out, priced one by one at their usual rates, and you get the container back with the rest still in it. A gem pouch emptied at the gemcutter in one command is the point of it — no hunting through the pouch item by item.
A container deal is struck by the handful, which only works on goods that come by the handful. Three kinds stay put, and the merchant says how many of each they're leaving:
| Held back | Why |
|---|---|
| What they don't deal in | Junk, or goods outside a specialist's trade — a gem dealer won't take your pelts |
| Jewelry, and anything itself holding goods | A set piece with a maker and a setting is valued one at a time; and a case or second pouch with your goods still in it is your business, not theirs |
| Anything with a weave in it | An enchant or a worn imbue. Nobody prices an enchantment out of a sack sight-unseen |
None of that is a refusal — all three sell fine one piece at a time, over the counter. Hand the dealer the ring itself and they'll buy it.
APPRAISE <container> runs the same sort for free and quotes the total without taking anything, so you can check the price before you commit, or check whether the gemcutter is worth the walk.
Past the till: a promissory note
A merchant keeps only so much spare silver on hand. When a payout is worth more than the till holds, you're handed a promissory note instead of coin — REDEEM it at the bank. Same paper the bank itself mints, and it's yours to carry or hand off.
Writing paper costs the merchant something, and they take it out of the face value: a small surcharge of about a fifth of a percent. On a 15,000 silver haul that's 30 silver. Payouts too small to round up to a whole silver cross free.
Vendor types¶
| Type | Buys | Rate |
|---|---|---|
| Pawnbroker / general | almost anything | ~70% of value |
| Gemshop / gemcutter | gems, jewelry, precious goods | a premium rate, well above the pawnbroker |
| Locksmith | services only | fee-based |
Sell gems to the gemcutter, not the pawnbroker
The pawnbroker pays roughly 70% of value on everything. The gemcutter pays a premium specifically for gems and precious goods — often several times what the pawnbroker would offer. Carry gems and jewelry to the gem dealer.
Coins found in treasure boxes are money, not loot: GET pockets a coin pile straight into your silver (the object is consumed and the amount is reported — no need to visit a vendor). Should a coin object ever end up in hand by another route, it still sells at full face value with no vendor cut.
The Coldhollow market¶
The market quarter runs southeast off Town Square. All trade is open — no quest or combat gate. See Coldhollow for the full layout.
| Vendor / service | Offers |
|---|---|
| Smith | weapons, basic armor, weapon repair |
| Apothecary | potions, healing supplies |
| General store | miscellaneous goods |
| Furrier | hides, light armor, cloaks |
| Gemcutter | premium gem/jewelry buying |
| Locksmith | OPENBOX (for a fee), REPAIR lockpicks |
| Banker | silver handling |
| Cleric | blessed goods, services |
| Innkeeper | lodging, food |
Locksmith services¶
OPENBOX <box> pay to have a lock cracked (the locksmith refuses trapped boxes)
REPAIR <pick> restore a bent or worn lockpick for a fee
The OPENBOX fee scales with the box's lock difficulty. See Lockpicking & Treasure.
Where silver comes from¶
- Kills award modest silver directly.
- Selling loot: gems, jewelry, and oddments.
- Box coins: pocket straight into your silver when you GET them.
- Box valuables: gems and jewelry, sold (premium at the gemcutter).
STAT and INFO show your current silver.
Talking to townsfolk¶
Vendors and residents respond to social interaction, and some are mentors:
TALK <npc> greet or speak with them
TALK <npc> <message> say something specific for them to answer
FEED <npc> offer food — the strongest rapport-builder
SAY <words> (') speak aloud to the room
LEARN (STUDYFROM) ask a mentor in the room to teach an element word
Rapport built through FEED and TALK is what unlocks a mentor's teaching. See Magic → Learning words and Coldhollow.
Haggling & the secondhand shelf¶
SHOP prints a numbered listing — the fresh stock first, then the secondhand shelf, where gear the shop has bought from adventurers goes up for resale (once each; sold is gone). ORDER <#> buys the numbered line; BUY <item> still works by name, including items on the shelf.
The Trading skill bends every deal your way: sell offers up, purchase prices down, one percent per 3 ranks to a ±15% cap, and the price SHOP quotes is the price you pay. APPRAISE <item> with a merchant present quotes the exact offer SELL would pay, flooding included, for free.
See also¶
- Lockpicking & Treasure — what you'll be selling
- Coldhollow — the market and its NPCs