Hearth has three permanent merchants covering the basics - gear, weapons, and medicine. Beyond them, the market square hosts a rotating cast of visiting traders who come and go. Prices are in gold, though some traders will barter.


Permanent Merchants

The Guild General Store

Ground floor of the Guildhall. Run by Selka Driftmantle.

The first stop before any expedition. Selka keeps a no-nonsense stock of survival essentials.

ItemCost
Rations (1 day)1 gp
Rope (50 ft.)10 gp
Bedroll / Tent5 gp
Climbing Gear10 gp
Lantern10 gp
Oil (refill)1 gp
Shovel / Crowbar3 gp
Torch1 gp

Lighting Notes:

  • Torch - lasts 3 Dungeon Turns (30 minutes) before burning out
  • Lantern - burns 1 oil per 10 Dungeon Turns (1 hour 40 minutes)

The Watch Armory

Adjacent to the main gate. Run by Kaelen Thorne.

Standard-issue weapons, armor, and shields. Kaelen also offers reinforcement work for a single session.

Armor & Shields

ItemArmorTypeCost
Adventurer’s Garb2+DEXCloth10 gp
Cheap Hides3+DEXLeather5 gp
Ox Hide4+DEXLeather45 gp
Rusty Mail6+DEX (max 2)Mail15 gp
Chain Shirt9+DEX (max 2)Mail60 gp
Rusty Plate10Plate25 gp
Half Plate14Plate200 gp
Wooden Buckler+2Shield5 gp
Iron Shield+4Shield80 gp

Weapons

WeaponDamagePropertiesCost
Dagger1d4+DEX PiercingLight, Thrown 43 gp
Sickle1d4+DEX SlashingVicious10 gp
Club / Mace1d6+STR Bludgeoning-2 gp
Hand Axe1d6+STR SlashingThrown 48 gp
Short Sword1d6+DEX PiercingLight10 gp
Rapier2d4+DEX Piercing-60 gp
Staff1d8+STR Bludgeoning2-handed8 gp
Longsword1d8+STR Slashing2-handed (1-handed: Req. 2 STR)60 gp
Battleaxe1d10+STR Slashing2-handed30 gp
Pole Hammer1d10+STR Bludgeoning2-handed, Reach 260 gp
Glaive1d10+STR Slashing2-handed, Reach 260 gp
Spear1d10+STR Piercing2-handed, Reach 260 gp
Greatmaul1d12+STR Bludgeoning2-handed (Req. 2 STR)80 gp
Greataxe2d6+STR Slashing2-handed (Req. 2 STR)100 gp
Greatsword3d4+STR Slashing/Piercing2-handed (Req. 2 STR)120 gp
Sling1d4+DEX Bludgeoning2-handed, Range 12, Vicious4 gp
Javelins1d6+STR PiercingRange 8, Stack of 420 gp
Throwing Hammers1d8+STR BludgeoningRange 4, Stack of 325 gp
Shortbow1d6+DEX Piercing2-handed, Range 1225 gp
Longbow1d8+DEX Piercing2-handed, Range 16 (Req. 1 STR)30 gp
Crossbow4d4+DEX Piercing2-handed, Load: 1 action, Range 860 gp
Handheld Ballista1d20+DEX Piercing2-handed, Load: 2 actions, Range 8 (Req. 2 STR)120 gp

Reinforcement Services

Kaelen can reinforce gear for a single session.

BonusCostTechnique
+1 Armor or Damage15 gpStandard Sharpening / Padding
+2 Armor or Damage250 gpExpert Tempering
+3 Armor or Damage800 gpMasterwork Reinforcement

The Wardens’ Infirmary

The Shrine & Infirmary. Run by Elara.

Medical supplies, protective gear, and Flamewarden services. The infirmary takes payment for supplies; blessings are technically donations.

ItemEffectCost
Warden’s Robes3+DEX armor100 gp
Healing SalveRestore 2d4+4 HP (Action)80 gp
AntitoxinAdvantage on saves vs. Poison (1 hr)10 gp
Heat-Retaining OilResistance to Cold damage (4 hrs)25 gp
Clean BandagesRestore 2 HP (once per day)3 gp

Warden Services

ServiceEffectCost
Blessing of the FlameAdvantage on the next STR or WIL check or save15 gp
Speedy RecoveryRestore all Wounds over a single Safe Rest in the infirmary100 gp

The Blue Flame

The tavern. Run by Oryn Gold-Hand and Big Berra.

Food, drink, lodging, mounts, and the best place in Hearth to find someone willing to work.

ItemCostEffect
Pint of Ale1 gpDisAdv on INT and DEX checks for the day - Adv on STR checks for the day
Bowl of Stew1 gpFirst 2 days of travel do not require Rations
Lodging (night)2 gpSafe Rest; includes a meal

Stables

Guild members receive free stabling and maintenance for any mount they own.

MountCostEffect
Sturdy Horse150 gp+4 Inventory Slots; +1 Day Travel Speed; +1 Encounter Chance
Sled-Beast (Work)80 gp+10 Inventory Slots; +1 Encounter Chance

Hirelings

The Blue Flame is where specialists looking for work tend to congregate. Who’s available changes - some faces are regulars, others pass through once and are gone. Ask Big Berra who’s currently sitting in the back.


Visiting Traders

The market square outside the Guildhall sees a rotating cast of traders, wanderers, and the occasional odd visitor. Who’s in town changes between sessions - some trips you’ll find a well-stocked merchant ready to deal; others the square is empty and the gates are sealed against a storm.

Traders tend to arrive from the surrounding regions: nomadic wanderers from the Wastes, Cydonian remnant merchants, independent scavengers, and occasionally someone from much further afield. What they carry reflects where they’ve been.


Economy Notes

Faction Reputation

Your standing with Hearth’s factions affects prices across the board.

  • Positive reputation - prices decrease (typically 5-10% per tier)
  • Negative reputation - prices increase (typically 10-20% per tier)
  • Extreme hostility - the merchant refuses to trade entirely

Barter

Many traders - especially nomadic or independent ones - prefer goods over gold. Common barter goods include:

  • Excess relics or manuscripts
  • Rations, fuel, or medicinal herbs
  • Maps or information about distant regions

Feeding the Engine

Selling isn’t the only thing you can do with a relic. At the end of every expedition, relics can be sacrificed to the Hearth Engine instead of sold - and feeding it generously earns lasting power. Weigh the gold against the reward before you hand a relic to a trader. See Boons of the Engine.