The realm · Merchants
Merchants, clothiers and armourers
Dress as your station allows, and arm yourself as your purse does. More than eighteen merchants keep shop in the realm, and between them they sell every piece of clothing, every weapon and every piece of armour the game has.
Every piece in the game
The merchants' shelves are filled from the game's own tables: every garment, men's and women's, from the rag-dealer's worn tunics to the court draper's brocade hoods; every weapon, from the village smith's old iron to the master swordsmith's named longswords; every piece of armour, from worn gambesons to Nuremberg plate; and the jewellery, belts and pouches besides. Each merchant sells the pieces of its own class, and dresses the part. /merchants in the game tells you where each one stands.
Clothing
- Rag-dealer: second-hand garments, hose and gloves, cheaper than new
- Old-clothes woman: second-hand women's wear, hats and shoes
- Tailor: garments, hose, shoes and gloves
- Seamstress: women's wear
- Hatter: hats, caps and hoods
- Clothier: a burgher's garments, hose, shoes and gloves
- Draper's wife: fine wear for ladies, hats and hoods
- Court draper: the finest of everything, to the brocade hoods
Arms and armour
- Village smith: old iron, plain arms, bows and crossbows, and worn padded armour, mail and helmets
- Weaponsmith: soldiers' weapons
- Master swordsmith: fine and named blades, one of each
- Shield-maker: shields and pavises
- Bowyer and fletcher: bows, crossbows, guns, arrows and bolts
- Padded-armour maker: gambesons, aketons, padded coifs and quilted hose
- Mailmaker: hauberks, coifs and collars
- Armourer: plate, brigandines and helmets
- Master armourer: noble harness and fine helmets
Jewellery and leather
- Goldsmith: rings and necklaces of gold and silver, gems and fine spectacles
- Trinket-seller: rings, crosses, beads and rosaries
- Pouch-maker: belts, pouches, purses and spurs
Prices, stock and selling back
- By class. Second-hand clothes sell below the game's own price; common wares at it; a burgher's quarter or so above it; the noble pieces dearest of all.
- Stock runs out. A tailor keeps six of each common piece, the clothier three, the court draper two, and the master swordsmith one of each blade. The clothiers restock every hour, the armourers and jewellers every two. Arrows and bolts never run out, nor does the second-hand trade.
- Selling back. A merchant buys back only the pieces it sells, for a small share of their worth, and pays from a purse that its own sales fill.
- Shop hours. The shutters go down at night, as in every shop of the realm.
Your clothes matter beyond looks: at night and in winter, too little on your back leaves you cold (see survival). The dyer re-dyes what you wear, so a faction can put its people in matching colours (the dyer).
No pay-to-win
Every piece is bought with coin earned in the realm: by a trade, a faction's wage, a bounty or a bargain. Patronage buys thanks and honour, a badge and a name colour, and never coin, goods, weapons, skills or property.