Merchants Guild¶
"The guild controls trade in Ghelmyon. Buy, sell, and deliver to earn their favor."
The economic spine of Ghelmyon. Every shop, every caravan, every exchange runs through (or around) the Guild. Friendly rep means discounts. Honored rep means the rare back-room stock comes out.
At a glance¶
| HQ | Ghelmyon market district |
| Member tags | merchant, shopkeeper, trader, banker |
| Best class fits | Bard, Tinkerer, Scholar, Herbalist |
| Soft rival | Thieves Guild (−25% tension) |
| Natural ally | Town Guard (informal) |
Rank titles¶
| Rep | Tier | Title |
|---|---|---|
| < -100 | Hostile | Blacklisted |
| -100 to -20 | Unfriendly | Debtor |
| -20 to 50 | Neutral | Customer |
| 50 to 200 | Friendly | Partner |
| 200 to 500 | Honored | Guildmaster |
| 500+ | Exalted | Grand Merchant |
Unlocks¶
| Tier | What you get |
|---|---|
| Friendly | 10% discount at guild shops |
| Honored | 20% discount, rare stock available |
| Exalted | Grand Merchant title, exclusive trade contracts |
The price modifier is huge - at exalted you pay 75% on every purchase, which compounds across the campaign.
How to gain rep (generic)¶
- Buy, sell, trade. Every transaction at a guild shop tips rep by a sliver. Volume matters.
- Delivery contracts. Posted at the guild office - escort a caravan or deliver a package between towns. Real pay + rep.
- Pay your debts. Borrowing without repaying tanks rep fast.
- Help in market disputes. Mediate a haggling argument, return stolen stock, etc.
- Donate to the guildhall. Direct rep purchase - small payments, small rep gains; they add up if you've got coin to burn.
How to lose rep (avoid these)¶
- :material-bag: Stealing from a guild shop
- Defaulting on a loan
- :material-mask: Building Thieves Guild rep (−25%)
- Selling forged or counterfeit goods
- :material-fist: Brawling on the market floor
Rivals to watch¶
- Thieves Guild - soft rival (−25%, not the harsh −50% Town Guard faces). You can hold neutral with both if you're careful.
- Pale Order - universal rival.
When the rep is worth it¶
Almost always. Even non-trader classes benefit from:
- 10-25% cheaper consumables (potions, food, arrows)
- Access to rare materials (high-tier ore, exotic herbs, magical reagents)
- The bank - honored unlocks better interest on deposits + lower loan rates
Skip if you're going hard into Thieves Guild and committed to fencing everything.
See also¶
- Factions overview
- Thieves Guild - the rival
- Bard, Tinkerer, Scholar, Herbalist natural fits