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.
| Item | Cost |
|---|---|
| Rations (1 day) | 1 gp |
| Rope (50 ft.) | 10 gp |
| Bedroll / Tent | 5 gp |
| Climbing Gear | 10 gp |
| Lantern | 10 gp |
| Oil (refill) | 1 gp |
| Shovel / Crowbar | 3 gp |
| Torch | 1 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
| Item | Armor | Type | Cost |
|---|---|---|---|
| Adventurer’s Garb | 2+DEX | Cloth | 10 gp |
| Cheap Hides | 3+DEX | Leather | 5 gp |
| Ox Hide | 4+DEX | Leather | 45 gp |
| Rusty Mail | 6+DEX (max 2) | 15 gp | |
| Chain Shirt | 9+DEX (max 2) | 60 gp | |
| Rusty Plate | 10 | Plate | 25 gp |
| Half Plate | 14 | Plate | 200 gp |
| Wooden Buckler | +2 | Shield | 5 gp |
| Iron Shield | +4 | Shield | 80 gp |
Weapons
| Weapon | Damage | Properties | Cost |
|---|---|---|---|
| Dagger | 1d4+DEX Piercing | Light, Thrown 4 | 3 gp |
| Sickle | 1d4+DEX Slashing | Vicious | 10 gp |
| Club / Mace | 1d6+STR Bludgeoning | - | 2 gp |
| Hand Axe | 1d6+STR Slashing | Thrown 4 | 8 gp |
| Short Sword | 1d6+DEX Piercing | Light | 10 gp |
| Rapier | 2d4+DEX Piercing | - | 60 gp |
| Staff | 1d8+STR Bludgeoning | 2-handed | 8 gp |
| Longsword | 1d8+STR Slashing | 2-handed (1-handed: Req. 2 STR) | 60 gp |
| Battleaxe | 1d10+STR Slashing | 2-handed | 30 gp |
| Pole Hammer | 1d10+STR Bludgeoning | 2-handed, Reach 2 | 60 gp |
| Glaive | 1d10+STR Slashing | 2-handed, Reach 2 | 60 gp |
| Spear | 1d10+STR Piercing | 2-handed, Reach 2 | 60 gp |
| Greatmaul | 1d12+STR Bludgeoning | 2-handed (Req. 2 STR) | 80 gp |
| Greataxe | 2d6+STR Slashing | 2-handed (Req. 2 STR) | 100 gp |
| Greatsword | 3d4+STR Slashing/Piercing | 2-handed (Req. 2 STR) | 120 gp |
| Sling | 1d4+DEX Bludgeoning | 2-handed, Range 12, Vicious | 4 gp |
| Javelins | 1d6+STR Piercing | Range 8, Stack of 4 | 20 gp |
| Throwing Hammers | 1d8+STR Bludgeoning | Range 4, Stack of 3 | 25 gp |
| Shortbow | 1d6+DEX Piercing | 2-handed, Range 12 | 25 gp |
| Longbow | 1d8+DEX Piercing | 2-handed, Range 16 (Req. 1 STR) | 30 gp |
| Crossbow | 4d4+DEX Piercing | 2-handed, Load: 1 action, Range 8 | 60 gp |
| Handheld Ballista | 1d20+DEX Piercing | 2-handed, Load: 2 actions, Range 8 (Req. 2 STR) | 120 gp |
Reinforcement Services
Kaelen can reinforce gear for a single session.
| Bonus | Cost | Technique |
|---|---|---|
| +1 Armor or Damage | 15 gp | Standard Sharpening / Padding |
| +2 Armor or Damage | 250 gp | Expert Tempering |
| +3 Armor or Damage | 800 gp | Masterwork 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.
| Item | Effect | Cost |
|---|---|---|
| Warden’s Robes | 3+DEX armor | 100 gp |
| Healing Salve | Restore 2d4+4 HP (Action) | 80 gp |
| Antitoxin | Advantage on saves vs. Poison (1 hr) | 10 gp |
| Heat-Retaining Oil | Resistance to Cold damage (4 hrs) | 25 gp |
| Clean Bandages | Restore 2 HP (once per day) | 3 gp |
Warden Services
| Service | Effect | Cost |
|---|---|---|
| Blessing of the Flame | Advantage on the next STR or WIL check or save | 15 gp |
| Speedy Recovery | Restore all Wounds over a single Safe Rest in the infirmary | 100 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.
Menu & Lodging
| Item | Cost | Effect |
|---|---|---|
| Pint of Ale | 1 gp | DisAdv on INT and DEX checks for the day - Adv on STR checks for the day |
| Bowl of Stew | 1 gp | First 2 days of travel do not require Rations |
| Lodging (night) | 2 gp | Safe Rest; includes a meal |
Stables
Guild members receive free stabling and maintenance for any mount they own.
| Mount | Cost | Effect |
|---|---|---|
| Sturdy Horse | 150 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.