Trade and Merchant Guilds have always existed but in the shadow of the apocalypse wrought by the power of the sword, the power of gold has become a far greater influence in the affairs of state. The Head Merchants have now centralized, controlling all trade. Caravans, tariffs, mines and marketplaces operate by the grace of the Commercium alone. Independent traders in outposts and remote villages still exist, but trading in towns is not without its problems or dangers.
There are a few dozen guildmasters, but some have more weight than others.
|Merchant guild quests in Teron (spoilers):|
|1. Linos asked you to find proof that the gate guards aren't trustworthy.|
|2. The Imperial Guards are up to something. Talk to Mercato and find out what he knows. You can find him in Cado's Tavern|
|3. Commander Carrinas must be stopped. Talk to Neleos, the guildmaster of the Boatmen, about it.|
|4. Finally, you will have to deal with the survivors of the conspiracy, who are being led by Mercato.|