So, ye wish to change yer colors and fly the flag of a Trader, eh? A fine choice for a sailor lookin' to fill their hold with gold instead of grapeshot! Mark this well: in these waters, a captain is not bound to a single trade. Ye can be a maritimer one day and a merchant prince the next, all with a bit of know-how.
The Key to a New Life
The heart of the matter is the Job Card. Without this writ, the Guild Masters will laugh ye out of port. There be three main ways to get yer hands on one:
- Proving yer worth by completing the job's quest.
- Using a precious Letter of Appreciation from Seafarers.
- Receiving the card as a gift or trade from another player.
Making the Change
Once that card is in yer inventory, the path is clear. Sail to any Merchant Guild in port, seek out the Guild Master, and declare yer new profession. But heed this warning: if the card isn't on yer person, the option won't even appear! Use the card once, and the job is forever unlocked in yer ledger, though changing back later will cost a heavier purse.
Quest or Letter? A Captain's Counsel
Many a green deckhand thinks the Letter is the swiftest course. I say it's a fickle wind! The special fleet NPCs ye must find are as elusive as mermaids, and the letter itself can cost a king's ransom. For most beginners, I say take the quest. If the task isn't too complex or demanding, it's the truer path.
To walk the trader's road, ye'll first need the Merchant's Guild Card. Secure this by solving "The Merchant Guild's Predicament," a quest found in major cities. This key unlocks a whole fleet of beginner trader jobs, from humble Trade Learner to specialized dealers in food, yarn, minerals, and more.
If ye hunger for the full chart—every last secret port, NPC name, and trick of the trade—then make way to the complete log. I’ll show ye how to seize this new life proper.

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