An Aspiring Merchant is a side mission of the game Greedfall, falling under the category of The Children of Teer Fradee.
An Aspiring Merchant Guide
You acquire this quest from someone who’s looking like a native vendor and requesting your help. Just speak to him and you’ll gain the quest.
Ask Intendant Manfred for more information
Enter the main door of the Coin Guard Barracks (just check where the quest is telling you to go via the map) and speak with Manfred.
- Talk about the island merchant
Obtain a patent
Head on over to the main steps that’ll take you into the Governor’s Palace and begin the main quest of Old Countries in a New World (if you haven’t actually begun it yet).
The first door on the left is where you’ll be going through. Just keep running around the bookshelves to where another door is and the man you need to speak with is there.
- Tell him about the island merchant
- (Charisma) Try to convince him to speed up the procedure.
- Insist
What happens if the Charisma check succeeds?
You get the patents you need, which is a relatively quick way to complete this quest. Just continue with the Give the patent to the merchant section.
If you insist, nothing will happen. He won’t help you out at all because he’s a stickler with his job and you’ll just have to move forward with the quest.
Ask Mr de Courcillon for his help
Go up the main staircase to the room where Constantin sits on his throne. Through the door to the right (while facing him) is another staircase you’ll need to travel up. At the top, go around the corner and keep going straight through the door on the end.
Speak with Courcillon at his desk.
- Ask him for his help in convincing the minister
Thankfully someone in this game doesn’t mind helping you out.
Go back to obtain the patent.
Obtain a patent
Once back to this buffoon on the first floor, you’ll want to show the proper paperwork.
- Tell him about the island merchant
- Show him the letter from Mr de Courcillon
Give the patent to the merchant
Turns out it’s not quite as easy as you think. The guards have taken his cousin away. (I mean, at least he got his patents, right?)
Find out about the merchant’s cousin
Go into the Coin Guard Barracks (man we go here a lot, don’t we?) and speak with Manfred.
- Learn about the fate of the merchant’s cousin
Man this guy has some courage with his “Oops, guess I should’ve known you’d get the proper papers before my men carted that merchant to jail” crap. If I could attack someone openly, I think it’d be Manfred.
Talk to the person in charge of the prison
Go into the area on the left and take the steps down.
There’s a man at a desk and a door behind him. You’re not going through this door though; you’re going through the door that’s to the left in the screenshot. In here, you’ll find the jailer.
Speak with him.
- Talk about the merchant’s cousin
Awesome, they threw the cousin to the wolves in a fighting pit instead of doing a proper trial. If only you could fire people in this game for the crap job they do with the public.
Retrieve the merchant’s goods
In the closest cell are the goods you need to grab.
Be a victor in the arena
Leave the main door of the Barracks and go around to the left side of the building where another door is located. Same building, different entrance. You’ll be in a kitchen when you step in.
On the right far wall is a staircase leading downstairs. Once you’re close enough, you’re met with a cutscene.
- Pay the entry fee (25)
Since you’re heading into a probably illegal fighting arena, you’ll need to pay. Once you’re down the steps, go through the proper doorway to the Coin arena.
In this area, you have a craft table to enhance your weapons and armor if you haven’t done any of that yet lately. I highly recommend doing so, depending on your game’s difficulty level.
Speak to the Arena Master when you’re ready.
You automatically get the quest Champion of the Arena when speaking with the man, but we’re not focused on it right now.
- Ask to fight alongside the Hunter Prisoner.
- Accept the combat.
- Fight now.
- Accept the combat.
In the fight, try taking down the man first. With the two beasts, you’ll want to dodge to the side when they charge, or parry. If you parry their charge, you’ll get knocked down, but this makes you immune to the man’s gunfire, which might save your life, depending.
After you won, leave the area and you’ll automatically be engaged in conversation with the merchant. (Natives Reputation: +2)
Meet with Ullan, the leader of Vignamri.
Take the Eastern gate out of town and follow the path straight until you can travel elsewhere.
On the world map choose Glendgnamvar, “The Shore of the Tall Bones” and continue out of the area and follow the path once again. You know you’re going the right way when you pass up another traveling wagon on the right!
Before you reach the bridge up ahead, take the rough path that’s on the right. Kind of hard to notice, but it’s there and it’ll take you where you need to be.
After a while of traveling along the somewhat straight and winding path, you’ll see some bones jutting up in the distance. Don’t worry, Simba, this isn’t the Elephant Graveyard. There’s a stone house in this village that you’ll need to go in. Ullan is here.
- Talk about the new merchant of New Serene
- Accept (A Peculiar Alliance)