
Trade Routes
Personal eventsEvery 6 days1 day long
The tournament that puts Mercenary Exchanges on every kingdom’s map.
How it runs
You cannot trade in your own kingdom. Buying needs a Caravan at home: you send a captain with Silver and the march has to land inside two hours, unless your Hero is Ayrin, whose bonus removes the time limit outright.
How a Mercenary Exchange works

An exchange is a building that turns up on another kingdom’s map.
An exchange holds a hundred purchases in total, shared by everyone buying there.
Whoever makes the hundredth takes a Merchant’s Chest, and with that purchase the building goes off the map.
Two people standing at the same one are not looking at the same mercenaries, and the level those mercenaries come at follows your own guardsmen level.
If you send a captain for a batch and the exchange is gone by the time the march lands, that batch is out of reach for a while. It is not lost for good: it comes back later inside the same seven-hour window.
Merchant’s ChestFor the clan, to whoever makes the last purchase at an exchange
Seven hours a batch, four batches a tournament
Opening a Mercenary Exchange starts a seven-hour clock. For those seven hours the batch in front of you is what there is to buy: those mercenaries, and nothing else.
Once the seven hours are up you can buy again, out of a fresh batch.
The tournament lasts a day, so four batches is the most the clock allows: one at the start, the next at seven hours, the third at fourteen and the fourth at twenty-one, with the few hours left in the day to spend it.
That schedule only holds if every opening happens the moment the seven hours before it are up. The clock does not catch up: an hour late on any one of the four is an hour late on all the ones after it, and the fourth is the one that falls off the end of the day.
Tips
- Check what is left before you send
An exchange shows the share of its hundred purchases still unsold. A march that lands on one that has just run out has gone nowhere.
- Check the distance
The captain has to get there, and the stock does not wait for him. The further the exchange, the more of it will be gone by the time he lands.
- Count who else is on the way
How many players are already heading to an exchange decides whether yours arrives to anything. A busy one can be down to nothing before your march lands, however much was left when you sent it.
- Ask for coordinates
The game has mercenary chats where players post the coordinates of exchanges, and kingdom and clan chat fill up with them too.