Not every merchant sells everything. Each trader operates within a specialty shaped by their background, their connections, and whatever the dungeon or town allows them to source. The type is established at the merchant's creation and does not change.
Food Merchant
Provisions, preserved goods, consumables, and the ingredients that go into them. A food merchant is the first stop for seekers who have run dry on rations or who need specific ingredients for crafting recipes. Their stock skews toward hunger and thirst relief, with occasional medical consumables for good measure. In lean dungeons, they may be the difference between a continued descent and a forced retreat.
Book Merchant
Scrolls, tomes, skill references, and written works of practical or arcane use. A book merchant stocks the knowledge that cannot be found in a chest — spell scrolls not yet discovered in the dungeon, proficiency guides for skills the seeker has not yet practised, and lore documents that expand what the player knows of the world. Seekers who invest in Knowledge find more value in these traders.
Junk Merchant
Everything else. Weapons of uneven quality, armour pieces, oddities, salvage, and the miscellaneous output of a dungeon that produces more than its inhabitants can use. Junk merchants are unpredictable by design — their stock is broad, their prices are negotiable by circumstance, and they occasionally carry something genuinely valuable buried under the debris. Worth checking, rarely worth relying on.