The Trading Licence
Anyone can buy on the Gloo Exchange from their first minute in the world. Selling is earned.
What the licence opens
Three surfaces, and only three:
- an ask on the Gloo Exchange,
- a listing at Sticky Situations, the cosmetics shop,
- and the vendor floor, where a vendor buys raw material off you for gloo.
Everything else stays open the whole time. Buying is never gated, at any venue. Neither is crafting, a face to face trade, the black market player shops, or the land sale board. If you want to sell a legendary lance on day one, the strip north of town will take it.
Broker Rook
The licence comes from Broker Rook, who stands behind his desk in the back office of the Gloo Exchange, through the trading room door in Glueburg. Press E at him.
His chain opens once you have finished Saddle Up, Farmer Hodge's crafting job. Everything after that is Rook's.
The nine
Take them in order. None of the steps needs a licence to complete: they are all buys, crafts, gathers, kills and walks. The chain is the wall, and there is no level wall stacked on top of it.
| Job | Level | What it asks | Pays |
|---|---|---|---|
| Window Shopping | walk the trading room floor and the town shop | 400 XP | |
| First Buy | buy something on the Exchange at the going price | 500 XP | |
| Standing Order | 8 | place a limit bid, then wait for it to fill | 900 XP, 300 gloo |
| The Middleman | 8 | buy three times. the market is a materials source too | 700 XP |
| Licence I. The Goods | 10 | 4 bone, then 6 frozen sap off Knacker's Pass | 1,200 XP |
| Licence II. The Craft | 10 | craft a saddlebag, then a glue lance | 1,500 XP |
| Licence III. The Road | 12 | walk the black market, the pass, the dead forest and the crossroads, in any order | 1,500 XP |
| Licence IV. The Kill | 12 | put down 5 burrowing badgers | 2,000 XP |
| The Trading Licence | 12 | press 10 bricks, then bring them to the trading room floor | 3,000 XP, 5,000 gloo |
All nine together are 11,700 XP and 5,300 gloo, which is a real slice of the climb on its own.
The last step is the one people ask about. Ten bricks is thirty horse shit, and the free road to thirty horse shit is the activity bar. That is on purpose: the licence ends by making you touch the material economy with your own hooves rather than reading about it.
The 1 SOL door
If you would rather not walk the chain, a 1 SOL deposit at the Bank opens the same three surfaces.
It is counted in SOL, not gloo, so the bar does not move when the token does. It is cumulative over the lifetime of the wallet, so several small deposits add up, and it is never taken away: cash it all back out the same afternoon and the licence stays open.
If you were already selling
Nobody was locked out by the change. When the licence shipped, the world handed the unlock to two groups: anyone who had ever completed a sell, and anyone at level 13 or above who had been in the world in the previous 48 hours and had actually been playing in it. If either was you, you already have it and Rook will tell you so.
Why it exists
The exit is the thing worth guarding. A fresh wallet with something to dump costs an attacker nothing, and gating the sell side is what makes it cost either a real stake or the hours everyone else has put in.
The chain replaced a plain level 15 wall on 15 August 2026. Level 15 worked, and it also stopped 88% of active players from selling anything at all. A quest chain does the same job as progression instead of as a wall: you learn the floor, then you are allowed to work it.