Knight Gold: The problems plaguing the runner in each zone are very similar
The path connecting Beacon’s Perch and Droknar’s Forge spans about half the Knight Gold vertical length of the continental map and includes a total of five zones: Lornar’s Pass, Dreadnought’s Drift, Snake Dance, Camp Rankor (an outpost), and Talus Chute.
The problems plaguing the runner in each zone are very similar: lots of mobs in huge groups, multiple casters (some of which can reduce move speed), and the presence of frost wurms or other creatures with knockdown capabilities.
Frost wurms are the most annoying because they do not show up on radar until they strike up to attack, and their initial rising from the ground causes a knockdown shockwave.
Because of the prevalence of knockdown-using enemies, the only ways to survive the run are to avoid them altogether (virtually impossible to do) or to use the warrior’s “Balanced Stance” skill to prevent the knockdown effect.
Repeat this process until you start getting whispers expressing interest in the item(s). You can even try moving from town to town if simply switching districts isn’t enough.
Note: since NPC trader prices are the same everywhere at any given time, district hopping won’t help you find a better deal with the NPCs. This method is just for dealing with player characters.