It's not fair, but wading through muck and slicing up horrible underworld-beasts is only half the business here. Turning treasures into useful cash is an entirely different sort of battle, and you'll have to become good at both.

Having a bazaar in one's home base provides an absolutely essential service for many adventurers: a place to sell their crap. Advanced applications provide more varied forms of commerce, making a Bazaar highly useful both for getting rich and for those who already are.

Bazaar Buy and sell. Economy
caret-right Bargains Random stuff cheap. Economy
caret-right Butcher Cash for corpses. Vitality
caret-right Funding Minor recurring income. Economy
caret-right Goblin Market Dosh for XP. Influence
caret-right Jampacker Increase resource caps. Economy

Bazaar

Economy plus-circleQuick Pawn: Treasures, keystones, capital, and other valuables can be sold for Dosh here. You'll always be paid whatever your stuff is actually worth in terms of selling price and don't have to play out finding a shop or haggling over price.

minus-circleFinite Buying Power: A maximum number of items can be sold at the Bazaar per session equal to the base's Economy rating. If your party has too much loot, you might have to sit on some of it until later or find another Bazaar elsewhere.
Sidebar: Selling Prices
Keystones 1 Dosh
Capital 2 Dosh
Treasures 1-3: 1 Dosh
4-6: 2 Dosh
7-8: 3 Dosh
9-10: 4 Dosh
11: 5 Dosh
12: 6 Dosh
Artifacts 0 Dosh
Random Crap 0 Dosh

Bargains

Economy plus-circleRandom, but Cheap: The bazaar moves a lot of strange and interesting merchandise, and sometimes you can find a great deal. The referee generates a number of keystones from random archetypes equal to the base's Economy rating per session which can be purchased at a price of 1 Dosh each. Random keystones do not have to be only from unlocked archetypes, although the referee can still prevent keystones from archetypes they've disallowed entirely from showing up.

minus-circleContinual Refresh: Any keystones not purchased at a bargain here disappear when the bazaar's offered bargains refresh during the next session.
caret-right Alternative plus-circleAdventure Capitalism: You can choose to find random types of Capital as bargains. Capital sold here costs 2 Dosh each.

minus-circleMarket Limits: Every point of random Capital for sale takes the place of two random keystones. Decide the exact mix of capital and keystones you'd like to see before generating any of it.

Butcher

Vitality plus-circleCorpse Processing: Corpses can be brought here to be broken down and processed into valuable resources- meat, hides, bones, scrap metal, circuitry, holy relics, rare spell components, black market organs, etc. This generates a payout in Dosh for whoever provided the corpse in question.

minus-circleHigh Standards: Not every corpse provides enough resources to be worth much of anything when butchered; valuable corpses tend to come from physically larger and/or higher-level creatures. By default a corpse is worth an amount of Dosh equal to one-fifth the sum of its level and size category (add them together and divide by 5, rounding fractions down). See the Butcher Payouts sidebar below for more details.

minus-circleBring It Home: A corpse has to physically be in your base somehow in order for you to butcher it.

minus-circleGlutted Gluttony: No matter how many or how exquisite the corpses you bring to be butchered, an amount of Dosh equal to the base's Vitality rating is the maximum that can be generated in this way per session.
Sidebar: Butcher Payouts
Condition Dosh Payout
Base Value (Level+Size)/5
Corpse badly mangled or rotten -5
Creature did not have the Simple weakness -5
Creature was highly unusual or unique +10

Funding

Economy plus-circleSlush: Business is good, and everybody wants it to stay good. The Bazaar generates 1 Dosh per 2 Economy per session (minimum 1) that adventurers can pick up and divide amongst themselves as they see fit. For example, a base with 1-3 Economy produces 1 Dosh per session, a base with 4-5 Economy produces 2 Dosh per session, 6-7 Economy produces 3 Dosh, and so on.

minus-circleHustlers Only: If nobody remembers to pick up the session's free Dosh from this establishment, it disappears.

Goblin Market

Influence plus-circleIntangible Goods: The merchants in a Goblin Market will trade cash and valuable trinkets for your memories (such as the smell of your childhood home or the color of your departed spouse's hair). Adventurers can choose to exchange 1 XP for 3 Dosh here. This can reduce XP to 0 but not below 0 (or in other words, you cannot actually lose a level from it).

plus-circleInnocence Shield: More culturally powerful bases can sometimes merely copy your memories instead of taking them away entirely, but only when you're relatively innocent. If your character level is less than or equal to triple the base's Influence rating, you can roll a die when selling XP for Dosh here: if the number is 7+, you don't actually lose any XP from the experience and still make your 3 Dosh anyway. This die is not a trigger die and cannot be altered or influenced by any effect that manipulates trigger dice.

Jampacker

Economy plus-circleHow To Hold All These Limes: Compared to the professionals here, you're definitely managing your resources poorly. Luckily experts are on call, allowing adventurers to temporarily raise one resource rating of their choice (Provisions, Supplies, Mojo) by +1 point until the end of the session. Raising a resource cap in this way also gives you 1 free point of the resource in question at no further charge!

minus-circlePrice: It costs 1 Dosh to make use of a Jampacker, and nobody can effectively use it more than once per session.

plus-circleThe Limemaster: For every three points the base has in its Economy rating, the Jampacker can be used an additional +1 time per session if desired (i.e. if Economy is 3-5, it can be used a maximum of twice per adventurer per session, if 6-8 three times per adventurer, if 9-11 four times, etc).