• Information • The Merchant Houses

Moderators: Staff, Peer Reviewer, Wiki Worker

User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

The Merchant Houses

The Merchant Houses

About Merchant Houses


It's a simple long-standing unquestioned rule that for every Noble House there is at least one Merchant House that stands alongside them. The "Merchant Houses" are always named by the noble family to which they attend, usually picked by the duke or dutchess at the time. The goals of these Merchant Houses is to act as servants, aiding the Noble Houses by initiating trade with other dutchies as well as foreign powers. These merchant houses are entirely loyal to whatever Noble Family they serve and their position is taken very seriously. Should they disgrace themselves, then it isn't out of the question for their titles to be removed and most members to quickly find themselves among the peasantry.

In exchange for services rendered, Merchant Houses receive a plethora of special boons that aren't available to typical merchants. Due to their service, those around them will often treat the members of a Merchant House as though they are lesser nobility. Merchant Houses receive extra funding, support, and are allowed the honor of dealing with many trade deals that would be reserved for the Noble Houses, of course with the permission of the family in question. On occasion, members of a Merchant House may even be allowed the opportunity to marry into the family they serve, in which case they forfeit all rights that come along with being a member of their House, but they now belong to whatever Noble Family they've married into. The head of the house on occasion may even be treated like a distant adoptive relative of the family, emphasis on distant.

On occasion, special titles might be granted which are specific to Merchant Houses. These titles are mostly for decoration and provide seemingly no extra powers outside of what is already provided to Merchant Houses, however, most will treat them as symbols of status and pride for having served their Nobles efficiently and justly. While there's little apparent power, during trade with members of a rival House, there's a certain power dynamic which comes from bringing in a member of a house with multiple titles.

Each Merchant House, much like a Noble House, is allowed to have a crest. There are, however, special rules regarding this crest. It must be made up of simple shapes and refrain from looking close to the crests belonging to the 7 Noble Houses out of respect for said houses.



How Merchant Houses Come To Be


Merchant Houses work in a manner rather similar to how the Kingship of Rynmere functions. A family continues to pass on the title and responsibilities throughout their family line. However, should the line die out or disgrace itself under any circumstance then the house is no longer considered to be a proper Merchant House. Instead, the current Duke or Dutchess as the time shall pick a new family in order to take up the title of Merchant House for the dutchie. This new House will very rarely take a new surname except under very specific circumstances that happen after a House has been disgraced. Instead, they are simply given the title of Merchant House and are known to be treated as such by those they interact with.



A Disgraced House


Should a Merchant House manage to disgrace itself it will promptly be stripped of all titles, resources, and special benefits of being a Merchant House. Sources of disgrace are most often things like stealing for the Noble House they're intended to serve or failing to get good deals. There is exception taken for outstanding circumstances when it comes to failure in dealings (such as a new head of house still figuring things out), but theft is never to be tolerated and is reason for instantly deranking a Merchant House.

As with all rules, there are some outstanding circumstances which can protect individual members. Should an individual member be ruled innocent of the crime which caused the rest of the house to be deranked, then it is within the power of the Duke or Dutchess to offer them amnesty. Most often than not this is in the form of a small sum to keep themselves afloat while they figure out what to do. On rare occasions such as displaying true loyalty or skill (i.e. ratting out your family for stealing) then the Duke or Dutchess may decide to let a singular member of the hosue or a small group retain their rank of Merchant House. Under this rare occurrence, the Duke or Dutchess will decide a new head of house and they will be expected to pick a new surname. This is to rid the House of the remaining shame that went along with their old name. In addition they will pick a new crest.

word count: 803
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Endor

When the House of Endor is looking to pick merchants they're rather discerning in their decisions. They tend to focus on those who have a good eye for minerals, gems, and the like. Unlike most of the other large traders, House Endor only ever keeps a single Merchant House at its disposal. That house, however, is often widely known and respected for its capabilities.



House Thorn
Image

House Thorn is a house that prides itself greatly on its discerning eyes. Being the only Merchant House belonging to House Endor they carry a heavier burden than most other Merchant Houses. Yes, there are other Noble Houses with only a single Merchant House to their name, but they usually aren't at the precipice of much trade. Endor is a different question entirely. Undertaking in large amounts of trade, House Thorn is constantly under extreme pressures in their work. Somehow they often manage to operate flawlessly. You see, House Endor only needs a single Merchant House to serve them because House Thorn will take their duties to their very death if the need must be. There are few others as skilled in understandings of metals and minerals as those who make up this proud Merchant House. They've been known to oust members of their house very often if they don't have the ability to keep up and maintain standards. Heads of House for House Thorn are often thought of to be ruthless to everyone around them, especially their own family members. They have a legacy to keep, and Nobles to serve.

All children of the house are expected to start learning about their trade at a very young age, interacting with other Merchant Houses and building connections. By the age of 5, they should already know the basics. By 8 they should be watching their parents make trade deals. These standards are rigorous in a way that no other Merchant House matches which is exactly what makes House Thorn a beast to be feared if you have the misfortune of bartering with them. Merchants have often been known to make cross noble alliances just so they don't have to go up against a member of House Thorn alone. Only those who have shown exceptional skill are allowed to deal with other Merchant Houses. Those who are still learning will often only ever observe deals or make deals within the dutchy. Only the most revered members of the house are allowed to deal with foreign affairs if any must be handled.

House Thorn to add to its legacy is one of the Merchant Houses to remain in power the longest. Not for any lack of bad apples, not by any means. There have been plenty who have acted in a manner the majority have been able to seen as disrespectful. House Thorn, however, has often been forgiven by House Endor for the way it treats these bad apples. Total excommunication is often a kindness when it comes to Thorns. More often than not they assign arduous and even occasionally deadly tasks to their disrespected members in order for the poor sods to regain a fraction of their respect. Even then, for the rest of their lives, they'll be trod upon by the rest of the family. Shrewd and savage, they might only be Merchants but they're kings and queens of trade.



Heads of House


The two current heads of house equally share in the burden that comes with being head of house. Cardinal and Jasmine Thorn for what it's worth truly seem to have a healthy relationship. It's not loving, not by any means. It's a business relationship. For a Thorn, there's no relationship that's better. Truly, it's a healthy relationship because above their own desires they respect the needs of Endor and their duty to trade. Being the heads of the house Cardinal and Jasmine are the ones who handle any foreign trade matters with the direct permission of the ruling Duke and Dutchess. They take their job very seriously and like all before them they have no mercy for their children or grandchildren if they can't manage to keep up with demands. Working in a permanent partnership and attending all trade deals together, the two have worked out a rather effective and vicious system that allows them to play off one another's strengths and weaknesses.

Cardinal is the talker, sweet and honey-tongued from being raised as a Seaton merchant, he always specialized in the art of words. He's the one people think they'll get mercy and kindness from if they go to him, while in actuality its the exact opposite. If anything, he's the enforcer of the family. The deals he drives are harsh and while he tells his children they can try to make a deal for lighter punishments, his skill with words often end up with those brave enough having longer and fiercer punishments with lasting consequences. The only thing that can really protect you from him is a brick wall. Jasmine, on the other hand, was born and raised a Thorn, because of this she's a smart woman with a good head on her shoulders. Raised in the realms of analyzing goods and keeping numbers she's a fierce creature when it comes to making the deals. That being said, she's shockingly the softer-hearted of the two. Appealing to her motherly instincts a good way to earn her kindness and if you can avoid Cardinal talking you into a worse deal you can usually break even with Jasmine.


Cardinal Thorn (nee. Seaton)

Race: Human
Age: 43 Arcs (Born Arc 676)
Title: Head of Merchant House Thorn
Skills:
Deception (Master)
Persuasion (Expert)
Negotiation (Expert)
Business Managment (Expert)
Seafaring (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Jasmine Thorn

Race: Human
Age: 35 Arcs (Born Arc 684)
Title: Head of Merchant House Thorn
Skills:
Mathmatics (Master)
Appraisal (Expert)
Logistics (Expert)
Intelligence (Expert)
Business Managment (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
Last edited by Nightshade Eld on Sun Feb 03, 2019 5:05 am, edited 1 time in total. word count: 1094
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Warrick

Due to being majorly self-sufficient, Warrick partakes very little in general trade. It imports for the most part very little. When it comes to exports, it's fairly easy to handle since most other Merchant Houses would like to avoid upsetting House Warrick with a bad deal, due to their centralization in the trade of food and combatants. These factors allow Warrick to easily keep only a single house under their control.

House Raglan
Image

House Raglan is a house that generally fits the theme of Warrick fairly well. Most members of the house, if they don't take a liking to merchantry, will instead become farmers, and House Raglan helps to maintain some fairly large swaths of land with the participation of the ruling member of House Warrick. Beyond that, though it's customary for every member of the house to receive extensive combat training while they are trained to either be a farmer or a future merchant. This training is a twofold kind of experience. Its first purpose is to help better and best serve the dutchie. Many members of the house even go as far as to become Skyriders or to at least train as them should the worst come to the worst. However, this training has a secondary function. A large portion of House Raglan's importance is dealing with House Thorn. Most of Warrick's imports of weaponry and metals in order to outfit those Skyriders comes from House Endor, because of this House Raglan and House Thorn have often had a close relationship. While one might assume this relationship would be antagonistic, it actually isn't. Due to its nature House Raglan often pushes for fair deals for both parties. This ideal combined with fear over what might happen if House Warrick was given a bad deal with drawing arms over has led House Thorn to have a begrudging yet lasting respect for the younger House Raglan.

Raglan's second most important function is sending out and trading 'mercenaries' with other dutchies. In this case, the word mercenary is used rather lightly since they're still trained soldiers who are loyal to the 7. When it comes to this regard House Raglan spends the most time dealing with House Rowan, the representatives of Gawyne. Due to Gawyne's focus on the more academic pursuits, they don't train nearly as large swaths of military might as other dutchies. House Raglan is more than happy to provide House Rowan with these 'mercenaries' for protection and in exchange, they get manufactured good, books, and the occasional highly trained academic for House Warrick to put to work as they see fit.

When it comes to family, House Raglan is rather forgiving compared to many other houses. It's normal and in some cases even encouraged for children not to want to go into the mercantile trade. This is due in part to the fact there isn't as much for House Raglan to do as a great majority of the other houses have to contend with. For them, it's a comparatively relaxed lifestyle. In addition, those who don't want to work as traders will simply take up a position on one of the many family farms, still allowing them to participate in the family trade. Just as a producer instead of a supplier. If someone doesn't fit into either of these two categories then they will just about always find their way to the path of a Skyrider, in which case they'll be considered an honor and a treasure to their family thanks to the prestige that goes along with being a Warrick Skyrider. Often times once these Skyriders retire they'll return to become merchants. Few if any have avoided taking any of these 3 paths and as long as they don't dirty the family name it's usually not minded. These factors are all just emphasized by the fact House Raglan is blessed by the fertility of Warrick and has the largest house out of any other Merchant House with the most surplus members.



Heads of House


Darcell and Enna are the current two heads of house, however, Enna is often considered to be the defacto leader. Not only was she the one to inherit the title, her husband being the one to marry in, but Darcell is more of a farmer than anything. A simple common man who Enna fell in love with when he came to the Raglan family looking to work on their lands for enough coin to feed his younger siblings. He was an honorable and hard worker, one who Enna's father came to trust greatly for his gentle and honest nature. It was for this fact that Enna was so easily able to marry him instead of picking among some lesser noble or one of the other Merchant Houses. The two have a very affectionate relationship despite one quite outweighing the other in intelligence. What Darcell lacks in the wit his wife has, he easily makes up for in spirit and tenacity.

Darcell is well loved by his family and many children due to his good nature. Once upon a time, he'd tried to become a Skyriders but eventually, it was found he had neither the nature nor the talents for such an occupation. Instead in order to take care of his younger siblings after his parents passed he turned to the farm. He found himself to eventually be rather skilled at it. Enna, on the other hand, was always a quick-witted woman, quick to drive a good deal without being cruel like many other merchants. It was for this reason she actually ended up winning the pleasure of taking over the house as opposed to her older brother who was eventually excommunicated for his unruly nature and bad temper. Being a mother of 11 children she's actually a fairly terrifying creature when she cares to be. A thing to note about Enna is when she was younger her father struck something of a special deal with House Rowan which allowed her to spend a couple of arcs study within Gawyne. This gave her an added edge when it came to academic topics as well as a sweet spot for the current head of house who was a good friend to her during that time.


Darcell Raglan(nee. Stron

Race: Human
Age: 73 Arcs
Title: Head of Merchant House Raglan
Skills:
Agriculture (Master)
Animal Husbandry (Expert)
Animal Training (Expert)
Mount (Expert)
Polearm (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Enne Raglan

Race: Human
Age: 63 Arcs
Title: Head of Merchant House Raglan
Skills:
Negotiation (Master)
Intelligence (Expert)
Sociology (Expert)
Psychology (Expert)
Logistics (Competent)

Playing/Moderation:Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
word count: 1212
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Gawyne

House Gawyne very rarely exports goods, instead, they mostly export ideas. Because of this, their merchants aren't as much merchants as with other Merchant Houses. Instead, they are brokers of knowledge. They trade books and patent ideas, sending them off into the world for production. They are thinkers before they are traders.

House Rowan
Image

House Rowan trades not in goods but in words and thoughts and new ideas. They pride themselves on their intelligence more than they do their ability to trade with other houses. Yes, one of their goals is to get the resources that Gawyne up in the icy north needs, but they don't completely pay for it through the normal means that other Merchant Houses might. Instead, House Rowan offers intelligence to the other Merchant Houses. A place to study for their growing heirs, books in order to help teach their population, and on occasion manufactured goods and invention that can only really be gotten from Gawyne. They don't measure information in wealth, so sometimes they'll offer ironically more than what they're getting. They don't really mind though because in their minds knowledge is not a thing to be hoarded and kept secret. It's a thing to be spread. Thanks in part to the large population of thinkers within the dutchie they are never short on information to trade. In truth, House Rowan is full of good people who can seem a little off-putting at first. They are children of the north and because of this are harder and more grizzled than one might at first imagine.

House Rowan has a distinctly close relationship with House Raglan despite Warrick and Gawyne traditionally not having the closest relationship. It's always been a good relationship, but not quite as close as Gawyne and Endor or Venora have been in the past. The reason for this was due to the cunning of the head of house before the current one came to rule. Seeing and understanding the fact Gawyne was heavily reliant on both the agricultural product and martial imports provided by House Raglan, he set about trying to make them into good friends. Seeing that their current head of house had a daughter very close in age to his son he took the opportunity to offer the young Raglan something of an extended study trip in order to better learn about trade. During this time he encouraged his own son to make friends, not pursue her romantically, but befriend her as a potential ally. The two got along instantly and for years their friendship was like that of fire and gasoline before either was mellowed out by age and experience. To this day they remain fairly good friends, and this often means that the two will cut each other exceptional deals that they might not be willing to make with other houses. Of course, as of right now, none of this is apparent to those ruling over Warrick and Gawyne, hence their relationship being good but not spectacular.

When it comes to the treatment of family, House Rowan is very family oriented. Each new member of the house is educated to the highest degree, learning all the skills thought necessary to exist within the dutchie of Gawyne. There is an emphasis in the family on learning, discovering, and inventing new things when not doing any kinds of jobs. There's a very community kind of vibe in regards to the family, and they're often considered to be very close. There's a general acceptance towards those who end up not wishing to choose an academic or mercantile pursuit. Most end up becoming hunters and many members of the family hunt for sport.


Heads of House


Hadrias Rowan was picked as the head of family for his skill in mercantile. He wasn't always happy about this. He preferred the life of a hunter, but his skills caused his family to end up picking him. He didn't complain, knowing it to be his duty. It was much the same with his marriage. Terialin was always a very good best friend, much like his relationship with Enna. However, unlike with Enna, Terialin was a very distant cousin of House Gawyne, one whose family still held a respectable amount of power and wealth. For this fact, Hadrias was expected to marry her. It wasn't a marriage without love, but it was a love of a best friend, and for that fact, Hadrias slowly grew more miserable. At one point he even came to resent his best friend silently, putting a quiet strain on the house for many years that no one quite understood. For a long time, they remained without children, many of his siblings providing the children that would be potential heirs to the family. It wasn't until about 39 when he first cheated though, finding the embrace of an immortal more pleasing than his wife. He felt guilty the moment he returned home and afterward endeavored to be a better husband, bringing them a couple of children late into their life. Terialin was expectedly upset, but eventually forgave him and the two finally found true romantic love in the tatters and ashes of what once was. Their relationship is now very healthy and a cornerstone to the family.

When it comes to the pair as traders, both are fairly equal in their status due to Hadrias putting off his duties for so long and Terialin working especially hard to learn so she could be a proper wife for Hadrias. Through everything she supported him and in their old age, both are merchants to be respected. Hadrias is still an exceptional hunter, but he hasn't gone out in years for various reasons.

Hadrias Rowan

Race:
Age: 60 Arcs
Title:
Skills:
Negotiation (Master)
Hunting (Expert)
Appraisal (Expert)
Logistics (Expert)
Mathmatics (Common)


Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Terialin Rowan(nee. Ath)

Race:
Age: 58 Arcs
Title:
Skills:
Persuasion (Master)
Bookbinding (Expert)
Research (Expert)
Information (Expert)
Caregiving (Common)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
None current is known, the PC known as Kirei is, however, a lost daughter to the heads of house.

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
word count: 1116
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Andaris

Andaris is a house that has always held power and a fairly large citizenry. Because of this, they're often a forefront for trade, sometimes acting as a middle man and other times trading luxury goods back and forth between themselves and other houses. This fact has led them to possess two separate Merchant Houses

House Ettrick
Image

House Ettrick for an increasingly long time has seemingly deal completely in the trade of luxury items, always raised on luxury items themselves with deep coffers to splurge or offer up to House Andaris during times of need per their duty. They're one of the older families and are rather proud of how they ended up getting picked. If you've ever interacted with an Ettrick merchant it's likely a story you've already heard. Multiple times. In spite of that fact, it's a story that's seemingly always changing. It always has a general theme though. Andaris stumbling across a member of the house and picking them for their outstanding tastes. What this includes usually changes teller to teller. Sometimes it's about their outstanding pallet when it comes to discerning wines. Other times it's about how the house is excellent at telling the qualities of silk from touch and occasionally sigh alone. What few tend to realize is the fact that this is a code of sorts. Each teller of the story picks what they decide to focus on as a way of quietly boasting their own specialties. Those who are able to pick up on this seemingly minuscule detail and figure out what it means are usually privy to better deals and a prideful smirk. Though it's a puzzle that few ever solve, fewer would inform others about. There's a reason for this seemingly endless pride though as House Ettrick was originally picked for their skills with luxury goods. The original story might go a little differently, but that's of little bother when the entire house seems to specialize in a singular good and they do their work outstandingly. Specialization, however, doesn't mean their skills with other goods are any less wonderful.

There is one occasion in which House Ettrick does not deal with luxury goods and this is a very special kind of agreement. For the benefit of the Academy, House Ettrick does a fair deal of trading with House Rowan for new ideas and materials such as books in order to keep the Academy supplied. This deal has mutual benefit as Andaris receives an influx if thinkers and new information and Gawyne is able to import luxury goods that it wouldn't be able to get from a deal with Venora due to a lower desire for things like information. Similarly, Krome is another large trade partner. In exchange for various goods found to be inaccessible to House Ward, they ship off a good amount of furs and leathers which can be used to manufacture more luxury goods.

One might assume looking at such a family that they're pompous inside and out, even in regards to their own family. This assumption would be absolutely correct! It's a general consensus among the family that each member must be good at what they do, and even if they aren't quite as extreme as the Thorns it's the general assumption that every child and grandchild will join the family and become a merchant. Distant relatives might be spared, but everyone in the main sights of the family is completely expected to help out the family, picking a good to specialize in and still acting outstandingly in the identification and trade of all others. They hold themselves to higher standards than most houses due to the fact they're the most spotlight oriented Merchant House of Andaris. While House Lark exists, their friend and ally isn't on the major trade scene as often, meaning that House Ettrick has to hold up a lot of slack that shouldn't exist with two houses. To their benefit, they do this proudly without complaint or even a bad word for their fellow house. If anything they seem to consider House Lark distant family and the two often have their children marry between.



Heads of House


Jovani Ettrick takes his job as head of house very seriously and is a wonderful case example of the close nature between House Ettrick and House Lark considering he married a Lark. Estelle Ettrick, on the other hand, is a perfect example of a Lark that somehow managed to get along well in the Ettrick family. Technically the oldest daughter of her old family's line, it was either going to be Estelle or her twin sister who ended up as heir. She never wished for power but she did wish for control, hence why her marriage to Jovani was a stroke of good luck for the woman. She doesn't have power over the Ettricks, but she does have a lot of control considering she's good at organizational things. To the credit of the pair, there was love in their marriage before they got married. They were already good friends, as expected of the two since they were both assumably the heirs of their respective family. When the two ended up eventually moving from best friends to secret lovers to eventually outed lovers thanks to Estelle's priorly mentioned twin, no one complained since Estelle had a twin and could easily be replaced if she was married off into House Ettrick.

Jovani is a rather skilled trader and if you ask him about his family he'll tell you a story about a man impressing the current leaders of Andaris with his excellent palate and eye for alcohol. He's an expert on the brewing process and outside of just wine, he has a sharp eye for any kind of alcoholic beverage. Scent alone is enough for him to indentify the proof of any alcoholic substance. On top of that, his excellent sense of smell has led him to various successes in the trade of perfumes and soaps. Estelle won't try to tell you any stories. She'll just laugh and say she was once a Lark, shaking her head ruefully and rolling her eyes at the idea of a story. Most assume this makes her less of a trader, but this simply isn't the case. If anything it gives her the ability to be far meaner than her husband can bear, picing things like cheap wines outrageously. Of course, this is reserved only for those who upset her and her family. Act respectfully and you'll get a wonderful deal. Act like a heathen and you'll get your pockets bled without the chance to say no.


Jovani Ettrick

Race: Human
Age: 54 Arcs
Title: Head of Merchant House Ettrick
Skills:
Business Managment (Master)
Appraisal (Expert)
Vinting (Expert)
Brewing (Expert)
Mathmatics (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Estelle Ettrick(nee. Lark)

Race: Mixed (Half-Human, Half-Sev'ryn)
Age: 48 Arcs
Title: Head of Merchant House Ettrick
Skills:
Logistics (Master)
Negotitaion (Expert)
Leadership (Expert)
Persuasion (Expert)
Alchemy (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.



House Lark
Image

House Lark is a Merchant House that doesn't quite interact with other Merchant Houses often outside of their copartner of merchants for Andaris. No, instead they deal with more of the foreign affairs. The live entirely in those few areas that have ports and they take advantage of it. They aren't skilled sailors like with Hosue Seaton but they are still skilled traders and good at what they do. House Lark takes a portion of the luxury goods offered to them and sends them out into work. Not quite with the same force as Venora or the same monopoly as Endor, but they do enough to keep themselves in the green and earn praises from the Nobles House that rules them. The true benefit of House Lark isn't quite what they send out though. It's what they bring in. House Lark while not having the most power has what could be considered a true monopoly on the spice trade of Rynmere. No one is quite certain how they get it or how they get such good deals on it, but they're able to bring in more foreign spice than any other Merchant House, or Noble House for that matter. Which is amazing considering their house is fairly small and their foreseeable influence is also small. They stick to existing in small baronies and areas with port access which isn't very big, yet they bring in spices by the droves!

This is perhaps why their relationship with House Ettrick is so close. While House Ettrick tirelessly deals with the other Merchant Houses, House Lark brings them aces in the form of hot trade items. Spices. While Venora and Endor also have access to spice it's never in the same plethora as House Lark brings to stuff in, giving House Ettrick a major advantage in many trade deals. House Lark does however also keep a close relationship with the Venora merchants House Seaton. Often times they'll pay House Seaton to spare some sailors for the trips back and forth to get more spice. These sailors are often married into Lark and sworn to secrecy as to protect the source of their spices from the other houses. No Merchant House has yet discovered who or where the Larks are getting their spices from.

When it comes to family, House Lark has always maintained itself as something very small but very close. Presently there is only one head of a house and shes acts as the mother of the entire house. Matron and ruler, she's very gentle to her descendants but has raised them wise. Most members of the house turn to the idea of being merchants in order to help the house. Those that don't often become sailors or at least do something to financially aid their house, such as helping to run family businesses which provide funding for their trade exploits. Many, many children of House Lark marry members of House Seaton or other sailors in order to better exert control over their trade and get better deals on those spices by sending sailors and traders away. Of course, members of House Lark aren't as good at sea as a member of House Seaton or even your average sailor so they often stay at home or suffer the whole trip.


Heads of House


Myrna Lark is the younger twin sister of Estelle Lark by about 10 minutes. She always loved her sister dearly as a child but they were both well aware of the fact that she made a much better head of house. That was part of the reason why they made a deal for Myrna to out Estelle as having become the lover of Jovani. I not only got Estelle out of Lark and into Ettrick but it helped win Myrna extra favor which sealed the deal on her becoming leader of house. When it comes to how she leads, Myrna is a shadowy creature. Especially when compared to the leaders of other Merchant Houses. She guards the secrets of the house fiercely and without a husband, she rules entirely on her own. She has full power over House Lark and she uses that to hide the secrets of their trade. It's nothing dirty or rotten, we promise you. Valuable secrets just need to be protected.

The reason for Myrna's evidence lack of a partner is due to the fact when she was young she married a man 6 times her age. He was a lesser noble, a distant relative of Andaris and an ugly little thing. But he was a business owner and at the time had been the owner of a rival trade company. Myrna wouldn't stand for such a thing, so she seduced the man and married him. He took the deal knowing that one day it would allow him to be head of the house. Myrna got as many children out of him as she could stand and then just waited. The man died before either one ever began the head of house and she didn't even bother to remember his name. Immortals know his children haven't. Being a widower gave her even more power over having just never married. That isn't to say she hasn't had multiple lovers and she has quite a few ligitimized bastards she's brought into the family fold in order to fill the need for more help.


]

Myrna Lark

Race: Mixed (Half-Human, Half-Sev'ryn)
Age: 48 Arcs
Title: Head of Merchant House Lark
Skills:
Deception (Master)
Intelligence (Expert)
Negotiation (Expert)
Seafaring (Expert)
Disguise (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
word count: 2302
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Krome

Much like other houses that don't indulge much trade, Krome only needs a single Merchant House which does its job well. Their largest duty is the importation of valuable supplies.

House Ward
Image

House Ward has a very simple job compared to most. All they really need to do is bring in items that are important to the survival of House Krome but not easily accessible. This includes foodstuffs from Warrick and weaponry for Endor, but isn't limited to those two. Those are just some of the house's largest trading partners. There occasionally is a need for certain manufactured and luxury goods, in which case they turn their eyes to Venora and Andaris to which they sell various leather and fur goods which can be used to make luxury items. While they aren't as large producers as Burham, House Ward also has access to a stock of lumber that they can trade in exchange for the various resources which they need. House Ward is a comparatively jovial house all things considered. Most of the members of their family are kindly and always willing to strike a mutually beneficial deal. House Ward does have a strong dose of Krome loyalty. Consistently strike good deals with them, and they'll remember. They'll favor you above others and they'll always make sure the deals they strike are fair as can be. Make one mad, and it'll be years if not generations before you get a fair deal again.

By all other comparisons, House Ward is currently the youngest noble house, the current heads of house still being its founders. None are quite sure what happened, but the last house disgraced itself in such a way that they just completely disappeared overnight. Some went missing never to return. Others had their bodies turn up years later, ripped apart and mangled nearly beyond recognition. Completely beyond if it wasn't for the fact most were still carrying their old house crest. It was a shameful moment for Krome since the old house had a very long stretch of seniority, even over House Thorn. They still don't wish to speak about what the old house did to earn such scorn. The current heads of house were the only survivors of the purge, having remained loyal to a fault. They jumped through some hoop to gain their favor in being allowed to stay, but it's an unknown much like the crimes of their family. Either way, the two survivors and what children they had took the name Ward and never looked back for fear they may disgrace themselves as well.

Due to this being rather recent history, House Ward is still very small. Most of the children belonging to the house are of a young age, the oldest barely being old enough to help out and the two head of house being the youngest heads of house out of any Merchant House currently existing. This doesn't seem to bother them much as they've been able to maintain many of the deals that the prior house left behind. Not much can really be said about family tradition and opinion yet since there haven't really been any examples to work off of. Though it should be noted that both current heads of house have kindly enough natures they'll likely set a warm presence when it comes to treatment and care of family members.


Heads of House


Due to their unique position, neither Kyrill nor Evonna count as a 'marry in' member to the family since they were both already there to be picked when the old house disgraced itself. No one except for close friends and those who knew a lot about the old family are really certain what the original last names of the pair were. Neither one wants to claim that shame and apparently the other doesn't wish to out their partner. It is, however, known that the one who was part of the original family was only a distant member and that was a good portion of the reason for their survival. Despite having their work cut out for them and being such young merchants they're highly optimistic. They believe they have a good family group and two will survive together. After all, they are a Merchant House now, surely it couldn't be too hard.

That being said, both don't really have the skillsets of merchants per se. Evonna is a wonderfully smart woman, but she isn't shrewd and harsh enough to cut a satisfyingly good deal if she was pushed into a position against one of the older houses. If anything, she's perhaps a bit too gentle for a merchant. All her life she has raised her family and lived at home, teaching them what school didn't. It is something to note that many say Evonna is an immigrant from Gawyne and shares the educated prowess of one of their academics, however, these rumors hold no actual factual basis so it's uncertain to say and many scoff at the idea due to the poor relationship currently existing between Gawyne and Krome. On the other hand, Kyrill while being shrewd enough to cut a good deal isn't the smartest out there. He was trained for manual labor and hunting, so his skills in a debate for resources aren't among the top notch. For right now, both are keeping their note out of cross Merchant House trade while they figure things it.

It's the general understanding that presently House Ward is under great pressure from House Krome and on thin ice. It wouldn't be unreasonable for Krome to name a second house within the future or to outright boot the Wards and name actual merchants for the house if they don't shape up quickly. There have been whispers about the pair stepping down to their oldest daughter who while even younger is smarter than her mother has married someone skilled in mercantile.


Kyrill Ward

Image Placeholder
Race: Lotharo (bred, non reincarnateable)
Age: 32 Arcs
Title: Head of Merchant House Ward
Skills:
Hunting (Master)
Ranged Weaponry (Expert)
Strength (Expert)
Endurance (Expert)
Negotiation (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Evonna Ward

Image Placeholder
Race: Human
Age: 31 Arcs
Title: Head of Merchant House Ward
Skills:
Persuasion (Master)
Psychology (Expert)
Intelligence (Expert)
Mathmatics (Expert)
Logistics (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
word count: 1162
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Venora

Venora with its specialization in luxury goods relies heavily on its merchants to help get rid of those goods and bring in that which Venora needs. Venora does well for itself, however, it might do better if its current two Merchant Houses weren't constantly bickering.

House Fate
Image

House Fate with the permission of the current Venora rulers has held a long-standing power over swaths of vineyards which they take great pride in. In order to better help in their trade, they have made themselves experts in the creation process of many of the luxury goods which leave Venora. House Fate is one of the houses that's perhaps a little too proud of itself, despite being on the younger side. They derive this perceived power from having the most amount of people marry into the Venora family and the most amount of Venoras marry into their own family. This perceived power could all quickly and easily be lost if they weren't careful, but this is something that only the heads of house really ever worry about in order to keep up the act of strength and power. At the very least their confidence isn't unfounded as they do well, especially with the wine trade.

Perhaps ironically, House Fate's largest trading partner of House Seaton despite the two houses being entirely unable to stand each other. This is for the simple fact that while House Fate can trade to other portions of Rynmere, their largest profit margin comes from foreign trade and this is something that the Seatons with the blessing of the Venora themselves had held a monopoly on for longer than House Fate has so much as existed. Bitterly, the two go along with each other most of the time if only for the benefit of themselves and Venora, however, the two still can't even stand each other. If one could sabotage and get rid of the other then they would do so without question or remorse! House Fate in spite of that has a very friendly relationship with most other Merchant Houses. The wine from Venora is of the highest quality of any other dutchie is the kingdom, so they're able to get good deals for it.

When it comes to family life, the two heads of house are currently lesbians. Due to this fact in order to produce children and bolster the ranks of the family, a lot of surrogacy has been used. Ironically, this surrogacy tends to be Seaton surrogates, further building a sense of hatred in the hearts of older House Fate members. A hatred that younger members are hopeful may die considering House Seaton also has to use House Fate surrogates due to the head of house relationship on their end. The interpersonal relationships of House Fate is a very warm and doting one. All children are grooms to become merchants and are taught to have a large amount of faith in both themselves and their house. The house name was in fact even a prideful joke about how it was fate for them to eventually become a Merchant House. They always keep in touch with any member of the house who marries out.


Heads of House


Hayley and Laurina are the current two head of house which run Merchant House Fate. The two originally had a very business-like arrangement which has grown loving over the years. Currently, they rule over their house fairly and spread love to all their children and grandchildren, instilling them with the same kind of elite feelings that the rest of the house has. Due to both being female, the majority of the house is actually made up of Hayley's siblings and their children. Hayley, however, has in the past used surrogacy. This annoys Haley for two reasons. The first of which the surrogate somehow ended up being a distant relative of Seaton. The second being this surrogate was who allowed her to learn that her wife and Folker's husband are actually brother and sister, a thought that still upsets her to this date. Her wife is obviously better though.

When it comes to skills Hayley is far more focused on the agricultural portion of everything, growing the grapes and making the wine. She creates the products which her wife sells. That was the original reason for their marriage. Being a cousin to the main branch of Rowan, Laurina was raised with the skills of intelligence and the ability to be a wonderful businesswoman. She was always disgruntled with the practics of her family, and as such, she was led to wishing for a different Merchant House to sweep her up. Hayley offered this if only Laurina would be able to handle the business portion of everything. Laurina took the deal quite happily.


Hayley Fate

Race: Human
Age: 43 Arcs
Title: Head of Merchant House Fate
Skills:
Brewing (Master)
Vinting (Expert)
Agriculture (Expert)
Intelligence (Expert)
Negotiation (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Laurina Fate (nee. Rowan)

Race: Human
Age: 41 Arcs
Title: Head of Merchant House Fate
Skills:
Negotiation (Master)
Persuasion (Expert)
Intelligence (Expert)
Mathmatics (Expert)
Logistics (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.



House Seaton
Image

House Seaton specializes in international and foreign trade. While Endor still holds a monopoly, Seaton ships find their way into just about every port in the world one way or another. They hold a shocking sway over many due to their practices and they ensure that Venora wine reaches all corners of Idalos. They do this pridefully and many consider themselves to be the kings of the sea. Before learning to trade, most House Seaton children first learn how to sail and because of this House Seaton has a strong connection to Uf'rek. They sail their ships well and it's very rare that a Seaton ship doesn't manage to make it to port. An interesting byproduct of this is that House Seaton has actually managed to make a shaky relationship with some smaller groups of Mer. In exchange for a considerably small amount of products, their ships are promised a certain degree of safe passage that many other houses aren't privy to. This is one of the reasons why House Lark often ends up marrying members of House Seaton into this ranks since the deal carries.

When it comes to their supposed ally house, there are a few ways in which House Seaton could hate House Fate more. Due to their own nature, they're as elite as House Fate and for this very reason the house seemingly looks down upon them. This doesn't settle well with a house who's majority sailors. Unfortunately, they have to deal with the other house due to a large number of their products coming from the hands of House Fate. They understand themselves to be locked in an unbreakable relationship with their livelihood on the line. Given the chance though, they would quickly get rid of House Fate and put someone maybe more agreeable on in their place.

When it comes to family, there is one of two paths for a member of House Seaton to walk. You either become a trader on a boat or you become a sailor for that boat. Few if anyone every really breaks that pattern and most are quite content. The sea is the blood of Seatons and it calls to them in a cracked voice of salt and sea spray. In their heart of hearts, they know the reason they've become such astounding merchants is due in part to their abilities as astounding sailors. Despite Immortal Worship not being a big thing in Rynmere, the sailors of Seaton often give praises to those few immortals who help to control their very lives when they ride the waves, as well as forging close relationships with the family's Mer allies.


Heads of House


Folker was never supposed to marry Winimar. This wasn't something that his parents had initially agreed to. In truth, Folker was supposed to marry a daughter of Lark for the purposes of trading and alliances. It was some of his own cousins in exchange for marriage to one of them. Folker, however, didn't want to marry a woman let alone a Lark. During a trade deal with a Rowan, he managed to discover Winimar who instantly stole his heart. It took a little work but his parents agreed since Winimar was still a child of Rowan and was educated enough to be Folker's trade partner. It wasn't till arcs later he learned that Hayley had married Winimar's sister. In addition, it wasn't arcs later till he learned many of his surrogates were relatives of House Fate.

Skillwise Folker is the sailor of the pair. He runs a tight ship and will get you where you're going. In addition he's goo with language so he can easily figure out what's being said in most situations. Winimar is the trader of the two. He's the one who makes sure that deals are good and that Venora is getting back items that it needs to. Things that will be beneficial. In addition, Winimar is also the only one who's allowed to deal with House Fate after... certain circumstances. His sister is funnily enough the only one allowed to interact with House Seaton so in the end it eventually all works out... messily but it works.


Folker Seaton

Race: Mixed (Half-Human, Half-Biqaj)
Age: 43 Arcs
Title: Head of Merchant House Seaton
Skills:
Seafaring (Master)
Navigation (Expert)
Field Craft (Expert)
Linguistics (Expert)
Cartography (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Winimar Seaton (nee. Rowan)

Race: Human
Age: 43 Arcs
Title: Head of Merchant House Seaton
Skills:
Negotiation (Master)
Persuasion (Expert)
Intelligence (Expert)
Mathmatics (Expert)
Logistics (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
word count: 1815
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mixed Race
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: The Merchant Houses

Merchants Of Burhan

Burhan is the largest supplier of timber and goods created out of wood, because of this the 2 Merchant House which Burhan employees specialize in its handling. Many are skilled crafters and they take pride in their work. Fortunately, they both have a good relationship.

House Kane
Image

While a Merchant House in name, the purpose of House Kane isn't to trade. Instead, the whole purpose of House Kane is to work alongside House Shaw more so as their produces more than anything. The reason they are noted as a Merchant House is little more than a reward for their constant hard work in honor of House Burhan. They work diligently by creating products out of timber for which House Shaw can then transport and sell. Their most important function is the creation of boats which are the most expensive as well as the most profitable export of House Burhan. Because of this many of the sea-dwelling houses like House Lark and House Seaton often give special attention to House Kane and in exchange, they'll occasionally be able to get special deals that one might not get if they assume they can only buy products from House Shaw. They don't just create boats though, House Kane specializes in all forms of word working including construction and the building of houses for the citizens of Burhan.

When it comes to other house relationships it's safe to say that House Kane is closest with its partner House Shaw, as well as the likes of House Seaton and House Lark. They don't do much importing so House Kane doesn't really keep many opinions on the other house when compared to House Shaw's many opinions on the other houses. If anything, they like to keep to themselves due to their overall relationship with trade and their position within circles of trade. They don't train themselves to be merchants. Intelligent enough to hold their own? Yes. Merchants? Not exactly. They're well aware of this fact and it's for this reason they keep themselves mostly closed off and focused on their craft.

Family is something important to House Kane. It's a benefit to many members of the house that they don't focus on being a merchant as this allows those who want to follow a different path greater freedom. If someone doesn't want to be apart of the family trade than it's considered normal and shrugged off. The family is large enough to maintain a sizeable workforce that's able to keep a monopoly on the creation of the wood goods and supply enough for House Shaw to stay on top of the trade. As long as they continue to be able to do that, there's no shame in a family member who might not be skilled or driven enough to find a different path in life. When times do turn tough though all members of the family are expected to return and pitch it, something that many do happily.


Heads of House


Wayland Kane has gone through three wives in his lifetime, currently hoping that his third marriage proves to last longer. He has served as the head of house for a great many years and because of this has become something of an expert in his craft. He lost one wife to childbirth and the next to disease. He married Rosa out of kindness for his old apprentice and her worth ethic. It's uncertain if the two actually love each other and how much, but they seem to work together well and Rosa has never voiced complaint about Wayland being so much older so few have actually raised distinct question.

There are few that outmatch him when it comes to working with wood and crafting ships, and all younger members of the house turn to him for guidance. Boats created by Wayland are said to never sink no matter how hard one attempt to tip them, hence why the Larks and the Seaton always go directly to him with new orders. It's customary for members of said family to get their first boat directly from Wayland. His current wife is a woman who has worked for him a long time, her father working under Wayland as an apprentice long before Rosa was even born. She's a hard worker and currently in charge of harvesting and collecting lumber. Despite her youth, the family has taken her in quite willingly due to the fact she's a hard worker.


Wayland Kane

Race: Human
Age: 80 Arcs
Title: Head of Merchant House Kane
Skills:
Woodworking (Master)
Construction (Expert)
Ship Building (Expert)
Leather Working (Expert)
Fishing (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Rose Kane (nee. Hathal)

Race: Human
Age: 30 Arcs
Title: Head of Merchant House Kane
Skills:
Strength (Master)
Endurance (Expert)
Axes (Expert)
Discipline (Expert)
Woodworking (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.



House Shaw
Image

House Shaw is the true opposite of House Kane. They are entirely trade minded and their entire purpose in life seems to be the movement of goods between Burhan and the other dutchies. When someone needs lumber they always seemingly have to go through House Shaw, even if they're attempting to get in touch with a smaller supplier. In order to do any trade in Burhan, one must either go through House Shaw, House Kane, or House Burhan itself. For those who are wise enough to know, House Kane often offers cheaper deals on a boat and House Shaw doesn't raise a complaint. Lumber is a different story entirely, which is an item that House Shaw holds a true monopoly over. They have good opinions of all the other houses and don't have many individually close trade partners, however, trade deals between House Shaw and House Raglan are more common than any other type of trade.

House Shaw, of course, gets along extremely well with its fellow house. Due to the relationship between the two House Shaw's supply mostly comes from House Kane and that supply is always the highest quality possible. Because of this House Shaw is always kind to the other house which seems to have little if any interest in directly trading with any of the other houses. In a way, they more or less take care of House Kane which wouldn't be able to survive without another house which was willing to facilitate the trades for goods. In a way, it's to be expected. House Shaw is much older and when House Kane first came to be it was named a Merchant House for how well it supplied House Shaw with sellable resources. Once there was a change in the title the relationship between the two never actually changed.

When it comes to family it's the expectation that child of House Shaw become merchants. It's not as strict a regulation as with some houses, however, it is one that's reinforced through the young lives of those children. They start learning how to trade at a fairly young age, though nowhere near as young as with House Thorn. They continue on with this training until they're considered to be experts or leave the family. Turning 18 is no reason for that training to stop unless you intend to leave the family or marry into a different one. After all, an 18-arc-old isn't anywhere near an expert yet, let alone the master standards that are often held to a majority of the family. They're taught to be discerning and to always be careful in their dealings. House Shaw despite being kinder to a lot of its children perhaps has a curriculum that's just as rigorous in House Thorn in some ways, and for that reason, House Shaw is one of the few that can occasionally stand on the same level as House Thorn.


Heads of House


Jay's marriage was shockingly enough a marriage completely of love. Lisle had been nothing more than a peasant with no skills which were applicable to trade. She did, however, have powerful medical skills and was proven to be good at caring for children. He fell in love with her over time and the two were quickly wed at the behest of Jay. There were some complaints from his family originally who believed he should marry someone who could actually help out, but it became obvious over time that Lisle's job was to rear children. It was a job she did well without complaint and over the years she had many. Due to this fact and the way she raised them so shockingly well those complaints turned silent over the years.

Jay is truly a merchant born and raised. As a child, he was the pride of his family thanks to his skills and it was something that he took with him into his adult life. It's even be said that he stands on equal terms with the current House Thorn leader, however, the two have never actually met up for a deal so those rumors can't be proved or denied. On the other hand, Lisle keeps her nose out of trade entirely. Her job is to take care of, raise, and teach the children that Jay produces. She does so happily and better than most other women who are apart of the family. While she can't provide applicable trade knowledge, she can provide more information about the world which helps to supplement that which is eventually taught to the children of Shaw. For this her role in the family is something that many other members have come to consider as vital.


Jay Shaw

Race: Human
Age: 63 Arcs
Title: Head of Merchant House Shaw
Skills:
Negotiation (Master)
Persuasion (Expert)
Mathmatics (Expert)
Logistics (Expert)
Business Managment (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.

Lisle Shaw (nee. Vinicker)

Race: Human
Age: 45 Arcs
Title: Head of Merchant House Shaw
Skills:
Cargiving (Master)
Teaching (Expert)
Medicine (Expert)
Intelligence (Expert)
Psychology (Competent)

Playing/Moderation: Please contact a local moderator or the first in line PC for House Endor before attempting to self-moderate with this character.


Current PC Members
N/A

If you would like to apply in order to join a Merchant House please contact any other members of the house you're attempting to join as well as the heir of whatever Noble House the Merchant House belongs to.
word count: 1854
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
Locked Request an XP Review Claim Wealth Thread

Return to “Rynmere Development Archives”