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Merchant's Manor

The Merchant's Manor, often referred to as simply the Manor, is an small, rocky island located in southern seas. The island serves as the primary trading hub for all peoples across the sea. Anyone can come to the Manor, regardless of their relations with anyone else.

Island Geography

The Manor consists of rocky cliffs leading up to a series of plateaus. The island has only one beach; a black sand beach located on the south side of the island. A large cave opening sits directly in front of the beach. The cave leads into a large cavern located in the center of the island.

The cavern is made of a deep black rock, a kind of volcanic rock found deep in most islands. The cavern contains no stalactites, only the sharp edges of cut rock. At the center of the cave is a small skylight. The skylight allows smoke to escape the cave without causing issues. Throughout the entire cavern there are massive claw marks, likely belonging to the island's previous owner.

In the modern day the cavern has been turned into a beautifully decorated market. Market stalls circle around center, with various tapestries connecting the stalls to the top of the cave, creating a tent of sorts. Outside the covered market are a range of establishments.

Island Culture

Ownership

Once in the distant past, a dragon came across the island. It burrowed through the rock and carved out a massive den. No one knows how long it stayed or why it left. Now its creation has been left for humans to use. It was the perfect place to escape the storms, and the perfect place to meet others.

As the island started to become a nice trading hub, it still never gained an official owner. People came and went, but no one wanted the island. For many years the island and its caverns had no owner. The market it held was unorganized, and had no protections for the merchants. After a particularly violent robbery, the surviving merchant's pooled their money to purchase armed guards. With the new guards, the Guild started promoting the safety of the market, drawing in more merchants. The more merchants that join the guild, the more guards the guild can have. The Manor has thrived under the Merchants' Guild, and will continue to thrive under their protection.

The Market

The market is rather noisy, with every vendor shouting about their deals. Each one vying for a customer's attention. Some merchants are entirely by themselves, others are representatives of their people.

Market Rules

In addition to protections the Merchant's guild also has rules for what you can bring into the market. These are the general market rules. These rules are enforced at the cave entrance by the Guild's guards. The rules are listed on a long, tattered sheet of paper posted near the entrance.

The General Rules are as follows;
  1. No harassing the Merchant's or Guards!
  2. No posting wanted posters! Only the Guild can post these.
  3. Fake Money is NOT tolerated!
  4. No fighting in the Market!
  5. No pets!

In addition to the general rules, there are also Merchant's rules. These rules are intended to protect market itself, along with the other merchants. The rules are as follows;
  1. Absolutely NO LIVE animals! Butchering must be done OUTSIDE THE MARKET.
  2. No rotten food!
  3. You must deal with your own complaining customers!
  4. No sabotaging other merchants!
  5. All merchants who require fire to make a product on-site MUST create an establishments along the walls of the cavern. See the Guild leader for more details.

These rules are updated rather often, so merchants and customers alike are encouraged to read the rules every visit.

Establishments

Unlike the market stalls, establishments are buildings located along the walls of the cavern. The majority of these places are restaurants or blacksmith shops. These places are confined to the edges of the cave, as they all require fire to function. Smoke from the flames can be dangerous in an inclosed space, but the issue is minimized when its only traveling to the top from the edge of the cave.

Notable Establishments

For more information on the Guard's Barracks, visit the main article here.

The Guard's barracks are considered an establishment by the Guild's own standards. The building is the largest, and is located at the farthest point of the cave. There are no guards in front of the doors, just those one the inside. Of course the Guard's barracks do not sell anything, but they are always hiring. There is a sign posted on the door, it reads "Those looking for work, can inquire within."

For more information on the Hunter's Tavern, visit the main article here.

The Hunter's Tavern is a small restaurant in the Manor. The tavern consists of a single room full of simple tables and chairs, with a long bar at the back. The bar directly faces the entrance, allowing the bartenders to keep an eye on their patrons. The walls of the tavern are lined with the heads of various animal species; ranging from elk to bears. Even a pair of small dragon heads can be found. The Hunter's Tavern was once a meeting place for any who enjoyed the sport of hunting, however, the bar has now been taken over by a different kind of hunter. Bounty Hunters are the only hunters that can be found here. They sit and wait for someone to come in with a job. The Guild pays them no mind. So long as fights stay out of the manor, there will be no issues with the Hunters and the Merchants.
Alternative Name(s)
The Manor, The Guild's home
Included Organizations
Owning Organization

Comments

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Dec 11, 2024 13:28 by Marc Zipper

What a cool idea for merchant Guild to run a island. I Wonder what are some of the top stalls or items you can find

Let's have fun creating the impossible, building new worlds, and all types of possibilities. Valcin
Jan 25, 2025 16:07 by Haly the Moonlight Bard

Great article! I, too, have an island dedicated to trade; it's home to a castle that has been turned into a library and inn. Thanks for sharing!

Haly, the Moonlight Bard

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