Player made clans

Your first step is to rent a warehouse, these can be found along warehouse row.

Once you have a warehouse you will need to find a templar to register your company with, and pay a 10,000 start up fee with them for it. (If there are no current PC templars, or you are unable to meet with one in game due to time issues, please put in a ticket to speak to staff.)

Upon registering a company with the templar, you will need to open a ticket to staff on discord, so we can set you up with a coded clan that you can hire/promote/demote people in and out of, as well as setting up 3 ranks within the clan. You will also gain a company bank account.

Upon the completion of registering a company, tax will be added to your rent which is to pay your dues for having said company trading out of the Harbor.

The rent on warehouses for registered businesses are 3000 per term (2 Real life weeks) 2500 for the rental, and 500 for tax. Please note that if your warehouse runs out of rent, or the owner dies/stores without any corespondance regarding someone taking it over from either yourself or another player within the clan, your business will be dissolved.

Room expansions will cost a one off of 25,000 per room, your rent will also go up 1000 for each room you have added, you can only add 1 room per IG year. Rooms must be indoor rooms, unable to have mounts in them, and should not be used for sleeping quarters, as it is a work space, not an apartment.

Once you have 20 custom crafts clan locked to your business you can apply to have a seller that will be set in the local market, that will trade a selection of your clan goods, whichever you decide you would like for them to sell. You may have 6 items on the listing, which will raise to 12 upon gaining permanency. This will cost 30,000 for the rights to the spot in which they sell in, and 20,000 to cover for lifetime hire of the seller. There will also be a fee added to your rent of another 1000 a month in tax for the seller. (You can write the description for this character as long as it is within reason, as well as clothe them.) Sales funds will be added to your clan account from the seller, once per IG year.

Once you have reached 3 extra rooms in your building, (making 4 total), and have a seller in the market, you can apply for a compound. This will require a payment of 50,000 to the Harbor that needs to be paid to a templar, you will be required to provide the following materials toward the construction of your compound:

  • 200 logs (baobab or agafari it doesn’t matter which),
  • 300 branches (agafari or baobab)
  • 200 earthy clay bricks,
  • 200 bone lengths (any will be accepted as long as they are not small fragments/shards etc, need to be short or long, short mekillot bones will count as 2, long mekillot bones will count as 5 )
  • 400 blocks of marble (any color), or you can choose basalt or granite, but only one variety can be picked to collect.
  • 300 wads of daub
  • 250 lengths of wattle.

Compounds will come equipped with their own corral (not a ticket stables like the city one, just a place to rest mounts in save room), bunk room, storage room, workshop, courtyard, office, and kitchen, complete with water supply, along with one NPC guard for the gate (which will cost an additional 20,000 upon completion of your compound being built, as well as an additional 5000 for their attire, unless you wish to provide it yourself)). The rent on a compound will be 15,000 per IG month (2 IRL WEEKS). This is 13,000 for the rent, and 2000 for the taxation on your company. There is the option to pay this yearly (6 IRL WEEKS) if desired.

If you wish to be considered for Merchant House at this point, you can apply to do so as you recieve the compound. At which point your company will be known as ‘Rising House ‘insert name of your choice here‘. You will then be required to scout out a noble or templar for recommendation to put you forward to Keredet for the elevation. This can be done by staff animated or player played nobles/templars, depending on your availability and playtimes with those that are currently played at the time. You will not become a Merchant House straight away, but ‘transitioning’ into it, after completing all tasks set to you.

Upon gaining your compound, you will then need to kit it out with 6 NPC’s which will all be 20,000 each, (you can provide their clothing/armor if you wish to or they can be dressed for you for an extra 2000 for clothing, and 5000 for armor), you can apply for one of these once per IRL month. These NPC’s will be, one cook, one stablemaster (they will be there to keep the stable virtually clean and maintained), 1 cleaner, 1 other NPC guard, 1 family member (if your character has any siblings/virtual family, these have to have been mentioned in your characters background or in their bios at least three times to be used, if not, a random NPC, children HAVE to be 10 years old or above.), and a uniform distributor (they will not have anything on them until you are a permanent company.).

In order to gain full and permanent Merchant House status, you need to have the backing of a noble/templar, as well at having filled out your compound with NPCS and furniture.

Upon reaching Merchant House status, you will no longer pay rent on your compound as you are an official and permanent clanned Merchant House. Yearly taxes will also come out of the accounts virtually. You will also be able to have official clan uniform made via staff, for up to 5 pieces, excluding the family insignia ring, which are provided on elevation regardless. Merchant House status is a ‘lesser’ form of nobility. Official marriage contracts are allowed within Merchant Houses, only to other Merchant Houses, or within the same Merchant House. These are for business transactions between Houses, and/or children to strengthen numbers, bonds or family ties. Any children born outside of marriage contracts are not considered part of the official Merchant House family.

At this junction you can apply for additional things being the following:

  • A family building to be built within your compound, this will cost 500,000 to start construction on, this will also come with a building supply requirement, which will be: 2000 planks of wood, 500 logs (of any type), 5000 earthy clay bricks and 500 bone lengths (any will be accepted as long as they are not small fragments/shards etc, need to be short or long, short mekillot bones will count as 2, long mekillot bones will count as 5 ) 2000 wads of daub, and 2000 lengths of wattle. The building will come with a lounge area, kitchen, 2 bedrooms (with keys) and a washroom. There will be a 20,000 fee for lifetime of character rent on one of the rooms in the dwelling, as once built, it will be a permanent structure for any that come after you in your House. Additional keys are 2500 each.
  • A wagon yard to be built within your compound, this will cost 150,000 and will also require you to supply 500 blocky pieces of granite, and 250 logs toward its construction.
  • Once the wagon yard has been built, you can then speak to a representative of Premier Merchant House Shaw, who will build you a 3 room wagon. This will cost 500,000, and will require 500 logs, and 1000 branches toward its construction, as well as a team of 6 war beetles to be given over upon purchase to be trained to pull the wagon. (The rooms within these wagons will not be living quarters, they will come with a cargo hold, a pilots perch, and a communal bunk room)
  • Up to 3 additional rooms built in your compound, (additional storage room, extra workshop or specific workshop etc), at one per IG year, which will cost 50,000 per room, with additional materials required, based on the room you are wishing to have.
  • A shop building within your established location. This will cost 150,000, and an additional 20,000 for an NPC guard, as well as a list of materials that will be given upon request. The prior seller in the market will move in to this.
  • Once you have the above shop, you can pursue having another shop built in Shetno, however you will need to have ‘made good’ with Shetno for this to be viable. Once you have good standing and support to have a building in Shetno, it will be the same building requirements and cost to construct it, as well as an additional 40,000 for a NPC seller, and guard, and additional 200,000 to the location for a license to have a shop in their walls.

(Small note regarding Blackwater, you do not HAVE to become a Merchant House, you can also have clan permanency as a business in your own name and right, but you will still be required to follow the same route for such.)

Your first step is to rent a warehouse, these can be found just north east of the stables. (If there are non available please pop in a ticket with staff on discord to see about having another added to the list.)

Once you have a warehouse you will need to open a ticket to staff on discord, to request a clan set up, this will cost your character a 10,000 start up fee. We will then set you up with a coded clan that you can hire/promote/demote people in and out of, as well as setting up 3 ranks within the clan. As there is no bank in Shetno, you will be given the option of having a ‘coin safe’ placed in your warehouse, for an additional 5000, it will have 1 key for it, any additionally keys will cost another 2500.

Upon the completion of registering a company, tax will be added to your rent which is to pay your dues for having said company trading out of Shetno.

The rent on warehouses for registered businesses are 3000 per term (2 Real life weeks) 2500 for the rental, and 500 for tax. Please note that if your warehouse runs out of rent, or the owner dies/stores without any corespondance regarding someone taking it over from either yourself or another player within the clan, your business will be dissolved.

Room expansions will cost a one off of 25,000 per room, your rent will also go up 1000 for each room you have added, you can only add 1 room per IG year. Rooms must be indoor rooms, unable to have mounts in them, and should not be used for sleeping quarters, as it is a work space, not an apartment.

Once you have 20 custom crafts clan locked to your business you can apply to have a seller that will be set in the local market, that will trade a selection of your clan goods, whichever you decide you would like for them to sell. You may have 6 items on the listing, which will raise to 12 upon raising to clan permancy. This will cost 30,000 for the rights to the spot in which they sell in, and 20,000 to cover for lifetime hire of the seller. There will also be a fee added to your rent of another 1000 a month in tax for the seller. (You can write the description for this character as long as it is within reason, as well as clothe them.) Sales funds will be added to your clan account from the seller, once per IG year.

Once you have reached 3 extra rooms in your building, (making 4 total), and have a seller in the market, you can apply for a compound. This will require a payment of 50,000 to Shetno, that staff will animate to take from you from a prominent Shetno NPC, you will also be required to provide the following materials toward the construction of your compound:

  • 200 logs (baobab or agafari it doesn’t matter which),
  • 300 branches (agafari or baobab)
  • 200 earthy clay bricks,
  • 200 bone lengths (any will be accepted as long as they are not small fragments/shards etc, need to be short or long, short mekillot bones will count as 2, long mekillot bones will count as 5 )
  • 400 blocks of marble (any color), or you can choose basalt or granite, but only one variety can be picked to collect.
  • 300 wads of daub
  • 250 lengths of wattle.

Compounds will come equipped with their own corral (not a ticket stables like the city one, just a place to rest mounts in save room), bunk room, storage room, workshop, courtyard, office, and kitchen, complete with water supply, along with one NPC guard for the gate. (which will cost an additional 20,000 upon completion of your compound being built, as well as an additional 5000 for their attire, unless you wish to make/buy it yourself). The rent on a compound will be 15,000 per IG month (2 IRL WEEKS). This is 13,000 for the rent, and 2000 for the taxation on your company. There is the option to pay this yearly (6 IRL WEEKS) if desired.

If you wish to be considered for a permanent business at this point, you can apply to do so as you recieve the compound. You will then required to have the support of at least one noteable business in Shetno, (be it a permanent status clans business leader, House Shaw, or one of the NPC’s) to put you forward to those in charge of Shetno for the elevation. This can be done by staff animation if there is no viable businesses that will assist you in this. You will not become a permanent company straight away, but ‘transitioning’ into it, after completing all tasks set to you.

Upon gaining your compound, you will then need to kit it out with 6 NPC’s which will all be 20,000 each, (you can provide their clothing/armor if you wish to or they can be dressed for you for an extra 2000 for clothing, and 5000 for armor), you can apply for one of these once per IRL month. These NPC’s will be, one cook, one stablemaster (they will be there to keep the stable virtually clean and maintained), 1 cleaner, 1 other NPC guard, 1 family member (if your character has any siblings/virtual family, these have to have been mentioned in your characters background or in their bios at least three times to be used, if not, a random NPC, children HAVE to be 10 years old or above.), and a uniform distributor (they will not have anything on them until you are a permanent company.)

In order to gain full and permanent company status, you need to have the backing of a noteable Shetoan business (one that has already reached permanency, or is an established Merchant House within Shetno, as well at having filled out your compound with NPCS and furniture.)

Upon reaching permanency status, you will no longer pay rent on your compound as you are an official and permanent business to the game. Yearly taxes will also come out of the accounts virtually. You will also be able to have official clan uniform made via staff, for up to 5 pieces.

At this junction you can apply for additional things being the following:

  • A private living quarters room within the compound for the current ‘leader’ to reside in, this will only consist of one basic bedroom with a key. The cost for which will be 250,000 to build the room, 25,000 to furnish the room permanently (fixed objects bed/shelves/cabinet/table etc), and 10,000 one off fee, for the lifetime of the character to reside in the room. You will also need to supply a list of materials to go toward the building of the room. Additional keys are 2500 each.
  • A wagon yard to be built within your compound, this will cost 150,000 and will also require you to supply 500 blocky pieces of granite, and 250 logs toward its construction.
  • Once the wagon yard has been built, you can then speak to a representative of Premier Merchant House Shaw, who will build you a 3 room wagon. This will cost 500,000, and will require 500 logs, and 1000 branches toward its construction, as well as a team of 6 war beetles to be given over upon purchase to be trained to pull the wagon. (The rooms within these wagons will not be living quarters, they will come with a cargo hold, a pilots perch, and a communal bunk room)
  • Up to 3 additional rooms built in your compound, (additional storage room, extra workshop or specific workshop etc), at one per IG year, which will cost 50,000 per room, with additional materials required, based on the room you are wishing to have.
  • A shop building within your established location. This will cost 150,000, and an additional 20,000 for an NPC guard, as well as a list of materials that will be given upon request. The prior seller in the market will move in to this.
  • Once you have the above shop, you can pursue having another shop built in Blackwater, however you will need to have ‘made good’ with Blackwater for this to be viable. Once you have good standing and support to have a building in Blackwater, it will be a cost of a further 150,000 with the same building requirements to construct it, as well as an additional 40,000 for a NPC seller, and guard, and additional 50,000 to the location for a license to have a shop in their walls.
  • Once you have done all of the above steps in Shetno, and gained the shop in Blackwater, you can apply to be considered for Merchant House status, if you desire. This will require the backing of at least two other current Merchant Houses, as well as a templar or nobles support (PC or NPC animated templar), and a fee of 200,000 bits to cover legal paperworks for the official recognized family, create signet rings etc. Merchant House status is only given to those within Keredets states, which is currently Blackwater, and Keredet city (not open for play).. Once you gain Merchant House status you are able to have a family building built within the location of your compound, following the guidelines for Blackwater.
  • Merchant House status is a ‘lesser’ form of nobility. Official marriage contracts are allowed within Merchant Houses, only to other Merchant Houses, or within the same Merchant House. These are for business transactions between Houses, and/or children to strengthen bonds or family ties. And children born outside of marriage contracts are not considered part of the official Merchant House family.