If you are starting a business in Blackwater : (PLEASE SCROLL DOWN FOR SHETNO)
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 about the possibility of an animation for one.)
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 stall that will be set in the market, with a hired seller 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 Merchant House. This will cost 20,000 for the stall, and 20,000 to cover for lifetime hire of the seller for it. There will also be a fee added to your rent of another 500 a month in tax for the stall. (You are allowed to write the description for this character, as well as clothe them.) Sales funds will be added to your clan account from the stall, once per IG year.
Once you have reached 3 extra rooms in your building, (making 4 total), and have a stall 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:
100 logs (baobab or agafari it doesn’t matter which),
50 earthy clay bricks,
100 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 )
50 headsized blocks of limestone
250 wads of daub
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 (which will have a key and is not to be used as a bedroom or private quarters), 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). 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 if desired.
If you wish to be considered for Merchant House at this point, you can 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 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 1000), you can apply for one of these 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 other NPC guard, 1 rumorboard NPC’s (a clan version of the tavern boards to post rumors/updates of the clan on), and an NPC ‘family’ member of your choice.
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 clan uniform made via staff, for up to 5 pieces, excluding the family insignia ring, which are provided on elevation regardless.
At this junction you can apply for additional things being the following:
- A family building to be built within your compound, this will cost 50,000 to start construction on, this will also come with a building supply requirement, which will be: 200 planks of wood, 50 logs (of any type), 100 earthy clay bricks and 50 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 ) 250 wads of daub, and 200 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.
- A wagon yard to be built within your compound, this will cost 50,000 and will also require you to supply 200 blocky pieces of granite toward its construction.
- Once the wagon yard has been built, you can then speak to a representative of Merchant House Shaw, who will build you a 3 room wagon. This will cost 200,000, and will require 200 logs 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.
- Up to 3 additional rooms built in your compound, (gardens, animal pens, additional storage room etc), at one per year, which will cost 50,000 per room, with additional materials required, based on the room you are wishing to have. These cannot be within your family building.
- A shop building within your established location. This will cost 150,000, and an additional 20,000 for an NPC guard, as well as 100 logs, and 100 blocky pieces of limestone toward its construction.
- 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 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.
(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.)
If you are starting a business in Shetno
Your first step is to rent a warehouse, these can be found just north east of the stables.
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 stall that will be set in the market, with a hired seller 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 company permanency. This will cost 20,000 for the stall, and 20,000 to cover for lifetime hire of the seller for it. There will also be a fee added to your rent of another 500 a month in tax for the stall. (You are allowed to write the description for this character, as well as dress them.) Sales funds will be added to your clan account from the stall, once per IG year.
Once you have reached 3 extra rooms in your building, (making 4 total), and have a stall 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:
100 logs (baobab or agafari it doesn’t matter which),
50 earthy clay bricks,
100 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 )
50 headsized blocks of limestone
250 wads of daub
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 (which will have a key and is not to be used as a bedroom or private quarters), 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). The rent on a compound will be 15,000 per IRL month. This is 13,000 for the rent, and 2000 for the taxation on your business. There is the option to pay this yearly if desired.
If you wish to be considered for a permanent business at this point, you can do so as you recieve the compound. You will then required to have the support of at least one noteable person in Shetno, (be it another player business owner, 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 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 1000), you can apply for one of these 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 other NPC guard, 1 rumorboard NPC’s (a clan version of the tavern boards to post rumors/updates of the clan on), and an NPC ‘family’ member of your choice.
In order to gain full and permanent company status, you need to have the backing of a noteable Shetoan, 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 clan uniform made via staff, for up to 5 pieces, excluding the family insignia ring, which are provided on elevation regardless.
At this junction you can apply for additional things being the following:
- A family building to be built within your compound, this will cost 50,000 to start construction on, this will also come with a building supply requirement, which will be: 200 planks of wood, 50 logs (of any type), 100 earthy clay bricks and 50 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 ) 250 wads of daub, and 200 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 business.
- A wagon yard to be built within your compound, this will cost 50,000 and will also require you to supply 200 blocky pieces of granite toward its construction.
- Once the wagon yard has been built, you can then speak to a representative of Merchant House Shaw, who will build you a 3 room wagon. This will cost 200,000, and will require 200 logs 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.
- Up to 3 additional rooms built in your compound, (gardens, animal pens, additional storage room etc), at one per year, which will cost 50,000 per room, with additional materials required, based on the room you are wishing to have. These cannot be within your family building.
- A shop building within your established location. This will cost 150,000, and an additional 20,000 for an NPC guard, as well as 100 logs, and 100 blocky pieces of granite toward its construction.
- 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 Shetno, 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.