House of Merchants

The third political and social power in Harsonia, and even beyond its borders into the nations of Kotokai, the Snow Marches and Ukinda, is the House of Merchants. Formed from the figurative ashes of one of the seven houses of Harsonia, before the Barbarian Wars (or the Harsonian Conflict, as the Snowmarchers call it) and the dissolving of the seven guilds, the House of Merchants are wealthy, economically-conscious nobles who control, or try to control, the flow of coin throughout as many cities and settlements as they can. Their influence is most noticeable in the capital city of Harsonia, but they also have large guildhouses in Canyon City and Watermeet. Anybody seeking to sell merchandise or services in a Harsonian city is legally bound to get approved by, and be issued a license from, the House of Merchants. However, in cities like Riverton, villages like Arcomb, or even parts of the capital itself, rogue traders have been known to find lucrative business.

Becoming a member, or Clerk of the House of Merchants, is not an easy task. Nepotism is rampant, and to become an Clerk of the House, you must first know and be in good standing with at least one Clerk, or even a member of higher rank. The House Clerks themselves take care of the logistical business needs and basic paperwork; they conduct market inspections, work at the guildhouses issuing licenses, and collect dues from traveling merchants or official vendors. A Clerk who is with the House for a considerable amount of time — or is simply well-liked by her superiors — could see promotion to House Prospector. Prospectors roam the city or region looking for wares that could be resold for increased profits, or even spend time in foreign lands or cities, judging the area’s ability to sustain a guildhouse of its own. There are almost always House Prospectors in Snowmarcher cities like Modenheim and Kalgeddor, and even as far west as the Ukindan city of Anazukali. Prospectors could also be assigned to oversee projects in neighboring lands, or on the borders of nations, such as the many silver and iron mines in the Breakcliffs. A particularly skilled and ambitious Prospector could eventually see promotion to House Officer. Officers are given the more diplomatic tasks of visiting with foreign dignitaries, sitting in on Harsonian Council meetings, and presenting drafted laws and policies to government officials, pushing for them to become certified in their current region. The only rank above Officer is House Noble, of which only blood relatives of the Cargrave House may be a member. Though rumors do exist that one or more members of the Merchant House Nobles are, in fact, not of Cargrave blood, and instead are outsiders posing — to their own knowledge, or even not — as children of the esteemed and storied house.