4 Bleaksky, Year of the Mantis, 139
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Sebastian

🌲 The Morenth Commerce Guild ðŸŒ³

The Commerce Guild, founded and run by Sebastian the gray squirrel, can be found in Torrus Foothills, just outside of Tully Pass.


I. Purpose of the Guild

The Commerce Guild is established to ensure fair and prosperous trade throughout Kalris. By upholding standards, resolving disputes, and offering mutual aid, the Guild aims to bring order to markets, community to traders, and strength to its members in times of both peace and unrest.


II. Membership

1.  Eligibility

Any critter, both learning and experienced, may petition for membership, regardless of their background, past ties, or former mistakes. We believe in second chances and earning trust through action.

2. Initiation

Those seeking to join must present a letter* of intent to the Guildmaster. An example of goods or services may be requested. Referral from a current member in good standing is often helpful, but not required.

3. Departure

Members are allowed to leave the Guild of their own will at any time, so long as any owed dues have been settled.

4. Member Privileges

  • Apprentice-matching services for those looking to take on help.
  • The right to vote during important Guild decisions.
  • First choice for stalls and spaces during markets and gatherings.
  • The right to petition the Guildmaster with grievances.
  • A token stamped with the Guild's symbol to show membership.
  • Reduced cost for bulletin board signage and rentals.
  • Access to Guild supplies.

5. Member Responsibilities

  • Conduct trade fairly.
  • Offer help when another member requests, within reason.
  • Assist in market and meeting setup, cleanup, or assistance.
  • Teach (brief sessions) or mentor (longer-term) new members if requested.
  • In true emergencies, members are expected to help where they can, if they are able.

*A verbal summary of intent is acceptable for those who cannot write. Should neither speech nor writing be an option, any alternatives are accepted. The Guild remains open and flexible to the mute, blind, deaf, and illiterate.


III. Trade Conduct

1. Fair Dealings and Transparent Pricing

Members should display prices clearly or be ready to state them when asked. Haggling is allowed where customary, but trickery such as doubling fees at the last moment is not.

2. Respect Among Traders

While competition is part of commerce, Guild members are expected to treat one another with basic respect. Undercutting prices purely to drive others out, spreading lies about a rival's goods, or intentionally disrupting a fellow's stall or active sale are grounds for discipline.

3. Honoring Trade Agreements

An agreement made (whether a price, delivery time, or special commission) is binding. Members should not break a trade without due cause. If they must withdraw, they must do so with explanation and apology.

4. Scarcity Pricing

In times of shortage or crisis, Guild members are expected to limit or avoid price gouging and prioritize community over personal self-gain.

5. Credible Advertising

Bold claims must have basis, even if exaggerated. Calling a fine piece of armor "strong as a badger's back" is fair; "enchanted by Il-Tira herself" is not. (Unless it truly was!)

6. Disagreements and Disputes

If two members fall into argument over goods, space, or coin, they must find a middle ground or bring the matter before a neutral party. Disputes are to be resolved through communication or taken outside the bounds of trade. Aside from seeking the assistance of a willing neutral party, critters who are not involved should not be pushed into helping matters that are not their own.


IV. Market Grounds

The Guild will host markets for critters to gather and sell their wares. These markets will likely be weekly or bi-weekly.

1. Respecting Space

When members share a stall space or trade together in a common area, they must do so with mutual respect. Members must not obstruct rivals or encroach upon another's stall. If space is limited, members may rotate or draw lots.

2. Market Etiquette

  • Keep your area tidy and leave no refuse behind.
  • Do not intentionally block another's display or shout down others' advertisements.
  • Be ready to pack swiftly if a market must be moved for weather, threat, or emergency.
  • Help newcomers or apprentices learn the rhythm if needed.
  • Remember to follow rule III. 2.; respect among traders.

3. Theft of Goods

In large, crowded areas, theft will inevitably occur, be it coin or display items. Investigate as needed, but do not cause an uproar and disrupt others beyond necessary questions. Do not make accusations without evidence to back your claim. Stolen goods may be reimbursed in coin or goods by the Guild where possible, but always consider the risk of theft without regaining your stolen goods.


V. Discipline

All instances where disciplinary action may be required will be reviewed in a case-by-case scenario to assure the situation is understood. 

1. Warnings

A member found breaking trade conduct may be warned. They may be asked to repay any losses where necessary.

Mistakes happen. Warnings are generally meant to be reminders unless they become consistently recurring problems.

Example: A member intrudes on another's space during a market. They will be given a mild warning to keep their stall space contained to the provided area in the future.

2. Temporary Sanctions

Repeated offense or refusal to make amends may result in temporary loss of certain privileges.

Example: A member has repeatedly caused disruption by spreading misinformation about another critter's goods during market gatherings, despite already receiving multiple warnings about this behavior. As such, they are disallowed from vending at Guild-hosted markets for a set period of time.

3. Expulsion

Only in the most serious cases shall a member be cast out. Even then, the Guildmaster must hear the matter fully and grant the right to speak.

Example: Repeated temporary sanctions with no improvement nor a willingness to change from the member, or external circumstances of grave severity.


VI. Roles and Structure

1. Structure

The Guild maintains a simple role structure to ensure clarity and fair distribution of duties among all members.

  • Guildmaster

Leader and caretaker of the Guild. Oversees decisions, settles disputes, and represents the Guild in all important dealings.

  • Member

Trusted and skilled individuals who make up the body of the Guild. Members may train apprentices, vote on Guild matters, and share equally in its rights and duties.

  • Apprentice

Learners and newcomers who work under the guidance of a Member. Once trained and proven, they may earn full Membership.

2. Succession

Should the Guildmaster retire, pass away, vanish, or otherwise become unable to serve, the members may convene to select a successor. The new Guildmaster is chosen by majority vote among the members in good standing, ensuring leadership remains in capable hands. Until the new Guildmaster is chosen, or should the current Guildmaster be absent for any aforementioned reason, the senior-most members may act as temporary caretakers of Guild affairs.

(In the event that I, Sebastian's player, am no longer able to manage the Guild or play actively enough to maintain it, this clause allows players to continue the Guild in my stead!)


This is currently a work-in-progress and will be updated with more information overtime.

Sebastian

Additional Guild Information


Guild Housing

The Guild currently offers seven rooms within the main burrow, available free of charge. At this time, while the Guild is still in its early stages, rooms are open to anyone in need of housing, regardless of Guild membership.

Note: If this changes in the future, current non-Guild residents will not be removed.

Each room comes furnished with;

  • A bed, which may be dyed to your color of choice
  • A chest
  • A stool
  • A lamp

(Please note that some rooms are still a work in progress and may not yet be fully furnished.)

You may bring additional furniture or storage, which Sebastian can lock at your request.

Important: If a tenant is inactive for several real-life months, their room may be made available for others to take. Any belongings will be stored safely for a time in case the tenant returns.


Bulletin Board

The Commerce Guild burrow provides a public bulletin board for posting advertisements.

You may post paper notices at no cost, and must include:

  • Your critter's name
  • A reliable way to contact you (e.g., mailbox, burrow location, usual gathering spot)
  • A clear description of your advertisement (e.g., services offered, items for sale, planned events)

For longer-term advertisements, such as store listings or commission services, you may rent a dedicated sign on the board. These signs must include the same information as paper notices.

  • Sign rental price: 1 yenne (large silver coin) per real-world month.

Note: Payment time is flexible, as long as it is paid within the month of the rent being due. You may pay for multiple months at once, up to three real-world months at a time.


Guild Meetings

Guild meetings are held as needed and do not follow a fixed schedule. Except in cases of urgent or critical matters that require immediate attention, members will receive at least three real-life days notice before a meeting. Notices will be posted in-game at the Guild burrow, and I'll also do my best to share them here on the forums.

Attendance is not mandatory, but everyone's input is always valued and appreciated.

If the meeting covers important topics, a summary will be posted on the forums afterward so that anyone who couldn't attend can stay informed.


Sebastian

Update 1: Through The Cold

This is intended for the members who applied via early applications... Which, as of posting this, is still open!


As the Guild takes its first true steps, progress is slow and, for a time, very little seems to change. Most early commissions come directly from Sebastian himself... requests for supplies and upkeep needed to keep the Guild running. Gradually, however, the first genuine commissions start to trickle in. Critters place their orders through Sebastian, who then passes the work on to you, the Guild's newest members! He insists that you keep every coin earned, no taxes or cuts, not until he can no longer support the Guild on his own.

It isn't perfect at first; there are delays, miscommunications, and moments where things would have been faster if you'd simply handled everything yourself. But bit by bit, little changes begin to show. Materials you would normally have to track down alone are already waiting or already being sourced, requests circulate more easily, and the work, while still demanding, starts to feel less like something you burden alone.

The Guild is far from glamorous, but it works. Each small success builds on the last, and even the quiet days feel like they've begun to gain a steady structure. It becomes easier to imagine what this could grow into: not just a way to find commissions, but a shared effort! One where resources, labor, and knowledge are pooled, and no one is left to shoulder the entire burden alone.


Merry belated Rhiannovas, Commerce Guild! It's weird to think that I started the concept for the Commerce Guild a year ago now... Some part of me didn't expect to be so dedicated to it. Though there's been some delays and shenanigans, here's to the Guild's first proper steps forward!

Sebastian

Minor Update: Un-Hibernation

Hello, Commerce Guild members and every other lovely critter out there.

I'm not sure how many folks will see this thread, but I am excited to see the game has returned! Unfortunately, I may not be frequent in-game for awhile longer and I apologize in advance. If an in-character excuse is needed for his absence, Sebastian has recently returned from scouting potential trade routes. All that traveling has taken a terrible toll on his bad joints and he is getting much-needed rest between his brief periods of waking.

In the meantime, as a courtesy, I have unlocked the string lights within the Guild's public hall in case anyone wishes to recharge them, as opposed to placing fire crystals in abundance. I have also left two Firebulbs on the tables for the lamps. Please do not worry about breaking them, they can be replaced if needed.

I have also cleaned up some of the mess that has been left all over the hall. This poor squirrel was far too tired to deal with seeing his Guild hall looking like a tornado swept through it. Most stray items have been moved to the crate near the inkwells, so they are still accessible in case anyone needed them.

That said, do try to be safe, don't let the bugs bite! (Or warp you into a wall.)

Sebastian

Minor Update: Behind-The-Scenes

Hello all! 

I wanted to try to provide another update given that I have still been rather absent. Unfortunately, on top of already being busy, a particularly troublesome bug has made it difficult to play as Sebastian for long, as typing (and even writing letters!) causes him to take damage. 

However, I have been working on some things in my own time. First and foremost is the plan for guild markets. If you attended the Guild's Midsummer Festival last year, then you'll already be equipped with a decent idea of how these will be run... Just without the games and prizes. Ideally these will be hosted every two weeks for approximately one to two hours, though I have yet to decide on a day and time.

Second is that I would like to begin to make the guild feel like a proper guild in-game. This means that I will begin hosting things such as guild meetings and coordination; finding out what critters need so we understand what best to stock up on.

Lastly, I will start working on acquiring guild badges for members! However, I wanted to leave the symbol to a vote. 

Previously, the Guild used the icon of weighing scales as its symbol since it is a fairly obvious symbol meant to display trade. This was later changed to a constellation meant to symbolize trade routes, as Elyenne is the god of both stars and trade. This is the one currently seen on the guild's in-game tapestry.

I wanted to know which symbol was preferred before the badges were finalized. This includes a new one entirely, such as a star, a gemstone, a coin purse, and so forth. You are free to comment here with your preference as well as any other questions or input, even if it is unrelated to this matter.

I wish you all well in the meantime!


Dart

Maybe having alternating times/days for people in different timezones with times for the next few weeks also vaguely left out there? Like 5 site time on friday this market, 14 site time on sunday next market.

As for the symbol I like the weights followed by the stars for my top two. Fairly neutral on the exact symbol, but I figured putting my top two would be somewhat helpful.

Edit: Not sure if I should've replied elsewhere, only realized after the fact.

Pack

I hope that bug is fixed for good now. 

If I am able to attend the markets I certainly will. As for the symbol, I have the benefit of being able to see all options, and here are my favorites ranked:

  1. A pile of coins (self explanitory)
  2. A sailing ship (travel and trade. after all, it's how each old worlder arrives, and how trade happened traditionally)
  3. A wheel (travel, ever turning)
  4. An arrow pointing up (mostly the stonks meme. would be highly confusing but very funny)

Harris

My vote is to keep the constellation theming for the rings, I think its lovely.



Bear

I like the weighing scales symbolism, Pantheon symbolism is good and all but the scales are more immediately relatable to everyone. Also, trade routes aren't really a thing at the moment.

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