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Ever-Merchants

The different species and sub-species of sentient beings in Felarya. From giants to tinies, and preys to predators. From the ingenious Humans, to the reclusive Majuras, the noble Sphinxes, the mysterious Nemesises, the peaceful Gerridis or the fierce Crimson Maidens.

A race of human shopkeepers filled with mystery. They can be found all over Felarya, in cities and in traveling caravans. They have their large domed embassy in Negav as well. They deal in all sorts of merchandise, and have singlehandedly created an exchange rate system that encompasses the thousands of currencies used by Felaryans. They are well known for their fair prices, and good nature. Adventures of all stripes swear on the Ever-Merchant's shops, trading in the loot they get while raiding lost temples and cities in the Felaryan jungles and buying enchanted items unavailable anywhere else! They even deal in Ascarlin, making them an indispensable asset in Negav.

The Ever-Merchants capital, and origin dimension is unknown, and the Merchants themselves refuse adamantly to talk about their origins or where they get their wares from. Negav spies, sent by the Ps'isol magiocrats, reported back that the Merchants seem to come somewhere from the Fairy kingdom, but this couldn't be investigated further due to the dangers of the zone. This raises interesting questions though, on what sort of deal the merchants have with fairies and how they could pass through the zone on a regular basis.

Regardless of how they do it, the Ever-Merchants can be found the world over. From winding caravans snaking through the Great rocky fields, to small floating Shop Ships that sail along the coasts of the Topazial sea, and through the rivers as well. The Ever-Merchants wear brightly colored tunics, Red and Gold, with some sort of magical armor commonly found underneath. They are human, but have no hair upon their bodies, and have a byzantine tattoo system that shows some sort of ranking within their guild-structured society. Attacking an ever-merchant to rob them is generally not a good idea. They seem to be all capable magicians, and the moment you turn against one, the rest of the organization will immediately know and refuse to trade with you ever again.