February 27, 2023 – 1:36 AM

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the plot
He goes by many names: The Forgotten Merchant. The Merchant of Oblivion. Or simply, The Merchant. The reason for this name is quite simple. He traps people into making an unbreakable vow, which at its core is also very simple: the acknowledgement that they owe him a debt (via contract and witnesses), and vow to repay that unspecified debt when The Merchant so chooses.But of course The Merchant needs more than an Unbreakable Vow. After they make the vow, the memory of their Vow is withdrawn from their mind and put into a Pensieve as collateral. Then, a memory modification charm is placed upon them so they don't remember taking it, and don't remember the witnesses. The rules of the Vow still remain however; the fact that the vow is for an undetermined act prevents them from perishing. Only when the memory charm is lifted are they in danger if they decide they want to go back on their Vow.
Even those who do communicate directly to the Merchant don't know his true identity because of Polyjuice Potion. In the rare instance the potion wears off, another memory charm is placed upon them. Those who are aware of this flaw do well to avoid having a memory charm placed upon them: too many charms means a greater likelihood of permanent damage.
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the ranks
THE MERCHANT:
deals in information, blackmail, cursed objects, stolen objects, weapons.
highest ranking members are Bishops, who will remain NPCs for the time being
tends to leave anyone underage alone in terms of recruitment and targets, but that doesn't mean they could be affected by the fallout.
The Merchant will send messages to Couriers and Pawns via owl written in ink that only they can see. To keep a paper trail, they must sign the letter. After it's signed, the letter disappears and returns back to the merchant for record keeping.
ROOKS: skilled in magic, especially the dark arts and memory modification. Their memories are kept, but they are bound by a magical contract.
COURIERS: They have no authority in the hierarchy however are permitted to keep their memories and are bound by a magical contract. They willingly carry stolen goods back and forth in addition to keeping an eye out for potential vulnerables to bring back to The Merchant. They are paid by the goods they bring in.
PAWNS: those who have gotten locked into the contract; the memory modification spell has been lifted, and they are awaiting instruction
OBLIVIATED: those who have taken their vow, and have had their memories modified; they do not remember a thing. they could be called upon at any moment.
TARGETS: they are ideally vulnerable, have nothing to lose
You can see a hierarchy of The Merchant's organization here.
ROOKS Jay Fox Agrimony Macnair Adrestia Dantes Name |
COURIERS Hestia Name |
PAWNS Luna Wakefield Name |
OBLIVIATED Gwendolyn Vane-Tempest Name |
TARGETS Arthur Pettigrew Isis Silverthorne Name |
STOREFRONTS The Ivy Leaf — Diagon Alley Curios Apothecary — London Name |
the info
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So this is something that I've been chewing on for the better part of a year — possibly more? — and has evolved to this point. It started when I was writing Rowan Yaxley's app and has slowly evolved to what you see above. The Merchant is not someone I plan on fully apping and bringing on board — though I'm not opposed to threading him with the NPC account — but this is ultimately meant to be a bit of an open-ended plot that could potentially evolve in many different directions, so that as many people could participate with any character that they wish. The Merchant is not all-powerful, but rather his power resides within his collateral (The Pensieve), his anonymity, and manipulation. He's meant to function a bit as a Bogeyman to complicate your characters lives, if you'd like xD
I also hope that because of the memory modification, it'll make it easier if this is something that you're on the fence about and want to insert into your characters lives down the road. That way, it'd fit seamlessly into whatever you have going on then, since - well - your character's forgotten about it, so why would they need to act any different up until that point you decide for them to be involved?
Additionally, I should note that The Merchant is not opposed to violence of any kind, but obviously that is up to your discretion for your characters and what happens to them. It could be as simple or as complicated as you'd like it to be, because at the end of the day, The Merchant thinks himself quite a fair person. Your character's given task could be something as simple as "give this letter to this person at this time and place" and you're done, or it could be something more complicated like "smuggle something (or someone) somewhere, then report back for your next task."
You fulfill your task, he's got no reason to go after you/your family.
I will also add that he's also all about flying under the radar, so no huge explosions or anything drastic xD at least not yet, y'all know how I like a great catastrophe to throw characters into >.>
Simply put, The Merchant is meant to be your MacGuffin device if you want to complicate your characters lives.
This plot also doesn't involve making any new characters, although if you have an idea for an new character, i'm not gonna stop you
Also, I'm making buttons for those who'd like them xD You can see a preview of the button/graphics here, and a Pinterest mood-board (CW, there are some more gritty photos pinned there, but nothing that's super gory I don't think?) here.
I also hope that because of the memory modification, it'll make it easier if this is something that you're on the fence about and want to insert into your characters lives down the road. That way, it'd fit seamlessly into whatever you have going on then, since - well - your character's forgotten about it, so why would they need to act any different up until that point you decide for them to be involved?
Additionally, I should note that The Merchant is not opposed to violence of any kind, but obviously that is up to your discretion for your characters and what happens to them. It could be as simple or as complicated as you'd like it to be, because at the end of the day, The Merchant thinks himself quite a fair person. Your character's given task could be something as simple as "give this letter to this person at this time and place" and you're done, or it could be something more complicated like "smuggle something (or someone) somewhere, then report back for your next task."
You fulfill your task, he's got no reason to go after you/your family.
I will also add that he's also all about flying under the radar, so no huge explosions or anything drastic xD at least not yet, y'all know how I like a great catastrophe to throw characters into >.>
Simply put, The Merchant is meant to be your MacGuffin device if you want to complicate your characters lives.
This plot also doesn't involve making any new characters, although if you have an idea for an new character, i'm not gonna stop you

Also, I'm making buttons for those who'd like them xD You can see a preview of the button/graphics here, and a Pinterest mood-board (CW, there are some more gritty photos pinned there, but nothing that's super gory I don't think?) here.
an example
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Like I said, this NPC began around when I made Rowan's app. I wanted something traumatic to happen to have fractured her family apart, but I didn't really know what it would be yet — only that Rowan's sister, Maisie had been made to forget what had happened, and that she'd been forced to make an Unbreakable Vow. The more I thought about it, the more I liked having this kind of entity looming around Rowan's family, and then the idea just kind of took on a life of its own from there. You can read more about what's happened in Rowan's threads, but to give you a quick example of how you can use this to drum up your own mini plot, here's what happened:
Rowan’s father was brought in and made to be a courier. When when when the time to pay up was imminent, his memory was restored. He was told to cart some money to a specific place, drop it off and walk away. He instead got desperate and stole some of the money, hoping to help his family. The Merchant's lackeys located him, and modified his memory to make it seem like gambling debts.
As extra punishment to her father, they took Maisie and after she signed the contract, she was poisoned with something to make her incredibly ill. Lately, Rowan's sister has had dreams of what used to be a warehouse — one of The Merchant's — and eventually she told Rowan and drew it in her sketchbook. Rowan investigated it, finding a co-worker of her father's in the warehouse: Walter Gibson.
What Rowan doesn't know is that Walter was responsible for Obliviating her father, but he botched it and was demoted. Seeing as he had nothing to lose, he attacked Rowan, who killed him in self-defense and went to Raphael Malfoy to help her dispose of the body. Will she get pulled in as a Pawn? Who knows? I certainly don't.
Rowan’s father was brought in and made to be a courier. When when when the time to pay up was imminent, his memory was restored. He was told to cart some money to a specific place, drop it off and walk away. He instead got desperate and stole some of the money, hoping to help his family. The Merchant's lackeys located him, and modified his memory to make it seem like gambling debts.
As extra punishment to her father, they took Maisie and after she signed the contract, she was poisoned with something to make her incredibly ill. Lately, Rowan's sister has had dreams of what used to be a warehouse — one of The Merchant's — and eventually she told Rowan and drew it in her sketchbook. Rowan investigated it, finding a co-worker of her father's in the warehouse: Walter Gibson.
What Rowan doesn't know is that Walter was responsible for Obliviating her father, but he botched it and was demoted. Seeing as he had nothing to lose, he attacked Rowan, who killed him in self-defense and went to Raphael Malfoy to help her dispose of the body. Will she get pulled in as a Pawn? Who knows? I certainly don't.