" The same abandoned garden is where we have founded ourselves as a community. We welcome you as they would have done, but you must beware of the Merchants who roam this place all the same " . . . The Merchantplace was once an area for Kittypet Merchants to gather and trade in coin, information, and whatever else they may find to be of interest. However, the group never sustained itself for long, and death took a toll on the Merchants. The area shut down, and has continued to remain the overgrown home of Twolegs who care little for it. Until a young cat remembers the ideas and dreams they, their friends, and their family once told each other about what they wanted this place to be. And in their honor, the Merchantplace is reborn. . . . 1. TERRITORY The Merchantplace is an abandoned courtyard, owned by Twolegs who do not care for the land. The large marble pillars surrounding the area show its past as a lavish garden that is no longer, and the rock has cracked and weathered over many moons without care. Plants stretch everywhere. They fall over the pillars in blankets of wildflowers and greenery, and push their way between tiles and cracks in the marble. Some grassy areas make their appearance, though are scattered throughout the Merchantplace. Dogs who used to frequent this area have begun to coexist with the cats once again, and are commonly seen relaxing among market stalls or as companions to the felines who run them. Loners and non-merchant kittypets also have been seen around the area, whether they're just wandering or are actually interacting with the stalls 2. SKILLS AND VALUES Due to their looser formation, the Merchants are very welcoming of outsiders and travelers, and accept anyone into their ranks. There is currently nothing to officially welcome a new member into the group, though it is commonly considered polite and custom to introduce yourself to the Speaker. Merchants are usually open and chatty, seemingly always collecting information through questions fueled by their curiosity as opposed to friendliness you may experience elsewhere. Beware of these cats, however, because some choose to trade in secrets and whispers, gossip fueling their lives to be traded for other information. Stealth and secrecy are highly valued traits because of this, because you never want to give away what you know to the wrong cat. It's important to trust those around you, but just as important to ensure you're placing your trust in the right cats. If I had to narrow down other skills Merchants, especially those who began the trading craft from a young age, would benefit from learning and mastering, they would be conversation and persuasion. Speakers occasionally remind the younger Merchants of the importance these skills hold in their craft. Cats are encouraged to be themselves, and to take on a craft they truly enjoy. Accessories are the popular choice, but others trade differently or even add a twist of their own to the adornment craft. 3. ROLES The Merchants have a loose formation, and do not have the clear roles you may expect them to have. Their members are referred to instead by their age group--kits, juveniles, adults, and elders. Adults often take younger cats under their wing, and are given the unofficial title of 'Guide'. The cats they are training are often referred to as 'Trainees', 'Apprentices', or 'Pupils'. Guides may help younger cats set up their own stalls, teach necessary skills, and generally aid them in whatever way they may need to become successful Merchants. 4. LEADERSHIP The 'Speaker' is the representative of the Merchants, and is generally considered to be the face of the group. They communicate with outsiders and usually resolve internal conflicts. Speakers are like a Clan's leader, and essentially run the Merchantplace to ensure it doesn't run itself into the ground. A new Speaker will be elected every two oorp month by vote. A cat must be over twelve moons of age to run, and there is no limit on how many times a cat is allowed to be the group's Speaker so long as they are voted in. If a Speaker plans to step down, they must give a notice of one oorp week in order for the next speaker to step down. Elections will occur a week before the end of the previous two months. 5. JOINING Loners and kittypets of all ages are welcome to join, and the Merchants are generally very accepting towards all cats!! Typically, Clan cats do not find themselves among the Merchantplace due to their lack of access to the TwolegPlace. Loners are considered Traveling Merchants, or sometimes simply called 'Travelers', and often do not stay in one place like a kittypet would. . . . " We do not fear change. We embrace it "