![Guildsmen being carried on a palanquin](https://static.wixstatic.com/media/67ad60_f737e291c15a4a17b9c0e416355e2473~mv2.png/v1/fill/w_788,h_788,al_c,q_90,enc_auto/67ad60_f737e291c15a4a17b9c0e416355e2473~mv2.png)
Having recently acquired a powerful object, the party finds themselves in a bustling city. This artifact has caught the attention of the influential Merchant House known as "The West Throne Company".
The party has been invited to meet with a powerful Merchant, an elf named Johan Meritte, a high-ranking member of the West Throne Company. His demeanor is polite yet firm. Meritte will tell the players that his organization has a vested interest in the artifact and that he has been sent to negotiate its transfer to the West Throne Company.
The party can choose to negotiate, refuse, or inquire more.
Negotiating. Meritte offers a handsome reward for the artifact – gold, land, or even employment by the company. He emphasizes the benefits of having the House as an ally.
Refusing to negotiate. Meritte's tone will harden and he will insist saying that refusal to cooperate may attract unwanted attention from the powerful merchant house.
Deeper inquiries. Meritte will tell the party that the West Throne Company believes they can use the artifact to open new markets for them and that their intentions are simply for the greater economic good.
Handing over the artifact. Meritte will be pleased and will pay the agreed upon payment.
Refusing the House. Meritte will leave with a veiled threat. Soon after, the party will find themselves being tailed by unsavory figures and hear rumors that a bounty has been placed on their heads.
Harming Meritte. If the party harms Meritte or his bodyguards, they will become targets of the guild who will send assassins after them, bribe guards to try and kill them, and generally make their lives as miserable as possible.
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