Merchants LT.D Wiki

# The Merchants L.T.D

## Merchants L.T.D

"Financial status has no limits!"

The Merchants L.T.D is a criminal business that started in 1968 in response to a civil war in a dimension named Porlevent. The civil war sparked a major need for money and in response a criminal organisation known as the Merchants LTD arose from the ashes of their scorched dimension. And started criminal activity.

### Overview

The Merchants LTD is a trans-dimensional criminal enterprise with a specialty in time travel. It is often said that their goals and abilities are beyond the comprehension of most people. Operations for The Merchants LTD commenced in 1968, however the official declaration was not signed until 1979.
Interestingly, The Merchants LTD hold a deep resentment for the supernatural and mafia organizations. This antagonism does not stem from a sense of morality, but is rather a result of a long-standing conflict between them.

It should be noted, The Merchants LTD have been credited with saving countless lives in the past, although their motivations for doing so do not necessarily align with common human values. Their actions are primarily driven by self-interest and the beneficial outcomes they can accrue.

In pursuing their objectives, The Merchants have shown a willingness to go to extreme measures. Their determination and resolve are arguably characteristics that have ensured the longevity and success of their operations.

In addition, it's important to acknowledge that the Merchants maintain strong relationships with several deities of time. The extent of their connections is such that one of their leaders is a 3rd Dimensional time-traveling deity who has chosen to adopt a humanoid form. The Merchants exercise an expansive hegemonic control over innumerable government bodies dispersed throughout the omniverse.

Their primary strength lies in their unique talent of weaponizing artifacts: precious relics that they've acquired from various ancient epochs and dimensions. The Merchants prefer to operate in an old-fashioned manner, sporting suits and hats indicative of traditional detective apparel. The overall ambiance they project is reminiscent of the Victorian era.

The Merchants L.T.D is limitless on what they do. They can go from questioning a possible mafia informant to full on rushing into a field of supernatural entities to kill them. The Merchants despite specialising in artifacts and time travel. Will do all types of criminal activity to up their financial status.

### Proclamation of the Merchants

Mr.Wisp founded the Merchants in late July. The Merchants started as an armed drug trafficking wing which would see a few drug operations being conducted within their home dimension. Although the small armed drug militia. However the Co founder, Known as Shogun discovered an Artifact known as the Lilac Ball in a safe with Mr.Wisp in 1969. Further investigation showed that the Lilac ball gave the two founders immense luck. Which caused their criminal empire to rise up through the ranks. They also discovered various other artifacts. Which they called Captured Artifacts. Which they weaponised and used to their advantage.

### The discovering of Time travel

Mr.Wisp and Shogun both discovered and mastered the use of time travel in 1970. After The Internal Affairs conducted deep investigation into the Lilac ball. The immense luck gave them the ability to time travel. After mastering the act of time travel the Merchants were able to start expanding across the multiverse. Their first major discovery was the Pitch Dimension. A large dimension used by societies and alien races to make trades and diplomatic meetings between other societies and races. The Merchants criminal activity in the Pitch Dimension was consistent and led to the discovering of the Golden chalice. Stolen from an alien race known as the "Tall Whites", The Merchants got into their first conflict due to this. The tall whites hired the "Pitch Protection team" a high class mercenary company that operates in the Pitch dimension.

The PPT conducted multiple killings and abductions on the Merchants. However In response The Internal Affairs dispatched 4 agents to conduct an abduction on the leader. This succeeded after the IA broke into his villa at 4:34 AM. And abducted him, The Merchants sent a letter to the commander of the PPT. Requesting a ransom, The PPT accepted and laid down their arms along with paying the Merchants $3,000,000. The Merchants claimed this as a victory against the PPT. While the PPT called it a draw.

### Conflicts with Mafias and gangs

The Merchants LTD set up various outposts and headquarters around the dimensions they operated in. In 1971. The Merchants met with a Mafia known as "The Black Rose" which called themselves more of a bodyguarding company. However The Internal Affairs conducted investigation on the black rose beforehand and investigation showed the Black Rose did far more criminal activities than they claimed. The Merchants LTD first meeting with the black rose was tense and cold. And The Council of the Merchants demanded all contacts with Mafias to be cut. This was pushed through and all contacts and diplomatic relations with mafias were cut. This enraged the mafias and war was declared on the Merchants in December.

The Merchants grew a resentment against mafias over the months. As many shootings were conducted by the mafias against Merchant personnel. The Internal Affairs fought against the mafias on multiple occasions. Even using artifacts to fight back. The war with Mafias dragged on and ended in a stalemate. But the war was never officially ended and the hatred against Mafias remained.

### The Merchants war against the supernatural

As the Merchants captured more artifacts. It become more clear that the artifacts were all supernatural and none were truly harmless. In 1972. The Elto crisis occurred. As PAC W-8 summoned some purple shadow like anomalies known as "Old Purples", The Internal Affairs responded to this and dispatched the Combat Control team to purge them. This was a success but the incident had sparked the Merchants to hold bias against supernatural things and use not only preserve them but capture them and lock them away for good unless they can sell it financially or weaponise it.

The Merchants discovered a dimension called "Arthopordrant" which was a dimension that had an anti Merchant majority after the Arthopordrant was said to stream fake news and lies about them. The Merchants after discovering this conducted an assassination on the Arthopordrant President. Before leaving the dimension and stealing an artifact with it. The Arthopordant protection team now marked the Merchants as a wanted company that needed to be shut down. And notified their allied factions. Causing the Merchants to be wanted in several universes.

### The Advisor

Mr.Wisp, The founding father of the Merchants started to show signs of insanity after long exposure to gruesome cases and artifacts. Mr. Wisp's mental health went down the drain. He became mentally insane and paranoid. Mr.Wisp who once used to be a outgoing young buisnessman. Was a paranoid man who was convinced everyone was out to get him. And due to this Shogun was transferred as the standing owner of the Merchants L.T.D While Mr.Wisp was put as the Co-Owner and Advisor of The Internal Affairs.

### The Civil war

In 1976, A group of exiled councils formed an association against the Merchants from the inside. Known as "The Black Mark Association", the Black mark association was a reformist movement with intent to topple the Merchants power and create a "Free business" the Black Mark Association rose up after multiple fraud causes and unethical manner within the Merchants. The Merchants failure to contain this corruption was the source for this rebellion.

The Black Mark association deceived hundreds of Merchants to betray the Merchants LTD and took over multiple trading outposts and various headquarters. However The Internal Affairs eventually got themselves together and steamrolled the Black Mark Association back to their main HQ. Before retaking all taken headquarters.

### Era of Paranoia

The Era of Paranoia occurred directly after the Civil war. The Internal Affairs believed that the Merchants needed a purge to ensure no such war would happen again. And due to this the IA killed anyone for the slightest suspicion. Questioning and interrogations were the norm. This was known as the Era of Paranoia as everyone was watching behind their backs in suspicion the IA might accuse them or try to purge them. This lasted from 1979-1983

### Merchant activity in Paravill

Paravill was a human based dimension that the Merchants primarily operated in from 1983-1986. The Merchants not being wanted in this dimension were able to easily expand across the dimensional cities and neighbourhoods. They hegemonically dominated Paravill for 3 years. Until the Arthopordant protection team came for revenge in 1984. Which damaged their influence, The Internal Affairs challenged the APD and managed to successfully bribe them. Which forced them to leave Paravill. However due to the compromise of the Merchants work to Paravill authorities. The Merchants defected to various other dimensions and continued their work there.

### Pitch Crisis

The Pitch Crisis popped up within the late winter in 1984. A foreign force of extremists known as "The Provisional Black mark" were a bunch of neo Black Mark rebels who came into the Pitch Dimension with the intent to overthrow the Merchants Pitch Headquarters. The Pitch Protection team and the Merchants surprisingly set up an alliance to take down the PBM. And as it hit 1985 the PPT and The Internal Affairs massacred the PBM and had them retreat out of the Pitch Dimension in a matter of weeks.

### Dimensional Enforcement Coalition

The DEC was set up somewhere inbetween 1984-1986. And was a coalition of associations and armed mercenaries who teamed up together to fight the Merchants hegemonic dominance. The DEC started operations in the Pitch Dimension as they arrested 4 Merchants in an ambush. However despite The Internal Affairs fully willing to conduct ambushes and kidnappings on the DEC's high ranking members. The Integration Department conducted a tactic known as "Peace stealing" in which they convinced and persuaded multiple high ranking DEC members to join the Merchants, this was a major success and the DEC lost a good portion of their competent leadership. This set the DEC back and gave the Merchants breathing space to prepare for the conflict coming.

The Merchants in 1986 wanted to weaponise the crimson lamp. Which was located in the dimension of Pethal. Which was infact the happiest dimension in the multiverse. However late winter The Internal Affairs entered the Pethal Dimension with 4 IA agents, burning down the dimension and stealing the crimson lamp. However The Internal Affairs was convinced the dimension would survive and report this to the DEC. Therefore the IA released a deadly strain of virus into the dimension. Which completely finished off the remaining survivors. And they left the dimension for dead.

### Raid on the wicked Blair witches tower.

An investigation conducted by The Internal Affairs investigation wing. Saw them discover a known artifact known as "Cauldronnic" a cauldron with a colour changing substance with unknown powers. The Internal Affairs in 1987 operated an attack on the Wicked Blair witches tower. Throwing a bomb at her front tower door before bursting in and beheading her. And eventually stealing the Cauldronnic Artifact. The Internal Affairs then set fire to her tower and left her to burn. The DEC vowed revenge for this but never got around to it. Infact the capture of the Cauldronnic artifact really made people question the DEC's ability to stop the time travelling criminals. And therefore their reputation was thwarted and ruined.

### The search for the Happy Place.

The Happy place is a city dispaly in real time in an unidentified place, The Merchants have yet to find it. However in 1988 they set out to search for it. Using many of their artifacts like the chair of travel and the Lilac ball to try and help track it. The Internal Affairs claimed to have reached the happy place. But lost contact of their agents a few minutes after entering it. It is unknown what happened to these IA agents. And after that every attempt was a failure that led to other already discovered dimensions. Which caused major irritation for the Merchants and therefore they gave up trying to track the happy place. As it was deemed useless.

### **Universal Unionic Party encounter**

The Merchants encounter with the UUP was tracked back to 1989. The Universal Unionic party went to the Merchants and pleaded a heavy deal with trillions of cash involved. However The Internal Affairs rejected this and refused to join their union in fear of the Merchants being puppeted and used and the UUP's relations with the merchants soured. Multiple kidnapping attempts were conducted on Mr.Wisp by the UUP but The Internal Affairs royal merchants wing easily thwarted these attempts and eventually Mr.Wisp wrote a letter of threats and a list of leaked information they have about the UUP. The UUP agreed to a truce and the Merchants took advantage of this fear mongering and killed 4 of their informants a year later. With the threat to leak their information if they retaliated.

### Businessmen in snow.

1990 saw the Merchants conduct an investigation in a snow region known as Estaria. The Merchants 9 day investigation discovered a statue of what seemed to be a snow yeti. With its mouth gaping open with bloodshot eyes. The Merchants last day of investigation saw reports of this 'statue' moving around random times at night. The Internal Affairs dispatched agents to assist their fellow Merchants and despite losing one merchant. The IA prevailed and apprehended the Yeti with artifacts and guns. The snow yeti was transported to an Internal affairs headquarters for safe keeping using the present of transport.

### Business wars

The Merchants didn't just have conflict with mafias, but various businesses and company's that they opposed due to their way of work. Although the Merchants never directly warred with the companies they instead rivalled with them in members and worth. The Merchants in 1991 successfully toppled most of their rivals in numbers. The Internal Affairs decided to infact abduct and kill various high ranking members of the companies to get a higher advantage. The aftermath of the Business wars resulted in the Merchants LTD dominating various companies stocks.
### Sinking of PCV Humberstone

The Pitch Carrying Vessel was a ship carrying 500 passengers, the PCV Humberstone was however sunk by The Internal Affairs to prevent the Pitch Protection team acquiring an artifact being held by the vessel. Only 14 passengers survived the sinking. The Internal Affairs sunk the Vessel using a bomb on the lower deck, 4 of the 14 surviving passengers were the Internal affairs agents. Who survived using the Lilac ball to boost their luck. The Internal affairs covered up the atrocity and completely denied the Merchants involvement in the attack. The Pitch Protection Team attempted to conduct an investigation on this. But The Internal Affairs employed multiple undercover agents to sabotage their investigation. Eventually the investigation completely failed and no evidence was gathered.

The Humberstone was completely secretly disposed of by the Internal Affairs 1 year after the incident.

### Investigation at Camp Hursh

The inquiry that took place at Camp Hush spanned a year and focused on the potential existence of a suspected dark energy supernatural being believed to be disturbing local inhabitants. However, the interest of the Merchants was not driven by ethical concerns, their primary intention was capturing the entity with the objective of leveraging its power for their own advantage. The investigations entailed systematic searches conducted during the night. The merchants were required to adopt a discreet approach to avoid both the camp personnel and visitors. They engaged in several covert nocturnal raids on designated dorms and tents. There were also instances of local residents being abducted for questioning. After numerous interactions with the referred entity, it was labeled "Stare Gown" — a name derived from its unique nightgown attire. After these ongoing. interactions, the investigative team assigned to the case took an extreme measure, which involved holding the camp’s manager against his will. This was a deliberate move to ensure that they secure unrestricted access to the security room. After this successful abduction and forcing the manager to submit to their terms. The Merchants started to set out to not search for the entity. But to kill it. Multiple encounters ended in the Merchants losing sight of the entity before they could even pursue it. The Investigation team now requested help from the infamous Internal Affairs. The IA was far more specialised compared to the average Merchant. 3 Combat Control specialists were dispatched. And the tables turned. As the IA Agents successfully disabled and captured the entity.

### Merchant Activity in Rosavin

The Merchant Activity in Rosavin has sparked controversy due to their frequent associations with the unjust killing of innocent individuals and their contribution towards the disruption of peace in the previously tranquil dimension. In approximately 1971, the Merchants established a presence within Rosavin. However, their involvement remained limited, mainly consisting of a few modest bunkers strategically placed throughout the area for safeguarding their armories. This precaution was taken to address any potential confrontations with mafias or law enforcement agencies, should they engage in actions against the Merchants.

However, following the exposure of their position and members in the dimension of Nyra, the Merchants proactively established multiple headquarters and communication centers. They began an active pursuit of artifacts and engaged in various transactions with other criminal organizations in the region. It is suspected that a mafia group leaked information about several Merchant hotspots, leading to ambushes by the Rosavin authorities. The Merchants responded by hurling multiple firecrackers into the entrances of Rosavin police stations, causing injuries to several Law Enforcement officers. As a consequence of this incident, the Merchants were labeled as an illegal organization. According to a recent inquiry conducted by The Internal Affairs, multiple organizations trailed the Merchants LTD into Rosavin Dimension in an attempt to apprehend them. Nevertheless, a complex network of concealed bunkers and hiding places efficiently thwarted their pursuit. Consequently, the Merchants swiftly suppressed these smaller organizations within a few weeks.

The integrity of the Rosavin Dimension became compromised, leading to a state of anarchy, when the Merchants manipulated an artifact to falsely implicate their leader for treason against the dimension. Consequently, chaos ensued in the Rosavin Dimension, creating an opportunity for the Merchants to exploit the situation by conducting raids on different regions within the dimension. Exploiting this chaotic environment, they seized invaluable artifacts from numerous laboratories and concealed locations. The Merchants then withdrew from the Rosavin Dimension and left it in a state of anarchy.

Dimensional Enforcement Coalitions, Corporations and Associations

The Integration Department

Captured Artifacts

Conflicts and Wars

Atrocities by the Merchants