Thread:ElsaRules!!!/@comment-30644608-20170315124504/@comment-24588058-20170319054023

I think we drop Will's connection to the Warehouse, make him a pure artifact trader in the underground. They deal with the high end-type artifacts. What I mean by that is, artifacts which appear to be helpful, but have varying degrees of downsides which can cause disasters to users. He merely receives and sells the artifacts, so when the Warehouse collects them from the people using them, it appears to be a case of an artifact simply making its way around. He doesn't feel guilty about it, because no one ends up dying. Sure, there's bleeding of the pores or temporary blindness, but nothing that makes him question his work.

The kidnapping case is what changes him. I think we adjust the story a little bit. I'm not sure exactly how closely it can follow the Doyle line, but it could have involved a trade for a more dangerous artifact. This, coupled with the accidental death of someone who bought one of his artifacts, spoils his taste for this type of work, and he retires from it.

Here's another thing I've been thinking about. Could we tie this into something we were talking about above? Here's my idea: Your ancestor stopped the villain and Bronzed him. This led to the formation of the Organization (temporary name), which worked in secret with the goal of global domination and control of the Warehouse. This was, of course, early in Warehouse 12's history. But the kidnapping case that Will went through was related to Sarah's ancestor's grandchild, unbeknownst to Will. The Organization was attempting to use the grandchild of the original Sarah to get into the Warehouse, not realizing yet how the Warehouse chose their agents. Will saved the child by trading the dangerous artifact (if you can't get in with what you have, trade it for something useful).

Now, the grandchild eventually moves to America (I'll explain why in a bit). He keeps his British culture strong, however, and he takes his family to visit Britain every few years. The Organization still keeps track of the family, thinking that if one of their past ancestors was in the Warehouse, there's a chance that another member could be chosen. In the meantime, they searched the big cities of America, starting with Washington, D.C. (not realizing that the Regents decided to locate Warehouse 13 away from any major city). Because they know how hidden the Warehouse is (it took them close to Warehouse 12's entire time to find the entrance to it), they knew it might take decades or longer to find it. Not a big concern to them, really. The Organization had even hired a pirate, Roaring Dan Seavey, to steal artifacts that were being sent from Warehouse 12 across the sea to Warehouse 13 (not realizing that, since he's a pirate, he was going to keep it all for himself).

In comes Sarah. She displays a talent, her danger-detecting sense, which is especially tuned to artifact activity. The Organization went through a change in leadership, and decided they wanted her to be part of them as opposed to joining the Warehouse. (The reason she needs to have been born in America is because agents can only be from the Host Country. She's still steeped in British culture thanks to her family heritage and the part of the country where she grew up in, but the American birthplace allows her to become an agent in the future). After years of training her, the Organization believed they had developed their own time machine. Their idea was to use this time machine to go back in time and change the past, to when they believed the Warehouse was founded (they thought it was during near the end of the Roman Empire, quite off considering that was Warehouse 3), so that it never formed. With the Warehouse never having existed, they could easily take over the world in the present.

They had one artifact relating to time and one to space. They thought that there would be no problem, not realizing exactly how difficult time travel is. Despite Sarah's warnings that it was going to go wrong, they kept going, and the machine exploded, killing several people (This explains her limited time travel knowledge as well). At that point, Sarah realized that this Organization didn't care how many people died, or what they did to get to their end goal. She had heard the rumors about what their goal was - a secret facility which stored who-knows-how many of these artifacts. So, she began to search for the Warehouse. Thankfully, her skills with modern technology allowed her to stay one step ahead of the Organization, and she slowly accumulated some artifacts which she thought might be helpful (courtesy of the underground artifact auction network in Britain, continued by William's family line). She was friend's with the current owner, and he helped her out getting what she hoped could help her.

Sarah kept it everything well hidden, using an artifact which caused everyone to avoid closely looking in specific areas except for the user. Unfortunately, the Organization finally caught up with her. They didn't wish to kill her, so instead they used an artifact which could wipe memories (not as perfect an artifact as they believed, though; my idea for it is that the artifact erases the memories of whatever the user wishes to from the target's mind, but the memories restore themselves over time). Although she couldn't remember exactly what she needed to do, she knew she had to go to South Dakota and look for a tiny town. She never made it, however. An artifact encounter transported her to the field in front of Warehouse 13, where she lost all of her senses. Pete and Claudia found her and brought her in. Thanks to Artie using several artifacts, her senses were restored. She had recovered very basic memories of what was erased by the Organization, but they sounded more like ramblings than anything real. When she saved Pete, she recalled her need to find Warehouse 13 (although why was still a mystery). Her tour of the Warehouse with Megan also unlocked some of her knowledge on how to handle artifacts, which came in handy keeping Megan from accidentally activating one of them (I think it might be Alexander Alekhine's Chess Set) by informing her the artifact pieces needed to be randomized in a specific way.

What do you think? I honestly don't recall how much I wrote aside from a lot. I wanted to provide a bit of a link between everything we mentioned before. By the way, don't include what I mentioned for Sarah quite yet if you like it. I think it would be an interesting surprise and backstory, and since she can't remember any of this, it doesn't need to be mentioned on her page yet.