The Merchant Guild is a neutral organization dedicated to providing connections and commissions to aspiring and well-known merchants alike. The Guild provides work to all forms to these merchants, so long as they register and abide by the Guild rules. With a history filled with many notable figures and companies, many nations have come to respect and rely on the capabilities of the Merchants Guild, and by extension, the merchants themselves, though both nations and the Guild have laws and rules that keep them in check if they wish to maintain the Merchant Guild's presence within their borders.
Registry
Registration into the Merchants Guild is a simple, 3 step process. To begin with, a to-be merchant must pay a 30 gold sign-on fee and fill out a registration form with personal details such as place of origin, birth date, past experience, as well as a required signature that all merchants will abide by the Guild Laws and Moralities. The next step is a rather large written test, with the intention of understanding the initiates current knowledge on current world politics, writing abilities, mathematics, bargaining skills, and financial senses. Finally, the initiate will face a practical exam, focused primarily on the initiates ability to make a profit. They are given a 3 day period to turn an alloted 50 gp into a 50% profit minimum. The more profit gained, the higher the rank a person is given. These profits must be made exlusively through business transactions.
Guild Locations
There are few large Merchant Guild locations, with only Capital Cities hosting a large Guild Hall, while some minor and major cities may hold a smaller Guild Halls with more regional work. The Merchant's Guild Headquarters is located in Melvaunt.
Guild Laws and Moralities
Guild Laws
Guild Obligations
Below are listed obligations expected of registered Merchants.
- Merchant's Honor - accepting a commission means a merchant is required to complete the commission in the given time. Failure to do so will lead to escallation of the matter and possible excommunication of said merchant. Running away with acceptance fees will lead to excommunication and legal escalations based on local laws, possible leading to enslavement, imprisonment, or execution depending on the country or regional laws in the area of the crime committed.
- A Friend in Need - registered merchants are expected to help others when in times of need to further strengthen connections, build bonds, gain favors, and further profits. Being helped means said person is expected to pay back their savior in equal or greater means. (ie. a merchant lost their cart and supplies, another merchant gets a guard to help find it, the merchant helped is expected to repay the helper in equal or greater means through gold, favors, etc.)
- Neutrality - registering in the Merchants Guild means the merchant cannot willingly join forces with any country to help them in times of war. This does not include forceful drafts of residents of a nation, or other forceful means of inclusion. Additionally, merchants are allowed to act in favor of a country as long as they are soley doing so for profit. (ie. selling weapons, armor, etc. to a country during times of war.).
Rewards Negotiable
All commissions NOT issued by the Merchant's Guild are negotiable. The reward for completion on Guild issued commissions are as stated on the contract before and after accepting said commissison. Any addition rewards given by the Commissioner is permissable and acceptable for registered merchants to accept. Commissions issued by third-parties are given a minimum acceptance and completion cost, which are negotiable with the Commissioner. (ie. a commisison for delivery of 30 lbs of cotton for 30gp. 10gp on acceptance, 20gp on completion. 20 day delivery time.)
Commission Deadlines
Unless otherwise stated, commissions are given set deadlines varrying by distance. Failure to meet a deadline will add a late commission point to the merchants record and the Guild will reassign said contract to another willing merchant/company. After accumulating a total of 3 late contract points the merchants assigned to the contract will be temporarily dissmissed from the Guild for 1 month, after which the affected mercenaries must reapply to the guild and is given 2 more chances before escallation to Guild Athorities, who will make a decision (which may include perminant dissmissal, excommunication, or legal escallation based on local laws). Below is a chart for distance-to-time* allotment;
Distance | Time Alloted |
≤20mi |
5 Days |
21-50mi |
10 Days |
51-100mi |
20 Days |
101-200mi |
30-40 Days |
≥200mi |
60 Days |
Nation Issued Contracts
On occassion, Nation entities may issue Guild-wide commissions; Merchants are permitted to accept these contracts without reprimend (all laws and moralities still apply), however, Nations are NOT permitted to issue contracts through the Guild related to: War or Conflict on another neutral International Organization and Conflicts or Skirmishes that may break the Guild's neutrality. Any contracts given to a registered mercenary are FALSIFIED and should be reported to the local Guild Master as soon as such a contract is discovered.
Guild Moralities
Merchant Neutrality
Merchants are neutral entities who operate soley for profit or the betterment of the world and will abide by this stance when operating under the name of the Guild.
Merchant Rankings
Merchant Rankings represent not only the financial influecne of the Merchant, but also the trust the guild has in the individual and their connections. A person with great wealth may remain a lower rank if they are not trustworthy enough, though power and wealth does play a significant part in the representation of their rank. Below is a table of the Guild Merchant Ranks from Highest to Lowest Rank:
Ranks |
Grand-Master |
Master |
Senior |
Associate |
Journeyman |
Apprentice |
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