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Its principles started just years after Holy, with people
navigating by chocobo, ship, remnant aircraft or just by foot from settlement to
settlement, trading what they had for other things. Besat by bandits, bad
weather, monsters, and other maladies, these travelers began to band together
for protection, officially declaring themselves to be a guild in the year 172
AH.
Now in the Empire, they supply all four continents with
goods and commerce, much to the aggravation of the empire and church who both
desire a boycott of supplies to the barbarians of West and the Satanists of the
East. The Guild remains unchallenged though, because to lose favor with them
means to suffer slow starving death as economy drags to a grinding halt. High
ranking guild members are oft seen in courts all throughout the empire, pressing
the needs and desires of the guild in local politics to further the goals of the
guild as a whole.
Basic Principles
- The Merchants' Guild shall remain neutral in all conflicts and wars. No
land shall undergo embargo for the reasons of warring with their neighbor
and the Guild will never choose one side over another
1a.
No soldiers will ever be transported into hostile
territory.
- The Merchants' Guild is non-demoninational and will service anyone,
despite religious beliefs or practices. Despite the pressure from the
church, the guild has not and likely will not ever ban people from use for
being unfaithful.
- The Merchants' Guild is known to occasionally break the law if paid
enough money and it doesn't break either of the first two rules that they
have (see above).
- To join the guild as a basic merchant is as simple as paying 5 gil and
pledging to follow their rules ( see below )
Services and Costs
 | Protection from the thieves' guild. Any faithful member of the guild
will be last targeted by the thieves' guild as a rule. |
 | Teleportation of a single person from one city to another on the same
continent: 10 gil
A single person to another continent: 20, 30 if it's to the southern or northern
continent
+5 for each additional person
1 gil per pound for inanimate goods, 1.5 if to another continent. |
 | Guild members pay half price for all services rendered. |
 | The Merchants' Guild, since it has loyal merchants the world over, can
keep any business in supply cheaper than any other competitor and be sure
that it gets there despite climate or conditions thanks to their monopoly
on teleportational magic. |
Oaths and Swears
Oath of Joining - Said by basic merchants joining the guild.
I will pursue my profit. I will provide a quality product at the lowest
price to my customers without delay or hesitation. Neither sickness nor bad
economy will stop me in my goal to be the best merchant I can be. No
outsider competition will stand in my way. I will greet those of the guild
as brothers and we will work together in our plans. What I see in guild
halls is none's business but the brothers of the guild. I will respect the
thieves, for their business is as mine, and they provide a fast cheap
product. I will never supply flawed goods or shoddy workmanship for I would
rather suffer eternal blindness and be forever unable to work.
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