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Hey Thlay, do you think you could give me a brief overview of the merchant guilds of Mettlingen- what they do, how they do it, and other interesting things.

Sure.

Originally, the guilds were first formed in medieval southwestern Arios, when Mettlingen was still a loose collection of trading cities. The cities were mostly ruled by offshoots of a Gottic dynasty that had migrated south after their power was largely broken by the Guipikan Confederacy...though that's more Gosican history.

The guilds started in a similar fashion to OTL, as associations of craftspeople that were associated with a common trade. However, the key difference was that the guilds gradually acquired more exclusive property rights, patronage, and even ships and militia, all provided by the Mettlingen trading cities, each of which needed to compete with the powerful Republic of Palantina and Principality of Torenze, the other two main trading bodies of the medieval period. The trading cities were essentially run by the guilds. Even the petty lords and monarchs of the day had to obtain guild permission before declaring war or peace.

In OTL, guilds gradually diversified as professions became more specific. However, the intensely competitive nature of the trading states caused guilds to engage in price wars with each other, which occasionally escalated into violent conflicts. This process of, literally, "hostile takeover," led many guilds to gain incredible wealth and size, and eventually, they were no longer associated with any specific trade, though many retain specialties.

As a result, by 1400 (approximately 1750 by our calendar) the guilds had become something like enlightenment-era multinational corporations. Though eventually the tradition of royal patronage died out, the guilds remained a powerful force, and drove the advances in mechanical technology, having access to the best forges and metal deposits of Alhaven and Arios.

The guilds have their greatest influence in Mettlingen, where they essentially rule the colonial empire, and maintain some presence in western Princeps as well, though the Lord-Dominator's alliance with Gosica doesn't sit well with them.

They were violently purged from Gosica and Jathalland several hundred years ago, those two nations being the most often at war with Mettlingen. Even so, the guilds maintain an extensive network of merchants that penetrates most Arion markets, though they're closely watched by the Confederate Kingdoms.

Besides merchant shipping, even the smallest guilds maintain escort ships to protect against piracy, and private mercenary companies to protect colonial assets. Though there are about ten guilds, three or four are the most powerful.

Guild Elstadt, the most ancient of the preexisting guilds, has the most material wealth of any. Their interests today are mostly in acquiring imports from Karai, Hadir, and Alhaven, and even Princeps grudgingly requires their trading connections that stretch all the way to Suzira and the Yun Empire, since many Karaian and Hadiran nations refuse to deal with anyone else. Elstadt is starting to stagnate, however.

Guild Kuurel is heavily invested in industry. Their metalworks supply cannons, ironclads, and a variety of weaponry to many Arios nations, and ironically to the other guilds as well. Kuurel was one of the first to recognize the promise of steam power, and developed the first airship prototype. Though their prices are extravagant, their products are unmatched in quality, and they have a tradition of innovative leaders.

Guild Dreningen focuses on mining and raw materials, and recently moved their headquarters across the Gates of Air to the Hadiran colonies, to be near their centers of production. They supply and transfer iron, copper, gold, lumber, and occasionally slaves, when lucrative. Dreningen maintains a large extra-governmental mercenary force, since their high profit margin is in part due to appalling conditions for the hordes of miners bound by contract. They are currently involved in repressing a major revolt on the Alhaven frontier.
 
Water, water all around, but not a drop to drink. Living in a (mostly) poisonous marsh had hardened the People over time, but they liked to think that was for a good reason. After all, they came into the marshes to atone for past sins. Once upon a time, The People had constructed towering structures of shining diamond, stretching from deep below the surface, in the womb of Mother Wyrm, to the sky, the home of Father Wyvern. The People had sinned, however, turning from the Mother and the Father, and worshipping the God of a prophet from the very marshes they now inhabited. The First Prophet of the Leviathan had come forth to preach the word of a new “God”, Leviathan the Great, a creator and a destroyer, and had been very successful, until a brutal civil war had torn The People asunder, and left his followers decimated. Subsequently, the followers of The Truth had exiled themselves into the Leviathan’s Marsh, and had stayed there ever since, in punishment for their foolishness. Or at least, that was what The Chronicles, the great tomes that documented events since time immemorial, before and after the Exile began. According to The Chronicles, writing only began after The People entered the Marsh, but it was the closest thing to a first-hand account of their history that The People had.

According to the Chronicles, once there had been a thousand nations, with a thousand different rulers, but The People had united them in an Empire that lasted four thousand years. The only thing that remained was a crown, a crown which, coincidentally, was also the only place that The People ever saw jewels and precious stones. Gold and diamond were in abundance on the crown, and the people had never seen such things in any other place for millennia. To them, the gold shone almost as brightly as the highly polished decorative scales that men were presented each year after their 16th birthday, a sign of manhood. To them, that made it something special, a further representation of the pact that the Dragons and their Kin had made with The People. A blood-pact, and an alliance, a pledge to protect and be protected, and The People saw nothing more important than that pact. The Pact was what defined The People. The Pact and The Exile were all there was in terms of purpose, all there would ever be. Yet the people were content, or they had been, until He came. He was from a foreign group, from further north in the Marshes, and he had entered The People’s lands from the west, from outside the Marsh, with tales of the outside world, of a Great City rebuilt by the Leviathan, as a gift to any who would return to him. A small part of the population had left with him, in search of it, and he was the Second Prophet of the Leviathan. The Tempting, as this time was called, lasted a little over 23 years, and when they set out, the Prophet was old. However, The People had resisted the Leviathan once again, and were rewarded. Father Wyvern and Mother Wyrm sent a vision to one of the Elders, a vision that a new leader would be coming soon to the People, a leader who was, in part, Dragonkin, and a leader whose progeny would one day lead the People out of Exile. Not long after, a young man entered the Marsh, followed by approximately 80 heavily armed men, and declared himself King of those lands. The People welcomed him, assimilated him and his soldiers and, after another vision was sent to the Elders, named him leader of the People, and gave him the title of Drake, a grand honour among the People, for the Drakes are among the Dragonkin. His name is lost, for the Chronicles called him only “The Leader” and then “Drake” or “The Drake”. Since then, his descendants, male or female, have lead The People, over the course of 5 generations, each taking the name of Drake when they ascend to the leadership. So, currently, The Sixth Drake or Drake VI leads The People. It was only 3 years after he ascended to the leadership that he experienced his first vision. In it, Angius, one of the Dragonkin, came to him on a great plain, and said to him “This is where you shall rebuild. It is here, Drake, that you shall found the Great Empire. The People have served the Mother and the Father faithfully, and now you are freed from your Exile. Return them to their homes, Foreigner, and teach them the ways of war. It is for you to rebuild what once was, and to ensure that all is well.”

After this vision, The People were restructured and galvanised into action. Used to the Marsh environment, the Drake started there, sending parties out to bring nearby villages under his control as vassals and to colonise unsettled parts of the Marsh. Soon, he was a King, not merely the Drake, not merely leader of a sect. The time of the people had come, and they would at long last achieve that which the Chronicles said they had once had. The Age of the Dragon was beginning.



OOC: For the record, all the references to dragons and ancient Empires and stuff…that’s all folk-lore and religion, I’m not trying to god-mod the history of the cradle or anything, just trying to set up the view of The People of this environment. I haven’t settled on a proper name for them yet, so just call them The People for now. Everyone can feel free to suggest a name, though! Please do! But hey, my first proper story in aaaaaages. Um. If y'all need any aspects of what I wrote explained (like the thing about the scales, it apparently needs more explaining), I can write more stuff to explain it all. Extracts from The Chronicles or something. But hey, this is what you get, and you get no more until the proper thread starts, because I don't think I'm allowed to clog up this thread with a zillion stories about the culture and aims of The People. :p
 
There's plenty I'd like explained, but it would overwhelm the both of you, so I will just second Panda's request.
 
Sorry, just can't manage to write anything good for this. So I'll have to drop out for now; good luck to the project.
 
Sorry, just can't manage to write anything good for this. So I'll have to drop out for now; good luck to the project.

I'm so sorry to hear that, das. Princeps would have been perfect for you...obviously there'll be a spot open somewhere, should you want to rejoin.

(There will definitely be more nation descriptions tonight, btw)
 
By tonight do you mean some time in the next 24 hours, because tonight has turned to tomorrow in half the US already :p
 
Thlayli, can you tell me the major differences (if any) between the Mettlingen guilds and the Torenzi merchant houses?
 
@Silver: The Empire of Cyrusicum is a powerful, despotic empire. Their culture is somewhat Russo-Byzantine. They're engaged in a guerilla war with several exiled noble houses that fled across the mountains into Karai and reverted to a Cossack lifestyle. Also, their technology level is a bit behind the other major powers, but they have a large pool of manpower.

Thlayli, can you tell me the major differences (if any) between the Mettlingen guilds and the Torenzi merchant houses?

The Torenzi merchant houses have suffered over the past 2 centuries. After the Holy Empire of Kantic Halidom brutally suppressed the Second Seraphic Schism, the Principality was crushed, and the people were persecuted. The nobility and most of the powerful houses fled, typically into Princeps. As a result, many were major financial backers of Lord-Dominator Compiarda when he started uniting the city-states of the region.

As a reward for their service, Torenze was granted its freedom, but Halidom's large, fortified military presence right on their doorstep makes the Princepii a very, very important ally to have.

So anyways, over the past thirty-five years the merchant houses have been reoccupying their old trading centers, but have yet to extend their networks past the Gates. (out of the central sea) Mettlingen, which joined the war largely out of a desire to protect their territories, since they originally controlled a lot of ethnically Princepii islands across the sea, won't look to this too kindly...but they can't do much as long as Princeps is their protector. And Princeps wants very much to expand into the southern seas as well...
 
That was made in the AM. Deliberately ambiguous statements are an excellent tool. ;) Anyway, I'm somewhat ill at the moment, and this is not fun when combined with broiling hot weather. I will still do my best to get Karai descriptions done tonight.
 
Well that's a bit misleading to people in Central time or later (a good chunk of NESers), not to mention there are 1.5 hours until strikeout anyways, so I still feel justified in my comment :smug:

I understand the setbacks though. I hope you get well soon, don't kill yourself over a game. Thlayli on the other hand.....;)
 
Captain Robert Van der Zruyk

Steam Ship: Silver Ray
Launched: 1481
Home Port: Baas
Crew: Eight
Captain: Robert Van der Zruyk
Dimensi-


And so read the exposed top of one paper, piled on a messy desk, inside of a slightly dilapidated ship. Several navigational tools were used as paperweights.

On deck, Robert Van der Zruyk, a gaunt, dirty-blonde haired man, leaned against the rails, a pipe clenched in his mouth.

"Welcome to Callixtus... why you paid me to bring you to this dirty hole is beyond me." he announced in a sarcastic drawl, "I suppose when people are desperate enough to be using me to get out of the old country, they can't be too picky."

The people on the boat, holding their only belongings, departed off the ship without any response.

"They might as well be cargo, for all they talk." commented the man with a cigar to a passing crewman.

"They are Claidhe captain."

"Yeah, and Claidhe are supposed to be extroverts."

"They don't speak Metti. Not even Athurian."

"They'll have ta learn a real language some day."

Piet, the short, greying-haired man talking to the captain, rolled his eyes and started walking off to check the hold.

"Oh captain?"

"Yeah?"

"The Ale supply's gone low. Might want to buy some while we're in port. I've heard of some fine breweries here."

"I'm aware- it's the only reason Iany sane man should ever come to this rained-out country."

Piet resumed his climb down into the hold. In between two crates, two crewmen were sitting, playing cards on an upturned box to a dim oil light.

"Hey 'zeem." he said to a nondescript dark-skinned man, "We've got another few shipments that need to come aboard. I need some muscle."

"I can help too sir." piped up the youth playing cards across from him. A skinny Athurian boy with short brown hair, a well-worn cap, and a dirty smudged face from spending too much time shoveling coal.

"I said I needed muscle, Hawkesbury." Piet kept a straight face for a moment, then broke out chuckling. "Sure, come along too. Many hands make light work, and all that."

The three men climbed up onto deck to see several others moving crates on and off the Silver Ray. They quickly joined in on the effort.

On the pier, the captain was arguing with a heavyset local with a thick reddish beard.

"I don't care about a worker shortage- hell, I just brought a good half-dozen here, they can help that. I just want to know how you can justify charging so much for your goods- they were half the price last time I was here."

"Hey, hey I don't run the economy, they do." defended the bearded man in a thick accent, waving his hand in reference to politicians in general.

"I don't care about your reasons, no damn lawmaker says 'I'm going to make ol' MacTavish double his beer prices'.

"I'll give you four barrels for the price of three. And a half. And another... eh, quarter."

"I'll accept nothing less than five for the price of four and a half. Or six for the price of five and two thirds."

The bearded MacTavish got a confused look on his face as he attempted to work out the fractions.

"Oh, never mind. I'll buy eight for the price of six and a half."

"Ehm... eight for seven."

"I'll meet you at eight for six."

"No..." MacTavish clearly just wanted the numbers to go away, "Eight for six and a half."

"Deal. Here's your money, and here's my refund for two and a half. Eight minus six and-"

"Just give it to me!" shouted the exasperated Callixti.

"Fair's fair." Captain Van der Zruyk pressed several coins into the man's hand and walked off.

"But- but this is Mettlingen's currency!"

"Trade it in at a bank." advised the captain as he walked away, "It'll be worth more there- don't get me started about exchange rates."

Zruyk turned away for good, and walked up to several guffawing crewmembers.

"And that, students, is why you should know your math. Now, load these kegs before the man realizes that eight minus six and a half isn't two and a half."
 
@Silver: The Empire of Cyrusicum is a powerful, despotic empire. Their culture is somewhat Russo-Byzantine. They're engaged in a guerilla war with several exiled noble houses that fled across the mountains into Karai and reverted to a Cossack lifestyle. Also, their technology level is a bit behind the other major powers, but they have a large pool of manpower.

Sounds good.
 
Really, some people ought to relax a bit :cooool:. The most likely cause of death for a NES of this massive scale is because the mods don't feel like they can manage it, most likely because some people are constantly nagging them about this and that, and go faster, higher, better. Why not just let them take their own time, and quit the whining? The NES will be so much better for it.
 
I don't meant to whine, my only problem is wanting to have the descriptions before I leave for the better part of a week. I understand, and I'll make an effort to be more patient in the future ;)

@Thlayli, NK: Since I will be leaving today, I will do my best to write something for Gosica, but there are no guarentees that I will find the time. If not, then I will just hope and pray that it's open when I get back. If someone else wants it and writes for it while I'm gone, I fully understand. You two are doing a good job, and your setbacks are more than justified.
 
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