Farasi Merchant Guild/Family
The Farasi Merchant guild hail from the Ardanti Republics. The Farasi down on their luck and facing the end of their enterprise. Facing impending dept and ultimately risk sacking by the board. Instead They risked everything, selling their stock, their lands, for one final gambit, to do what no other guild had been able to do; Tame Marazma, retrieve its riches for the guild and the republic. Promising what remained of the guild board great riches in their venture and giving the guild workers new opportunity for wealth did they sail with their entire household and all those willing to the Island of Marazma. Where they settled at its northernmost coast, creating the aptly named Murkhaven, from here The Farasi guild have established a tentative
Structure
As part of the Ardanti Republic the guild is organized into a board of investors, usually members of the founding family/group in this case the Farasi Family. Headed by the family head Anthony Farasi, who serves as Pregadi for the guild, that is to say that he is part of the republic counsel.
By then the guild is organized into many minor merchant vessels, each captain a merchant with his own crew as per tradition. By then lesser legislators and guild members oversee the work of the guild workers.
Public Agenda
The mandate of all guild stand the same: For The Republics! For the Guild! For The People! All things geared by the Ardanti Republics at least in theory is suppose to be geared towards the accumulation of wealth for the republic and by extension the well being of the people. The same is said for the Families lastest venture to Marazma, it is to open a new frontier and establish new and stable lines of commerce from the island and its many goods.
Assets
The Guild now mainly deals in medicines, drugs and spices found only on the island, as such is it a lucrative trade, but a highly dangerous one.
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