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Wanderman Assembly

Just over three centuries ago, the well-established Wanderman Trading Company embarked on an expedition from the Menagerie Coast, hoping to find themselves in Marquet. Fate would have it otherwise, as the fleet of ships accidentally breached the Fool's Curtain due to a miscalculation, leading to a drastic error in their course. As the crew continued to sail towards the southeast without a correct understanding of their course, the arrival of an unexpected hurricane pushed them past the boundaries of the fog, crash-landing them against the northwestern shores of the islands of the Shattered Teeth. It didn't take long for them to decide that this land was unoccupied - and by the time they realized otherwise, they were already committed to expansion, especially as winter arrived. The population of the newly-formed Wanderman Assembly soared through reproduction and industrial development, taking over more and more of the islands in the west and displacing more and more of the native peoples until they were forced to form a coalition of their own.   A character of the Wanderman Assembly gains proficiency with an artisan's tool of their choice as well as the ability to speak, read, and write a language of their choice. If the character would gain one of these proficiencies from another source, choose another tool proficiency or language to gain in its place.  

Goals

The Wanderman Assembly primarily seeks expansion of their people and their way of life - but even more importantly than that, the Assembly seeks new ways to profit. Money is king within the Assembly; if you've got money, you're the king. Though technically profits are outside of the stated goals of the government, the governing bodies of the Assembly are formed of representatives elected from the highest-earning businesses and wealthiest families within the colonies, meaning that even normally less-than-greedy people have incentive to grow wealthy so that their voices can be heard.  

Relationships

The Wanderman Assembly's attempts at expansion naturally have led them into conflict with the native Ossended Host. Continued, often vicious retaliatory attacks from the Ossended Host have led to a tense situation along the "frontier." The Assembly does not consider themselves at war with the Ossended Host, partially due to the political complexity of declaring war as a coalition of businesses, but battles between hired armies and the people of the Host are common - and, in the past, have led to the destruction of villages on both sides of the conflict. The Wanderman Assembly's forces are generally superior, but the constant worry of raids from the people of the Host weighs heavily on the minds of those colonists at the edge of the frontier.   The Assembly does not recognize The Iosi as a nation in and of themselves. Though direct conflict between the Assembly and the Iosi is uncommon, Iosi people are rarely welcomed among the villages and cities of the Assembly, and even then, only as long as they abstain from causing public disturbances. A visible member of the Iosi is generally regarded with a mixture of suspicion and fear, as old wives' tales tell of disaster that follows in their wake.   Some of the Host were assimilated by the Assembly in the past, either voluntarily or through capture and servitude leading to eventual freedom. Even nowadays, there are occasional defectors - and after some initial suspicion, they're welcomed, so long as they have something to offer to the local industry.  

Figures of Interest

 

Chairman Neola Nimblewillow

Halfling woman, lawful good   Neola's one of the most personable and pleasant people within the Assembly despite her station, the exact sort of person who'd be a joy to sit down and share a cup of tea with. She's idealistic and occasionally a bit naive - especially at only 32 years of age - but she really cares for the common people as well as any individuals she interacts with. She can occasionally be blind to those who lack the luck that she had in her ascent from a poverty-stricken family, but she really does mean the best, and she'll invest whatever means she can to uplift those she knows about who are in tough situations despite their best efforts - though this, unfortunately, isn't always enough.  

Turner Wanderman

Genderqueer human, neutral   The current leader of the Valerian Corporation, Turner is a shrewd businessperson who simultaneously deeply cares for their family. They're always looking for new business opportunities, though these opportunities often come at the expense of others, a fact that Turner intentionally stays as ignorant towards as possible. They're kind on a personal level, but if you meet them in a competitive market, the gloves come off.  

Ancestries and Demographics

  Ancestry: 47% Human, 14% Half-Elf, 12% Halfling, 8% Elf, 19% Other Races of Exandria   The heritage of the Wanderman Assembly mostly derives from those who traveled onboard the original ships, mixed with some of the native populace of the island and with genetics muddled over the years. It's not uncommon to see someone of substantially mixed ancestry, and truthfully, the Wanderman Assembly is one of the most accepting places in Exandria for individuals who otherwise wouldn't quite fit into traditional ethnic cultures. At this point in the Assembly's existence, discrimination based on ancestry is nearly nonexistent except among the oldest of the long-lived ancestries; a large variety of peoples were forced to survive in an unfamiliar place together, forming strong relationships that carried over to new generations.  

Architecture and Settlements

See First Period colonial architecture, especially British colonial architecture.   No company truly controls any particular city exclusively, though there do exist smaller company towns. A city is usually referred to by the company who holds the most market share within it, however, as many decisions are made by that company and its higher-ups within a particular settlement unless no company holds a majority. Any company that makes at least 10% of the market share in a particular settlement gains a spot on the ruling assembly within that city, and by the treaties of the past, any company with the means to do so is free to set up their business wherever they please.  

Social Structure and Practices

The Wanderman Assembly is organized into corporations, with the five highest earning companies - specifically, a council of the leaders thereof - making large-scale political decisions. These five companies compete for influence and profits, though they ultimately cooperate in their conflict with the Ossended Host. The conflict and shared enemy has become the main force motivating these companies to remain allied rather than devolving into internal conflict. Still, the internal politics of the Assembly are often brutal, with even occasional fights breaking out. There's a constant tension between the major corporations, though unaligned or smaller corporations are seen as less of a threat and therefore much more likely to get along with others - at least until a larger corporation buys them out or forces a hostile takeover.   The leader of the conglomerate that is the Assembly is always an otherwise unaffiliated individual, chosen by company voting calculated proportional to profits. The title of Chairman is bestowed upon them, and they take the lead in any discussions, debates, or decision-making processes in order to ensure that all represented receive the opportunity to present opinions and arguments. The current Chairman - a halfling woman named Neola Nimblewillow - is an idealist, believing firmly in the ability of the Assembly's structure to uplift those who work their hardest due to her own luck, and she does her best to advocate from the position of enabling that sort of mobility.   These corporations are generally better at maintaining their public image than crime syndicates or the like, holding plenty of loyalty among the citizens and hiding the worst of their deeds from most. In fact, the average citizen of the Assembly believes in the good of their societal structure; even if they have gripes about particular regulations or their own governing corporation, the opportunity to rise within the ranks of a company on one's own merit (exceptions made for luck, connections, and nepotism) is one that many are willing to fight to uphold. After all, everyone knows someone who knows someone who started from the bottom and worked their way to the top. And for the most part, the standard of living is high enough to prove the validity of those ideals, at least as far as the citizens are concerned; stories of the dream-borne madness of the Ossended Host and firsthand accounts of little forest villages without even a tavern to their name prove, for the most part, that things are best in the Wanderman Assembly from the perspective of most of its citizens.   Every individual within the Assembly receives some sort of specialized training in an artisan craft, a virtue in a society that structures itself so strongly based on individual contributions to business. Apprenticeships are so common as to be normal, unless one is inheriting a trade or business from their parents. Every individual is expected to contribute via a job, and skilled labor is valued most of all, though supply and demand vary enough that occupational stability can be difficult at times.  

Major Companies

  There are five major companies that keep a strangehold over most of the market - and political structure - within the Wanderman Assembly. Additionally, many belong to smaller companies, either entirely independent or in alliance with one of the major companies.  
  1. Thomas & Sons. The largest - and oldest - company within the Assembly, formed by one of the wealthiest original families (a family of humans) present in the initially arriving ships. Though that family died out long ago, Thomas & Sons maintains that name and its prestige. It's known for starting new trends very successfully, with a PR department so good that it can spin cubed soap as the next hot thing. That sort of trendsetting - especially within the last century, the best years for the company yet due to a change in marketing strategy - tends to lead to record-setting sales numbers without much increase in production cost.
  2. The Valerian Corporation. The second largest company, competing with 1 in many cities for the most power. While the name "Wanderman" was chosen from the name of the leader who brought all of the companies together - a theoretically unaffiliated person named Alphonse Wanderman - the Valerian Corporation sprung up in the next generation, claiming pride in the Wanderman heritage its original CEO possessed as his eldest daughter - a young human woman named Valeri Wanderman with a go-get'em personality. The Corporation still markets itself with this lineage as a "family-owned business," with the newest CEO - a genderqueer individual by the name of Turner Wanderman - descended from that line.
  3. Hobbit-Hole. Fully taking advantage of the classic imagery of a quaint hillside home (and an old nickname for halflings), Hobbit Hole is a company that capitalized heavily on the nostalgia and desire for stability present within the colonists' early days, maintaining a position at the top of the market in the earliest centuries. Their lack of ability to adapt to cultural shifts, however, caused a notable fall from grace in the last 150 years or so, leading to a slow descent from the number one earning company in the entire nation to the still-respectable space they hold today.
  4. Golden Road, Incorporated. The only employee-owned company among the top earners, Golden Road has somehow managed to keep a successful business running while affording to treat its employees as if they were equal to one another. Status disputes based on seniority do happen, and not everything is perfectly equitable, but overall, working for this company tends to provide better benefits and job security than most others. Prices are a bit higher than others, but the quality and values Golden Road provides have kept it towards the top regardless.
  5. The Independence Association. Not so much a company as a conglomerate, The Independence Association is a collection of smaller businesses that have banded together to unite under a single label (a wooden sign depicting a handshake) for representation and security. Its goods are varied in quality and price - it's more a label than a consistent producer of goods - but this strategy has enabled businesses that wouldn't otherwise get a chance to participate in Assembly politics to do so. Unfortunately, the limited number of governing positions has led to tension within the company, and infighting is common - enough so to even occasionally break deals within the company itself.
 

Technology and Military

Technologically, the Wanderman Assembly is slightly ahead of the Ossended Host in some regards, bringing with them the practiced crafts of their homelands and being on the forefront of firearms development. Though most of the weaponry is the traditional, European-inspired variety you'd find in the PHB - with arquebus-style matchlock firearms sold in much of the Assembly in addition to that - a few foundries have started development on more advanced firearms - flintlock pistols, muskets, and the like.   The Wanderman Assembly doesn't have a formal standing army. Rather, a mixture of mercenary corps and the privately maintained forces of the major corporations of the Assembly maintain order.  

Religious Practices

For the most part, the religious practices of the Wanderman Assembly mirror those of the Menagerie Coast they came from: the Prime Deities are worshipped commonly, while worship of the Betrayer Gods is outlawed. Unlike the Iosi or Ossended Host, however, religion is hardly significant to the average person; the disconnection from the mainland of Wildemount where more stark depictions of the gods' involvement in the Material Plane are visible leads to a general disconnect from religion, and the Assembly lacks a significant supernatural connection to any extraplanar beings in particular in the way that the Ossended Host and Iosi have.  

Crime

Laws generally mimic those of Wildemount and other similar areas, albeit with stronger protections for personal and company property. Punishments are approximately doubled for property-related offenses within the Assembly. In addition, bribery is relatively common and accepted culturally, as long as no one notices other than the person you're bribing; it's not uncommon to get away with only paying 20-50% of the standard fine by placing a few coins into the hand of a guard - as long as your offense isn't going to get the guard fired or questioned too much. There's also a plentiful black market where just about anything on the surface can be obtained at a discount via evasion of dues and taxes or other restrictions.   "Shell company" is a dirty word amid the companies of the Wanderman Assembly. The term has taken on a more sinister meaning over the years, as the fact that many penalties are tied to the company rather than the individuals behind it have led to companies - untraceable to their true employers, as laws do account for punishing the actual masterminds if association can be proven - being formed specifically for the purpose of committing fraud, smuggling through other companies' territory, or getting away with other offenses. A bankrupt company can't pay anything - and it's a lot cheaper to pay an individual employee's fine and bail subtly than it is to pay for a fine levied against an entire corporation.  

Cuisine

A large amount of cuisine of the Wanderman Assembly derives from dishes from all over the rest of the world, adapted to the limitations of the Assembly's present location. Fish is, of course, a primary source of protein, and lots of varied dry seasonings and spices have been crafted from the available plants and animals. These dry spices substantially distinguish Wanderman Assembly cuisine from most of the other food available on the islands, often adding a heat or a crispy texture not commonly available elsewhere. Similarly, finger food such as battered fish fried in fat (and seasoned with the juice of citrus fruit plus plenty of dried, crushed red pepper) is entirely unique to the Assembly, the fast-paced day-to-day structure of the place making that sort of thing much more common.
Type
Guild, Merchant

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