Description

The Wayfarer's Union 

 

 

Faction symbol/insignia: Two hands shaking in front of a trade vessel, that looks typical of those used to transport goods by sea. The ship is depicted as if seen from the front, and has a single large sail visible.

 

Members

The Wayfarer's Union's membership base can be divided into three categories: the merchants, artisans, and craftsmen that make up its members; the three delegate families that essentially own the Union; and the workers they employ to operate the Union's Offices and its services.

The members of the Wayfarer's Union are what would be considered regular merchants, artisans, and craftsmen who own and run small to medium size businesses. These are your typical business owners from the Marcandrian middle-class. They can come from basically anywhere in Marcandria, and can operate in pretty much any trade where there's a market.

The workers who are employed at the Union Offices — and the Union's other facilities (such as its warehouses) — also come from the regular populace in Marcandria. This include people from both the middle- and lower-class in Marcandria, depending on what type of position they have within the Union. They typically live in small apartments that are part of multi-family housing units. The roles of these employed workers include:

 

 

 

 

The Meranzeum is a religious organization and acts as Meranzi's clergy in Marcandria. However, most of its members are not what one would traditionally consider a cleric. The majority of the Meranzeum's members do not have divine gifts — such as clerical powers — instead simply being deeply religious worshippers. Those with clerical abilities are considered to be part of the actual clergy portion of the Meranzeum. This includes everyone of Holycoin rank or above — who are also required to have Meranzi's Gift. It also includes basically everyone in the Department of Divination, as well a minority of the rank-and-file members. Rank-and-file members outside the Department of Divination tend to serve dual roles, both filling their designated position as well as occasionally performing clerical services. If you're a rank-and-file member who only deal with clerical services then you're a member of the Department of Divination — since that is what they do.

The Meranzeum's membership base is incredibly varied. Most of the organization's leaders are former merchants, traders, artisans, and business-people — whose exceptional results made them the clear leaders and drivers of their fields. One must prove oneself through such a high level of success while part of the Meranzeum, as well as having clerical abilities and Meranzi's Gift, to even be considered for a leadership role within the Meranzeum

The Meranzeum is perhaps best known for the numerous merchants, traders, and artisans that exist among their rank-and-file members, as it is they who run the business-empire side of the Meranzeum. However, the Meranzeum also includes economists, accountants, analysts, bankers, librarians, scholars, researchers, administrators, secretaries, receptionists, assistants, and whatever other position the Meranzeum needs filled.

All members are required to be avid worshippers of Meranzi — one is not allowed to become a member if this criteria is not fulfilled. Worship of the other two deities that make up the Diostri — Callera and Fiori — is permitted, though Meranzi should be their primary deity. The Meranzeum also, to some extent, tolerate a member paying homage to other deities, so long as they are not considered adversaries of Meranzi, and so long as they are clearly secondary to Meranzi.

The Meranzeum also have numerous business partners that they've made through investments and sponsorships. These partners can come from all facets of Marcandrian society, or even be from abroad, though they all have in common that the Meranzeum has deemed their abilities exceptional enough to warrant investing into their future growth and progress. These partners are technically not members of the Meranzeum, though it's not uncommon for them to join the Meranzeum down the line.

 

Visual identifiers 

 

 

Members List

 

Beliefs

 

 

Goals

asd

 

Organization

The Wayferer's Union exists in a middle-ground between a federation of merchant, craftsmen, and artisan guilds that are lead by a delegate assembly; and a business jointly owned by three powerful Marcandrian families.

The Wayfarer's Union traces its origin back to a large number of small local guilds spread among Marcandrian settlements. These were formed by smaller merchants, craftsmen, and artisans of similar professions, typically all operating in the same settlement, in order to protect themselves and allow them to compete with larger companies and organizations — most notably against larger businesses that were part of the Fulcrum. These local guilds provided a level of organization and support that helped members set fair prices for their goods, better negotiate with suppliers and consumers, and establish standards for quality and craftmanship. Through the guild's shared resources, guild members could pool their resources to invest in new projects and ventures, and could provide mutual support in times of need. This helped the smaller businesses of its member create a more level playing field, and helped prevent its members from being pushed out of the market by larger competitors.

As time went on, these guilds would start cooperating with one another — first with other local guilds from the same settlement; then with guilds local to neighboring settlements. This created a large number of growing confederations of guilds to emerge in Marcandria. These gradually evolved into behaving more like federations — forming a larger centralized organization, where individual guilds would retain some level of authority, but all agreeing to work together and be governed by a central authority. As time went on, these federations continued to grow and merge together until they eventually formed a single nation-spanning organization called the Wayfarer's Union.

These federation — and later the Wayfarer's Union itself — was originally governed by a delegate assembly. Each guild would elect one delegate, who'd both act as the guild's leader and as their representative at the assembly. They would bring matters to the assembly on behalf of the guild, where they'd discuss and vote on proposed solutions for said matter. Each guild would have a single delegate at the assembly, and the delegate for each guild was given a single vote. However, it was possible for multiple guilds to each pick the same delegate, in which case the delegate would have one vote for each guild they represented at the assembly. The intention here was for multiple guilds from the same area to pick a common delegate to unite and strengthen their voice at the assembly.

This is in part what caused the Wayfarer's Union to evolve into its modern form. The position of delegate was originally an addition one's regular work as a merchant, artisan, or craftsman. Every member of a guild would give part of their profits to their guild. These funds would then be divided up, with some going to the guild itself, some being given to the federation/Wayfarer's Union, and with a small portion going directly to the delegate. The portion going to the delegate was intended to compensate for their work, and incentivize skilled individuals into the role. However, several delegates eventually figured out that the compensation alone would be rather lucrative if one acted as delegate for multiple guilds. This created a new class of professional delegates, who all tried to grab more and delegate positions, with the most successful ones eventually forming their own businesses with their own employees to handle all the workload that came with it. This created a cascade effect where the seats at the assembly would be held by a ever fewer but more influential number of people. This eventually caused the assembly from having hundreds of delegates, down to only three.

The Wayfarer's Union of today is essentially owned by three powerful families — each of which are essentially the delegate for a large portion of what used to be the Union's numerous guilds. While the procedure for selecting a delegate technically still exist for each of the old guilds, it's not been practices for generations. The power and influence of the three remaining delegates became so great as to there being no point in electing someone else, which eventually caused a cease to the actual election of delegates, and later to the position of delegate being inherited within the families of the remaining three.

Re-implementing the old assembly with its hundreds of delegates is also no longer a straight-forward task, even if the assembly still technically exist with its three members. The distinctions between the old guilds have been so eroded over time as to make it hard to even determine what portion of today's Union belongs to which of the historical guilds. Cities who used to have multiple guilds now have a unified operation under whichever of the three families control it, making it close to impossible to determine what would belong to what guild. The Union has also expanded since the three families took control, with it being unclear whether the new locations would act as separate guilds in the assembly. The notion of who would get to vote for each delegate is also unclear, as members of today recruited as direct members of the Wayfarer's Union itself, and not members of a guild within the Union.

In simple terms: the procedures around incorporating new guilds, expansion of current guilds, and the overall procedures of the assembly have been unused for so long as to have eroded to the point of requiring a make-over before being implementable again.

The Wayfarer's Union of today operates as a large business jointly owned by three families who are both partners and rivals. They each thus operate their own geographic section of the Union mostly independently, cooperating and negotiating where necessary to maintain the Union's image of being a large, strong, and united force. They of course maintain these partnership due to it being beneficial in their own endeavors — but also because they fear cracks in the Union's perceived unity could cause a cascading effect that could threaten to tear the Union itself apart. They three families are at the same time rivals who try to grab territory from one another.

Each of the union's three “delegate families” operate the Union through a number of Union Offices — many of which used to be guild halls that belonged to the historical guilds. These are all staffed by people employed and salaried by the family who controls said area. Each of these locations operate similar to what one would expect of a guild: providing support, training, and loans to its members; providing benefits and assistance during hardships; setting fair prices for goods; negotiate deals with suppliers and customers; enforcing standards for quality and craftmanship, and so on. The difference here is that each office acts as a business providing these benefits, rather than the members themselves pooling their funds together to provide it for themselves.

Each Union Office is typically lead by a single representative whose directly employed by one of the three delegate families. He'll/She'll then appoint their own assistants, managers, accountants, receptionists, inspectors, warehouse workers, and so on. This leaves the door for each of these locations potentially becoming the new “guilds” should the Union ever re-introduce a proper delegate assembly Each of the three delegate families also have their own massive headquarters from which they control and operate their portion of the Union. These locations tend to have a large number of employees holding similar positions as those mentioned for the Union Offices.

Members still pay a portion of their income as a fee for being members of the Union. A portion of this goes directly to whichever of the three families own the Union Office where said member pays their fee.  The rest is split between the Union Office, the headquarter of said delegate family, and the Union as a whole. The portions that go to the Union Office, the delegate headquarter, or the Union as a whole technically belong to the Union, and are therefore not directly available for use as personal funds. Though, since the three remaining delegates technically control the Union's rules and regulations, they have the power to overturn this when they want.

 

Operations and endeavors

Delegate families offer transportation of goods.

Has warehouses where members can store their goods for a cheap price.

 

Locations

Offices (Guild Hall like)

Warehouses

Owners compounds.

Members' homes and shops - can be basically anything.

 

Relations with other factions

 

Stance of Succession conflict