Trading Companies

A trading company is an organization whose business is the buying and selling of different kinds of products, often connecting very distant markets with each other. They are a vital part of the modern economy of many coastal nations and regions, often needing to connect with each other through massive distances or dangerous territories. They also are responsible for the safekeeping of the cargo during the travels, needing to have a certain degree of armed power to protect the valuables from pirates, bandits and other miscreants. 
The importance of trading companies in the current year cannot be overstated. The growing trade between faraway lands, especially between the east and the west of Giantstep, require a massive effort to be brought to fruition. For a successful transport, one needs to either go through the northern route, which needs to go around the northern shores of Giantstep, a long and arduous travel by sea; or following the southern route, combining sea travel with land caravans, rife with pirates and bandits at all points. As crossing through the central lands of the continent has grown more and more impossible over the years, these two routes concentrate most of the trade in the world, and that is without taking into account the trade between Giantstep and Scimitarian, or the growing economic weight of Littlestep and Zemyland. For this long and arduous voyages to be done successfully, there needs to be a massive organization: sailors and haulers, administrators and merchants, bankers, diplomats, mercenaries, shipbuilders… and all the capital, infrastructure, vehicles and animals that these highly qualified people need. This means that common traders simply could not afford these massive travels, which necessitated additional help to be viable.
== Origins of the Trading Companies ==
The organization of modern trading companies began after the fall of the Merfolk Empire. Before the Curse of Uun, the trade between the empires of east and west was done by coalitions of merchants, joined ventures that grouped their capital together in the hope of obtaining great profits. However, these alliances often dissolved after a successful deal, since the sheer risks involved required amounts of money and influence even the most successful trading families did not have. Occasionally, nobles would invest in these ventures, but many of them saw this as an afterthought. For the most part, though, before the Curse of Uun, products were traded between trading guilds and local federations of merchants from the different areas, with each of them taking a cut of the profits, increasing the costs immensely. After the Curse of Uun in 1.660 ABE, the Merfolk Empire disappeared overnight. This sent shockwaves across the world beyond the religious fear: the Merfolk Empire was the most stable of the four major powers at the time, and had been since even before the Battle of Empires. This meant that trade with and from it was a cornerstone for the world economy. For it to suddenly disappear in such a way meant a major crisis, in many ways worse than that caused by the Battle of Empires. The economic crisis created by the void left was massive in eastern Giantstep, and it even caused great disturbances in Azan, particularly to the biggest trading families, the ones who could afford sending ships to the east. The lack of the merfolk navy also began the “Golden Age of Piracy”, making the seas more dangerous than ever. The economic crisis lasted for decades, and pretty much cut the trade through the northern route overnight, while also hurting the southern route.
The first signs of recovery were the resurgence of powerful sea fleets to defend trade from pirates, as the Kingdom of Nogar and Greater Elanxa began building their naval strength, cleaning the eastern and northern waters, and even the Khenomeric Empire was able to concentrate their naval resources in the few coastal areas it had left. The renewed interest to reinstate trade between the two halves of the world, however, still needed a push. After all, the 20th century ABE saw the beginning of great crisis in the western side of the world, with the azanese wars with the Witchelven Empire, the Drow Uprising and wars between the Second Elven Empire and Azan, finally culminating in the Azanese Civil War and the dissolution of the Second Elven Empire. With the west embroiled in conflict, it left the eastern powers a chance to take the initiative by trading with each other. Many merchants began organizing the old system of joined ventures, but with the waters still dangerous and the scars of the economic crisis still in the mind of everyone, they needed further assurances. Thus, many began asking for help to the royal courts or the Council of Greater Elanxa for help, either with the funding or getting the navy ships to guard them during the travel. This system work considerably well, but in these cases, the interests put on the projects by the authorities left little room for failure. Over time, however, this system began to be perfected, particularly by the Kingdom of Nogar and Greater Elanxa, developing many of the basis needed for the trading companies to work, such as a complex banking and credit systems, as well as harbors beginning to develop warships for private enterprises.
However, it would not be until the appearance of the Kingdom of Drunigzar that the system grew into what we know today. The void of power that the rise of the Gnoll Empire caused allowed Drunigzar, a nation already on the rise through trading activity, to become a powerful merchant nation. As the nation’s efforts were already stretched thin to pay the enormous debt they had accumulated, they allowed the merchant families and joint enterprises much better terms so long as they got the results fast, allowing for a growth of the trade companies. And with the chaos and turmoil in Nogar, an injection of capital and knowledgeable personnel fleeing from the gnoll allowed these companies to grow fast. All of this allowed the trading companies’ name and prestige to grow, attracting the investment of nobility into the enterprise, further growing the companies. The colonial projects and investment for the development of bigger and faster vessels, all of these together made the drunig trading companies some of the most powerful entities in the east. Their model also began to be copied in other nations, such as the Platinum Princedom, the Empire of Elanxa, and even faraway places like Azan or Changrila.
== Trading Companies from the Kingdom of Drunigzar ==
The mercantile companies from the Kingdom of Drunigzar are the most well known example of modern trading companies. As the ones who popularized this model, the drunig companies are one of the most powerful private enterprises in the lands of eastern Giantstep, with considerable influence in many other areas of the world. These companies began popping up during Drunigzar’s economic expansion in the 27th century. The economic reforms and projects of Paolos II were showing their fruits fast, and the king needed to canalize the growing prosperity with the creation of Drunigzar’s Royal Merchant House, which controlled many of the more profitable products the kingdom traded with in a monopoly. The company was also able to access to the help of navy ships to protect their investments, granting them a great deal of safety. Soon enough, the company grew prosperous, and many other guilds, merchants, nobles, and even pirates joined forces to imitate the model.
Nowadays, these trading companies have a great deal of help from the kingdom, both in matters of leases, legal help and even military aid. In exchange, the kingdom is allowed to own at least a quarter of the company, granting them a great deal of power within the enterprise, and access to the ships and the companies’ most valuable products should the kingdom needed it. Many of these companies were promoted by nobility who saw the writing on the wall and decided to invest their fortunes in trade. Drunig companies have a great eye for talent, and seek to hire the most capable personnel available. It has become a common custom to see noble houses adopting plebeians who show a particular talent for business, so long as they are successful in their role within the trading company.
Drunig trade companies use the network of drunig colonies extensively, giving them a great deal of control over most of the southwest of Giantstep. The lack of any other significant competition in the area has allowed the drunig to expand, both commercially and territorially. This has given them access to the rare resources from these waters (from gold and silver from the Runaan to the strange flora and fauna from the Terrania Freeholds, and even the long abandoned treasures smuggled from the gnolls), while also having plenty of ports to restock and repair. They also have a great deal of trade with the bigger nations to their north, as Tarot, the Platinum Princedom, the Empire of Elanxa and even Avangar in some form, are interested in their wares. The access of innovative long distance vessels also allows them to move their products fast through the norther route, and the presence of the drunig navy can scare away most pirates. However, the reputation of the drunig merchant as “ruthless” merchants that will dabble in pretty much every market no matter how shady can cause problems of trust in some. Their control of their southeastern holdings has also costed them a great deal of problems, such as the War of the Lord Descended or the Plague in Kinalonga. Finally, the quick growth of the different trading companies has led to a considerable friction between each other, competing for the glory and the fortune with each other, though there is a tacit acceptance that they need to collaborate to keep the drunigs’ economic influence overseas as strong as possible, to avoid any possible competition in the future.
=== Drunigzar's Royal Merchant House ===
Drunigzar's Royal Merchant House, also known as Drunigzar's Royal Trading Company, is the most powerful trading company in the Kingdom of Drunigzar. Fully owned and administered by the drunig crown, it was created by Paolo II to advance the nation’s economy as well as gaining the profits needed to drive the growth of the kingdom’s influence overseas. During the earlier days, the Royal Merchant House had the monopoly of many of the most lucrative products in the market. Over time, the growing demands from the other merchant houses and trading companies saw the king abandon that, though some products are still left as the sole purview of the royal trading company, such as gold from the Runaan (as it is needed to coin “escudo rei”). Nowadays, Drunigzar's Royal Merchant House has a great deal of power and influence all over the east of Giantstep, with most ports note having at least one of their offices and representatives, and in the north and the west, many of the most important ports and capitals also have them. The company’s headquarters is located in the capital of Tarracotennas, in the Marianna Palace, built as a vanity project by Maria I and refurbished to serve as the center of operations and administration. 
Drunigzar's Royal Merchant House is as much a political body as it is a private enterprise. The close bond between the organization and the crown means that it is often used to accomplish the policy of the kingdom. Many other merchants accuse Drunigzar's Royal Merchant House of anti-competitive practices, such as presenting themselves as representatives of the kingdom (and as such, ingratiating with them means ingratiating themselves with the kingdom), or getting priority access for help from the navy. However, many agree that their contribution to organizations such as the Royal Navy Academy and the Royal Engineering Academy, since many of the individuals gain experience by working with the Royal Merchant House, benefiting the other trading companies indirectly.
As the trading company is owned by the king, most of the time the royal duties do not let them manage the company directly. As such, they choose a representative of the crown, a man on whom the king deposits his trust, to run the company. The current head of Drunigzar's Royal Merchant House is Rogelio Gellas, an experienced merchant and the right hand of Menelao VII back in the day. After the rise of Menelao VIII, Rogelio was given the honor of ruling over the Royal Merchant House, something he has done with great care and diligence, though some criticize him for being too cautious with his investments. 
=== The Silver Five ===
The Silver Five are a group of five trading companies from Drunigzar. In combination with the Royal Trading Company, they represent the biggest and most important trading companies in the nation, having a considerable power in terms of influence, fortunes, properties and ships. The companies known to be part as the Silver Five are in a constant clash with each other, fiercely competing for control and influence over local and foreign markets. To that end, they not only deal with trade of all sorts, but also have their hands in banking, industry, cartography and even gambling. The often cavalier attitude most drunigs have when competing with each other is stretched to the breaking point when the Silver Five clash, as there are plenty of stories of unconfirmed sabotage, espionage and bribery to reach their goals.
Despite the growing influence of the Silver Five outside of the Kingdom of Drunigzar, none of them have the size or the influence of the Royal Trading Company. Drunigzar’s Royal Trading Company still has the direct protection and backing of the crown, whereas the companies that conform the Silver Five not only need to rely much more on their own resources, but also are partially controlled by the kingdom, limiting their action. However, this has allowed the families behind the Silver Five accumulate immense amounts of wealth, which they use to gain power and influence, both within and without the kingdom.
==== House of Silverfish ====
The House of Silverfish is name of the oldest trading companies in the Kingdom of Drunigzar. It was founded in 2.920 ABE by Manuel Nekkos, an old navy captain that was crippled during a daring assault to a pirate base. His successful accomplishments and his heroism had gained him a great deal of prestige, but after his wounds, he was honorably discharged from the navy, and as a recompense for a lifetime of service, the king offered him a boon of his choosing. Manuel chose to be able to keep the ship that they had captured from the pirates, the “Silverfish”, to which the then king Paolos III agreed. Manuel then sought the aid of some nobles and other fellow retired navy men to organize a trading company, at a time where they were still rare. The expertise of the old sea dogs, combined with the investments from the nobility proved effective, and it quickly grew into one of the biggest trading companies at the time. 
The House of Silverfish has been renowned for their trustworthiness and reliability, guaranteeing the arrival of the wares promised no matter the odds. The appreciation for duty and honor comes from the fact that most of the personnel in the company still comes from retired navymen and even members of the old knight houses, presenting an image of military proficiency highly appreciated by nobility. Indeed, the nobility of places such as Nogar or the Empire of Elanxa highly respect the House of Silverfish, as an ideal of gallantry between rowdy opportunists. Other merchants, however, see them as uppity and uptight, too inflexible for the modern times. Indeed, the House of Silverfish has struggled to keep up as the competition grows around them, but nevertheless, their well established position means they are very difficult to displace by the younger companies.
Nowadays, the House of Silverfish is ruled by Lady Lilia Kourou. An experienced trader and excellent administrator who has served the House of Silverfish for decades now, she came from low drunig nobility, and joined the company at the behest of her father, seeking to improve the family’s fortune by venturing into business. Proving to be a very savvy merchant, she quickly rose through the ranks, and nowadays, she’s known to be a levelheaded but cunning person, known to have very strong connections behind the scenes with most of the nobility from eastern Giantstep. 
==== The North Rtegan Gentlemen ====
The North Rtegan Gentlemen, also known as The Gentlemen is one of the biggest trading companies in the Kingdom of Drunigzar. The origins of the North Rtegan Gentlemen can be tracked to the early days of the nation’s economic expansion. During the beginning of the economic expansion, the growing opportunities saw the skills and abilities of previously brigands, pirates and scoundrels on high demand, as there were not enough men with the needed skills to go along. In particular, the criminal syndicates of the city of North Rtega saw the chance getting a piece of the pie, and began opening mercantile fronts for some of the more unsavory products and services, growing rich from drug and human trafficking. The syndicates built a city of vice and pleasure in North Rtega, with luxurious services such as casinos, brothels, theatres, gladiatorial rings… all centered around the pleasure of the rich and powerful. 
Creating a haven for the debauchery and the pleasure of the nobility and the great fortunes from all eastern Giantstep was not an easy task, and the constant demand for luxury products and services can be considerable. Thus, the old syndicate families joined together again and, in the year 3.015 ABE, founded the “The North Rtegan Gentlemen”, to avoid losing their independence from other merchants and businessmen encroaching on their city. The objective of the trade company is supplying the syndicate’s businesses with all the luxury products and items they need. To that goal, they present themselves as cultured and educated gentlemen, while at the same time, using their old ties and links to the criminal underground to obtain some of the more questionable products they may require. This makes them a very difficult business to compete against, as their experience in underhanded tactics and secretive deals can outplay more honest organizations. However, their focus on luxury products means that they often leave money on the table in regards of other markets.
The current head of the North Rtegan Gentlemen is Aleixandro Medrexas. A man believed to having been born in the slums at the outermost part of the city, he dedicated worked his entire life for the syndicates, skillfully gaining power and influence until he arrived to his current role. A man of incredible charisma and happy demeanor, he is adept at presenting the company and the people he works for in an immaculate light, keeping both their clients and drunig authorities from discovering (or caring for) some of the things the North Rtegan Gentlemen do to keep their little empire afloat. However, his sunny character should not make anyone believe he is a harmless old man, as there are plenty of rumors about his escapades and activities during his youth… 
==== Caranguexo Association ====
The Caranguexo Association is one of the biggest trading companies in the Kingdom of Drunigzar. The origins of the Caranguexo Association can be tracked to the growth of the population in the Kingdom of Drunigzar, and the problems that began causing. The lands of Drunigzar are famous for their poor quality, only fitted to feed goats and farm some varely nutritive produce. Because of this, the sudden population growth caused years after the economic growth began worrying the monarchs, as they saw that the land might not be able to sustain so many people. Imports from outside could only compensate so much, and ran the risk of not arriving if the storms or wars blocked the seas. This fear multiplied tenfold during the War of the Lord Descended, where the nation’s fleets were focused on bringing the refugees to safe ports and maintaining the Expeditionary Force. While the kingdom was busy in the war, the king Aeropo IV made a call for the smaller trading companies and independent merchants to focus on basic food providing, promising lands in the Pinewood Peninsula once it became pacified. 
The royal proposal did not obtained the results monarch hoped. Most companies saw this as an overly cautious move that would occupy valuable ships from more profitable enterprises, and the arrival of food shippings was under no real threat. Moreover, the increased taxes to pay for the war, while understandable, had alienated many of the smaller enterprises, and to then abandon their markets to supply food was not a good move in their eyes. And on top of it all, the promised lands were only if the war was won, and even then, the horror stories coming from the refugee settlers made few want anything to do there. However, a group of small traders of South Rtega, many of them on the risk of being driven out of business by bigger companies, joined their ships together and accepted the king’s offer as a last resort, dedicating themselves exclusively on food shipping. After the war, the king donated great patches of land to them, which gave them a considerable weight in colonial affairs in the colonies of the Pinewood Peninsula. In 3.129, after the confirmation of drunig victory and the pacification of the land, the association, now renamed as the Caranguexo Association, moved their headquarters to the colony of Crysanferno.
As the only one of the Silver Five to have their HQ in the colonies, the Caranguexo Association have a much easier time accessing to the resources of the colonies. In particular, they have proven to be quite efficient dealing with the Dual Kingdom-Empire of Voita-Malagsh, selling them food or anything they could use in exchange for anything those cursed lands can produce. The Caranguexo Association has also dedicated a great deal of resources selling wood from the Forest of Bloody Vengeance. While in public he only sells the wood for building construction, the Caranguexo Association are suspected of selling wood to shipbuilders with little scruples, as the fear of the curse is outweighed by the cheaper building material. True to their origins, the Caranguexo Association have purchased great portions of land within the colonies, both to have a considerable political influence in colonial politics as well as to grow their share of the food exports to the mainland. However, the Caranguexo Association’s distance from the capital means that they are somewhat isolated from the news coming from them, which could see them lose lucrative opportunities, instead focusing on the nations south of the Pinewood Peninsula.
The current head of the Caranguexo Association is Oliver Elaionas. A silent and taciturn man, he was going to be a priest before he changed his vocation and joined the company to see the world. He is one of the people who know all the intricacies of colonial politics. In particular, he has invested a great deal of time and resources to explore the lands of the Terrania Freeholds, since it promises to be the most lucrative achievement in the entirety of the colonial project. He has also started talks to the Necrocracy of Okhost to attempt to buy a small island from the archipelago, as the long voyages across the sea would greatly benefit from a port in the middle of they travel. This project is going at a glacial pace, as the undead do not seem to be interested in selling their lands, and their perception of time means that any answer takes a great deal of time. 
==== The Sailing Pigs' Joint ====
The Sailing Pigs’ Joint is one of the biggest trading companies in the Kingdom of Drunigzar. The origins of the Sailing Pigs come from the jails of Panisfribio. The Navy’s growing raids against pirates saw many of the city’s jails full of pirates, bandits and buccaneers, jailed within the farthest prison from the sea, to keep other sea dogs to help them. The overcrowding of the prisons was causing problems to the administrators, both in the risk of riots and diseases. This meant that the city sought a way to release the pressure by putting their abilities into use. A plan was formed to organize some of the most trustworthy of prisoners and offer them a deal: having to serve their sentence by working on navy and merchant vessels. If they worked diligently, their sentences would be reduced considerably, but if they tried to escape or commit any further crimes, they would be condemned to death by jumping the plank. While the project saw many failures, it was considered successful in partially empting the jails. However, the few individuals who did gain their freedom were put in an interesting situation. Having immense experience at both piratical and navy life, plus the connections to both sides, they were in a perfect position to capitalize on both. 
During the War of the Lord Descended, with many of the biggest navy ships concentrated in the conflict, these freed convicts created the Sailing Pigs' Joint, with capital acquired by treasure scurried away and never found, as well as from favors collected by a lifetime of piracy and fighting. Initially, the Sailing Pigs' Joint was a mercenary band, working as corsairs protecting smaller companies, either as crew within said ships or by sailing on crude, almost derelict ships. However, their success quickly gave them a considerable reputation, though not without dark rumors. Some say some of the successful fights back during those days were actually staged, with members of the Sailing Pigs' Joint acting as pirates so their services were seen as more valuable. However, those rumors have never been confirmed. The growth of the mercenary company allowed them to purchase bigger and better ships, and soon enough, the Sailing Pigs' Joint had become the premiere private bodyguards of the kingdom. Seeing the success of the Sailing Pigs, many pirate crews actually offered to join their vessels into the enterprise, growing a fleet of considerable size.
Nowadays, the Sailing Pigs' Joint doubles as both a mercenary fleet and trading company. The fact most of their personnel come from piratic background makes them some of the most skilled individuals against banditry in the sea, not only in fighting, but also on preventing attacks. This corsair services also makes them able to obtain info from their clients about the latest news and trends on the different markets around the seas, and while the Sailing Pigs technically are sworn to not abuse of their position, the fact they are old pirates makes their word questionable. Out of all members of the Silver Five, the Sailing Pigs' Joint are the most hated by the other trading companies, seeing them as nothing but pirates in the open, using their old connections and hideouts, and subtly using their muscle to coerce smaller companies into giving them information that could give them a lead. And while smaller companies would prefer to not depend on them, the fact that it is very difficult to access to the navy protection or buying military-grade ships of their own makes the Sailing Pigs the only choice.
The current head of the Sailing Pigs' Joint is Mengo Xes. Previously the captain of the “Sinking Lady”, he was chosen as head of the company due to his skill with words, which makes many forget he used to be a pirate captain. He also has a great instinct for business, and he is capable of utilizing every rumor and bit of information from their clients to the fullest. While his formal education is reduced in comparison to others, he has gathered around himself an army of consultants and scholars, helping him administrate the company, though it is not infrequent that a small rumor makes him take quick action to not waste the opportunity, leaving his assistants aside. 
==== Angelato-Aralonso House ====
The Angelato-Aralonso House is one of the biggest and most influential trading companies in the Kingdom of Drunigzar. It is the youngest of the Silver Five to appear, born out of the alliance between the Angelato and Aralonso families. The Angelato and Aralonso are one of the many nogarese noble houses that came to Drunigzar after the invasion of the gnoll. Both houses were highly experienced in the arts of banking, and as such, they quickly established themselves as some of the biggest banking houses in the nation. The growth of the kingdom saw them gaining more influence around, both in the mainland and the colonies, and competition between the two families is well documented. Many have called the clashes for dominance between the two as a war, and considering some of the violent incidents throughout the years, it is not surprising to see why. 
However, it all changed when Maria Angelato and Demetrio Aralonso, the respective heirs of their families, ended up falling in love with each other. Despite the fierce rejection from their families, a convoluted plan to convince to make amends that is rumored to have included a fake double suicide saw the two families finally accept the marriage. After the deaths of their parents under mysterious circumstances in 3.100, the young Maria Angelato and Demetrio Aralonso joined their banking ventures into a single organization, becoming the most powerful banking entity in the kingdom, moving their headquarters into the city of Segaltar. The sheer amount of wealth accumulated meant that they could expand in many areas where they could not individually, purchasing many smaller trading and shipbuilding companies. The end result was a massive enterprise, backed by one of the biggest fortunes of the kingdom.
The Angelato-Aralonso House is the youngest member of the Silver Five, and also the fastest growing by far. The combined fortunes of the Angelato and the Aralonso makes them incredibly fast to adapt, as they can just purchase anything they need in relatively small amounts of time, without need to accumulate the necessary capital. Their banking roots also makes it so that many companies and businesses depend on them for loans, giving them tremendous influence over even some of their biggest competitors. The sheer amount of wealth accumulated can compensate for their inexperience in many areas, and seeking and educating their personnel into the businesses they are entering is something they are dedicating great efforts. The fights between the two branches of the family, while much less violent, have never truly disappeared, and politicking within the different factions can cause problems in the future.
The current head of the Angelato-Aralonso House is Lorena Angelato-Aralonso, the grandchild of Angelato and Demetrio Aralonso. Showing promise since a very early age, her parents invested a great deal of time and capital into her education. She is highly educated in economics, diplomacy, navigation and rhetoric, making her quite skilled and knowledgeable in all the markets her family dabbles in. Lorena Angelato-Aralonso also has shown great proficiency in being an intermediary between both sides of her family, keeping them focus on the growth of the company instead of old squabbles. 
 
== Elanxan Trade Companies ==
See the Blessed Elanxan Sisterhood 
== Zemylander Winter Explorers ==
See Zemylander Winter Explorers 
== Trade Companies in the West ==
The lands between Scimitarian and Western Giantstep handle most of the volume of the total trade in the world. As the west is considerably more populated and rich than the east, and with shorter distances between the ports, these results in a more competitive market, often divided into two sections due to the Scabbard Range Mountains. While the long history of the region has seen the local trade disrupted over and over, the trade routes are some of the most stable in the world. The access of the local nations to both the northern and southern world trade routes means that their influence is felt even outside the west, especially in areas of the Hedge and northern human nations, as well as within the Zulutaur Steppes and the lands of the badgassi. However, the sheer amount of competition means that the size of the trading enterprises is often smaller, but much more cutthroat, reducing the margins of benefit available for many products. This has not stopped noble families to amass a considerable fortune on the sea, but in the form of dozens and dozens of different medium-sized familiar enterprises, often with each coastal city having one or two major trading companies, rarely reaching the size and influence of some of the eastern trading companies. This size is a double-edge sword, as on one hand, it means there is little influence from the central governments outside of taxation and banning certain products, but on the other hand, these companies cannot rely on the help from local navies nearly as frequently.
The technological barrier is also a problem, as the shipbuilding technology on the west is not as advanced as that on the east. While this may seem strange, the simple fact of the matter is that the western seas are more peaceful than those of the east, while also having access to more numerous and more developed ports. This means that the western vessels rarely need to make long trips between ports, whereas the eastern ones do so frequently. This has caused certain stagnation in the design of the ships, with galleys still being a common sight in the region. Thus, land routes are still of pivotal importance for the regional trade, especially through the Scabbard Range Mountains and through the southern world trade route. The presence of bigger nations also means that there is less piracy than in the east, as there is simply less places for them to hide, and thus the trading vessels can afford to invest in loading capacity rather than in defense or speed. However, corsair activity can be quite frequent, especially between drow cities, as well as the ever present threat of the Red Lotus Congregation.
=== Azanese and Azan-Associated Trading Families ===
==== Kaftipa Tata Family ====
The Kaftipa Tata Family is the lead trading family within the city of Vatatzes, already a considerable center of trade and production. The Kaftipa Tata’s roots are believed to come from the days of the great reform of the azanese faith, as one of the first families to adopt the New Azanese Faith in the region. As one of the families that helped the spread of the reformed faith, the Kaftipa Tata gained a great deal of influence within the church, which would serve them well later down the line. Their eventual takeover of the city’s shipyards allowed them to control many of the city’s markets, such as fishing or ship maintenance, while also strangling their competition by not allowing them to obtain enough vessels to compete with the Kaftipa Tata Family. Nowadays, the Kaftipa Tata have invested greatly in the construction of temples within Vatatzes, as well as in other cities and towns where they operate. The Kaftipa Tata has gained a public image of piety and faithfulness, though the underwold knows how utterly ruthless they are, with many rumors of the Kaftipa Tata family orchestrating the murders of competitors or even members of their own organization who have become a public nuisance.
The current head of the Kaftipa Tata family is Falakroa Tomos, an old experienced trader well versed in the local politics. Rumors said that he tried to gain a position within the imperial court, but he was outgambitted by the people of the capital, and had to return to the family in shame. After a considerable struggle, he rose up back to a position of prominence, eventually gaining the status of head of the family. Many believe his intentions are still to make the Kaftipa Tata powerful enough to begin influencing capital politics, investing their considerable fortune as well as the family’s name within the church to do so. 
==== Brizla Trakkos Family ====
The Brizla Trakkos Family is the leading trading family within the city of Lucapena, controlling a great deal of the banking in the region. The Brizla Trakkos have been known for being some of the oldest known families within the entirety of the empire, with many rumors dating them to the days before the arrival of the hero Azan. The fortune of the Brizla Trakkos is believed to be one of the biggest in the empire, though they suffered a great deal of bad fortune during the crisis that befell the war against the witchelven empire, as the later decades saw many of their possessions throughout the empire burnt to cinders. The Brizla Trakkos have worked slowly to regain their massive power within the empire, focusing on controlling the nation’s nobility through the weapon of debt. However, the Brizla Trakkos are not known for their subtlety, and because of that, most merchants and noble families know to avoid dealing with them unless it is absolutely necessary. Indeed, they have a dark reputation even within the imperial court, though the Brizla Trakkos have never been distrusted enough to gain genuine ire from the capital.
The current head of the Brizla Trakkos Family is Cenno Brizla Trakkos. Very little is actually known about that figure, as pretty much no one knew that he even existed before he rose to the top through unknown means. Those who did know him rarely talk about him, and thus rumors are plenty about him. Making the situation worse is that he has never been seen in public without his mask, with the few glimpses of the man within showing nothing but bandages. While this would cause a lot of mistrust around him, Cenno has proven to be an excellent administrator, capable of predicting with uncanny precision the way the market is going to develop. He is also a surprisingly good orator, capable of convincing even his most hardened detractors to follow his command. 
==== Chymostokali Family ====
The Chymostokali Family is one of the biggest trading families from the city of Ionnina. And old lineage of rural nobles, they have accumulated a great deal of lands of the Ianuarius Coast. Once the azanese fleet established part of their supplying and repair ports in the Ianuarius Coast, the Chymostokali saw a great opportunity to gain power and influence. Through a series of deals, they became the main suppliers of food to the navy in the region, gaining quite a great deal of prestige, as well as not a small amount of fortune. Their growing relation with the navy and the sea eventually saw them jumping into trade, becoming considerable successful at it. However, they never managed to gain a strong foothold in some of the most lucrative products in the Sea of Dragons, such as luxury items or rare minerals. Instead, the Chymostokali focus on more mundane products, often buying and selling them in bulk. The profits from those purchases allow them to buy land in the regions they do business in, establishing their presence as commonplace. The Chymostokali have also invested a great deal of time and effort to gain influence in the Scabbard Range, with many local chiefs and nobles in the Terusian Isthmus having considerable financial ties with the Chymostokali family.
The current head of the Chymostokali Family is Effimia Chymostokali. A scholar who studied in some of the more prestigious academies of the empire, Effimia was selected to be the turning point of the company, seeking to finally gain uncontested control over the Ianuarius Coast and expand from there as a major trading power. However, many are beginning to question their choice, as while Effimia is extraordinarily adept at trade, most of the time she seems more focused on her academic studies than in actually running the company. 
==== Gvilderstaaten Merchants' Guild ====
The Gvilderstaaten Merchants' Guild is the biggest trading company within the Azan Empire. Its power and influence throughout the Inselsenn Archipelago is such that some consider it the de facto ruler of the islands. The origins of the Gvilderstaaten Merchants' Guild are somewhat nebulous, and many discuss the actual drives for the many families and independent enterprises to join into a singular operation. Some argue that it was a naturally occurring process of accumulation of wealth between many gvildrerstaaten families, others argue it was a protectionist move resulting from the arrival of trading companies from the eastern side of the world, and some see it as a part of a political move to eventually secede the archipelago from Azan. Whatever the case, the concentration wealth and powerful merchant families in the Inselsenn Province led to the emperors to see it as a possible economic drive for the empire, and thus granted the region a wide range of special rights compared to other provinces. In 3.059 ABE, the heads of the biggest trading families and local guilds joined together and, after months of deliberation, published the “Proclamation of Gvilderstaaten”, a proposal for the emperor to make a massive reform of the region. The merchants would centralize all powers on a singular entity known as “Gvilderstaaten Merchants' Guild”, which would gain a considerable degree of self-governance. While the Proclamation of Gvilderstaaten was a considerable challenge to imperial authority within the Inselsenn islands, one of the clauses was keeping itself as a part of the empire. Plus, as one of the clauses the Merchant’s Guild promised to pay a bigger tax percentage in exchange for a major degree of self-rule, which would cost the empire little to nothing in terms of resources. Thus, the emperor gave the approval to the proclamation, creating the Province of Gvilderstaaten.
Nowadays, the Gvilderstaaten Merchants' Guild rules pretty much all major aspects of the islands, having a say in all of their cities and towns. The Council of Shareholders, which include representatives of about 50 of the richest families in the region, plus many trade guilds and joint merchant companies, is the true power behind Gvilderstaaten. In comparison to the majority of most of the middle-sized trading companies within the empire, they are massive, and many compare it to the size and influence of Drunigzar's Royal Merchant House. They organize their own defenses, foreign policy, and choose their own imperial governor, who has little power in comparison to the Council of Shareholders. While the tax percentage they have to pay to the empire is considerable, they can choose in what way they are going to pay it. This, combined to the talent for accounting and administration of the Merchants' Guild, this means that the region is considerably well run, and profits are still higher than under common azanese law. Over the years, Gvilderstaaten has become one of the most influential parts of the empire through trade alone, becoming a nation within a nation. The gvilderstaaten traders have developed a massive navy comprised of both civilian and military-grade vessels, to the point some consider them a major power within the Widening Sea. In particular, the Gvilderstaaten Merchants' Guild has focused on becoming essential for all trade between Azan, the Lands Behind the Hedge and the Island of Wizards, with the bulk of the trading routes between these areas going through the Inselsenn islands.
The current premier of the Gvilderstaaten Merchants' Guild is Gustave Green. Head of the Neelindïf Family, his continues successes have managed to convince the Council of Shareholders to choose him for the next ten years as the head of Gvilderstaaten. While this position grants Gustave incredible power and influence around the western seas, the Council of Shareholders is an ever watching organization, and a single misstep could see him overrule and replaced immediately. 
=== Changrilese Trading Families ===
==== Ursi Yian Family ====
The Ursi Yian Family is the lead trading family within the city of Opios. The Ursi Yian were known to be a criminal ring back during the days of Changrila belonging to the Azan Empire, controlling a great deal of the underworld from their hidden fortress in Opios. However, during the Azanese Civil War, the Ursi Yian saw an opportunity to clean their name, and joined in with the rebels against Azan. While the war was long and bloody, the Ursi Yian managed to scurry away from most of their obligations while suffering little manpower loss in turn, letting other rival groups take the fall. With their name cleared, they began serving as a trading family, buying plenty of the lands and properties of the other fallen gangs and groups along the way. However, while they were on the way to become the biggest trading family in all Changrila, the rise of the Red Lotus was a disaster for them. Many of their lower ranks and even some of the higher echelons of the family joined the cult, causing a massive fight between the family, as the Ursi Yian could not afford to be linked to the cultists. This saw most of their properties and vessels burnt to cinders, erasing decades of work. Nowadays, the Ursi Yian not only works as traders, still cultivating many of their underground connections, but also double as bounty hunters for the imperial throne, persecuting the remaining Red Lotus cells within Changrila with considerable vengeance.
The current head of the Ursi Yian Family is Shao Ursi Yian. A young woman who has survived multiple assassination attempts (and believed to have slain her assailants by herself), she is increasing the family’s efforts to find the hidden cells of the Red Lotus within Changrila, as the rewards promised by the God-Emperor grow year over year. While she relies heavily on her assistants for the more technical side of her business, she leads the hunts for the traitors herself, as she has proven to be deadly with a sword and a bow. Shao Ursi Yian is also investing on a bigger fleet, wanting to expand the family’s business into the nations of the Great Peninsula of Cemak I. 
==== Ziau Dienn Family ====
The Ziau Dienn Family is the lead trading family within the city of Ursh Batonn. The Ziau Dienn are well known in the region for their sailing skills, as the family’s ancestry comes from a proud lineage of fishermen. During a particularly bad year for fishing in the Huan Ho-Sei Sea, the Ziau Dienn had to take their chances sailing into deeper waters, something dangerous during the stormy season. It was then when the Ziau Dienn encountered a lady seemingly drowning in the middle of the sea during a terrible tempest. The Ziau Dienn, fighting against the elements, managed to take the woman and sail back into a deserted beach. What happened next is up to speculation, but rumors say that the woman was actually a spirit, and for the family’s bravery and kindness, she reward them with unnatural fortune and a bag of fortune, from which one can take a single golden coin each day. While the bag was never been proven to exist, the fact of the matter is that the fortunes of the Ziau Dienn became much brighter from that point on. Slowly over the years, they managed to attain a small fleet of fishing ships, and with some skill and good luck, they diversified those gains into a merchant fleet, selling their fish and other wares in the area. After the Changrilese Civil War, the Ziau Dienn were one of the few merchant families who had come out of the war unscather, cementing their position within the region. Nowadays, the Ziau Dienn are investing in land, as many areas of the countryside were left abandoned by the war, and some remain unclaimed even to this day.
The current head of the Ziau Dienn Family is Shu-Hee Ziau Dienn. A man who had served in the changrilese navy, he was born with a dragon mark on the right side of his face, causing many to believe that he was elected by higher powers for an unknown purpose. Like his forebearers, Shu-Hee is a skilled sailor, often captaining the “Lucky Lady”, the flagship of the family. Many in the family recommend him to settle on the city’s headquarters, as his constant travelling through the sea is interfering with the family’s decision taking, but so far they have not been able to convince him in the slightest. 
==== Ieh Mao Clan ====
The Ieh Mao Clan is a powerful family of joos who set up their operations in the city of Spada Dra Po. The Ieh Mao Clan used to be one of the many nomadic groups of joos moving around western Giantstep back when it was mostly a unified empire under Azan. It is said that they were mercenaries, as the tiger-like bulk of the Ieh Mao served them well in battle, fighting against bandits and criminals, with the authorities allowing them to keep part of their unclaimed treasure as part of their reward. Unlike other jooish clans, however, they pushed their luck and decided to settle in the, at the time, backwater city of Spada Dra Po. Over time, the growth of the city allowed the fortunes of the Ieh Mao clan to improve alongside it. It also helped that the Ieh Mao Clan used their ties to other jooish clans to gain an advantage in the local economy, becoming the most powerful family in Spada Dra Po. Their growing fortune attracted a great deal of joos to the city, becoming one of the biggest sedentary populations of joos in the world. The Ieh Mao are a very pious family, and have promoted the construction of many temples to the jooish god. They are also big promoters of arts and craft, with the city of Spada Dra Po celebrating multiple public ceremonies each year, all financed by the Ieh Mao. 
The Ieh Mao trade in all sorts of luxury goods, often brought from many of the jooish caravans that arrive to the city to work for the Ieh Mao. The Ieh Mao send their ships to Scimitarian to bring drow and dwarven crafts, bring them back to Spada Dra Po and sell it to the jooish caravans, which then travel around the continent selling their wares. They then bring whatever treasures they have purchased back to Spada Dra Po for the Ieh Mao to sell them at Scimitarian and across the sea, starting the process all over again. This means that the Ieh Mao have a great deal of range when it comes to land trade routes, something that other changrilese trading families do not have, more focused on either local economies or sea trade. The Ieh Mao have also invested heavily in banking and money lending, but the general bias against the joos as greedy and avaritious causes them problems when dealing with people outside of the Ziolifann area and the shores of the Dsrvyth Sea.
The current heads of the Ieh Mao Clan is Lai Ieh Mao and Lin Ieh Mao. While Lai Ieh Mao is the natural heiress of the previous clan leader, Baien Ieh Mao, Lin Ieh Mao was adopted into the family. The story tells that, during the very same night Lai Ieh Mao was born, someone abandoned a human baby at the steps of the Ieh Mao Palace. Seeing it as a sign from God, Baien Ieh Mao decided to adopt the orphan, caring for her as if she was of his own blood. Fortunately for the clan, Lai and Lin both proved to be capable and skilled administrators, and working together they rule the Ieh Mao Clan with a great deal of zeal. The fact that a human is the leader, even as a heiress of Baien Ieh Mao himself, has caused a great deal of distrust within jooish society, and thus she shows an even higher degree of piety than most joos. Meanwhile, Lai Ieh Mao sees the skepticism of her own people against her sister as a personal offence, and she has been known to challenge people to honor duels if they speak their grievances against her sister openly. 
=== Drow Aristocratic Rings ===
See Drow Aristocratic Rings
=== Zulutaur Peninsula’s Factorial Companies ===
See Zulutaur Peninsula’s Factorial Companies
Category:Society
Category:Economy