Talhani Companies and Guilds
Because of the immense and uniform devastation caused by The Extinction War, the monarchies of Archaios could not bare the full brunt of Reconstruction alone.
Enter the Companies: private organizations formed by wealthy and/or influential individuals who otherwise had no sway in public policy. They proved invaluable in providing the necessary funding, manpower, and resources needed to effectively recover from the Collision. Their newfound influence caused tension between them and the reigning monarchs for a time, but now, things have smoothed over and these various companies are an integral part of modern commerce.
Major Companies
Most of the major players in the Talhani Isles originate from Archaios, though there are some that have since been founded by The Assembly nations who wished to seize upon the opportunities presented by privately run organizations.- New Horizons Company. The first major company to establish itself within the Isles and the sponsor of the most prominent Haedian colonies, including New Providence and King's Port. NHC was founded in the wake of the Talhani Isle's initial discovery and spearheaded the colonization effort. They are a multifaceted company with overarching branches that deal in transportation, trade, construction, and management. With the Talhani Isles quickly filling up and their competitive edge waning, NHC has begun preliminary planning on a massive venture into the Veiled Coast of Sakria with the hopes of opening up a new frontier.
- The Talhani Trading Company. A relatively new company formed less than two decades back but is already beginning to overshadow its competitors in the region. TTC originally started out as an alternative for "quicker and cheaper" shipping and transportation from Archaios to the Isles but found its niche in facilitating international trade and commerce, having welcomed in representatives and employees from all the major Assembly nations. Now, TTC is the go-to company to facilitate trade within the Assembly and is chiefly responsible for bringing Talhani luxury goods back to Archaios. The haste with which TTC has risen to the top has elicited dark rumors of corporate espionage and back-room dealings with independent parties to steal proprietary information from other companies.
- Archanics Company. The oldest Archaios company present in the Isles, Archanics was initially founded by the prolific enchanter Emanuel Guiden (his magnum opus being the Vorpal Sword wielded against Cataclysm himself). Archanics mission is to find new ways to incorporate magic and alchemy into helpful tools for the common man (though in practice their services are most often consumed by the upper class). In the Talhani Isles, they have spearheaded several expeditions in search of Atotakan ruins and relics. Already, their reverse engineering of their findings have led to sweeping advances in personal augmentations and prosthetics. Unfortunately, Archanics' relentless pursuit of knowledge and history has produced rumors of cavalier ethics, reckless experimentation, and dangerous work environments. Their private colony of Nascosta is the subject of many wild tales of dark secrets and abominable creations hidden beneath their veil of client confidentiality.
- Avo Bank. One of the first companies founded specifically by an Assembly nation, Avo Bank is run by the Handina Gnomes and is almost singularly responsible for the Assembly's ability to freely trade amongst its members. Avo Bank invented the current system of paper currency and keeps state-chartered vaults throughout the Assembly to manage the supply of gold the currency derives its value from.
Major Guilds
Guilds also saw a surge in importance and influence following the Collision, as they too found themselves in prime positions to aid in reconstruction. Unlike the companies of Archaios, guilds remain as collective organizations whose purpose lies in ensuring a fair playing field for their members rather than profits and growth. Guilds are most influential in Haedian Colonies where they oversee many aspects of the market and commerce.- Colonial Merchants' Guild. A broadly-reaching guild that oversees the buying, selling, and bartering of most common trade goods. This guild ensures fair prices and prevents monopolies from forming around certain goods. Specialty goods like alchemical products, magic services, and weapons and armor are not covered under the Merchants' Guild's jurisdiction.
- Blacksmiths' Guild. A guild of workers in the production of steel, iron, and other basic metal goods, including armorers, weapon-smiths, and toolmakers.
- Messengers' Guild. The wilds of the Talhani Isles and the seas between them can be treacherous, and this guild protects the messengers who allow for broad communication between them.
- Laborers' Guild. A broad guild that includes manual labor in many areas, including construction, transportation, maintenance, and more.
- Carpenters' Guild. Woodworkers and other artisans who work in building planning, technical construction, furniture, and the odd catapult or trebuchet.
- Sailors' Guild. Encompasses all those who serve as hands on sailing vessels as well as dockworkers and port laborers.
- Farmers' Guild. A broad guild that oversees most of the agricultural workers in the Talhani Isles.
- Fishers' Guild. As a chiefly island region, the Talhani Isles relies heavily on the sea to provide food and other resources. The Fishers' guild ensures the people who work these jobs are adequately protected and compensated.
- Miners' Guild. A guild that encompasses all those who work the earth for metals, stone, clay, etc.
- Weavers' Guild. A guild of artisans who work in fabrics, clothes, and other textile industries.
- Tanners' Guild. A guild of leatherworkers.
- Artisans' Guild. A broad guild that covers craftsmen not already part of a dedicated guild, i.e., glassmaking, jewelry, tinkering, etc.
- Alchemists' Guild. A guild for alchemists, potion-makers, soothsayers, some artificers; essentially any artisan with a focus on minor magical creations.
Minor Companies
A running list of smaller companies with a presence within the Talhani Isles- Gorin, Orin, and Dorin Breweries. A regionally renowned brewery with "the best damn brews" in the Talhani Isles. Their product alone is enough to carry the brand, but the dwarven brewing company is also shrouded in mystery: nobody knows where their primary facility is located. Deliveries are made at dead drops. Rumors abound about the brewery being located on some secluded island where they source the secret ingredients that make their beers, ales, and meads so divinely flavorful.
- TTT Publications. A printing company founded in the early 1200s. It is believed to have been one of the first publication companies to utilize the printing press. Its early years were hamstrung by allegations of "unethical employment situations," but despite this, TTT has persisted throughout the years and has branched into much of Archaios as well as the Talhani Isles.
- Basilisk Security Solutions. A private security company that grew out of a mercenary guild back in Archaios. They are most often employed in newer frontier towns and for private expeditions into wild jungles. They've gotten into trouble in the past because of a handful of employees being caught snooping around their clients' private information, but their surprisingly affordable rates allow most to overlook those little foibles.
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