The Merchants Association
“Wealth without exploitation isn’t idealism — it’s just good business. If I help you prosper, you’ll come back. You’ll trust me. And over time, I’ll earn more than I ever would taking advantage of you. It’s slower, sure. But it lasts.”
The Merchants Association is a powerful economic network of traders, scavengers, innovators, and philosophers who believe in one guiding ideal:
“Wealth without exploitation.”
Formed after the first successful scavenger mission into an ancient city, the Association has spread across every major nation and into most cities of Ashara. Though it lacks a military, its wealth grants it quiet, far-reaching influence.
Structure
Membership begins with a buy-in — proof that you are a merchant of means. Advancement is tiered and secretive; higher ranks require either substantial investment or sponsorship from a superior member until you're proven worthy.
There is no formal leadership. A peer council of equal-ranked merchants may convene to discuss shared concerns, but most operate independently. It functions more like a club of elite capitalists with shared values than a centralized guild.
Code of Conduct
Their code comes from a recovered Ancient Human text, believed to be a philosophical manual on sustainable wealth generation:
“To make others rich, so that I may get rich off their riches. Know what is product, and what is crime.”
Members caught violating this code are blacklisted, publicly shamed, and economically dismantled. The Association may leak damaging information to national authorities or coordinate financial retaliation.
Factions Within
- Traditionalists – Focused on long-standing trade principles and reputable business.
- Scavengers – Ambitious innovators who channel profits into exploration, research, or rediscovery.
Magical Resources & Innovation
High-tier merchants gain access to:
- Long-distance movement magic
- Cargo protection enchantments
- Magical communications
Some sponsor direct research into relics from Ancient ruins. While artifacts are sometimes auctioned, the Association may involve other powers when a find is too dangerous to handle alone.
Allies and Rivals
Allies:
- Adventurers’ Guild (guards, transport)
- Mage Guild (rare material suppliers)
- Renowned artisans and crafters (through sponsorships)
Rivals:
- Dark guilds and assassins
- Nobility jealous of their influence
Reputation Across Ashara
- Commoners: “Greedy coinrats.”
- Adventurers: “A source of work.”
- Mage Guild: “Useful middlemen.”
- Governments: “Economically relevant, not threatening.”
- Nobility: “Upstart rich folk with too much ambition.”
- The Banks: “Reliable and stable.”
Rumors and Secrets
- Trying to buy noble titles across Ashara.
- Secret experiments with soulbound magi-tech.
- Funding private, unreported expeditions into sealed ancient cities.
Known Insults
- Gilded Thieves
- Golden Hypocrites
- Coinrats
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