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  2. Lore

United Merchants Guild & Tradebelt

Faction Name: United Merchants Guild
Common Names: The Guild, The Ledger, The Quiet Crown
Identity: A banking and trade empire older than most governments, operating as the true economic sovereign of Viratia.

Core Belief

War is an investment. Peace is a contract. People are collateral.

The Families

The Guild is a coalition of old merchant families, each controlling a pillar:

  • Rail Finance House: funds expansion, owns repair yards indirectly

  • Insurance House: decides which shipments “deserve” to survive

  • Debt House: holds land deeds, liens, and labor contracts

  • Exchange House: controls currency flows and bullion reserves

  • Shipping House: controls port schedules and warehouse access

They do not rule by speeches. They rule by credit limits.

Methods

  • offers loans to towns then quietly takes their water rights

  • carefully funds both Meridian and Concord, ensuring dependence

  • buys judges, not soldiers

  • controls press through advertising contracts

  • orchestrates “market panics” that break rivals

Assets

  • vault networks in Tradebelt and Verdan

  • rail contract monopolies

  • private telegraph lines for “business only”

  • warehouses that function like fortresses

  • influence in universities, especially medical research funding

Enforcement Arm

Name: The Ledgerguard
Public Face: private security contractors
True Role: elite debt collectors, assassins, seizure squads, and strikebreakers

They are polite, well paid, exceptionally trained and legally protected.

Player Hooks

  • owe a debt and get recruited into Guild work

  • expose a manufactured famine caused by contract manipulation

  • protect a town from foreclosure by stealing contract ledgers

  • become a Guild favored fixer and gain power at a moral cost

The Guild is the scariest faction because it can kill you without touching you.


TRADEBELT CITY LORE

City Name: Tradebelt
Faction: Officially Meridian aligned, functionally Guild dominated
Role: Financial capital and industrial logistics hub. Where wars are priced.

City Identity

Tradebelt is clean where it wants to be and rotten where it can hide it.
It is built around banks, exchanges, warehouses, rail yards, and shipping contracts. It feels less like a city and more like a machine that eats labor and produces money.

Key Features

  • The largest contract exchange in Viratia

  • Warehouses the size of forts

  • Rail contract offices that dictate routes across the island

  • A culture of suits, ledgers, and quiet violence

Districts

1) The Exchange Core
Banks, currency halls, contract exchanges, bullion houses. Guards everywhere, politeness mandatory.

2) The Vault Row
Private vaults, safe deposit labyrinths, and armored carriage lanes.

3) The Contract Yards
Legal offices, notaries, rail routing bureaus, and arbitration chambers. A signature here can starve a town.

4) The Warehouse Belt
Loading cranes, river docks, bonded storage, customs offices. “Accidents” happen here often.

5) The Worker Barrens
Crowded housing, boarding houses, illness, and resentment. Guild charity exists only to prevent riots.

6) The Velvet Courts
Elite neighborhoods, private clubs, discreet brothels, and political dinners.

Corruption

Tradebelt corruption is refined:

  • bribery disguised as consulting fees

  • assassinations disguised as workplace accidents

  • blackmail disguised as “risk assessment”

  • courts that function like auction houses

Story Hooks

  • a contract that reveals the Guild funded both sides of the war intentionally

  • a shipment of silver compound weapons routed secretly to extremists

  • a banker who wants out and needs protection

  • a warehouse fire that exposes something not meant to exist in human hands