Valthorne - Politics
INTERNAL:
The Council Leader rules Valthorne as the one of the wealthiest guildmasters, elected by the Council of Coin through bids and alliances, focusing on profit maximization. The five major guilds all hold permanent places on the council, with lesser guilds competing for the remaining three positions.
Valthornian society is mercantile and opportunistic, with disputes settled via contracts or economic duels. Guildmasters of key trades form the Council, assembling in lavish halls to set policies on markets and slavery. Positions are bought or inherited, with the arbitrating to preserve trade flows. Enforcers and clerks provide operational advice, their roles contractual and replaceable.
Guilds (Major):
Guild of Coin - Oversees the District of Coin, and represents Bankers, Financiers, Jewelers, and Spice Merchants. As the most influential guild, often the representative to The Council of Coin is chosen as leader of The Council.
Merchant's Guild - Oversees the District of Trade and represents Merchants, Traders, Caravanners and Innkeepers. Manages much of the nations external trade.
Shipwright's Guild - Oversees the District of Ships and represents Shipwrights, Dockworkers and Navigators. Manages most of the ship building and related work.
Alchemist's Guild - Oversees the District of Alchemy and represents Alchemist's, Artificers, Brewers and Glassblowers. Does most of Valthorne's trading with Slyvara.
Guild of Forge & Stone - Oversees the District of Forge & Stone and represents Miners, Masons, Smiths, and Carpenters. Mostly utilized internally within Valthorne.
EXTERNAL:
Valthorne approaches other nations through commerce—forging deals for profit while navigating the Veilsea Accords to avoid sanctions that hurt business. They use Thaloryn's mediation for contract disputes, viewing relations as transactional.
With regard to individual nations:
Duskreef: Valthorne competes with Duskreef in slave trades, undercutting or hijacking shipments, but partners in relic hunts with rampant betrayals.
Ironcrag: Valthorne trades diverse goods for Ironcrag's metals, arms, armor, and tools, ensuring fair treatment of bonded servants in joint deals, though the largest clashes occur when Ironcrag-sourced Dwarven or Goliath slaves enter Valthorne markets in great numbers.
Korathis: Valthorne sells skilled slaves to Korathis for gladiator pens, engaging in profitable trades including Korathian armaments to outfit Valthorne forces, while competing for prime captives, with relations balanced by mutual interest in combat entertainment.
Kragvost: Valthorne acquires captured thralls from Kragvost in exchange for weapons, food, or resources that are in short supply in Kragvost. Valthorne isn't afraid to sink Kragvost ships that appear to have hostile intentions off their coast.
Lumivale: Valthorne supplies magically gifted slaves to Lumivale to elevate their castes, engaging in elite trades despite the mages' condescension; Lumivale agents closely monitor Valthorne's white, grey, and black markets for interesting relic sales.
Nyxumbra: Valthorne sells exotic slaves to Nyxumbra, allying in black markets but holding out for high prices over prime specimens.
Sylvara: Valthorne based raids occasionally enter Slyvaran territory, but all formal knowledge or official involvement is denied by the Council of Coin and ascribed to 'rogue elements' or 'foreign operators'. Those slaves nonetheless make their way to Valthorne markets.
Thaloryn: Valthorne complies with the letter of Thaloryn's market regulations, trading information for economic leniency. Valthorne regularly bend or outright break agreements, but they're very good at obfuscation, meaning Thaloryn rare has any actionable proof.
Zephyris: Valthorne engages Zephyrian airships under contract for air defense, and Zephyris prizes Valthorne constructed optics for their quality glassworks. Valthorne simultaneous thrives on the marketing of Slaves from Zephyris, which are usually captured by other nations or third parties to avoid direct involvement.