Five Thousand and One Nights
The remnants of the Second Republic mega-corporations can be found among the many guilds of the Merchant League. It is the League which controls high-technology: invention, manufacture and distribution. It is the guilds who pilot noble starships or repair Church think machines. If any one of these factions were to anger them, a League blockade would quickly end the argument.
The guilds gladly accept their role as second class citizens at the royal soirees, for they know that there is little profit to be made arguing over the best or worst dressed. They instead charge high dollar for the privilege of hiring a guild specialist — and their enforcers ensure that only the guild specializes in certain skills and tech; black marketers and tech counterfeiters are thrown from airlocks.
While the guilds are numerous, only five have risen to intergalactic prominence and regularly travel the jumpweb in the employ of nobles, priests or other guildsmen:
- Charioteers Guild
- The Supreme Order of Engineers
- The Muster (largest faction)
- The Reeves
- Scravers Guild