The Guilds

The six most powerful guilds, all guilds are groups given license to regulate and monopolize a component of trade in the empire giving their due and their allegiance to the Emperor. Though the guilds no longer see it this way, and the Emperor no longer has the might to bring them to heal.

Claimers salvage rights, some rumors of piracy and wrecking but mostly above the board
Finers Production of minerals and fine works of artistry
Sellswords Contracting of Mercenaries and Guardsmen
Mercers Banking, though all other guilds have limited allowance in this area
Librarians Hiring out of Arcane Labor
Shipwrights Creation of ships, and the management of Ports

The Guilds

Water or Blood The_Stump