Merchant's Guild is an association of merchants in the New World.
The main business of the Merchant's Guild is to monitor and regulate trade in the region. During the peak of the Dwarf Kingdom, the dwarven Merchant's Guild was a prospering industry, it traded with a human kingdom that once existed and ruled the area around the mountain range bringing enormous wealth to the dwarves. The guild's prosperity ended when the Evil Deities attacked the Royal Capital, forcing the dwarves to flee to Feo Jera.
The guild would survive though, and eventually traded with the newly formed Baharuth Empire. However, trade across the mountains became difficult due to the severe terrain and constant monster attacks. A hundred years later, trade between the nations stopped. The lack of frequent trade caused the guild's power to wane. By the time the Sorcerer Kingdom opened trade relations with the Dwarf Kingdom, the guild had declined so much that the title of Merchant's Guildmaster was a hollow title. A title which was now meant for one who is mostly in charge of foreign affairs rather than doing it's original purpose.
Rules and Practices Edit
The Craftsman of Dwarf Arc Edit
- Main article: The Craftsman of Dwarf Arc
Known Merchant's Guild Members Edit
- The Dwarf Kingdom's Merchant's Guild traffic is merely twenty dwarves’ worth of merchandise.
- Currently the Dwarf Kingdom's guild is developing magic items which can hold an unlimited supply of goods.
- Its unknown as of yet that the Merchant's Guild is a dwarven institution or an international one. Though in Volume 5, Princess Renner mentioned a group called the Great Merchants that may control the trade industry of the Re-Estize Kingdom.