Il Florentino

Il Florentino is the largest colonial port on the whole continent of Sarenia. It is a Merchant Republic, headed up by a Doge, who himself his selected from the Council of Eleven, the council of powerful guilds. Despite being organised as a city state, Il Florentino is one of the two major colonial nations, and the only one situated on the mainland. Consequently, it is one of the world’s premier financial powers, a major port for trade good brought back from the far lands, and the commercial hub for much of the continent of Sarenia.

Geography
Il Florentino sits on the flood plane of the River Fenix. By this stage, the Fenix is nearly a mile wide, and partly tidal, though still mostly fresh water. The city is one of three city states based in the wider Fenix Estuary, and is comprised a series of low lying islands separated from either shore. The waters are very mineral rich, and the waters are rich in fish and other animals. Il Florentino sits on the Fenix Floodplain, and as such is liable to extreme flooding in Spring every year as the snow melts in the mountains to the East. As a result, the city states of the Fenix Delta, Grand Citadel and Yalmark, in adition to Il Florentino, have developed a complex water management system that channels much of the water away from the cities. There is a saying in the Delta

“This land is built with Yalmarkian knowledge, Florentine money and Citadel arms”

The river also provides benefits for Il Florentinos in a different way. For centuries, the people of the delta have used large river spanning nets and boons, designed to collect resources brought down river b the current. In particular, wood recovered from the river is important, as the estuary is not abundant in trees, and especially during the early days of the republic, it became a key material in ship building and construction.

History
Il Florentino started life as a cluster of small fishing villages in the marsh. The land itself remained was contested between the Honorian Empire and the Kingdom of Flachland, but as the estuary was constantly changing every season, the exact border had never been demarcated. Many of the original inhabitants came to the delta to live outside of the governance of either empire.

The only high ground was a small hill on the largest ‘island’ and it had been consecrated as a Temple of Serenia. Consequently, every year, the flood waters arrived and frequently damaged the low lying buildings. The church, being on the highest land, would remain undamaged. The villages came together to protest, and took over the church grounds and expelled the Nuns and abbotts. This was done during a time of great strife, and the church did not organise a retributive response as they were preoccupied elsewhere.

By opening themselves up as a port serving both the Honorians and the Flachlanders, but devoid of the taxes and fees of either, Il Florentine grew quickly to become an important port, and for a long time it’s existence, along with the similar enclave states of Yarmuk and Grand Citadel were tolerated, if not recognised. It was only 50  later with the Treaty of Fortela del Oso were these states officially recognised in an effort led by the Florentines.

However, Il Florentine really took off when, 43 years ago, Arjen de Vasca led the first expedition beyond Texel, first discovering the Hau’apu Islands, then further to the Nitrate Coast. In just under two generations, the whole economy of Il Florentino has been refocused. The Florentines have developed a transcontinental trade empire, and the economy has became focused on global trade.

Culture and Politics
Within Il Florentino, space it as a premium, and one of the last vestiges of its egalitarian past is that the land is divided into parcels, each owned by a family. These plots are treasured greatly, and it is very rare that for them to be sold. Consequently, houses are built up rather than out. In Il Florentino, it not the size of your estates that brings prestige, but the number of floors. Only the wealthiest can afford a five story building.

There are two main competing interests in the politics of Il Florentino - family and the guilds. The family ties are an important link to the cities difficult past, when the families of the marsh came together to oppose the church. However, as trade with other nations expanded, and particularly since the birth of their colonial interests, the guilds have taken primacy as the centre of power. These two institutions are heavily intertwined, however, and some, especially the Merchants, Shipwrights and Silk workers guilds, remain bywords for their own respective family interests.

In an effort to alleviate the inevitable tensions caused by some many competing interests, the guilds elected a Doge from the body of the council, to lead. Guild elections are every 6 years, and are heavily contested, with huge sums of money changing hands, and not an insignificant amount blood being spilt. The current Doge, Guaimar, was chosen from the Banking Guild 4 years ago. So far his reign has been uneventful, as he has taken a hands off approach to the relations of the guilds and has instead focused his attentions towards expanding the colonies and out maneuvering the Naverians.

Relationships
The Florentinans main rivals are the Naverians. Despite being the primary trading partner for the other, the Naverians are jealous of the Florentian colonies, and the Florentians can’t compete with the quality of the Naverian navy in direct conflict. As such, they have rarely come to blows, though it is not uncommon for both nations to tactically support their own merchants in conflict with the other, rather than outright war.

Guilds
The Council of Eleven Guilds Other guilds not represented in the council, but present within the city and active elsewhere: Unofficial guilds
 * 1) Merchants
 * 2) Bankers (Currently Doge)
 * 3) Silk Weavers and Merchants
 * 4) Wool Manufacturers and Merchants
 * 5) Linen Manufacturers
 * 6) Physicians
 * 7) Shipwrights and maritime
 * 8) Surveyors and explorers
 * 9) Stonemasons
 * 10) Vinters
 * 11) Artists
 * While not technically a guild, the Church of Sarenia maintains a seat on the council as well.
 * Caravan and Hauliers
 * Mercenaries/adventurers
 * Surveyors
 * Miners
 * Explosives
 * Cokemen
 * Lumbermen
 * Farriers
 * Fishmongers and Tradesmen
 * Tallow Chandlers
 * Apothecaries
 * Armourers
 * Smelters and Blacksmiths
 * Locksmiths
 * Magicians
 * United tradesmen
 * Assassins guild
 * Ratfolk council (Operates under the stylings of a guild, though exclusively for ratfolk)
 * Labourers Guild (An unrecognised attempt by dockworkers to register a guild to protect their intersts. While persecuted, and targeted by authorities, it has survived, and similar organisations have sprung up in many ports and towns throughout the world.)