Dzarrgh Federate Merchants Guild
In my stories The Theugueus Charter and Core of Coreward, I introduced that the main character Ri was a member of the Dzarrgh Federate Merchants Guild, a bit of headcanon to give the character some backdrop as a Vargr Merchant from the polity of the same name. The Dzarrgh Federate member worlds are very loose and barely pay taxes to the Federate. This free-trade mentality of the Vargr Extents allows for some bare-bones support and organization while encouraging some semblance of market stabilization under Merchants Guild bylaws, (obeyed or not, caught in the act or not).
I don't have stats or a logo for the Merchants Guild, but members are given a maroon red jacket that counts as torso Jack and has white straps with titanium buckles. Vargr Merchants are familiar with the apparel and will often trade with each other before local markets can get a slice of the action. How far the Merchants Guild of the Dzarrgh Federate reaches is subject to debate of course. I found the organization to reach outward from the Federate, having their claws in Tuglikki, Deneb, Corrridor and bits of Vland Sectors.
Membership in the Dzarrgh Federate Merchants Guild requires at least one term in the Merchants Career and can be applied for even after leaving the Career for another or after mustering out. The Guild tries to stabilize polity markets by minimizing (if it can) that 2D6-7 (a.k.a. Flux) roll to determine actual prices for Vargr equipment, systems, components, and just about anything else the Guild can touch. Referees should halve the throw result if they feel the Dzarrgh Federate Merchants Guild has had a say in local economies at any scope.
Because the Merchants Guild is based in the Vargr Extents, membership cannot be accurately updated. Applicants accepted are considered members for life, especially if the member cannot be contacted.
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