Worldly Guilds of Akurr-Zufam

The World Guilds of Akurr-Zufam is the largest Sangheili-owned corporation that operates in the Human Sphere. Its main claim to fame is the import and adaptation of Covenant technology, though it also has significant investments in manufacturing and spaceliners.

History
Although recently reformed, the roots of the company can be found in the ancient Zufam Mercantile Alliance. Founded over 2,000 years ago by Neru 'Al Ikazufamee, it controls all of the clan's commercial and industrial centers, as well as its small fleet of trading ships and escorts. During its peak in the Late Antiquity, it was a leading manufacturer of high-technology, and ships bearing the navy blue-and-gold sigil of the keep could be found regularly traveling as far away as the Scattered March Domain. By the time of the 9th Age of Reclamation, however, ineffective management from clueless kaidons, competition from Qikost merchants, and general stagnation have turned it into a tiny trading group found exclusively in the Sunlit Worlds.

The organization's revitalization during the latter part of the Human-Covenant War was largely due to Raxs 'Gatakurr. A trader himself before he enlisted with the Covenant, Raxs had run a number of personal side-businesses during his tours, usually in the trade of rare or illicit goods. He had been reluctantly hired only due to his marriage to Hela 'Zufam, the Kaidon's sole offspring, and was despised by the nobility for his low-born status and general unpleasantness. He was given a position to manage an underfunded shipping fleet in the Solis Nexus, with the expectation that he'd cause the least damage - and have the smallest opportunity for advancement - there.

Disappointed as he was to be in charge of six underpowered freighters, Raxs was used to operating with limited resources. Within two years of accepting the position, his reforms had led to his fleet being increased to ten, all of significantly newer designs, and invested funds in retrofitting his home port and assembly forge into a shipyard and armory respectfully. Within four, he had acquired a Ministry contract to supply war material, and doubled the size of his fleet with ten proprietary. The secret to his success was threefold. Firstly (and unknown to his superiors), most of his fleet was no longer operating in his designated regions, and had instead moved into the spinward domains. Secondly, he had gotten into contact with a number of associates to make the sourcing and trade of rare goods his focus. T'Soram-pattern nanolaminate was by far the most prized, due to its strength and the fact that Raxs was the sole supplier. Thirdly, he had done away with the flowery but inefficient policies that, while they had given the Zufam merchants their reputation, had stifled his profits and allowed for nepotism to take hold.

The year 2551 was a turning point for the company, and incited what would be internally known as the "Modernity vs Tradition" debate. Although Raxs' tactics were undeniably successful, the result of doing away with their mercantile code and had dragged the Zufam name through the dirt. This was also partially due to the decision for Raxs to cut out incompetent individuals, who had earned their positions as part of a deal. It was eventually settled with an agreed reform of the corporation: the division Raxs was in charge of would be branded under the name 'Akurr Shipping Concerns', while the traditional sectors that the company previously appealed to would use the old name. The collective name was changed to the.

Post-Covenant War expansion
Akurr-Zufam was in the process of expanding into the Greater Spinward Frond when the Great Schism occurred. The fragmentation of the Covenant into conflicting warlord holdings, loose alliances, and a few functioning states led to the complete breakdown of trade and any form of economics. Any lone trade ships were sure to be ransacked by either Jiralhanae and Sangheili bandits - and even hiring neutral crews Kig-Yar did not dissuade their attacks. Worse, without any valid form of currency capable of paying for their work, many crews simply stole their ships and assets and fled homeward to support their friends and family.

To combat this, several major changes had to be made. The company was among the first to formally abandon the Gekz, or any currency for that matter, in favor of bartering with goods. All freighters had to fly in convoys: though the risk of destroying all of them was much higher, it was hoped that when they scatter they may in practice lose fewer ships. While a good first step, without escorts to protect them, or soldiers aboard to guarantee loyalty, it would only prolong the inevitable. For this reason, while the strongest of the fleets and armies that swore fealty to Clan Zufam were held back at Sanghelios, a handful of supplemental ships - mostly smaller or older warships - were sent to protect suppliers and convoys. These were bolstered by mercenary fleets that Raxs himself had recruited, with usually simple terms that he could keep their ships running, crews fed, and their families aided by whatever resources the company could spare. Although none of these measures or deals were ideal, they did leave the Akurr-Zufam company in a far better state than many of their older competitors.