Revision 4 as of 2008-07-05 08:40:57

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Guilds

The system of guilds is spread across ["Arthea"]; the quality of guild support for given professions varies from industry to industry, but in general the richest industries rely little on guilds, and so have developed little in the way of professional bodies, while the poorest have the worst infrastructure, can barely afford the overhead of such organisations, and have far less of an investment in this way. The best guild networks span the cities of the nation, while the poorest may have just a single guild house, and be competing with others in a single town or city.

Professions that rely on their guilds require many common aspects from the network; training, supply networks, profession-based advice and support, protection from legal challenges, and a unified political voice are all common. These apply equally to tradesmen's guilds and the higher (and lower) status guilds that appeal to player characters.

There are many trades guilds supporting all kinds of professions across ["Arthea"], from abattoirs to zoologists, but the ones of interest here are those that directly affect character classes and the non-class services they need. Clerics and monks have their churches to rely on, wizards and sorcerers have their Sects, which are a order of magnitude higher in terms of organisation and training (but often not in size), the others are are supported by one or more of the guild types that follow. There are no direct guilds in human society for classes such as Rangers and Barbarians. These classes rely on support from Warrior guilds for training in combat, and other guilds for the other skills their classes require.


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