Category:Guilds: Difference between revisions

From Coregroup Wiki
Jump to navigation Jump to search
Line 15: Line 15:
Major guilds are large enough, or "travel" enough, that the Guild branches to multiple cities. Some of these guilds grow quite powerful, almost a nation to themselves.
Major guilds are large enough, or "travel" enough, that the Guild branches to multiple cities. Some of these guilds grow quite powerful, almost a nation to themselves.
*[[Bankers' League|Bankers' League]]
*[[Bankers' League|Bankers' League]]
*[[Mercenaries' Guild|Mercenaries' Guild]]
*[[:Category:Mercenaries' Guild|Mercenaries' Guild]]
*[[:Category:Merchants' Leagues|Merchants' League]]
*[[:Category:Merchants' Leagues|Merchants' League]]



Revision as of 21:29, 10 December 2020

General

  • There's a guild for just about every sort of profession that exists, and in some cases, their variations.
  • Regulates quality of work, prices, apprenticeships/training and accreditation, employment.
  • Practically run the cities where they dominate.

Imperia

Minor Guilds

Minor guilds appear in cities, and serve only the host city

  • Alchemists' Guild
  • Horse Breeders' Guild
  • Masons' Guild
  • Swordsmiths' Guild
  • Thieves' Guild

Major Guilds

Major guilds are large enough, or "travel" enough, that the Guild branches to multiple cities. Some of these guilds grow quite powerful, almost a nation to themselves.

Dwarfmount

Elfwood