Difference between revisions of "Category:Guilds"
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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 08:29, 11 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
Subcategories
This category has the following 8 subcategories, out of 8 total.
Pages in category "Guilds"
The following 8 pages are in this category, out of 8 total.