Difference between revisions of "Category:Guilds"
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= General = | = General = | ||
*There's a guild for just about every sort of profession that exists, and in some cases, their variations. | *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 | + | *Regulates quality of work, prices, apprenticeships/training and accreditation, employment. |
− | *Generally appear in cities, and serve only the host city, though some are large enough, or "travel" enough, that the Guild branches to multiple cities | + | *Practically run the cities where they dominate. |
+ | *Generally appear in cities, and serve only the host city, though some 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. | ||
= Imperia = | = Imperia = |
Revision as of 13:16, 18 September 2017
Contents
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.
- Generally appear in cities, and serve only the host city, though some 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.
Imperia
* = multi-locational
- Alchemists' Guild
- *Bankers' League
- Horse Breeders' Guild
- Masons' Guild
- *Mercenaries' Guild
- *Merchants' League
- Swordsmiths' Guild
- Thieves' Guild
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.