Difference between revisions of "Category:Guilds"

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(Imperia)
(Major 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 07:29, 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