Difference between revisions of "Category:Guilds"

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(Minor Guilds)
(Imperia)
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= Imperia =
 
= Imperia =
===Minor Guilds===
+
===Minor Trade Guilds===
 
<gallery mode="packed" heights="125px">
 
<gallery mode="packed" heights="125px">
 
File:Arms-thievesguild.png|Thieves' Guild
 
File:Arms-thievesguild.png|Thieves' Guild
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*[[:Category:Thieves' Guilds|Thieves' Guild]]
 
*[[:Category:Thieves' Guilds|Thieves' Guild]]
  
===Major Guilds===
+
===Major Trade 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.
 
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]]

Revision as of 11:57, 15 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 Trade Guilds

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

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

Major Trade 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