.. _guilds-label: Adventuring Guilds ****************** Overview ======== * Result of treaty so nobles could retain power in exchange for aid in unification war * "Old world" guilds are former noble houses * "New world" guilds are those formed after the treaty * Guilds do not swear fealty to local lords, but life is easier if they respect them * Organization and management of guilds and leagues are up to their respective heads * Leagues may influence how member guilds are run * "Old world" guilds/leagues tend to be run by descendant of the former noble houses (e.g., leadership is hereditary) Leagues ======= * Guilds can join leagues for support * League to help new guilds * Despite relatively weak member guilds, this guild holds a far amount of influence and respect * Most view it as a noble endeavor to train new-comers and help perpetuate the guild system * Others see new guilds as unfit and see the league as diluting prestige of the guild system * People with this view tend to be descendants of the former noble houses (i.e., "old world') * One or two leagues closely tied with former noble houses * Specialist leagues (e.g., for certain job types)? Titles ====== * Prince of the Guilds - head of the guild system, non-royal prince, elected by electors * League Lords - head of a league of guilds, duke-level title, electors come from this group * Guild Master - head of a guild, count- or baron-level title depending on guild prestige * Guild Knight - a member of a sanctioned guild * Titles are not hereditary * Titles are not formally retained upon leaving a position, but may be used out of respect (e.g., for former league heads) * May want to consider more official emeritus titles