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