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