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Canonfire :: View topic - Guilds
Canonfire Forum Index -> Gran March Gazetteer
Guilds
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Master Greytalker

Joined: Jul 13, 2002
Posts: 1077
From: Orlane, Gran March

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Mon Nov 27, 2006 6:16 pm  
Guilds

In a similar thread some time ago that went awry after some very good discussion. The problem was, that the core questions were never answered....

What are the Guilds in Gran March.

Ivor supplied us with the following:

Union of Cloth Merchants and Traders
Guild of Dyers, Apothecaries and Herbalists
Guild of Architects and Stonemasons
Guild of Blacksmiths, Armorers, Shieldmakers and Ironworkers
Guild of Carpenters, Furniture makers and Barrel makers?
Guild of Cartographers - Headed By the Esteemed Yabusama
Alliance of Drovers, Teamsters and Overland Freighters
Guild of Goldsmiths and Silversmiths
Association of Rafters, Freighters and Bargemen
Guild of Leatherworkers and Tanners
Union of Lumbermen and Woodcutters
Guild of Vintners and Brewers
Union of Sages and Academics
Guild of Weaponsmiths

I think that we need to revisit these and discuss how they operate; also how do they operate in relation to the plain precence of the demi humans. How do the "Guild of Weaponsmiths," deal with the Dwarven Smith's of Harnarchus?

I would like to add the Guild of Duct Workers, out of Hollowdell. There also needs to be a horsebreeder's guildthat works with the centaur's of the northern plains.

Thoughts.
Journeyman Greytalker

Joined: Apr 21, 2003
Posts: 200


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Sat Dec 16, 2006 4:24 pm  

What about the Sanitation Guild with it's obvious ties to the Thieves guild? Someone had to make that joke. Happy
Journeyman Greytalker

Joined: Aug 01, 2004
Posts: 252
From: Nyrond

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Mon Dec 25, 2006 1:13 pm  
Re: Guilds

Anced_Math wrote:
In a similar thread some time ago that went awry after some very good discussion. The problem was, that the core questions were never answered....

What are the Guilds in Gran March.

Ivor supplied us with the following:

Union of Cloth Merchants and Traders
Guild of Dyers, Apothecaries and Herbalists
Guild of Architects and Stonemasons
Guild of Blacksmiths, Armorers, Shieldmakers and Ironworkers
Guild of Carpenters, Furniture makers and Barrel makers?
Guild of Cartographers - Headed By the Esteemed Yabusama
Alliance of Drovers, Teamsters and Overland Freighters
Guild of Goldsmiths and Silversmiths
Association of Rafters, Freighters and Bargemen
Guild of Leatherworkers and Tanners
Union of Lumbermen and Woodcutters
Guild of Vintners and Brewers
Union of Sages and Academics
Guild of Weaponsmiths

I think that we need to revisit these and discuss how they operate; also how do they operate in relation to the plain precence of the demi humans. How do the "Guild of Weaponsmiths," deal with the Dwarven Smith's of Harnarchus?

I would like to add the Guild of Duct Workers, out of Hollowdell. There also needs to be a horsebreeder's guildthat works with the centaur's of the northern plains.

Thoughts.


I think we first have to decide if the guilds are a national community or if they are set up soley in cities. Do small towns and such fall outside the influence of the guilds? Do the guilds align themselves with the various baronies? Are there demi-human guilds or are all welcome? The Dwarven Smith's of Harnarchus may be the finest smiths, but that doesn't mean they will sell their goods to commoners and rubbish, like adventurers Wink

Never had this problem in the Wild Coast,
Dwarf from Nyrond
Black Hand of Oblivion

Joined: Feb 16, 2003
Posts: 3837
From: So. Cal

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Sat Jan 06, 2007 5:16 am  

Guilds should for the most part be localized. Towns and cities each have their own guilds. Just go with a list of common guilds, as in "Cities and larger towns will usually have the following organized guilds... Each of these guilds has representatives Guild houses in the capitol city who represent them in the government." The guild houses in the capitol serve the local guild members, but also represent those guilds of the same type throughout the land with regards to government dealings. Rough wording/ideas, but there you go.
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