Table of Contents

Clubs, Societies and Guilds

Overview

Guilds are societies for people who share common interests or skills. For example a Town might have a Crafts Guild that all of the towns Craftsmen belong to - a city might have different guilds for each trade (or group of trades). A stronghold might have a Miners' Guild, a Merchant-Venturer guild or a Wizards' Guild - they all come into this category. The Guild does a number of things. First it tries to regulate trades in its catchment area, some say this is to protect its members from competition, other say that it helps ensure good quality work. It also acts as a meeting place, a place for discussions, sharing and learning - so long as you are a member. Larger guilds provide a small pension for sick members, or their dependents and 'children of the guild' are often apprenticed or employed within the guild.

The same set of buildings / additions could be used to create a headquarters for any sort of organization. For example The White Company of adventurers might club together to build themselves a base in a town or The Legion of Ex-Soldiers might want a base for their members.

Note

Buildings

You can start small and add to it as you go - or you can go flat out from the very start -If you can get a hall, or Lodgings, kt can grow independently - but you need those starter funds. Remember the larger it grows, the more space it takes up.

Developments for Societies
ClassificationNameCost BP Spec EconLoyStab Defence
GuildGuild Hall201110
GuildOffices0.500000
GuildLibrary0.500000
GuildMuseum0.500000
GuildShrine0.500100
GuildLodgings {★★} 101000
GuildLodgings upgrade {★★★} 0.500000

There are often different categories of membership, and management roles might be restricted to senior (or wealthier) members.

Descriptions

Note-1: Shrines

See Residential Classifications for a description of the ★ rating system.