Guildreign Organization in Eyria | World Anvil
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Guildreign

Structure

Guildreign operates off a form of syndicalism, where the Guildmasters of the cities many guilds meet in a National Council and vote on all the important affairs of the city-state. A Guildmaster doesn't immediately get a seat on the council, however, otherwise anyone with enough money to found a guild could influence the nations politics. A guild must employ at least 12 members, and be in good standing for a full year before the Guildmaster is permitted a seat on the council.

Culture

People in Guildreign come from many walks of life, and the city-state is a veritable melting pot of races. The culture of Guildreign however seems to be quite infectious, as many who have come to live in the city have openly embraced the culture. The culture of Guildreign is one that holds ones merit in high regard, and idealizes the arts and other luxuries that come from a prosperous, peaceful nation.   That said, the people of Guildreign are nothing if not stubborn. They are distrustful of those who try and operate outside the faculties of the city. Merchants who don't have dealings with the Trader's Guild, artisans who run their own businesses without a guild membership, and guilds that operate chiefly outside of the city-state but has opened a branch office within Guildreign.

Assets

Guildreign is an incredibly wealthy city. Income from vast amounts of trade not withstanding, the city-state has access to two separate silver mines, allowing them to smelt and mint their own silver currency as well as export it at a substantial profit to the other nations of Eyria.    Militarily, the city-state has a strong enough power base to effectively defend itself and it's wider borders, though they are far from a true military power. Their fighting force is one purely designed for the defense of the city, and is ill suited for any kind of real war.   As far as holdings are concerned, Guildreign is a city-state, though it has several small towns and villages under its control. Most of them are guild-sponsored settlements, working to produce staple crops, ore, lumber, or some other resource to provide to the city proper.

History

The City of Guildreign is a relatively new city to mark the map of Eyria, though a settlement had existed there for many years before the city had been formally founded. Once a small town holding of the now ruined Daevite Empire, Guildreign broke off from the Empire during it's collapse and became independent. Now on it's own, the town was able not just to survive, but thrive thanks to the town's guilds fostering it's new independent growth. The town was renamed to Guildreign, and over many years it blossomed into the large city it is today.   In more recent history, Guildreign has become much more organized. Needing to formalize and legitimize it's rule, many of the more problematic districts were formally disbanded by decree of the national council. Most notable of these disbanded guilds was the Thieves Guild, which after a lengthy debate over the logistics of tacitly legalizing theft, was disbanded.   Most recently, Guildreign is in a time of peace and prosperity. Growth continues unabated, new villages being founded around the borders of the city-state, and more people are born in or immigrate to the city each and every day. The city-state maintains trade relations with nearly every other nation in Eyria, and reaps in great profits as a result.
Type
Geopolitical, City-state
Alternative Names
The City of Opportunity
Government System
Meritocracy
Power Structure
Federation
Economic System
Mixed economy

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