Guilds in Posture | World Anvil

Guilds

Written by HumNummaHumma

Most people know that Wheel is a realm of industry, at least in the northern half. In the north, Wheel is "ruled" by the six prominent workers' guilds: Anyone who seeks to make a living in Wheel must pay membership dues to one or more of these guilds. If you create jewelry, for example, you'll have dealings with Axes, Circuit, and Prosperity. If you sell your jewelry in a storefront, you might need membership with the builders of Cornerstone as well.   As with any idea for society, the guild system started with efficient and peaceful intentions. But true to the ways of man, the desire for power and prestige crept in and corrupted the guild structures from within.   Currently, there are six guilds. Three of them (Cornerstone, Axes, Harvest) have formed an alliance because they've been operating since the beginning. These three refer to themselves proudly as the Prime Guilds. The other three guilds (Bloodlife, Circuit, and Prosperity) collude with each other out of necessity. These three were birthed through rebellion and desire for independence from the Prime Guilds.  

HOW GUILDS WORK

Guild membership is everything in Wheel. It's a core identifier of every person. When meeting someone for the first time, they will ask you two things: "What's your name?" and "Who are you for?" (This second question is the proper way to inquire about guild affiliation.)   Joining a guild is simple. Go to their embassy in Granted and satisfy the application process. As part of this, some guilds request a membership fee, while others require a demonstration of loyalty or ability. Guilds provide benefits to all of their active members in good standing.  

OTHER STUFF ABOUT GUILDS

  • All supplies must be purchased from your guild market in Granted (or from guild stores in their headquarters in other cities). If you're not a member of a guild, they're not likely sell to you. If they do, be prepared to pay exorbanent prices.
  • Quest rewards are enhanced by guild flavors. For instance, a Bloodlife quest might net you extra health potions as a reward. But you can only turn in quests at the guild's embassy.
  • It's not uncommon to join more than one guild. Some guilds have rivalries with each other, so a bit of diplomacy is required for people who willfully enter that arrangement.
  • Most guilds incorporate a guild ranking system. Those who work their way up through the ranks reap more benefits and luxuries.
  • Guilds are motivated by their influence and prestige in Wheel. The Kingdom offers more favor (and forgiveness) to the guilds who best represent their rules. To that end, guilds are interested in commerce (for Kingdom taxes), charitable deeds (for Kingdom conscience), solving problems (for Kingom efficiency), and most of all, keeping order where needed as promptly as possible (for Kingdom security).

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