Lycian Order of Guilds
Sept 1, 2013 20:58:13 GMT -6
Post by Hal on Sept 1, 2013 20:58:13 GMT -6
Ostia had fallen too many times, it often left the Lycian League in shambles. One of the smaller providence broke away from the Lycian League in order to run things their way, thus began the guild boom as they had began to branch out to other parts of Elibe. There are three major types, Merchant, Mercenary, and Assassin.
Merchant guilds sell things, ranging from goods, services, and even information. Most merchant guilds are composed of individuals who do not compete in the same market - if they don't sell a particular item, they will often refer you to another guild member that may have what you need. They work off the 'scratch my back, I'll scratch your back' ideology. Some of the items they tend to carry are food, clothing, weapons, armor, and raw materials. There are two major types of merchant guilds: Local and Traveling. Local merchant guilds are stationary, organizing trade in a given region and helping stock local shops. Traveling guilds travel from city to city, transporting goods to sell to their stationary brethren... for the right price. They also provide information on what's hot in other locations so those willing to take the initiative can cash in on growing trends first. As they travel often, they always make sure to keep enough room to transport people who do not wish to travel alone... also for the right price. Merchant guilds tend to have a close relationships with members from mercenary guilds, relying on exploration guilds for safe/fast routes, and mercenary guilds for protection from bandits.
Mercenary guilds are the most common form of guild to find - they're the generic "hired muscle" that everyone with money needs. They are often hired to protect undefended towns or reinforce city guards during festivals or invasions, while traveling merchant guilds pay them to ensure they make it to the next town safely. Mercenary guilds do pretty much anything that needs doing, but have a fairly universal code of honor that ensures no self-respecting mercenary guild will take a job that harms the innocent, though bandits and human attackers are fair game.
Assassin guilds pick up where mercenary guilds leave off, taking the jobs that even the most grizzled mercenary guilds will reject. They are not officially recognized as guilds, and revealing yourself as a member in any civilized area will lead to your being arrested and generally sentenced to death. While assassin guilds will take on any job regardless of how dirty it its, there is a certain degree of honor among these thieves, and every member takes an oath of loyalty to the guild and their fellow members - they refuse to rat each other out.
Player Guilds
While joining an existing guild is always an option, you can also found your own. However, there are rules put into place by the Lycian Order of Guilds to limit to proliferation of guilds and keep them easier to track. In order to start your own guild you must have a minimum of four player members, you must define the goal of the guild (mercenary, assassin, etc), the laws of the guild (guilds self-govern and each has unique internal rules), and lastly the name of the guild (self-explanatory). Finally, there is a fee of 500 gold(IG money) for the creation of a guild, which covers both paperwork and the construction of a (small) guild headquarters. While the Order stringently discourages guilds from breaking laws and ostensibly outlaw assassin guilds, they will accept assassin guilds so long as the money is there - hush money, essentially, as well as bribes to keep their participation secret.
The Order reserves the right to deny a guild for any reason, but in practice this authority is only exerted if their fee is not paid in full, if the paperwork is not adequately filled out, or if there are just too many of that variety of guild already.
Guilds provide no real benefits to your character, what they do however is creates a small group of characters you can easily RP with.
Merchant guilds sell things, ranging from goods, services, and even information. Most merchant guilds are composed of individuals who do not compete in the same market - if they don't sell a particular item, they will often refer you to another guild member that may have what you need. They work off the 'scratch my back, I'll scratch your back' ideology. Some of the items they tend to carry are food, clothing, weapons, armor, and raw materials. There are two major types of merchant guilds: Local and Traveling. Local merchant guilds are stationary, organizing trade in a given region and helping stock local shops. Traveling guilds travel from city to city, transporting goods to sell to their stationary brethren... for the right price. They also provide information on what's hot in other locations so those willing to take the initiative can cash in on growing trends first. As they travel often, they always make sure to keep enough room to transport people who do not wish to travel alone... also for the right price. Merchant guilds tend to have a close relationships with members from mercenary guilds, relying on exploration guilds for safe/fast routes, and mercenary guilds for protection from bandits.
Mercenary guilds are the most common form of guild to find - they're the generic "hired muscle" that everyone with money needs. They are often hired to protect undefended towns or reinforce city guards during festivals or invasions, while traveling merchant guilds pay them to ensure they make it to the next town safely. Mercenary guilds do pretty much anything that needs doing, but have a fairly universal code of honor that ensures no self-respecting mercenary guild will take a job that harms the innocent, though bandits and human attackers are fair game.
Assassin guilds pick up where mercenary guilds leave off, taking the jobs that even the most grizzled mercenary guilds will reject. They are not officially recognized as guilds, and revealing yourself as a member in any civilized area will lead to your being arrested and generally sentenced to death. While assassin guilds will take on any job regardless of how dirty it its, there is a certain degree of honor among these thieves, and every member takes an oath of loyalty to the guild and their fellow members - they refuse to rat each other out.
Player Guilds
While joining an existing guild is always an option, you can also found your own. However, there are rules put into place by the Lycian Order of Guilds to limit to proliferation of guilds and keep them easier to track. In order to start your own guild you must have a minimum of four player members, you must define the goal of the guild (mercenary, assassin, etc), the laws of the guild (guilds self-govern and each has unique internal rules), and lastly the name of the guild (self-explanatory). Finally, there is a fee of 500 gold(IG money) for the creation of a guild, which covers both paperwork and the construction of a (small) guild headquarters. While the Order stringently discourages guilds from breaking laws and ostensibly outlaw assassin guilds, they will accept assassin guilds so long as the money is there - hush money, essentially, as well as bribes to keep their participation secret.
The Order reserves the right to deny a guild for any reason, but in practice this authority is only exerted if their fee is not paid in full, if the paperwork is not adequately filled out, or if there are just too many of that variety of guild already.
Guilds provide no real benefits to your character, what they do however is creates a small group of characters you can easily RP with.