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 Help me with the guilds, guys.

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Edward
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PostSubject: Help me with the guilds, guys.   Sun Jul 11, 2010 1:10 am

I've already fleshed out and finished up the page for the Wizards Guild, but I wouldn't feel as comfortable making assumptions and statements about the other two guilds, since they aren't within my area of expertise. I would like to finish up figuring out these guilds' details and building their pages ASAP because I feel they are crucial to the setting and it'd be nice to have the other two guilds all nice and figured out for our current, pre-opening members, so they can establish themselves in the appropriate niches.

So far, we know a little bit about the Fighters Guild. It's headed by Quinn Shift, who's made some changes to the typical guild code, the members will do jobs for fees, and are like the town's law enforcement. When Torin was arrested I went with the assumption that the guild has some kind of small jail or prison somewhere inside or nearby to dump offenders. You have to be worth your salt to be admitted into the guild; just carrying around a weapon and wearing armor won't do. Battling a member and impressing them with your skills is a good way to get in. (All of this, of course, is changeable, and Quinnmans can add or remove deets here as he pleases, since his character is the guildmaster now and may have made changes related to these.)

I don't really have much for the Miners Guild, other than that it's comprised primarily of dwarves, is the official guild funded, established and supported by Baertheim (like the Wizards Guild's relationship with Merlence), and is not even only miners. Jewellers, ore/gem appraisers and blacksmiths can be and often are also a part of the Miners Guild.


All of the guilds have an apprenticeship arrangement where a character that's new to the guild's field of expertise is allowed to train under a guild member in exchange for doing unpaid, often menial work around the guild.

Whatcha guys think? Any more details you can think of that'd be leet and give these two some more personality?

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XinonHyena
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PostSubject: Re: Help me with the guilds, guys.   Sun Jul 11, 2010 5:27 am

Would the Miners Guild not have a mercantile side as well? Exporting and selling the ore they mine? Keeping something of a monopoly on the thinks they make in town? Is the town perhaps kind of ran by the Miner's Guild?
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Edward
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PostSubject: Re: Help me with the guilds, guys.   Sun Jul 11, 2010 6:27 am

Yes, the mercantile thing would only make sense, since the guild is Baertheim's, and therefore Skuldhellir's, largest official representative in town! (The mayor doesn't do much.)

I don't think they'd monopolize the town, though. That mean BS is for the Wizards and Fighters Guilds. The Miners Guild is made up primarily of normal Skuldhellir/Baertheim citizens that're just eking out a living in the city's latest mining hotspot--the other two guilds are mostly just there to exploit. That, and the non-guild dwarves would pitch a gigantic fit if basics such as weapons and armor were denied to them without tax or additional payment or whatever--dwarves are practical and would sooner rebel than take that level of crap. The guild is mostly dwarves, too, and I don't think they'd do that to their own people.

So I guess that the Miners Guild is probably the nicest and most sincere, hardworking and reliable out of the three--this doesn't at all mean that it's perfect, though, I'm sure. How many miners do you think are going to be able to resist the temptation of that priceless magicite? :B

Oh, look, I seem to have just spontaneously written that guild up a bio. Thanks for the thought-provoking suggestions, Bardmans! They're just what I was after.

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PostSubject: Re: Help me with the guilds, guys.   Sun Jul 11, 2010 12:01 pm

I think, the Miners guild should be really like a guild.
VERY carefull that no information is giving out into public.
VERY carefull that no speacil craftmanship is giving out.
They would be more...working for themself and want to get paid, if you want to know, how to mine or how to smith.
Well, like a Guild from medieval times x3
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Heimdall
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PostSubject: Re: Help me with the guilds, guys.   Sun Jul 11, 2010 1:17 pm

Exactly, Lares!

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PostSubject: Re: Help me with the guilds, guys.   Mon Jul 12, 2010 1:06 am

basics on the fighters guild:

members are admitted on invitation. this is generally after a ranking member has offered admission after being impressed, or going through some sort of application "trial." the current method of trial is a battle in the town Arena, of which Quinn and Zazeal have a business agreement over.

higher ranking members are used as a town "police." instead of taking jobs Ed mentioned on commission, they are simply offered a flat pay to keep the peace (as well as encouraged to be a jerk to keep power hoarded for the fighter's guild).

even higher ranking members are paid a flat fee and kept as guards for the guild premise, personal bodyguards for Quinn, or for secret jobs Quinn must arrange personally.

edit:

what I ponder is how the trial system works. I'm thinking that there should be one officiated by the mayor, who's kinda in a deadlocked position with Quinn making the whole system rather worthless. so it's like, people aren't getting arrested for any old reason, but it's a viable way to get in a jam if you get on the wrong side of the fence with the wrong people, you know?
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Edward
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PostSubject: Re: Help me with the guilds, guys.   Sun Jul 18, 2010 9:46 am

Sounds very good!

I'll see about the page for the Fighters Guild as soon as I can. Any more thoughts about the Miners?

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PostSubject: Re: Help me with the guilds, guys.   Mon Jul 19, 2010 12:57 am

I think miners should sing songs all day long while they work. Opposed to whistling.
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