Difference between revisions of "Icons Guilds"

From OakthorneWiki
Jump to navigationJump to search
Line 5: Line 5:
 
Though they were once considered upstarts, now most of dwarven society is accustomed to the rule of the Guildsmoot. The quintessential dwarven trait is craft-skill, they claim, so those with the most such ability ought to rule. The Guildsmasters sit on the moot, and they balance and check all of dwarven society like a business. So far, they have brought prosperity and with it, safety – which is more than the old warlike Great Clans could claim.
 
Though they were once considered upstarts, now most of dwarven society is accustomed to the rule of the Guildsmoot. The quintessential dwarven trait is craft-skill, they claim, so those with the most such ability ought to rule. The Guildsmasters sit on the moot, and they balance and check all of dwarven society like a business. So far, they have brought prosperity and with it, safety – which is more than the old warlike Great Clans could claim.
 
==Usual Location==
 
==Usual Location==
x
+
The Guilds are largely found as an entity within the dwarven citadels of the Vale, although many human craftsfolk in the Vale proper are members of the Guilds as well.
 
==Allies==
 
==Allies==
x
+
* Technically, the '''Great Clans''' of the dwarven people are allies of the Guilds. Over the years, though, this affinity has faded as the Clans have grown bitter over their loss of power, and the Guilds have grown jealous of maintaining it. Still, there are many individuals among both orders who maintain fast friendships with members of the other faction.
 +
* When the '''Guilds''' first came to shift ruling power over to themselves, the '''Thanes''' were their staunch allies almost from the very start. And no wonder – although human masters rarely achieve the years needed to sit on the Guildsmoot, humans can at least be ''part'' of the Guilds, unlike the Great Clans. So the Thanes have worked extra hard to support the Guilds ever since.
 
==Enemies==
 
==Enemies==
x
+
* There is no doubt to the Guilds that when the '''Slumbering Inferno''' awakens, the responsibility for protecting and rebuilding will fall squarely on their shoulders, and they'd very much like to prevent that situation from ever cropping up to begin with.
 +
* Since their ascension to power, the Guilds have discovered a great deal of contempt from the '''Sea Lords''' who treat them as upjumped money-grubbers unworthy of the power of rule. Indeed, where once the Guilds had begun inroads into the Sea Domains, when the Guilds took control of the Vale from the Great Clans, the Sea Lords immediately responded by throwing all Guilded merchants and craftsmen out of their cities. Now, the Sea Lords work their cunning perfidy, acquiring influence and secrets about the goings-on in the Vale, and the Guilds don't like that one bit.
 
==Unique Token Benefits==
 
==Unique Token Benefits==
* x
+
* '''Artisan Training:''' If the Guilds do nothing else well, it is train up crafts- and service-folk quickly and readily. Those with strong allegiances to the Guilds find it cheaper and faster to learn how to use various tools and crafts.
 +
* '''Finewrought Works:''' The Guilds frequently take the best of their members' highest quality works and distribute them to those who aid the Guilds in their efforts. Everyone knows that serving the Guilds is one of the finest and quickest means of getting quality arms, armor, and other goods.
 +
* '''Ongoing Guild Work:''' The Guilds can always use talented individuals with skill and dedication. Those who put forth the extra effort on their behalf are often hired on as troubleshooters and agents, offering ongoing salaries and comfortable living situations.
 +
* '''Runethanes' Aid:''' The Guild of Runethanes are the dwarven wizards who threw their lot in with the Guilds, and now are one of its most influential such orders. A good alliance with the Guilds can frequently mean getting access to spell or spellcasters willing to help train and perform works of magic.

Revision as of 02:08, 17 August 2018

The Guilds

Icons-Guilds.jpg

"Prosperity is security. Those who have are those who protect, and it is fallen to us to see to the continuation of our people now."
Though they were once considered upstarts, now most of dwarven society is accustomed to the rule of the Guildsmoot. The quintessential dwarven trait is craft-skill, they claim, so those with the most such ability ought to rule. The Guildsmasters sit on the moot, and they balance and check all of dwarven society like a business. So far, they have brought prosperity and with it, safety – which is more than the old warlike Great Clans could claim.

Usual Location

The Guilds are largely found as an entity within the dwarven citadels of the Vale, although many human craftsfolk in the Vale proper are members of the Guilds as well.

Allies

  • Technically, the Great Clans of the dwarven people are allies of the Guilds. Over the years, though, this affinity has faded as the Clans have grown bitter over their loss of power, and the Guilds have grown jealous of maintaining it. Still, there are many individuals among both orders who maintain fast friendships with members of the other faction.
  • When the Guilds first came to shift ruling power over to themselves, the Thanes were their staunch allies almost from the very start. And no wonder – although human masters rarely achieve the years needed to sit on the Guildsmoot, humans can at least be part of the Guilds, unlike the Great Clans. So the Thanes have worked extra hard to support the Guilds ever since.

Enemies

  • There is no doubt to the Guilds that when the Slumbering Inferno awakens, the responsibility for protecting and rebuilding will fall squarely on their shoulders, and they'd very much like to prevent that situation from ever cropping up to begin with.
  • Since their ascension to power, the Guilds have discovered a great deal of contempt from the Sea Lords who treat them as upjumped money-grubbers unworthy of the power of rule. Indeed, where once the Guilds had begun inroads into the Sea Domains, when the Guilds took control of the Vale from the Great Clans, the Sea Lords immediately responded by throwing all Guilded merchants and craftsmen out of their cities. Now, the Sea Lords work their cunning perfidy, acquiring influence and secrets about the goings-on in the Vale, and the Guilds don't like that one bit.

Unique Token Benefits

  • Artisan Training: If the Guilds do nothing else well, it is train up crafts- and service-folk quickly and readily. Those with strong allegiances to the Guilds find it cheaper and faster to learn how to use various tools and crafts.
  • Finewrought Works: The Guilds frequently take the best of their members' highest quality works and distribute them to those who aid the Guilds in their efforts. Everyone knows that serving the Guilds is one of the finest and quickest means of getting quality arms, armor, and other goods.
  • Ongoing Guild Work: The Guilds can always use talented individuals with skill and dedication. Those who put forth the extra effort on their behalf are often hired on as troubleshooters and agents, offering ongoing salaries and comfortable living situations.
  • Runethanes' Aid: The Guild of Runethanes are the dwarven wizards who threw their lot in with the Guilds, and now are one of its most influential such orders. A good alliance with the Guilds can frequently mean getting access to spell or spellcasters willing to help train and perform works of magic.