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Lets say we have an bronze age or iron age village which grows into a town. It's population expands and as such there are more people who need (for example) carpentry done by a full time carpenter in said town and can pay for it. So you get more carpenters emerging and being able to make a living doing that job. These carpenters will also often work on projects together, pooling their efforts and skills and sharing tools. If one guy's workshop burns down, they pitch in with money and effort to rebuild it to get him back on his feet. They also help train up new carpenters, work together to make sure that they get a decent income by agreeing on prices for their work and helping each other out when they get down on their luck. In general cooperation between carpenters is better for everyone than having them being rivals working against each other. Over time, this fellowship of carpenters gets more formalized in the way it functions and eventually emerges as an institution with recognition by the established government known as a '''Guild'''.
[[File:Syndics of the drapers guild.jpg|thumb|Like these guys, except far more choppier for adventuring guilds and far more sticky fingered (than usual) for thieves guilds.]]
A '''guild''' is an association of people, who come together for a number of reasons. The reason for this can be anything, from creating a merchant's guild to centralize trading, an adventurer's guild to gather like-minded individuals to quest together, to a craftman's guild to hone their craft better by gathering everyone to share their methods and such, and many more. A guild can also be a secret cabal of people working together in the shadows to achieve some greater goal.


Once Guilds get official recognition, they generally get legal privileges in regards to their area of expertise. If your city has a guild of armorers, don't try to make or sell armor in the city if you are not a guild member, the armor you make is not up to snuff or both. These guys got a reputation and bank accounts to maintain and undermining either one of them will go bad for you. As they regulated the affairs of manufacturing and various services in preindustrial societies, Guilds could become very wealthy and powerful in their own right. Sometimes they become unofficial rivals to the landed [[noble|nobility]], sometimes they get an official voice in the official government. They also often ended up being controlled by a select few stuffy old bastards who were set in their ways, pocketed as much money as they could and would do anything they could to keep hold on power, especially when it meant quashing upstarts with clever new ways of doing things.
When a guild is officially recognized by the state they're in, a guild is capable of being a self-governed body who can enforce certain rules pertaining to their focus and be granted special rights, which can either be good or bad, depending on the setting. Those versed in the ways of [[/v/]] might recognize the term used to designate groups of players working towards a common goal, but most of the time this ends up being "raiding" and "kill big stuff", meaning there's little difference in between them aside from overall skill level.


Those versed in the ways of [[/v/]] might recognize the term used to designate groups of players working towards a common goal, but most of the time this ends up being "raiding" and "kill big stuff", meaning there's little difference in between them aside from overall skill level.
==Guilds in Fantasy==
As mentioned above, guilds in fantasy typically refer to the player-created ones where like-minded players come together and pool their resources and assistance for the benefit of everyone, although this is not the only way guilds are represented in fantasy. Guilds have typically been a mainstay in many fantasy settings as being a general collection of the finest people in their craft and anyone aspiring to be good enough to join them. Due to this, they usually have a mentoring role with player classes, teaching them the ropes from the start and developing them into full-blown skilled veterans. Being a group of professionals versed in their craft, guilds can also act as a hub for players to get better access to stuff. Blacksmith guilds only recruit skilled smiths, so players could have the smith there craft them a relatively high-level piece of equipment, or a decent merchant's guild has goods coming in from all the land, so players could find rare and exotic stuff there not commonly found elsewhere.
 
Guilds can also be a source for setting backgrounds, given that they could, in theory, do fuck all and monopolize their services as they see fit. For example: a merchant's guild has the right to control the trade of all goods in their territory. In order to make sure they're top dog; they make sure that every trader who wants to sell stuff has to be a member of their guild (where you would have to regularly hand them a cut of your profits), otherwise, they can legally have that trader arrested. However, the guild is run by [[Games Workshop|money-grubbing assclowns who know they're the only source of vital trade in the land]], so they jack up the prices of their goods and demand unreasonable shares from their merchants, overall making everyone poor and unhappy. Tired of this, people then request your aid in bringing them down.
 
A common example of a fantasy guild is a Thieves Guild, essentially an organization of criminals that band together to provide training for apprentice thieves and facilitate the sale of stolen goods. Sometimes authorities even tolerate their existence as they regulate crime through imposing standards on their members and cracking down on non-guild aligned thieves. Depending on the setting, such an organization can be a brutal criminal syndicate akin to modern-day organized crime, or a honorable organization that has a code of conduct preventing them from killing on the job and stealing from those who cannot afford it.


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Latest revision as of 14:40, 21 June 2023

Like these guys, except far more choppier for adventuring guilds and far more sticky fingered (than usual) for thieves guilds.

A guild is an association of people, who come together for a number of reasons. The reason for this can be anything, from creating a merchant's guild to centralize trading, an adventurer's guild to gather like-minded individuals to quest together, to a craftman's guild to hone their craft better by gathering everyone to share their methods and such, and many more. A guild can also be a secret cabal of people working together in the shadows to achieve some greater goal.

When a guild is officially recognized by the state they're in, a guild is capable of being a self-governed body who can enforce certain rules pertaining to their focus and be granted special rights, which can either be good or bad, depending on the setting. Those versed in the ways of /v/ might recognize the term used to designate groups of players working towards a common goal, but most of the time this ends up being "raiding" and "kill big stuff", meaning there's little difference in between them aside from overall skill level.

Guilds in Fantasy[edit | edit source]

As mentioned above, guilds in fantasy typically refer to the player-created ones where like-minded players come together and pool their resources and assistance for the benefit of everyone, although this is not the only way guilds are represented in fantasy. Guilds have typically been a mainstay in many fantasy settings as being a general collection of the finest people in their craft and anyone aspiring to be good enough to join them. Due to this, they usually have a mentoring role with player classes, teaching them the ropes from the start and developing them into full-blown skilled veterans. Being a group of professionals versed in their craft, guilds can also act as a hub for players to get better access to stuff. Blacksmith guilds only recruit skilled smiths, so players could have the smith there craft them a relatively high-level piece of equipment, or a decent merchant's guild has goods coming in from all the land, so players could find rare and exotic stuff there not commonly found elsewhere.

Guilds can also be a source for setting backgrounds, given that they could, in theory, do fuck all and monopolize their services as they see fit. For example: a merchant's guild has the right to control the trade of all goods in their territory. In order to make sure they're top dog; they make sure that every trader who wants to sell stuff has to be a member of their guild (where you would have to regularly hand them a cut of your profits), otherwise, they can legally have that trader arrested. However, the guild is run by money-grubbing assclowns who know they're the only source of vital trade in the land, so they jack up the prices of their goods and demand unreasonable shares from their merchants, overall making everyone poor and unhappy. Tired of this, people then request your aid in bringing them down.

A common example of a fantasy guild is a Thieves Guild, essentially an organization of criminals that band together to provide training for apprentice thieves and facilitate the sale of stolen goods. Sometimes authorities even tolerate their existence as they regulate crime through imposing standards on their members and cracking down on non-guild aligned thieves. Depending on the setting, such an organization can be a brutal criminal syndicate akin to modern-day organized crime, or a honorable organization that has a code of conduct preventing them from killing on the job and stealing from those who cannot afford it.

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