Guilds?

Older threads and ideas relating to the Amstaad RPG.
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Guilds?

Post Post #0 (ISO) » Thu Jul 26, 2007 11:24 pm

Post by jeep »

Will Amstaad be a city of guilds? That might be a good way to police the magical ethics. How about some guilds for the underbelly of the society?

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Post Post #1 (ISO) » Fri Jul 27, 2007 8:33 am

Post by Yaw »

The government district of the city has a guild administration building, so yes. The original intent was to have the guilds defined by mods as they created their sections of the city (with no guilds in the Old City). Due to mod slackerism, that's left us without specified guilds so far.

It might be worth working this out similarly to the flora/fauna -- that is, have everyone work together in coming up with a list of guilds that should be in the city, then get the list distributed to the appropriate districts for implementation.
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Post Post #2 (ISO) » Fri Jul 27, 2007 9:41 am

Post by jeep »

Well Merchant Guilds and Craft Guilds are the norm. I don't think that the underworld guilds should be regulated by the city, but they might exist.

I assume that there will still be aprentice, journeyman, and masters?

Craft Guilds:
Victuallers
  • Bakers
  • Brewers
  • Butchers
  • Fishmongers
  • Hostelers
  • Hucksters
Textile Trades
  • broggers (wool-sellers)
  • cappers
  • carders
  • drapers
  • dyers
  • embroiderers
  • fullers
  • hatters
  • hosiers
  • knitters
  • litsters
  • mercers
  • shearmen
  • spinners
  • tailors
  • tapiters
  • vestmentmakers
  • weavers

Leather Trades
  • bottlemakers
  • bowgemakers (bagmakers)
  • cardmakers
  • chapmen
  • cobblers
  • cordwainers (shoemakers)
  • curriers
  • girdlers
  • glovers
  • horners
  • leatherworkers
  • parchmentmakers
  • patoners
  • pointmakers
  • pouchmakers
  • saddlers
  • sheathers
  • skinners
  • tanners
  • tawers
  • whitawers

Metal Trades
  • Armorers
  • bell-founders
  • bladesmiths
  • brakemen
  • braziers
  • cutlers
  • ferbers
  • ferrours
  • founders
  • glaziers
  • goldbeaters
  • goldsmiths
  • hookmakers
  • ironmongers
  • latoners
  • lockyers
  • lorimers
  • marshalls
  • painters
  • pewterers
  • pinners
  • plumbers
  • silversmiths
  • smiths
  • spurriers
  • stainers
  • wiredrawers

Building Trades
  • Builders
  • carpenters
  • cartwrights
  • carvers
  • dawbers
  • dykers
  • earthwallers
  • glaziers
  • groundwallers
  • joiners
  • masons
  • pavers
  • plasterers
  • reeders
  • sawyers
  • shipwrights
  • tilers
  • wheelwrights


Magickal Trades (Should these be separated at all?)
  • Sorcerers
  • Alchemists
  • Diviners
  • Conjurers
Other Trades
  • Apothecaries
  • barbers
  • bowers
  • chandlers
  • coopers
  • fletchers
  • hairsters
  • mariners
  • moneychangers
  • ropers
  • scribes
  • stringmakers
  • turners
Underworld Guilds:
  • Thieves
  • Assassins
  • Beggars
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Post Post #3 (ISO) » Fri Jul 27, 2007 10:11 am

Post by Yaw »

Nice list...but I'm not sure I know what some of those are. The players won't either. Is there some source for that list which has descriptions?
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Post Post #4 (ISO) » Fri Jul 27, 2007 7:03 pm

Post by jeep »

I can't find my original reference, but this seems decent.

http://www.virtualworldlets.net/Papers/ ... menMed.php

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Post Post #5 (ISO) » Sun Oct 14, 2007 9:25 am

Post by Albert B. Rampage »

There will be a mage's and a merchant's guild headquarters in the South Mercantile District.

Small metal trades guilds will be sprinkled in the North Mercantile District as well.
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