Guilds
The Guilds of the Bladelands are ever present in every corner of the hemisphere, and are at the heart of every empire, kingdom, syndicate, rebellion, and Religion. Guild members can earn a variety of titles that hold a variety of powers, and those titles are separated into three different main types: Militaristic, Diplomatic, and Religious, however there are exceptions to this rule. Any one person can hold any number of titles, and introduce themselves with whichever title they so choose or even a combination of titles. Here is a small example of These titles. (Ex: Noble Captain ___)
Keep in mind these are simplified versions of titles, as a person's title might also include ones profession or trade. And a title with preference to a trade skill often gives benefits in relation to that skill. A leatherworker, for instance, may hold the title of 'Hide Specialist', which would give them better odds at finding a well placed market stand, or perhaps imports on rarer types of hide. There are also certain types of skills the three main archetypes cherish, like medical training, so the archetypes often have titles in relation to that specific skillset and rank. (Nurse-Medic-Combat Medic-Field Surgeon). Titles, and the way to earn them, are decided by numerous councils, (One for each type of Profession).
Not all titles need to be granted, however, most titles can be earned through achievement. For instance, if a captain of a ship gets a second ship, and crews it with their own followers/members, then they earn the title of High Captain without needing to have it granted. However these titles don't often last unless they have the loyalty or friendship of their new crew, as the crew may just claim independence once they hit the seas. Another example would be a church guild in worship of a lesser Divine, if that Religion gained many acolytes, then the head of the church could very well earn the title of Priest through achievement alone.
There are a variety of accepted Guild Types as well, each generally having similar numbers to other guilds of the same type.
Disciplines aren't typical guilds, but rather a code cemented in artforms and styles. No one guild can own these Disciplines, and can merely follow it. The Titles earned through Disciplines are nothing to scoff at, as they are deeply respected within the Bladelands. When the followers of these Disciplines gather, they do so on neutral ground, with no restrictions that may stem from wars or rivalries. These gatherings act as councils, most often to discuss notable upcoming followers, people that have been granted Titles between Council sessions, as well as how their artform can evolve. But the council may never try to change the base ideals or code of their Discipline. These councils are often small, since only Masters and Experts of their respective art are allowed to attend. These gatherings, even with wars rampant, are often filled with mutual respect, barring of course deep rooted hatred or grudges.
Rank: | Militaristic | Diplomatic | Religious | ||||
4 | Commander/ High Captain | Noble/Grand | Paladin/ High Priest | ||||
3 | Captain | Duke/Duchess/ Mx | Priest | ||||
2 | Knight | Sir/Lady/Msr | Apostle | ||||
1 | Squire | Page | Blessed |
General
The General guild type isn't locked in as a specific skillset, and is more a gathering place for close allies.
The House is the most basic type of guild, yet in some cases, the most important. It's what determines one's last name, or House name. Though typically used by families, a House can also be a gathering of kindred spirits. Since they are easy to create and recognize, they are the most common type of guild to find. Generally, a House works more as a launching point for guildwork, as having a House Name often opens up opportunities. A House usually consists of one or two heads of House, with any number of members of House. Also, a House can earn its own power through the actions of its members, even capable of earning specific titles. (Ex; If a majority of members are considered Nobles, The title 'Noble House' could be earned). In most cases a House earns Diplomatic, Religious, or Artisan titles, but can also earn militaristic titles as well.
A House will also sometimes have staff, (Warriors, Servants, Assistants), which often turn into followers. Through gaining followers, a House earns more sway and prestige, which makes it easier for its members to earn titles. A House can grant titles to their Followers, as well as call their followers by whatever they want. Examples of Houses include Assassin's Guilds, Thieves Guild, small Artisan Guilds, and Scholar guilds.
Clan
Clans generally are a unition of multiple houses or a house with numerous followers. Most often led by one house or leader. It is also what many kingdoms are as guilds. Much like Houses, a Clan can earn prestige through the actions of its houses, and earn titles of its own. Clans often build a network of connections, and are typically great in number. A Clan insignia usually resembles the lead House's, taking an element or two and applying in under/over a greater symbol. If the lead House's Insignia was Dragon in front of a fortress wall, the Clan may use the dragon or fortress wall to signify their Clan in their Clan emblem. Then anyone within the clan could use their own insignia as long as that element is in it.Clan followers play a vital role to their guild, as they are the lifeblood. Strong followers can train weaker ones as captains, smart ones can teach, without strong members, a Clan will fall apart. Examples of Clans include Mercenary Guilds, Trade Guilds, and Duchies.
Disciplines
Disciplines aren't typical guilds, but rather a code cemented in artforms and styles. No one guild can own these Disciplines, and can merely follow it. The Titles earned through Disciplines are nothing to scoff at, as they are deeply respected within the Bladelands. When the followers of these Disciplines gather, they do so on neutral ground, with no restrictions that may stem from wars or rivalries. These gatherings act as councils, most often to discuss notable upcoming followers, people that have been granted Titles between Council sessions, as well as how their artform can evolve. But the council may never try to change the base ideals or code of their Discipline. These councils are often small, since only Masters and Experts of their respective art are allowed to attend. These gatherings, even with wars rampant, are often filled with mutual respect, barring of course deep rooted hatred or grudges.
Artisan
There are many different Artisan Disciplines, but the construction of each is similar. A typical Artisan Discipline Council discusses the granting of titles to smaller Artisans, the issues of raiders, bandits, and pirates, and, of course, the trade of techniques. These are the calmest of the Councils, since Artisan guilds pledge more loyalty to their craft than whoever they are using that craft for. So ongoing wars are rarely a problem unless one of the war leaders is controversial. That's not to say Artisan Guilds don't go to war
Demonym
Guildie,
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