Guilds of Zeronia
Guilds for all sorts of products and services exist in Zeronia. Since the realm rose to a reputable bastion for adventurers, vagrants, and disenfranchised lords, it also became a place for work and opportunity. Many walks of life, and those who are skilled or unskilled in some way are connected to the guilds, if only tangentially. Those with the direct intent formed guilds themselves as a means of banding their resources.
Guilds can range in all sorts of purposes, armorers, herbalists, waterbearers, tinkerers, and magick circles to name a few.
Nobles from many different places relocated to Zeronia. Many of these nobles are no longer legitimate, forgotten, or stripped of their ability to lead. Despite transgressions and trifling committed which pushed them from their office and holdings, the savvy and tenacious now use whatever they have left to try to manipulate rootstone in thier favor. Adventurers and guilds are often the easiest means to manipulate or outright own for their goals.
Type
Political, independent
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