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Organisations - Guilds

It has often been debated that the various God Temples are also Guilds, but there will be more information on the Gods in the next section.

There are three Guilds, the Thieves Guild, Magic Cyrcle and the Bankers & Merchant Guild. Each of the Guilds is mostly made up of members of the different professions of the same Class, but they are all tied with a similar goal, for example, Thieves Guild with Pickpockets, Rogues and Scouts. This often creates problems, as the different members try and pull the Guild in different directions.

Each of the Guilds has access to specialised magical rituals and items that are predominately based around their main interests. There are several Organisation specific rituals and items that have even been developed that even the Magic Cyrcle knows little about.

Since the Guilds and Temples have such huge and widespread power bases, they are able to bring a lot of influence to bear on any settlement, and also each other. It is a combination of size, bureaucracy, corruption, internal power struggles and time that limits any of the Guilds and Temples from gaining too much global power. If someone crosses a Guild or Temple in a big way, they will need powerful allies to enable them to stand up to the likely repercussions. People have successfully used this system of diplomatic pressure to their own advantage

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