Guilds

Along the western shore of the Honeywine River in Oldtown is numerous Guildhouses. Though there is a focused cluster of them closer to the Whispering Sound in the Wharf area known as Guildhouse Row.

Very simply put, Guild's control manufacturing and pricing of commodities.

There are several types of guilds:

  • Fraternity: The Societal groups dedicated to a variety of purposes: they can be educational, philosophical (hedging on the near-religious), hobbyist (mimicking the occupational or craft guilds), or simply for entertainment. Status and aims are crucial – a secretive cabal that practices dark magic is much more likely to be well defended than one which gathers every fortnight to have a few rounds of stout ale. There is limitless possibility when it comes to guilds of this type.
  • Illicit: Very similar to those of a particular trade or craft but practice an art that is considered shady at best to outright unlawful and depraved at worst, including such things as grave digging, execution (those who perform the actions are often disdained and even loathed by the population), assassination (this is quite different than the legal taking of another’s life), and theft, amongst a wide and diverse array of others even more nefarious and foul. Unlike other guild houses along the river, Guildhouses of this sort is usually found in the Undercity of Oldtown.
  • Merchant: These guilds sell or deal in some specific item, such as salt, iron, paper, and the like. These organizations can have considerable influence, able to impose economic sanctions and cease distribution of goods as deemed necessary. Therefore, buildings, where the members congregate, are usually well known, but also virtually impregnable—there may be incredible amounts of wealth inside, as well, perhaps even more than what lays in the coffers of a king. A merchant guildhall will usually be in direct proportion to the clout it wields, sometimes housing lesser factions. They will nearly always have reservoirs of goods and can call in might favors if needed; magic and technology are usually above that of the general populace, and many employ all manner of thieves (secretly or not) to routinely test security. A guild of this type is not usually secretive, though the absolute authorities may be unknown, rumored, or even non-existent.
  • Occupational: Guilds of professionals which do not necessitate a skill in making something, but is otherwise considered a trained ability, sometimes bordering on the quasi-legal, such as begging, prostitution or hunting. The contents inside will vary greatly but usually concentrate and concern whatever activity is practiced by its constituents. It is fairly rare for an occupational guild to have much clout, but it is not impossible (such as the mason guild which may control much about the construction and development of the city, for example.)
  • Political: This type of guild is one that serves some governmental or military need, whether for or against the current ruler; some seek to overthrow and are naturally (or ordinarily, more properly) secretive and guarded, especially if a violent opposition is expected. Military-minded guilds, such as halls for mercenaries are usually small in scope, but they otherwise conform to the same standards as others of the same nature and purpose. Purely political guilds are generally not well armed or protected, but locating them may be quite difficult. Examples in Oldtown are the Political guilds of the Black or Greens that either support Princess Rhaenyra's claim to the throne or Queen Alicent's eldest born son, Aegon II's claim to the throne whenever the king should die. There is also a more local unrest where the Florent's who have long desired the Oakenthrone in Highgarden have found themselves in the greatest position to make a move for it than they've ever had.
  • Trade: Guilds based on a particular trade, such as barrel-making or blacksmithing are not responsible, per se, for the sales of wares, relying on the merchants for this in many cases; instead, these guilds act, usually, as unions of sorts, protecting the members from theft, scams and even merchants. They are normally small, with considerable influence amongst the smallfolk who are often the backbone of the organization. Buildings established are naturally reflective of the needs, usually single storied, and nearly always having the tools needed to practice the craft inside, sometimes doubling as an institution for education on the matter (making some prime candidates for looting and vandalism, such as those concerning alchemy) and as such, needed precautions are taken in defense. Like a merchant guild, these are not normally secretive, but it does depend a great deal on the trade.
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