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How does a guild use it's power?
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<blockquote data-quote="TiwazTyrsfist" data-source="post: 7872670" data-attributes="member: 70582"><p>In a world with magic, a guild is likely to have at least a few members with magic.</p><p></p><p>Basically, I assume a Guild in a fantasy world works like guilds did in the real medieval world through the renaissance, except with the addition of Fantasy elements.</p><p></p><p>The Tanners guild keeps a stranglehold on leather supply, because they're the only people willing to work with giant boiling vats of urine.</p><p>The Weavers guild keeps a stranglehold on textiles because they keep their weaving techniques secret and will literally kill people to maintain them.</p><p>That uh, that murdering people to keep trade secrets actually goes for MOST guilds.</p><p>Scrying's a problem, but if rivals can afford mages to scry, surely the guild can afford better mages to block scrying.</p><p>The Smiths, and or various subgroups of smiths, both keep techniques secret (what color do you temper a blade to? Straw or peacock? A dagger, a chisel, a rapier, and a saber all need different tempers, which is which?), AND have a deal with the Mining Guilds. </p><p>You cannot take over the Blacksmithing market if no mine will sell you Iron Ore.</p><p></p><p>Frankly, before you have the magical power necessary to Break the guilds, they will come seek you out and offer you a cushy job working for or with them.</p><p>Once you have the magic to truly overthrow a guild, you have the magic to overthrow a King. You may have the power to simply raise a new kingdom from the bottom of the ocean and set up a new empire instead. </p><p></p><p>Once you can actually face them, they're beneath your need to bother with.</p></blockquote><p></p>
[QUOTE="TiwazTyrsfist, post: 7872670, member: 70582"] In a world with magic, a guild is likely to have at least a few members with magic. Basically, I assume a Guild in a fantasy world works like guilds did in the real medieval world through the renaissance, except with the addition of Fantasy elements. The Tanners guild keeps a stranglehold on leather supply, because they're the only people willing to work with giant boiling vats of urine. The Weavers guild keeps a stranglehold on textiles because they keep their weaving techniques secret and will literally kill people to maintain them. That uh, that murdering people to keep trade secrets actually goes for MOST guilds. Scrying's a problem, but if rivals can afford mages to scry, surely the guild can afford better mages to block scrying. The Smiths, and or various subgroups of smiths, both keep techniques secret (what color do you temper a blade to? Straw or peacock? A dagger, a chisel, a rapier, and a saber all need different tempers, which is which?), AND have a deal with the Mining Guilds. You cannot take over the Blacksmithing market if no mine will sell you Iron Ore. Frankly, before you have the magical power necessary to Break the guilds, they will come seek you out and offer you a cushy job working for or with them. Once you have the magic to truly overthrow a guild, you have the magic to overthrow a King. You may have the power to simply raise a new kingdom from the bottom of the ocean and set up a new empire instead. Once you can actually face them, they're beneath your need to bother with. [/QUOTE]
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