I don't understand guilds, faction yes but not guild. Can someone explains? Also I' having a hard time creating factions and guilds in my homebrew world. I looked in my dm book but it doesn't explain the benefits of having a guild or factions in a city or town. If I was mayor or king, how to I benefit from having a bunch of dudes with symbols and oaths meet in my city? I have made a evil cult here and their but not really anything like a guild that helps society. How can guilds and factions help contribute t society?
Guilds function as a sort of worker's union or business franchise depending on type of guild. Good for organizing cooperative projects. Merchant guilds help control prices and prevent both price gouging or under pricing, and can arrange supplys and distribution.
Factions are basically a group of like minded individuals that came together to achieve common interests. Notable factions usually include influential people like lords, land owners, or guild masters as well as the many commoners they influence. I don't think it would be inaccurate to compare them to modern political parties (democrats and Republicans) IRL.
Kings usually have their own faction by their nature, and would want to keep peace with the others in order to prevent uprisings or civil wars.
Ebberon houses and ravnica guilds function as factions in their settings.
How do guilds and factions help with society today?
Any professional organization today is - roughly - a guild. Your doctor can be viewed as a guild member. Any profession which requires apprenticeship or training under a member - such as electricians or plumbers - is a guild. Any labor union might be viewed as a guild.
Guilds deal with professional training, professional standards, and collective social bargaining and negotiation.
Any political or social organization in existence is a faction: political party, lobby groups, neighborhood watch associations, condo boards - these are all factions. So are communities and ethnic identities. Heck - a group of people who get together an enjoy fly-fishing might be considered a faction - a pretty ineffectual one, until you try and restrict fishing licences, at which point even they might become a political protest.
Guilds might be regulated, restricted, and controlled - to the extent that a King might control the economy; but control it too tightly, and it might stagnate.
As a King or Mayor, it's not so much that you benefit from factions or groups forming in your city - it's more like good luck trying to stop it! It's just the way human organize themselves. Even totalitarian states, in times of war, who have tried to restrict public gatherings, just drove them underground.
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You can throw in a few more organizations if you like, too. Factions, in my view, are like small political parties. Think of the group of citizens that don't want a highway to be built and another that does. Cults are like factions except they are generally associated with a single leading figure instead of a single cause. The ruling party in a settlement is a ruling faction. There may or may not be competing political factions in that settlement. A group of clerics that worship the same deity are a faction. A group of rangers all bound to kill Orcs are a faction.
Guilds are the precursors to labor unions. But they didn't just look out for labor, they looked out for the industry. Ideally they served as a guarantor for a fair price and quality workmanship. They controlled the conditions and expectations for apprentices, both ways, but also kept others out of the market unless they joined the guild. Essentially anyone not a member of the guild could not receive the price for guild work. The guild was also expected to help members during periods of slow work. Other benefits of guild membership was access to master craftsmen that could advise you on how to get a project done for lower cost or more quickly. They might even be enticed to join your project for a particularly delicate piece of work.
Consider a stone masons guild, which there would be frequently in a D&D world. A non-member could not get the price for his work that you would pay a guild member. (This can be a thread in an encounter, BTW) A member would get guild rates and the help of his guild mates. If it were a tough job during times with loads of work, you may have craftsmen working at level 2 on the mundane work, level 3 for the better work, level 4 for some supervisors and the help of a level 5 master to help craft the large stone door that needed to be balanced ever so carefully and have an attractive relief carved in the surface. In lean times the higher level guild members would do the work and the lower level members of the guild would fetch for them and receive a bit less pay for it, but at least they could eat. The senior guild members also assured that work purchased from the guild met guild standards so if someone started slacking off they'd take care of it.
The interesting thing is that while guilds were generally thought of to be labor union sort of stuff, they existed among the middle class and upper middle class in areas like Merchants, Doctors (before modern medicine), harbor pilots, and for our purposes even an Adventurer's Guild. Here adventurers can get a bed to sleep in for a low cost (in a dorm, not a private room at the inn), one good meal every day (for a low cost), a place to lock away gear (hoping there are no unsupervised rogues), advice on where to find other party members (if you are short a cleric or a ranger) and advice on where to find adventure. The other chaps should be friendly enough to help you get the lay of the land in that particular settlement, so you will know who really runs things in town.
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I don't understand guilds, faction yes but not guild. Can someone explains? Also I' having a hard time creating factions and guilds in my homebrew world. I looked in my dm book but it doesn't explain the benefits of having a guild or factions in a city or town. If I was mayor or king, how to I benefit from having a bunch of dudes with symbols and oaths meet in my city? I have made a evil cult here and their but not really anything like a guild that helps society. How can guilds and factions help contribute t society?
Guilds function as a sort of worker's union or business franchise depending on type of guild. Good for organizing cooperative projects. Merchant guilds help control prices and prevent both price gouging or under pricing, and can arrange supplys and distribution.
Factions are basically a group of like minded individuals that came together to achieve common interests. Notable factions usually include influential people like lords, land owners, or guild masters as well as the many commoners they influence. I don't think it would be inaccurate to compare them to modern political parties (democrats and Republicans) IRL.
Kings usually have their own faction by their nature, and would want to keep peace with the others in order to prevent uprisings or civil wars.
Ebberon houses and ravnica guilds function as factions in their settings.
How do guilds and factions help with society today?
Any professional organization today is - roughly - a guild. Your doctor can be viewed as a guild member. Any profession which requires apprenticeship or training under a member - such as electricians or plumbers - is a guild. Any labor union might be viewed as a guild.
Guilds deal with professional training, professional standards, and collective social bargaining and negotiation.
Any political or social organization in existence is a faction: political party, lobby groups, neighborhood watch associations, condo boards - these are all factions. So are communities and ethnic identities. Heck - a group of people who get together an enjoy fly-fishing might be considered a faction - a pretty ineffectual one, until you try and restrict fishing licences, at which point even they might become a political protest.
Guilds might be regulated, restricted, and controlled - to the extent that a King might control the economy; but control it too tightly, and it might stagnate.
As a King or Mayor, it's not so much that you benefit from factions or groups forming in your city - it's more like good luck trying to stop it! It's just the way human organize themselves. Even totalitarian states, in times of war, who have tried to restrict public gatherings, just drove them underground.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
You can throw in a few more organizations if you like, too. Factions, in my view, are like small political parties. Think of the group of citizens that don't want a highway to be built and another that does. Cults are like factions except they are generally associated with a single leading figure instead of a single cause. The ruling party in a settlement is a ruling faction. There may or may not be competing political factions in that settlement. A group of clerics that worship the same deity are a faction. A group of rangers all bound to kill Orcs are a faction.
Guilds are the precursors to labor unions. But they didn't just look out for labor, they looked out for the industry. Ideally they served as a guarantor for a fair price and quality workmanship. They controlled the conditions and expectations for apprentices, both ways, but also kept others out of the market unless they joined the guild. Essentially anyone not a member of the guild could not receive the price for guild work. The guild was also expected to help members during periods of slow work. Other benefits of guild membership was access to master craftsmen that could advise you on how to get a project done for lower cost or more quickly. They might even be enticed to join your project for a particularly delicate piece of work.
Consider a stone masons guild, which there would be frequently in a D&D world. A non-member could not get the price for his work that you would pay a guild member. (This can be a thread in an encounter, BTW) A member would get guild rates and the help of his guild mates. If it were a tough job during times with loads of work, you may have craftsmen working at level 2 on the mundane work, level 3 for the better work, level 4 for some supervisors and the help of a level 5 master to help craft the large stone door that needed to be balanced ever so carefully and have an attractive relief carved in the surface. In lean times the higher level guild members would do the work and the lower level members of the guild would fetch for them and receive a bit less pay for it, but at least they could eat. The senior guild members also assured that work purchased from the guild met guild standards so if someone started slacking off they'd take care of it.
The interesting thing is that while guilds were generally thought of to be labor union sort of stuff, they existed among the middle class and upper middle class in areas like Merchants, Doctors (before modern medicine), harbor pilots, and for our purposes even an Adventurer's Guild. Here adventurers can get a bed to sleep in for a low cost (in a dorm, not a private room at the inn), one good meal every day (for a low cost), a place to lock away gear (hoping there are no unsupervised rogues), advice on where to find other party members (if you are short a cleric or a ranger) and advice on where to find adventure. The other chaps should be friendly enough to help you get the lay of the land in that particular settlement, so you will know who really runs things in town.