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No Quarter Under the Crown

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Wolfhound:
Yup, such things can have a bit impact on the setting.  Within this setting, there is one powerful spellcasters guild (although most of the clerical spellcasters, which are the most common do not associated with it since they are "religion' based and thus don't agree with some of the tenets of the guild) that most spell-casters belong too.  However there are a few other spell-caster organizations that generally stay out of sight as much as they can manage (and are actually hunted and persecuted by the large guild).  This large guild is also part of the reason that spell-casters are not as common within the setting, as they try to limit their numbers (and by doing so increase demand while limiting supply and thus can "corner the market" so to speak of the magic trade). 

As such these smaller spell-casting guilds tend to be very specialized and also very secretive.  They also tend to work to some degree with the underworld guilds (of which there are several in the Channel Cities region of the world). 

But then again guilds are a major factor in nearly all industries within this setting, which in effect creates a "middle-class" of trained (but in limited numbers) artisans within the world.  All together there are in excess of 100 guilds that are fully detailed within the World of Ærnth/Channel Cities setting.  With around 75-80% of those being artisan/industry based and the remainder being mostly underworld with a handful of magical based guilds as mentioned.

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