Editing
Flamepunk: The Guilds
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Guild Organization== Though the Guild responsible for any particular areas of enterprise - cindersmiths, or flamebinders, for example - may have slight variations in structure or use slightly different names for various levels of responsibility, the general structure of a Guild is a complex hierarchy based on business acumen, debt and credit, and sheer cutthroat ruthlessness. ===Guildlords=== These are the head of a particular Guild, and are usually possessed of an uncanny deviousness, political savvy, and a frighteningly calculating nature. After all, they lived to make it to the top. ===The Sanctum=== The core management of each Guild - like a Board of Directors. Each Sanctum directs the affairs of their Guild, aiming for maximum profit at whatever cost. Competition between Guilds is fierce, but rarely erupts into open violence. Some say this is because even Guilds must respect the law, but others suggest that there is a secret True Sanctum that commands the individual Sanctums of each Guild. These whisperers claim that the True Sanctum has a sinister agenda beyond pure profit, to which goal they are gradually guiding the guilds. ===Fabricators=== Specialist guilders who focus on construction and tech-making. They are also pyro-scientists, and if there is a Guild research facility or factory its most likely run by a Fabricator. ===Usurers=== Financial experts who handle the money side of things. They usually rank lower than Guildlords and Fabricators, and are less respected, but no less vital. ===Journeymen=== Everyday guildsmen and -women, handling day to day guild business. ===Hellforged=== <blockquote>''"Yeah, I've seen them. Loaded down with more brands, brass, and fireware than a whole flock of the Cardinal's guard. They can burn hot, but they aren't too bright. They've got hearts of ash. If you ever get close to one that still has human eyes, you'll notice that they aren't really human eyes anymore. More like a doll's eyes. Sure, when their sparks are stoked, they're full of rage enough to tear through anything. But when they're idling? They're hollow men. They've got the sinister purpose and all the personality of a knife blade."''</blockquote> Sometimes people need a little ''persuasion'' to come around to seeing things the right way. That's where the Hellforged come in. Guild Hellforged are little more than heavily augmented killing machines, loaded down with flamebindings, specializing in the use of steamtech exoskeletons, and covered with brands and subdermal obsidian core implants. They are fearsome warriors, but in exchange for near-unstoppable power, they have subsumed their will to the Guild. ===Indentants=== Low-ranking workers, they form the bulk of Guild laborers. Their contract requires them to comply with Guild restrictions and regulations.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information