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Pyromancer: The Authorities
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===Major Guilds=== The six Guilds are as follows: * '''The Masons Guild''' - The largest of the six, the masons specialise in heavy industry, and have a reputation of producing durable and reliable goods. The Masons are well known for being extremely conservative - far less likely to hire free agents on black ops or engage in dangerous plays. * '''The Weavers Guild''' - The main competitors to the Masons in the manufacturing sector, the Weavers are known for producing and distributing cheaper goods, making their brand more recognisable at street level. * '''The Milners Guild''' - The Milners are well recognised as masters of the finance sector, dealing with investments and lending as often as they will deal with actual manufacturing or retail. A series of takeovers has left them with many subsidiary interests of course, and many "independent" names are in fact under the Milner umbrella. * '''The Silversmiths Guild''' - Ironically the Silversmiths are very much a "down to earth" guild, dealing primarily in work outside of the cities - agriculture, mining and logging. They are the poorest of the six, but still a recognised part of the power structure. * '''The Caskers Guild''' - The Caskers are kings of retail, though a certain amount of vertical integration means that they have a hand in high-skill manufacturing and product-finishing. Their power tends to wax and wane with the health of the economy. * '''The Fletchers Guild''' - A minor Guild for a long time, the Fletchers rose to prominence just eighty years ago after developing a series of exciting new industrial technologies. The old hands consider them "upstarts" but are grudgingly forced to accept them as serious competitors. The Fletchers maintain two reputations from their early days - one is for being adventurous with R&D, and the other is for being willing to use whatever dirty tricks are necessary to expand their market share!
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