Editing Pyromancer: The Authorities

Jump to: navigation, 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.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 52: Line 52:
 
The six Guilds are as follows:
 
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 Masons Guild''' - The largest of the six, the masons specialise in heavy industry, and have a reputation of producing durable and reliable goods.
 
* '''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 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!
 
  
  

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)