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  1. Parth is ostensibly ruled by a council, but everyone knows that the real
  2. power lies in the guilds. Four major guilds are currently vying for
  3. power and influence.
  4.  
  5. The Alchemist's Guild is an organization of alchemists, and to a lesser
  6. extent wizards and sorcerers. This guild is the smallest of the four big
  7. ones, but its power is formidable. The Alchemist's Guild holds control
  8. over the manufacture and sale of alchemical and magical items and
  9. services. If you are a hedge wizard or potion brewer in Parth, either
  10. you are a member of the guild, or you will experience "trouble". This
  11. guild also operates an academy dedicated to arcane and alchemical
  12. education and research.
  13.  
  14. Strengths:
  15. -Magic
  16. -Wealth
  17.  
  18. Weaknesses:
  19. -Numbers
  20. -Regarded with suspicion by many
  21.  
  22. The Way of the Free is a loose association of religious groups dedicated
  23. to various neutral and chaotic gods. Formed by religious refugees
  24. fleeing persecution in Nómos, many of its members went on to serve as
  25. the foot soldiers in the Parthian Rebellion. The Freemen (as they call
  26. themselves) lack formal leadership or organizational structure, but fear
  27. of (and hatred for) the Theocracy of Nómos serves as a powerful unifying
  28. factor, and many within the organization use the looming threat of the
  29. Theocracy as a rallying cry to serve their own ends.
  30.  
  31. Strengths:
  32. -Divine fervor
  33. -Populist support
  34. -Military strength
  35.  
  36. Weaknesses:
  37. -Disorganized
  38. -Poor
  39.  
  40. The Trader's Guild controls half of the trade within the Free Cities.
  41. The guild has a reputation for unscrupulous behavior. "Privateers" roam
  42. freely with Guild blessing, claiming to only target Nómosian vessels
  43. while attacking anyone they can get away with. Guild smugglers evade
  44. taxes and fees, as well as sneaking mages and magical goods into and out
  45. of Brax. The Guild disavows any and all knowledge of criminal activity
  46. within its ranks, and is quick to silence accusations - vocal critics of
  47. the Guild have an unusually high rate of fatal "accidents".
  48.  
  49. Strengths:
  50. -Rich
  51. -Subtly influential
  52.  
  53. Weaknesses:
  54. -Ability to act publicly is limited
  55. -Disorganized
  56. -Constant backstabbing and infighting
  57.  
  58. The Merchant's League controls half the trade within the Free Cities.
  59. They provide economic stability for their members, co-ordinating between
  60. buyers and sellers to keep trade flowing. They also provide security, in
  61. the form of mercenary ships-for-hire. These mercenaries, taken all
  62. together, constitute the largest standing navy in the Free Cities, and
  63. are a force to be reckoned with. League ships take a proactive role in
  64. dealing with piracy, and the League claims the right to attack Trader's
  65. Guild "pirates" on sight - often this results in shooting first and
  66. asking questions later.
  67.  
  68. Strengths:
  69. -Naval might
  70. -Large public influence
  71.  
  72. Weaknesses:
  73. -Ability to act unscrupulously limited
  74. -Less profitable than Trader's Guild
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