docs: update HBW/Eirus/Marcandria/Factions/Wayfarers-Union

This commit is contained in:
MortenGM 2023-02-11 16:50:17 +00:00 committed by Strix
parent 4247b75a1c
commit 33c0092f9e
1 changed files with 2 additions and 37 deletions

View File

@ -2,7 +2,7 @@
title: The Wayfarer's Union title: The Wayfarer's Union
description: description:
published: true published: true
date: 2023-02-11T16:46:15.660Z date: 2023-02-11T16:50:15.877Z
tags: game-master, factions, wayfarer's union, wayfarers union tags: game-master, factions, wayfarer's union, wayfarers union
editor: ckeditor editor: ckeditor
dateCreated: 2023-01-06T16:54:37.763Z dateCreated: 2023-01-06T16:54:37.763Z
@ -65,42 +65,7 @@ dateCreated: 2023-01-06T16:54:37.763Z
<p>In simple terms: the procedures around incorporating new guilds, expansion of current guilds, and the overall procedures of the assembly have been unused for so long as to have eroded to the point of requiring a make-over before being implementable again.</p> <p>In simple terms: the procedures around incorporating new guilds, expansion of current guilds, and the overall procedures of the assembly have been unused for so long as to have eroded to the point of requiring a make-over before being implementable again.</p>
<p>The Wayfarer's Union of today operates as a large business jointly owned by three families who are both partners and rivals. They each thus operate their own geographic section of the Union mostly independently, cooperating and negotiating where necessary to maintain the Union's image of being a large, strong, and united force. They of course maintain these partnership due to it being beneficial in their own endeavors — but also because they fear cracks in the Union's perceived unity could cause a cascading effect that could threaten to tear the Union itself apart. They three families are at the same time rivals who try to grab territory from one another.</p> <p>The Wayfarer's Union of today operates as a large business jointly owned by three families who are both partners and rivals. They each thus operate their own geographic section of the Union mostly independently, cooperating and negotiating where necessary to maintain the Union's image of being a large, strong, and united force. They of course maintain these partnership due to it being beneficial in their own endeavors — but also because they fear cracks in the Union's perceived unity could cause a cascading effect that could threaten to tear the Union itself apart. They three families are at the same time rivals who try to grab territory from one another.</p>
<p>Each of the union's three “owning families” operate the Union through a number of Union Offices — many of which used to be guild halls that belonged to the historical guilds. These are all staffed by people employed and salaried by the family who controls said area. Each of these locations operate similar to what one would expect of a guild: providing support, training, and loans to its members; providing benefits and assistance during hardships; setting fair prices for goods; negotiate deals with suppliers and customers; enforcing standards for quality and craftmanship, and so on. The difference here is that each office acts as a business providing these benefits, rather than the members themselves pooling their funds together to provide it for themselves.</p> <p>Each of the union's three “owning families” operate the Union through a number of Union Offices — many of which used to be guild halls that belonged to the historical guilds. These are all staffed by people employed and salaried by the family who controls said area. Each of these locations operate similar to what one would expect of a guild: providing support, training, and loans to its members; providing benefits and assistance during hardships; setting fair prices for goods; negotiate deals with suppliers and customers; enforcing standards for quality and craftmanship, and so on. The difference here is that each office acts as a business providing these benefits, rather than the members themselves pooling their funds together to provide it for themselves.</p>
<p>Each Union Office is typically lead by a single representative whose directly employed by one of the three owning families. He'll/She'll then appoint their own accountants, receptionists, inspectors, warehouse workers, and so on.</p> <p>Each Union Office is typically lead by a single representative whose directly employed by one of the three owning families. He'll/She'll then appoint their own assistants, managers, accountants, receptionists, inspectors, warehouse workers, and so on. This leaves the door for each of these locations potentially becoming the new “guilds” should the Union ever re-introduce a proper delegate assembly Each of the three owning families also have their own massive headquarters from which they control and operate their portion of the Union. These locations tend to have a large number of employees holding similar positions as those mentioned for the Union Offices.</p>
<p>&nbsp;</p>
<p>This leaves the door for each of these locations potentially becoming the new “guilds” should the Union ever re-introduce a proper delegate assembly.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Medieval and renaissance guilds were organizations that brought together craftsmen and merchants in a particular trade or industry. Their main purpose was to regulate and promote their members' interests, including setting standards for the quality of their products, controlling the apprenticeship and training of new members, and setting prices for their goods and services. Additionally, guilds provided their members with social and economic benefits, such as financial assistance during times of hardship, and opportunities for mutual support and collaboration. Guilds also played an important role in local government and commerce, as they often had a significant influence on the policies and regulations affecting their trades and industries.</p>
<p>operate guild halls as if their own business, cooperating with each other to put up a united front.</p>
<p>&nbsp;</p>
<ul>
<li>Delegates started taking on the role as delegate for multiple guilds simultaneously - getting their portion of the profits from each, creating an all new class of people whose entire business was being delegates.</li>
<li>Created a cycle of fewer and fewer delegates with increasing amount of votes - due to representing more and more guilds.</li>
<li>Eventually went from the assembly having hundreds of members, to only having three.</li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The Wayfarer's Unions traces its origins to hundreds of local merchant and artisan guilds.</p>
<p>These were formed to protect the smaller merchants and artisans in it and allow them to compete with larger companies and organizations. These guilds provided a level of organization and support that helped members set fair prices for their goods, better negotiate with suppliers and customers, and establish standards for quality and craftmanship. Through the guild's shared resources, guild members could also pool their resources to invest in new projects and ventures, and to provide mutual support in times of need. This helped them create a more level playing field for smaller businesses, and helped prevent its members from being pushed out of the market by larger competitors.</p>
<p>&nbsp;</p>
<ul>
<li>Small local guilds started forming to help its members against larger competitors.</li>
<li>These soon started cooperating with other local guilds, and then again soon started cooperating with guilds from neighboring settlements. This formed a number of confederation of guilds, that soon evolved into full federations of guilds - with the guilds coming together to form a larger, centralized organization, where the individual guilds would retains some level of autonomy, but would all agree to work together and be governed by a central authority. These federations steadily grew and merged until they became the nation-wide Wayfarer's Union.<ul>
<li>Central governing figure: Delegate Assembly / Representative Council.<ul>
<li>The representatives would bring matters to the governing body based on the concerns and interests of their respective guilds, as well as their own judgment. Decisions would typically be made through democratic voting procedures, with each representative having one vote. Implementation of decisions would depend on the specific authority and resources of the governing body, but it might involve making regulations, setting standards, settling disputes, or coordinating activities among the member guilds.</li>
</ul>
</li>
</ul>
</li>
<li>Smutthull: Multiple guilds could pick same representative; a rule that mostly existed so that multiple guilds from the same settlement could have a stronger single voice than multiple potentially competing ones.<ul>
<li>Representative started out as just an additional job for a a member of the guild - being given some funds as compensation. As some started to grab multiple representative positions, it eventually formed into a job/business in its own right. Members pay a fee to the guild, part of which goes to the representative.</li>
</ul>
</li>
<li>Representative council technically still exist. There's just no longer any elections of new representatives, and the council is now comprised of just 3 members.</li>
</ul>
<p>&nbsp;</p> <p>&nbsp;</p>
<h2>Operations and endeavors</h2> <h2>Operations and endeavors</h2>
<p>&nbsp;</p> <p>&nbsp;</p>