diff --git a/HBW/Eirus/Marcandria/Factions/Wayfarers-Union.html b/HBW/Eirus/Marcandria/Factions/Wayfarers-Union.html index 8c3b240..1887140 100644 --- a/HBW/Eirus/Marcandria/Factions/Wayfarers-Union.html +++ b/HBW/Eirus/Marcandria/Factions/Wayfarers-Union.html @@ -2,7 +2,7 @@ title: The Wayfarer's Union description: published: true -date: 2023-02-11T16:43:53.769Z +date: 2023-02-11T16:46:15.660Z tags: game-master, factions, wayfarer's union, wayfarers union editor: ckeditor dateCreated: 2023-01-06T16:54:37.763Z @@ -65,7 +65,7 @@ dateCreated: 2023-01-06T16:54:37.763Z

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.

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.

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.

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Each Union Office is typically lead by a single representative whose directly employed by one of the three owning families. He/She'll then appoint their own accountants, receptionists

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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.

 

This leaves the door for each of these locations potentially becoming the new “guilds” should the Union ever re-introduce a proper delegate assembly.

 

@@ -106,6 +106,10 @@ dateCreated: 2023-01-06T16:54:37.763Z

 

 

Locations

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Offices (Guild Hall like)

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Warehouses

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Owners compounds.

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Members' homes and shops - can be basically anything.

 

Relations with other factions