diff --git a/HBW/Eirus/Marcandria/Factions/Wayfarers-Union.html b/HBW/Eirus/Marcandria/Factions/Wayfarers-Union.html index d4258ed..8c3b240 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: 2023-02-11T16:34:05.542Z +date: 2023-02-11T16:43:53.769Z tags: game-master, factions, wayfarer's union, wayfarers union editor: ckeditor dateCreated: 2023-01-06T16:54:37.763Z @@ -64,9 +64,14 @@ dateCreated: 2023-01-06T16:54:37.763Z

Re-implementing the old assembly with its hundreds of delegates is also no longer a straight-forward task, even if the assembly still technically exist with its three members. The distinctions between the old guilds have been so eroded over time as to make it hard to even determine what portion of today's Union belongs to which of the historical guilds. Cities who used to have multiple guilds now have a unified operation under whichever of the three families control it, making it close to impossible to determine what would belong to what guild. The Union has also expanded since the three families took control, with it being unclear whether the new locations would act as separate guilds in the assembly. The notion of who would get to vote for each delegate is also unclear, as members of today recruited as direct members of the Wayfarer's Union itself, and not members of a guild within the Union.

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.

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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, just 

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

 

 

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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.

operate guild halls as if their own business, cooperating with each other to put up a united front.