Types of Guilds

Guilds were originally designed to fit the role of military organizations in a new system in which military leadership and national leadership require a degree of separation. As guilds become more and more prominent guilds with a focus other than military began to form. Now anyone can form a guild for any purpose, assuming there are enough like-minded people to make it practical.

The following are the four more common types of guilds:

Military Guilds
The original guilds, and to this day the largest and most influential of the guilds. Military guilds fill a role that the armies of the old nation system used to fill. They are standing armies ready to step in anytime a conflict arises. Some have specific loyalties to one nation, others are freelance and will fight for whatever nation is willing to pay them. Military guilds also often have alliances with one another to come to their aid in a defensive conflict.

There is one special type of military guild called the Official Military Guild, or OMG. Each nation is permitted to have one OMG working for them. An OMG has an unbreakable defensive alliance with the nation it woks for, under no circumstance can it not come to the defense of the nation it works for if it is attacked. It also is not permitted to take work for any other state that is not considered a 'friend' state or ally.

Defensive Alliances are common between military guilds and nations and military guilds and each other. These alliances carry their own terms, usually it only applies to defensive battles fought unprovoked. More broad alliances (such as alliances that force another guild into any conflict regardless are the cause) are uncommon but not unheard of. Small military guilds may make these kind of alliances with a larger guild for some added protection.

Adventuring Guilds
Typically smaller than military guilds (but not universally so), adventuring guilds are filled with treasure and fame seekers looking for a setting in which they can shine as an individual. While there is sometimes a fine line between Adventuring Guilds and Military Guilds (both often employ the same structure, can mobilize squads of people for large conflicts, and have a focus on combat), the universally accepted difference between the two is that Military Guilds accept work from the leaders of states and nations while Adventuring Guilds take work from the common man.

How these guilds accept work varies: some work on a payment-upfront kind of philosophy and only work for those who can afford them; others work exclusively for the chance for treasure and only accept missions with the possibility of finding some ancient horde or valuable artifact.

Many of these guilds model themselves on the legendary tales of the Age of Heroes, providing necessary protection for the common man who can't protect himself. Because of this many of this guilds are quite popular.

Crafter's Guilds
The word “guild” originates from collections of craftsmen who would get together to work on their craft. The rise of the military guilds changed the definition but also provided craftsmen with a new system to work under. Modern crafter's guilds follow the same rules as other guilds. They tend to have a close working relationship with military guilds who always have a great need for supplies.

Research Guilds
Also called “library guilds” or “magic guilds” or “historian guilds,” research guilds are collections of scholars in related fields who have come together to pool their knowledge and resources. Some want to unlock the mysteries of the past, other study magic in hopes to have a better understanding on the principles of “raw magic,” others are filled with mathematicians and engineers trying to build a better mousetrap.

They are considered the “outlier” guilds because, unlike the three other types of guilds who often having working relationships with one another, research guilds are solitary units that act independently. They don't accept missions and don't actively recruit. On occasion they may employ an adventuring guild to help them clear bandits or dangerous beasts from ruins or caves they wish they study, but other than that they are completely autonomous units.