Lord Civius
Apr 05, 2008, 12:37 AM
Trading Guilds
A Citizen that owns a territory containing a resource may start a trading guild. The name of the guild must be representative of the resource. In order to begin trading your resource you must register your Guild with "The Guildhall".
The Guildhall- is an association of craftsmen and merchants, formed for mutual aid and protection and to further their own professional interests. The guilds are of two types, the Merchant Guilds and the Craftsmen Guilds (The word "craft" comes from the old English word "craeft", meaning "skill"). Since we are still in ancient times we have no monetary system and therefore barter our resources. With this reasoning a barrel of fish could be traded for a pig, a horse for a barrel of dye and so on. A Guildmaster then would not be rated on how much gold he has but how many resources he has.
Trading Guild classifications:
Merchant Guilds-
1 barrel or 1 Animal per yield (regardless of type) per week available for trade.
Beasts of burden (Horses and Elephants*): Transportation Business
Livestock (Sheep, Cattle, Pigs). Manageable Food Supply
Fisheries (Fish, Clams, Crabs and Whales)
Crops (Corn, Rice, Wheat)
Cash Crops (Banana, Sugar)
Craftsmen Guilds-
1 Barrel or 1 Pound (plan on changing the pound to something more RP but don't have time right now) per yield (regardless of type) per week available for trade.
Game (Fur and Deer*)
Mining (Copper, Iron, Silver, Gold, Gems)
Construction (Granite, Stone and Marble)
Luxuries (Dyes, Incense, Silk, Spices, Wine, Elephants*)
*Elephants and Deer can be used for either Transport or Meat, or as a source of luxury (skins, ivory tusks, horns etc).
I have left out certain resources that can not be attained any time soon. By the time these resources can be acquired we will be far past guilds.
Trade-
Once a Trading Guild has registered they can begin trading (improvements are not necessary, once a resource is revealed it can be traded internally). To trade with another Guildmaster you simply arrange a trade agreement and you both will begin yielding 2 resources (amounts will depend on agreement). To trade between two cities they must be connected metagame.
Roleplaying-
It is important that we stick to certain RP principles. A citizen RPing could not claim that he has a Horse that he rides into unknown territories on, or claim an iron sword without first obtaining the resource through a trading guild.
Guildmasters, Journeymen and Apprentices.
The Citizen that owns a resource is the Guildmaster and retains all rights to the resource he was granted. He may appoint other members to his guild. Apprentices need not be paid for their labor but must remain at this status for a minimum of 2 weeks (to learn the art). Once they have been in the Trading Guild 2 weeks they can be promoted to Journeymen. As a journeyman they must be paid 1 yield per week by their Guildmaster. If for any reason the Master is incapacitated then the most senior journeyman would replace him as Guildmaster.
I will, for now, leave it here and see where the trading guilds takes us via RP from the Guildmasters. If more indepth instructions are needed I will supply them. RP on my friends............
A Citizen that owns a territory containing a resource may start a trading guild. The name of the guild must be representative of the resource. In order to begin trading your resource you must register your Guild with "The Guildhall".
The Guildhall- is an association of craftsmen and merchants, formed for mutual aid and protection and to further their own professional interests. The guilds are of two types, the Merchant Guilds and the Craftsmen Guilds (The word "craft" comes from the old English word "craeft", meaning "skill"). Since we are still in ancient times we have no monetary system and therefore barter our resources. With this reasoning a barrel of fish could be traded for a pig, a horse for a barrel of dye and so on. A Guildmaster then would not be rated on how much gold he has but how many resources he has.
Trading Guild classifications:
Merchant Guilds-
1 barrel or 1 Animal per yield (regardless of type) per week available for trade.
Beasts of burden (Horses and Elephants*): Transportation Business
Livestock (Sheep, Cattle, Pigs). Manageable Food Supply
Fisheries (Fish, Clams, Crabs and Whales)
Crops (Corn, Rice, Wheat)
Cash Crops (Banana, Sugar)
Craftsmen Guilds-
1 Barrel or 1 Pound (plan on changing the pound to something more RP but don't have time right now) per yield (regardless of type) per week available for trade.
Game (Fur and Deer*)
Mining (Copper, Iron, Silver, Gold, Gems)
Construction (Granite, Stone and Marble)
Luxuries (Dyes, Incense, Silk, Spices, Wine, Elephants*)
*Elephants and Deer can be used for either Transport or Meat, or as a source of luxury (skins, ivory tusks, horns etc).
I have left out certain resources that can not be attained any time soon. By the time these resources can be acquired we will be far past guilds.
Trade-
Once a Trading Guild has registered they can begin trading (improvements are not necessary, once a resource is revealed it can be traded internally). To trade with another Guildmaster you simply arrange a trade agreement and you both will begin yielding 2 resources (amounts will depend on agreement). To trade between two cities they must be connected metagame.
Roleplaying-
It is important that we stick to certain RP principles. A citizen RPing could not claim that he has a Horse that he rides into unknown territories on, or claim an iron sword without first obtaining the resource through a trading guild.
Guildmasters, Journeymen and Apprentices.
The Citizen that owns a resource is the Guildmaster and retains all rights to the resource he was granted. He may appoint other members to his guild. Apprentices need not be paid for their labor but must remain at this status for a minimum of 2 weeks (to learn the art). Once they have been in the Trading Guild 2 weeks they can be promoted to Journeymen. As a journeyman they must be paid 1 yield per week by their Guildmaster. If for any reason the Master is incapacitated then the most senior journeyman would replace him as Guildmaster.
I will, for now, leave it here and see where the trading guilds takes us via RP from the Guildmasters. If more indepth instructions are needed I will supply them. RP on my friends............