@Vman I don’t mind at all, regarding the possible repeats.
Currently there’s The merchant’s association guild. I’m actually still working out the fine print regarding them since their impact on the story can make things… delicate. Though the best example of a guild that’ll exist and has only been created in recent years is the adventurers guild. (The idea is still in the idea phase).
Great questions! There will be a chance to contact existing guilds. Helping in their creation wasn’t an idea I had, but that sounds like a great idea. The MC has the chance to have a merchant background. It’ll actually grant them the chance to involve themselves in certain fishy businesses if they have the stomach for it. That will be the closest they get to a shell company however.
The idea of helping to found or join an organization intrigues me. Some quick research on those two gives me a good idea of who they are and what they’re like. I believe I can think of some groups that will fit the bill to assist. Though for the escape one, the most likely thing would be to send a paragon to secretly ferret them out or ties with a very secretive organization…
Here are some ideas for organizations I can think of. Don’t mind the names, they’ll likely be changed to something much more suitable and smooth.
This post is quite long, the TLDR is at the bottom, but I sense you’re gonna read the whole post anyway
The adventurer’s guild: Originally meant as an international organization divided into kingdom faction with the Imoran in decline. Sadly with the mercs, there’s too large of an overlap. Leaving no real reason to have it.
- Supporting them might include sending supplies or soldiers, granting pardons and a degree of royal support, and of course funds.
- Effects of your interaction might range from, they are better equip to handle more difficult tasks you might request of them.
The Mercenary Guild: In attempt to curve the rampant freedom, costs, and bloodshed of mercenaries, the Divine ordained that all mercenary by law must conform to a guild and stay within the confines of a guilds contract.
- While soldiers take time to train and discipline, mercs are always ready to go, albeit more expensive. Not to mention keeping a mercs loyalty (and silence) isn’t a very easy thing.
- Good relations may lead to decrease in their cost among other things. Not to mention support for your reign. Even better co-partnership with your own troops.
- Bad relations might lead to undesired result from their lack of discipline and care for their employer (you).
- May have the MC found it themselves or have it in its initial phase and the MC invest in it.
The Merchant Guild In a state of reform. The ruling family seeing the merchant guilds wealth, power, and influence becoming so great, have set acts that have greatly diminished the merchant’s ever reaching hand.
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Considering how best to implement this one. Regardless, they WILL exist.
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Some things might involve aid in crushing smaller merchants or granting certain permissions on resources or monopolies or such especially upon expansion of the kingdom. Dire consequences might come from these seemingly benign favors granted of course.
The Scholar’s Guild In hopes of making the best use of great minds in the land, High Schools or Tower or Learnings have been built. In doing so, scholars, alchemist, and inventors alike have gathered there. In this guild inventions are made, historical records preserved, and great minds are honed to be unleashed to aid noble families.
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Though international, each tower compete to be the best. As such the scholar’s guild produce influential people and new invention to further technology.
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There will be two main branches to explore and invest in. Warfare and Development. Though beware, though development might enlighten the people and further living and betterment of the nation, it might give them ideas that are above their station. Likewise warfare may unleash something upon the land that should not exist.
- Technology works in milestones. Every milestone is a new technology. Though learning too much too quickly can get very dangerous.
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Investing into colleges bring more minds in and produces great minds. Leaving a chance of having someone of potential or fame that will stay and better your nation or attract such a person. Likewise great minds that might have stayed may leave to another nation to further their learning.
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Note the people won’t be in the story long. They may have a scene and a boost a stat or grant some benefit or… something not beneficial and won’t be heard from again. This is to ensure that things don’t become overwhelming.
The Shadow Guild Infamous and not an actual guild. Simply the term giving the collection of criminal organizations. Robberies, corruption, and secrets alike. The Shadow Guild or The Underworld itself has many layers and are found in the shadows of many pockets.
- Association can be quite damaging. Involvement even more so. Betrayal, fatal. Joining might mean getting out of sticky situation or quietely handling secret matters or even gaining secrets. However this can easily lead to a crime ridden nation and losing control.
The Assassin Order When one needs a person to… disappear. An organization that doesn’t exist… less you know someone that knows someone that knows of someone.
- Scratch my back I’ll scratch yours. Some strings need to be cut short secretly, others publicly. When a request is made it must be done… that goes both ways. But the end result might be more troublesome than desired.
TLDR;
Definite: The Assassins and Merchants are pre-established and will exist. The MC can’t join them, but they can partner with them, to what end remains to be seen.
Maybe: The mercs guild is still being considered. Not sure how that’ll affect the game or if it’ll have any impact on the story. IF added they’ll have more of a technical background role like the moneylenders loaning program… except for soldiers.
Considering: The Scholar’s guild seem useful, but to what scale they’ll impact the story and game is questionable. As long as they don’t throw the game out of wack they’ll be fine.
Meh: The adventurer’s guild… this probably isn’t the right game for it. The crime family guild group… I suppose the MC could have a partnership going on with them. Implementing it would be the real question.
Note, backgrounds do affect initial standings with said organizations. As will, likely, the initial environment of the land. (Mother/Father reign).
So! What are your thoughts dear royals.