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Do all guilds in Pavis have a wyter?


Brootse

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Some of you maybe interested in Greg's take on Wyters from 2002. While an older document, it may give some  insight into how wyters work.

https://wellofdaliath.chaosium.com/home/gloranthan-documents/greg-sez/wyter-questions-2002/

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13 hours ago, Crel said:

Here's what the core rulebook has to say on guilds, FWIW.

image.png.06fdd216078be60cea2b15ebf89694dc.png

"tends to be independent" doesn't mean there aren't guilds spanning several cities. Boldhome is one of the two cities with large enough Sartarite population to have guilds easily big enough to have wyters. Places like Swenstown and Wilmskirk may have at best two or three (master) practitioners of a single craft. Even with two journeymen and five apprentices each, and a marriage partner, some non-apprenticed children, and some dependent un-apprenticed siblings each these won't be enough to support a shrine.

 

13 hours ago, Crel said:

Emotion. Whether or not they have a Loyalty (community) Passion, in RQ-mechanical terms. I don't think this is something which requires an "MPs and POW" type of explanation.

That makes it hard on journeymen who change masters a couple of times before finding a guild willing to let them take over a master's position, or more rarely to carve one out for themselves. They will carry the experience of various guilds, and keep a greater community alive. Having worked in several different cities might even be a requirement to become a master, even if you return to the place of your apprenticehood.

In the case of redsmiths, there may be some guild members in nearby villages contributing to the guild. A good sized village like Garhound may well have a licenced journeyman redsmith or a quite poor and minor master providing for their short term needs.

Telling how it is excessive verbis

 

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14 minutes ago, Joerg said:

"tends to be independent" doesn't mean there aren't guilds spanning several cities. Boldhome is one of the two cities with large enough Sartarite population to have guilds easily big enough to have wyters. Places like Swenstown and Wilmskirk may have at best two or three (master) practitioners of a single craft. Even with two journeymen and five apprentices each, and a marriage partner, some non-apprenticed children, and some dependent un-apprenticed siblings each these won't be enough to support a shrine.

 

That makes it hard on journeymen who change masters a couple of times before finding a guild willing to let them take over a master's position, or more rarely to carve one out for themselves. They will carry the experience of various guilds, and keep a greater community alive. Having worked in several different cities might even be a requirement to become a master, even if you return to the place of your apprenticehood.

In the case of redsmiths, there may be some guild members in nearby villages contributing to the guild. A good sized village like Garhound may well have a licenced journeyman redsmith or a quite poor and minor master providing for their short term needs.

Guilds don't necessarily have to be single craft specific, eg. in Baltic cities there was one important guild for rich merchants and two to three guilds of lesser importance for other people.

Proper sized cities like Nochet could very well have guilds for glove makers like Paris had, and still have enough people for wyters, but imo smaller cities should have guilds with wider bases.

Edited by Brootse
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