Guild | Long Description | Short Description |
Alchemists Guild | The Alchemists’ Guild is really only likely to install a guild house in a place where the local nobility has already shown an open acceptance of alchemy as a practise, as the religious leaders are commonly swift to denounce it as a heretical practise. In return for the freedom to practise their arts, the alchemists continually refine a higher quality of gunpowder to be made available at the local barracks. | An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement. |
Master Alchemists Guild | At a Master Alchemists’ Guild, the most promising apprentices from the smaller outlying guild halls come to complete their studies before applying for their own grants. Here they gain access not only to a Master’s knowledge, but most importantly to retorts, alembics and other apparatus made of the finest glass available – Specialist tools that are difficult even to commission, let alone afford. | An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement. |
Alchemists Guild HQ | The Alchemists’ Guild Headquarters is the highest centre of learning in the known world when it comes to material science. Here theology is considered a waste of time, something that opposes the progress of true research – A stance that differentiates it greatly from a University, and makes it incredibly unpopular with local men of the faith. The gunpowder produced here is considered the finest, without exception. | The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement. |
Assassins Guild | An Assassins' Guild house is an unremarkable structure, simply because inconspicuousness is a must in this particular guild’s trade. From the outside it appears as a merchant’s office, but it really serves as a meeting place, and as a training centre for assassins that emerge from this city. The presence of the guild house helps keep streetwise commoners in line. | An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins. |
Master Assassins Guild | The Master Assassins' Guild is a place most noble folk would rather not see the inside of. On one hand there’s the disturbing sight of the advanced training facilities made available to assassins training here – a vast arsenal of weapons most sinister and painful adorn the racks. Then there’s the guild’s grim circle of masters, who arrange the grizzly tasks that lord and coin command done. | A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins. |
Assassins Guild HQ | Any city the Assassins' Guild chooses to its home instantly bears an air of notoriety, as a place that spawns the deadliest hired blades in the west. Here the Grand Master of assassins resides over the affairs of the guild, which generally involve intense moments of diplomacy with lords from all over the known world. Assassins trained here are polished, deceitful, cunning and deadly. | The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins. |
Explorers Guild | As time goes on, Lords and Sultans have realised that finding new lands is generally easier than conquering known ones. An Explorer’s Guild house is essentially a gathering point for pioneering types to further the pursuits of traversing the earth, and proper cartography. The guild tends to offer its findings to the local military, making the troops more graceful travellers. | An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement. |
Master Explorers Guild | A Master Explorers’ Guild house is always headed by a truly well-travelled scholar, who has seen enough of known world to be considered an authority on how to discover what lies beyond. He brings enough insight into a diversity of climates and how to best survive them to genuinely assist the way the local military trains its troops. | A Master Explorers' Guild house increases the movement speed of those trained in the same settlement. |
Explorers Guild HQ | The Explorers’ Guild Headquarters is where the greatest pioneers of distant frontiers gather and make boasts and plans to reach increasingly more ambitious horizons. Proud chest beating aside, the headquarters musters the kind of people required to establish a trade route to India, by sailing around the Cape of Good Hope, the distant southern tip of Africa. | The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India. |
Hashshashins Guild | The Hashashim are a notorious order of killers who hail from the Alborz mountains, who are infamous for their brutal efficiency at doing away with people, regardless of their station or security. When the Hashashim choose to set up a chapter house in a city, it is a true testimony to the grim cunning and determination of the young men emerging from the streets. | A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins. |
Master Hashshashins Guild | The Master Hashashim's' Guild house is a den of delights and death. Promising young protégés are lured into the order here in ritualistic ceremonies, and turned into lethal weapons for the promise of paradise. It keeps the common folk watching their feet and backs, for fear of losing a friend or loved one to the order, one way or another. | A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins. |
Hashshashins Guild HQ | This is for all intents and purposes, the home of the Hashashim order, outside of their founding fortress base at Alamut castle. Here masters of the order train the most promising young members of the order’s darkest secrets of subtlety, sabotage, and murder. The presence of the Hashashim grandmasters shall earn notoriety for any city they call home. | The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins. |
Horse Breeders Guild | The medieval age has made it apparent that the mounted warrior is the most powerful and capable on the battlefield, and thus, the art of breeding steeds that are both strong and fearless has been heavily refined in the recent past. A Horse Breeders' Guild house ensures that the local stock is devoid of skittish nervousness, which has a habit of making cavalry trained here more reliable in battle. | A Horse Breeders' Guild improves the quality of cavalry units recruited in the region. |
Master Horse Breeders Guild | Here at the Master Horse Breeders’ Guild, wealthy equine experts further the arts of animal husbandry to produce steeds that are prized by lords who seek to field quality cavalry. The experimentation of the guild masters in matching breeds from distant lands has resulted in steeds that boast better traits than either parent can. The guild’s expertise is typically passed on to the local cavalry stables, that benefit in bolder steeds. | A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region. |
Horse Breeders Guild HQ | The Horse Breeders’ Guild Headquarters is essentially the world’s home of genetic science in the medieval age. While notions of human genetics are kept blasphemous by men of the cloth, the guild has been unhindered in its quest to prove that careful breeding can produce a greater steed than would normally be found anywhere. This offers the Headquarters’ host city cavalry units steeds of unmatched quality. | The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region. |
Masons Guild | As one would expect, a Masons' Guild house is a solidly constructed building with strong stone foundations, representative of the Guild’s sphere of focus. The guild usually chooses to establish its offices in places where a lot of construction takes place. This is a true boon for the local nobility, as the guild will help cut construction costs down on expensive stone structures. | A Masons' Guild house reduces the cost of stone buildings, and improves happiness. |
Master Masons Guild | Through always a solidly constructed building, a Master Masons’ Guild hall is never the most breathtaking building in any city it inhabits, by nature of the fact the guild ensures far more ambitious and spectacular buildings are erected at a notably lower price. The urban beautification that the master masons bring to a settlement is always welcome. | A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness. |
Masons Guild HQ | The Masons' Guild Headquarters is a shining example of solid construction and opulent interiors, fitting of the recognised masters of civil construction. The building dominates its host city, not by its appearance, but rather by its influence over the rest of the settlement. Evidence of this influence can be seen in the expensive stonework throughout the city, and the people’s pride in their home town. | The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably. |
Merchants Guild | When mercantile trade starts to flourish in a city, the Merchants’ Guild house is the sign that the guild heads have seen the potential in the place. The building itself serves as clerical headquarters for the guild to administrate trade in the region, bringing higher profits in thanks to the guild’s broad connections. Merchants trained in this city are more likely to be skilled and educated. | A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region. |
Master Merchants Guild | A Master Merchants’ Guild house is essentially the home of the trade establishment in any medieval city it adorns. The primary roles of the building are to serve as a place to dictate the trade value of commodities for local trade, as well as to regulate all trade with merchants from abroad, checking weights so that all trade in the area is considered fair and just, even if it is under the guild’s thumb. | A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region. |
Merchants Guild HQ | The Merchants’ Guild Headquarters hosts something that goes outside the typically self-serving nature of merchants – charity. At first many local merchants would find the guild’s presence oppressive, but once they saw the guild take care of its own when misfortune strikes, the guild’s system would be readily embraced. This network of support helps increase trade in the region notably. | The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region. |
Swordsmiths Guild | Naturally, as the demand for increasingly stronger weapons continues to grow, the number of men working to master the art of metallurgy and weaponsmithing grow too, in time large enough to form a Swordsmiths’ Guild. The members are highly skilled smiths who pride themselves on being able to improve the standard weaponry of standing armies. | A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement. |
Master Swordsmiths Guild | The Master Swordsmiths’ Guild house offers a greater diversity of expertise than a standard guild house. Master smiths that have outfitted knights at tournament bring a greater understanding of the needs of a rider, and this in turn offers cavalry units trained here a keen knowledge of the weak points in their own protection. | A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry. |
Swordsmiths Guild HQ | As one would expect, the Swordsmiths' Guild Headquarters is home to the greatest weapon makers in the world. A Grandmaster himself sometimes fashions weapons here as gifts to lords, that typically prove to be most effective in keeping the guild’s relations with the nobility nice and smooth. | The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry. |
Theologians Guild | Rather than a place of worship, the Theologians' Guild house is a place of study, contemplation and very careful debate. The building is essentially a place of research into holy texts, relics, writings and their meanings. Profound findings are rare, as theologians struggle with being dubbed heretics, which has the benefit of making priests who study here pious and proper. | A Theologians' Guild house improves the quality of priests created in the region. |
Master Theologians Guild | A Master Theologians’ Guild house is a true centre of spiritual exploration. Here enough learned scholars that have explored a diversity of texts are gathered in one place to understand the nature of the spirit, and the holy word to make it a place on the map for any seeking religious enlightenment. This enlightenment can be seen in the priests that are trained here. | A Master Theologians' Guild improves the quality of priests created in the region. |
Theologians Guild HQ | The Theologians’ Guild Headquarters is considered the premiere authority of religious research and understanding, outside of that which is written in the Bible and deigned by the Papacy. Many of the most respected members of the clergy come here to better complete their understanding of God before meeting him, and their experience is evident in the clergy fortune enough to study here. | The Theologians' Guild Headquarters improves the quality of priests created in the region. |
Thiefs Guild | A Thieves’ Guild house is more of a training centre devoted to the practice of security and intelligence rather than a criminal collective. However, it is easy to understand as to why there is some confusion on the matter. The guild house offers a way out to those born to a life of petty crime, by honing their skills so that they may serve the nobility legitimately, spying for the throne abroad. | A Thieves' Guild house improves the quality of spies hired in the same settlement. |
Master Thiefs Guild | A Master Thieves’ Guild house is essentially a sort of intelligence headquarters that works in liege with the noble court. Here, information is centrally gathered and digested from informants near and far, and masters teach aspiring young men tricks of the trade that can pay off in field work abroad. The guild may school in sin, but the improved intelligence it provides is a godsend. | A Master Thieves' Guild improves the quality of spies hired in the same settlement. |
Thiefs Guild HQ | The Thieves’ Guild Headquarters is the world’s leading centre of excellence in espionage. Much of the guild masters’ time here is actually spent focused on diplomacy, ensuring the guild plays the game of working for opposing masters without angering them. As a result, initiates and apprentices that study at the headquarters are schooled in dealing with nobility, improving their chances of infiltrating foreign courts. | The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement. |
Woodsmens Guild | The Woodsmen’s Guild is more of an organisation of peasants that maintain skills of living off the land that even most trained soldiers cannot lay claim to. Though most of their skills are trade orientated, virtually all guild members can both string and fire and longbow properly with genuine skill. The guild offers its expertise to lords that support its existence without quarrel. | A Woodsmen's Guild improves the quality of archers recruited from the region. |
Master Woodsmens Guild | Though it may pride itself as a house of the master of woodland lore, the Master Woodsmen’s Guild is really a regional headquarters for an unofficial militia force formed from the ranks of the peasants. There is nothing ostentatious about the furnishings of a Master Woodsmen’s guild house, with all the guild’s wealth lying in its abilities to help field a more potent force than meets the eye. | A Master Woodsmen's Guild notably improves the quality of archers recruited from the region. |
Woodsmens Guild HQ | Though the Woodsmen's Guild Headquarters includes artisans of peasant trade and labour, in truth this just helps form the legitimate face of what is essentially a well-trained bandit clan that is known to prey on indecent lordlings that abuse the lower class. Tolerating this behaviour affords the King the benefit of ensuring that mastery of the bow is popular among the majority of Englishmen. | The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region. |
Minor Knights of Santiago Chapter House | Like the other Christian knightly orders, the Knights of Santiago owe their origins to offering shelter and safe passage to pilgrims. However, unlike the other orders, a Knights of Santiago Minor Chapter House is not found on the roads to the Holy Lands, but along the pilgrim’s path to Compostella, the most important pilgrimage centre in all Western Europe. | A Knights of Santiago Minor Chapter House allows the recruitment of Knights of Santiago. |
Major Knights of Santiago Chapter House | Unlike the other Christian knightly orders, the Knights of Santiago makes a point of schooling its members in maritime pursuits, and this is typically done at a Knights of Santiago Major Chapter House. With the order devoted to the Reconquista of Iberia from the Moors, these large chapter houses serve as major barracks and training centres. | A Knights of Santiago Major Chapter House allows the recruitment of experienced Knights of Santiago. |
Knights of Santiago Chapter House HQ | The Knights of Santiago Headquarters is where the order’s Grand Master resides, and meets with the Trecenezago, a council of thirteen of the order’s veteran members. Because the Knights of Santiago only take a vow of marital chastity, the Trecenezago tend to have had plenty of opportunity to settle locally with their wives and children, which in turn brings a family tradition unto the order. | The Knights of Santiago Headquarters allows the recruitment of veteran Knights of Santiago. |
Minor St. Johns Chapter House | The Hospitaller Knights of Saint John have formed a rather progressive order. The first St. Johns’ Minor Chapter Houses were little more than a refuge for pilgrims, established by a devout group of Christian knights in the Holy Lands. As the order decided to get involved with escorting pilgrims, the chapter houses became barracks for its highly respected troops. | A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights. |
Major St. Johns Chapter House | Increased call for the order’s protection brought about the need for the St. Johns’ Major Chapter House. Though the Hospitallers’ reputation as warriors of salvation has not diminished, the reality is that the order has become a small military power in its own right. This is most evident by observing the prowess of the Knights trained at a Major Chapter House. | A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights. |
St. Johns Chapter House HQ | St Johns’ Headquarters is the home of the order of the Hospitaller Knights, an order that has grown to become one of the Papacy’s favoured. The Knights of St John were exempt from all authority short of the Pope himself, making the Grand Master of the order a very powerful man. | The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights. |
Minor Templars Chapter House | The Knights Templar are an order of warrior monks that were formed to ensure the safe passage of European Christians to the Holy Lands. A Templars' Minor Chapter House is both a hostel to pilgrims and also a place of dedication to the pursuits of the order - spiritual, and martial. | A Templars' Minor Chapter House allows the recruitment of Templar knights. |
Major Templars Chapter House | A Templars’ Major Chapter House may be the home of an order founded upon virtues that include poverty, and it may still offer safety for the humblest of pilgrims, but it is no poor house. In fact, the building itself shows splashes of opulence and decadence, although this does nothing to change the respect shown for the warriors of the order trained here. | A Templars' Major Chapter House allows the recruitment of experienced Templar knights. |
Templars Chapter House HQ | The Templars’ Headquarters is the home to arguably the most powerful knightly orders within all of Christendom. Though the order’s path to greatness was forged in acts of benevolence, it is now almost a commercial organisation, with an incredibly dedicated and powerful armed force to ensure its legitimacy is not questioned too strongly. In some respects, this building is the palace of one of Europe’s powers. | The Templars' Headquarters allows the recruitment of veteran Templar knights. |
Minor Teutonic Knights Chapter House | The Teutonic Knights are a German order of Christian knights that serve in the Holy Lands when the Crusades call them there. They are also noted for their eagerness to purify European lands where the populace has yet to properly embrace the Christian faith. | A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic knights. |
Major Teutonic Knights Chapter House | A Teutonic Knights’ Major Chapter House is a place where the finest German Christian warriors reside, training and devoting themselves to the order’s pursuits. Those pursuits are primarily in skill at arms, at which the order excels. Other pursuits include hording money from taxing the lands they liberate from the darkness of Paganism. The chapter house garrisons a fair amount of the order’s warriors. | A Teutonic Knights' Major Chapter House allows the recruitment of experienced Teutonic knights. |
Teutonic Knights Chapter House HQ | The Teutonic Knights’ Headquarters is the grand residence of the Hochmeister, the head of the mighty Teutonic Order. Even though the order’s power is apparent in the lavish furnishings within, the true wealth lies in the knowledge and devotion of its most senior members. Here they gather to both pay homage to the Hochmeister, and help to manage a knightly order with the power of a small nation. | The Teutonic Knights' Headquarters allows the recruitment of veteran Teutonic knights. |