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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Traders' Guild, also known as the Merchant Guild or simply Trade Guild, is a in Random Kingdom. As its name suggests, it consists of traders and merchants and has its own particular code of conduct that qualifies a person for membership, although, ironically given the honorable codices of the otherwise "sinister" factions such as the Assassins' Guild, their codex is rather immoral, centered mainly around profit by almost any means necessary. Although their rules forbid them to use violence as a means of acquiring wealth, it allows, and even actively encourages, hiring other, less-pacifist groups for that purpose, such as the Assassins' Guild. Traders often travel in caravans, and both their large, opulent and clearly visible Guild Houses in towns (which usually double as the home of th

AttributesValues
rdfs:label
  • Traders' Guild
rdfs:comment
  • The Traders' Guild, also known as the Merchant Guild or simply Trade Guild, is a in Random Kingdom. As its name suggests, it consists of traders and merchants and has its own particular code of conduct that qualifies a person for membership, although, ironically given the honorable codices of the otherwise "sinister" factions such as the Assassins' Guild, their codex is rather immoral, centered mainly around profit by almost any means necessary. Although their rules forbid them to use violence as a means of acquiring wealth, it allows, and even actively encourages, hiring other, less-pacifist groups for that purpose, such as the Assassins' Guild. Traders often travel in caravans, and both their large, opulent and clearly visible Guild Houses in towns (which usually double as the home of th
dcterms:subject
abstract
  • The Traders' Guild, also known as the Merchant Guild or simply Trade Guild, is a in Random Kingdom. As its name suggests, it consists of traders and merchants and has its own particular code of conduct that qualifies a person for membership, although, ironically given the honorable codices of the otherwise "sinister" factions such as the Assassins' Guild, their codex is rather immoral, centered mainly around profit by almost any means necessary. Although their rules forbid them to use violence as a means of acquiring wealth, it allows, and even actively encourages, hiring other, less-pacifist groups for that purpose, such as the Assassins' Guild. Traders often travel in caravans, and both their large, opulent and clearly visible Guild Houses in towns (which usually double as the home of the wealthiest local merchant) and their caravans are regularly protected by mercenaries from the Adventurer's Guild. Because the Traders' Guild has certain requirements of wealth as a prerequisite for membership, not all people who do business are members, and infact the majority of shopkeepers encountered through the game will not be (although many work for Guild members and thus are afforded the Guild's protection by extension). Uniquely among guilds, there are no fatal consequences for a merchant operating without Guild License, although they may be swindled out of dollar and dime by Guild members - although that is much as they treat any other customer. The Traders are diametrically opposed to the lawless and free-spirited Thieves. The guild has an "office" in Romera, strategically positioned at the market square and shopping district, but its representatives can be found all over town. A smaller office is located near the city gates, tending to caravans and travelling merchants entering or leaving the city. Guild halls are usually populated by Traders and Merchants, but Operatives and Emissaries are found all over the city. Both representatives and guild halls are, like travelling merchants in and out of town, often accompanied by Guild Guards, or Guild Mercenaries.
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