Guilds: Difference between revisions

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| Guild of Architects & Engineers
| Guild of Architects & Engineers
| Barforos
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| Maetho Soward
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| Coth-Rom
| [[Coth-Rom]]
| Cartus Wahl
| Cartus Wahl
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| Guild of Armorers & Locksmiths
| Guild of Armorers & Locksmiths
| Barforos
| [[Barforos]]
| Yaksen Rock
| Yaksen Rock
| Laneder
| [[Laneder]]
| Cameryn Deere
| Cameryn Deere
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Revision as of 05:08, 4 May 2022

The Royal Guilde of Map Makers & Surveyors in Coth-Rom

Guilds are civic organizations that provide structure, control, and self-regulation of a skill or discipline in a settlement or region. While they are authorized by the state, they are managed by a civic authority. A particular guild hall (or an entire guild) may receive the endorsement of the King, and may thus use the title style “Royal Guilde”. The officially recognized guilds in Kalderesh are listed in the adjacent table.

A guild hall, managed by at least a Fellow, is the administrative head quarters of a guild. It is usually an impressive building, providing accommodation for visiting members, offices and record rooms, storage space, work areas, recreational spaces, and a formal assembly hall. In some instances, two or more guilds will pool their resources and build a communal guild hall. A guild hall can be as small as an average house, or as large as a temple complex.

The Great Hall, managed by at least an Order Master, is the primary facility of a guild, to which all other guild leaders report. Prominent guilds usually have a Small Hall, managed by at least a Master Warden, where second-tier leaders reside and work.

Members of guilds pay dues and are subject to the guild’s rules and regulations. Guilds also act as insurance policies. If a merchant or craftsman dies, the guild takes care of their family and pays for a proper burial. The guild also provides assistance to guild members when their business is struggling. Guild members eat together, drink together, celebrate together, and live near each other.

Guilds commonly sponsor charities, plays, and other public events, using such occasions to demonstrate their wealth and influence.

Craft guilds

The Great Hall of the Builder’s Guild in Barforos

Craft guilds control the production of their craft, the progression of their craftsmen, and the selling price of their products. Craft guilds are stratified into three types of craftsmen: master, senior apprentice, and junior apprentice.

The junior apprentice is the lowest of craftsmen. Taken in by a master craftsman, he usually lives and works in the master craftsman’s home, or in lodgings nearby. The junior apprentice is not allowed to make or sell any item without the permission and approval of his master craftsman. Often the master has his junior apprentices do the laborious tasks of the craft or produce the smallest and simplest items. The junior apprentice earns a paltry amount of money and pays the least amount of dues to the guild. The guild promotes the junior apprentices to senior apprentices on the recommendation of their master craftsmen.

Senior apprentices are the intermediary strata in a craft guild. They can independently make and sell items, though some craft guilds require senior apprentices to have a master craftsman’s supervision and implicit permission. The craft guild limits the products they may make and the selling price of those products.

Masters are the ruling class in the craft guild. Socially and financially, they receive the greatest return from the guild and its regulations. They decide who become senior apprentices and master craftsmen. They determine the selling price for products of their craft based on the item and the level of the craftsmen who makes the item. They are ambassadors of the craft in civic matters and in dealing with the merchant guild.

Merchant guilds

Most merchant guild members are wholesale merchants. They are not concerned with the production of goods, but rather the transporting, buying, and selling of goods. Some wholesale merchants are concerned with buying local goods and transporting and selling them to neighbouring cities or fairs. Socially, they rank above craft guilds.

Unlike the craft guild, merchant guilds are concerned with city commerce on a larger level. They determine how much tax should be imposed on items made elsewhere (i.e. not made in the city by a craftsman of the city). They determine who can sell what, where, and when, and establish trading partners for certain commodities along river and land routes.

Guild of Mages

A wizard’s guild typically grants access to libraries, scriptoria, research facilities, laboratories, special materials, spell components, magical education, spell trading, and magic items. A caster wishing to use magic within a settlement has to be a member of the local guild. Failure to do so risks retribution, as guilds have the social and legal right to pursue transgressors.

Wizard guilds limit who can make what magic items, and restrict what level of spells a wizard can cast for hire. They regulate the prices at which magical items and spells are sold, and who may create new spells. The guild determines who becomes a magic user by controlling membership.

Magic user guilds are potentially one of the most powerful groups in a city. Such organizations have the magical power, and most likely the wealth, to compete against other guilds and power centres for attention and influence.

Independent guilds

Unless prohibited by a local or national law, any persons may establish a guild, defining the skill or discipline it will service, detailing the geographical area in which it will operate, and setting prices and policy. Such a guild is registered with the Court, usually in the city nearest to where the independent guild will operate. To qualify, a guild has to be unique (e.g. may not function in an area where a similar guild is already registered) and sufficiently differentiated so as not to cause confusion about its true nature. Independent guilds often merge with a more established guild over time.

Thieves and Thief Guilds in Kalderesh

Thieves and assassins, as part of the criminal underclass, do not have a conventional guild hall. Persons wishing to pursue such a career are apprenticed to an established thief and have to acquire skill in a common occupation (e.g. artisan, carpenter, craftsman, dock worker, mason, teamster, etc.), usually selected by the master. The apprentice needs to be proficient enough in this occupation to plausibly make a living from it.

The master may have other apprentices and is usually allied with others, operating an apparently legitimate business as a cover for their criminal activities.

Some guilds are infiltrated by thieves, and some may be in danger of being appropriated for illegal activities.

In addition to their secret Thieves’ Cant language, thieves use two systems of rank naming: a secret one for their true position within the thief community, and another for their ranking within their chosen occupation.

Census of official guilds in Kalderesh

guild great hall guild master small hall order master
Guild of Architects & Engineers Barforos Maetho Soward Coth-Rom Cartus Wahl
Guild of Armorers & Locksmiths Barforos Yaksen Rock Laneder Cameryn Deere
Royal Guilde of Artists Pai Clayre Threddman Camfor Emmanus Heap
Guild of Bakers Camfor Jaksen Storms
Guild of Bookbinders & Papermakers Themesk Horus Rich Laneder Avaery Gardener
Guild of Bowyers & Fletchers Cerosfor Eliana Bowman Torbeck Harperia Wackes
Guild of Brewers, Distillers & Vintners Londesh Santegus Brickhouse Akarat Kamrus Yardly
Guild of Brothel Keepers Pai Andreya Piers
Guild of Builders Barforos Abigayl Dice Dromfor Maelya Greene
Guild of Butchers Forbeck Ewan Saffron
Guild of Chandliers Camfor Grassio Rider
Guild of Clay & Stone Workers Bitafor Helyan Smith Daernbeck Levius Deerman
Guild of Clerks & Scribes Laneder Victor Rhodes Themesk Thomys Lander
Guild of Clothing & Accessories Torbeck Ezro Towers Cerosfor Lincono Doons
Guild of Cobblers Camfor Aenglo Dyce Barforos Crystan Lynder
Guild of Coopers Londesh Mygwell Towers Avaben Jaecob Gardner
Guild of Cordwainers Savimasko Jocelyne Frey Dracmarsh Alysea Dyson
Guild of Dyers & Weavers Pai Cartus Dayes Sikafor Leonyrdo Dice
Guild of Financial Transactions Barforos Abrjia Innman Camfor Chaerles Wool
Guild of Fishmongers Staven Gaevyn Hightower
Guild of Forgers & Smiths Forbeck Bryn Schipps Azerel Tommus Sylver
Guild of Furriers Cerosfor Jaecoby Lenderman Feybank Natalja Cray
Guild of Glass Workers Torbeck Vincentus Moller Pai Kaila Bricker
Guild of Harness Makers & Saddlers Harden Ericus Salt Daernbeck Jaeden Shields
Guild of Hostliers Harden Dalilya Spicer Avaben Graysen Anvilson
Guild of Jewelers Camfor Valia Shell Torbeck Yosef Cotton
Guild of Launderers Bitafor Maelania Coates
Royal Guilde of Magic Camfor Aemo Huntsman Azerel Sybasten Berry
Royal Guilde of Map Makers & Surveyors Coth-Rom Victyr Alley Dromfor Aryanna Rutland
Royal Guilde of Mariners Staven Anglo Wahl Coth-Rom Yan Small
Guild of Medicines Coth-Rom Anglus Overland Eridale Adamus Flag
Guild of Merchants Camfor Adamus Mayr Pai Levy Townes
Guild of Metal Casters Azerel Kefjan Dunes Torbeck Androe Bowman
Guild of Music & Performers Upper Whitehall Joshoe Shellmound Forbeck Johan Ploughman
Guild of Professionals Camfor Joshoe Rutland Coth-Rom Horys Fisher
Guild of Scholastics Dromfor Paenelope Arch Keserel Elyas Pynes
Guild of Shipwrights Camfor Havius Lodge Barforos Astinus Shellman
Guild of Skinners & Tanners Westpine Ezekio Lodge Oldmere Jaeck Neeps
Guild of Stable Keepers Daernbeck Gavyn Woodhouse Bitafor Androe Raynes
Guild of Tinkerers Pai Caelyb Bannerman
Guild of Watercarriers Coth-Rom Maya Saylor Harden Genaesys Salt
Guild of Wheel Wrights Asafor Zachaery Dyson Londesh Josayah Byrdman
Guild of Wicker Workers Themesk Lucaes Towns Savimasko Brandyn Beacher
Guild of Wood Workers Asafor Kaevin Glazier Donnalaich Valia Bricks