Apothecaries Guild |
The Guilds |
Guild of Arcane Lore |
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A guild is a brotherhood of craftsmen banded |
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together to control economic activity in specific |
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trades or professions. Throughout Harn and western |
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Lythia, virtually all significant commercial and |
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Chandlers Guild |
professional activities are within the monopolies of |
Charcoalers Guild |
powerful international guilds whose rights are |
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protected by law. Towns are dominated by the |
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activities of the guilds. |
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Guild Franchises |
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Clothiers Guild |
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Courtesans Guild |
Guilds have one prime purpose: to provide economic |
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security for their members. To achieve this objective |
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they employ their legal monopolies to limit |
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competition. This is done mainly by restricting the |
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number of franchises in a specific market. A |
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Embalmers Guild |
franchise is a license granted by a guild to own and |
Glassworkers Guild |
operate a business within a specific area. |
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Most guilds are urban; some are rural, some are both. |
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Guilds may be weak, with loosely defined |
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monopolies, but most are strong. In Orbaal and |
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College of Harpers |
among the Khuzdul, the functions of guilds are |
College of Heralds |
performed by clans, equally monopolistic, but |
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simpler in organization. |
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Guild Ranks |
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Hideworkers Guild |
There are three ranks within guilds: Apprentice, |
Innkeepers Guild |
Journeyman, and Master. |
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Apprentice |
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Apprenticeship is a privilege, most often granted to |
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Jewellers Guild |
the eldest son of a Master. The guild may also |
Lexigraphers Guild |
permit (or sell) additional apprenticeships to the |
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younger offspring of Masters, or to non-guildsmen |
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able to pay the most. An apprenticeship lasts from |
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four to seven years, depending on the guild. To |
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ensure strict discipline, apprentices are rarely |
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Litigants Guild |
permitted to serve under their own fathers. |
Locksmiths Guild |
Typically, two masters in nearby settlements |
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exchange their apprentice children. Wealthy |
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guildsmen often try and place their sons with highly |
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skilled masters, paying such mentors a fee for this |
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privilege. The treatment received by apprentices |
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Masons Guild |
varies; frequent beatings and long hours of menial |
Mercantylers Guild |
labour are normal. Apprentices receive only room |
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and board; some get pocket money from generous |
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masters. |
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Journeyman |
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Metalsmiths Guild |
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Millers and Millwrights Guild |
The rules governing promotion from apprentice to |
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journeyman vary from guild to guild. The candidate |
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may have to pass a practical and/or oral examination |
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before the guild’s Board of Syndics, but the simple |
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vouching of his master is generally sufficient. The |
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Miners Guild |
professional guilds have the most stringent |
Ostlers Guild |
requirements. Some masters intentionally deny |
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advancement to their apprentices because of the |
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cheap labour they represent, but the guild usually |
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prevents this from going on too long. A few guilds |
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do not have the rank of journeyman. |
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Perfumers Guild |
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Society of Physicians |
Journeymen, in addition to room and board, are |
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entitled to a small wage, ranging from one third to |
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two thirds of the Bonded Master rate depending on |
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experience. They are expected to travel from one |
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location to another, working for different masters of |
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Pilots Guild |
their guild. After a prescribed period (3-5 years) the |
Potters Guild |
journeyman may apply to any Board of Syndics for |
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promotion to the rank of master. This requires the |
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recommendations of at least three masters under |
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whom the journeyman has served, and often some |
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kind of oral/written examination. |
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Salters Guild |
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Seamens Guild |
Masters |
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There are two kinds of master within most guilds, |
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Freemaster and Bonded Master. A Freemaster is |
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one who holds a franchise, which is simply a license |
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Shipwrights Guild |
to operate a business in a particular location. A Bonded |
Tentmakers Guild |
Master works under contract for a wealthy person or |
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institution. Unemployed masters who do not hold |
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franchises are called simply masters. All masters |
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tithe 10% of their incomes to the guild as dues. |
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Thespians Guild |
Newly created masters are not automatically granted |
Timberwrights Guild |
a franchise; these must be inherited or purchased. |
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Many new masters return home to work alongside |
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their fathers until they inherit the family franchise, |
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while others seek employment as bonded masters |
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until they can afford to purchase a new franchise. |
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Weaponcrafters Guild |
The fees to purchase a new franchise are stiff, |
Woodcrafters Guild |
ranging from two to ten years income of a master, |
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plus the customary bribes. Some masters, by choice |
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or poverty, never obtain a franchise. |
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Most guilds seek to preserve the security of their |
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Masters by limiting the number of franchises and |
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establishing “fair price” guidelines for wares of |
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specific qualities. A master who sells high quality |
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wares cheap, or low quality wares dear, will receive a |
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visit from guild officials. They will, politely at first, |
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remind him that fines can be imposed, and |
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ultimately, a franchise can be revoked. |
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