
Apothecaries Guild
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The Guilds
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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
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professional activities are within the monopolies of
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Charcoalers Guild
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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
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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
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franchise is a license granted by a guild to own and
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Glassworkers Guild
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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
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among the Khuzdul, the functions of guilds are
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College of Heralds
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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
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There are three ranks within guilds: Apprentice,
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Innkeepers Guild
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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
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the
eldest son of a Master. The guild may
also
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Lexigraphers Guild
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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
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permitted to serve under their own fathers.
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Locksmiths Guild
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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
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varies; frequent beatings and long hours of menial
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Mercantylers Guild
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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
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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
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professional guilds have the most stringent
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Ostlers Guild
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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
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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
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their guild. After a prescribed period (3-5 years) the
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Potters Guild
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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
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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
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to operate a business in a particular location. A Bonded
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Tentmakers Guild
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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
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Newly created masters are not automatically granted
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Timberwrights Guild
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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
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The
fees to purchase a new franchise are stiff,
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Woodcrafters Guild
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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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