Apothecaries Guild

The Guilds

Guild of Arcane Lore

 

A guild is a brotherhood of craftsmen banded

together to control economic activity in specific

trades or professions. Throughout Harn and western

Lythia, virtually all significant commercial and

Chandlers Guild

professional activities are within the monopolies of

Charcoalers Guild

powerful international guilds whose rights are

protected by law. Towns are dominated by the

activities of the guilds.

 

Guild Franchises

Clothiers Guild

 

Courtesans Guild

Guilds have one prime purpose: to provide economic

security for their members. To achieve this objective

they employ their legal monopolies to limit

competition. This is done mainly by restricting the

number of franchises in a specific market. A

Embalmers Guild

franchise is a license granted by a guild to own and

Glassworkers Guild

operate a business within a specific area.

 

Most guilds are urban; some are rural, some are both.

Guilds may be weak, with loosely defined

monopolies, but most are strong. In Orbaal and

College of Harpers

among the Khuzdul, the functions of guilds are

College of Heralds

performed by clans, equally monopolistic, but

simpler in organization.

 

Guild Ranks

 

Hideworkers Guild

There are three ranks within guilds: Apprentice,

Innkeepers Guild

Journeyman, and Master.

 

Apprentice

 

Apprenticeship is a privilege, most often granted to

Jewellers Guild

the eldest son of a Master. The guild may also

Lexigraphers Guild

permit (or sell) additional apprenticeships to the

younger offspring of Masters, or to non-guildsmen

able to pay the most. An apprenticeship lasts from

four to seven years, depending on the guild. To

ensure strict discipline, apprentices are rarely

Litigants Guild

permitted to serve under their own fathers.

Locksmiths Guild

Typically, two masters in nearby settlements

exchange their apprentice children. Wealthy

guildsmen often try and place their sons with highly

skilled masters, paying such mentors a fee for this

privilege. The treatment received by apprentices

Masons Guild

varies; frequent beatings and long hours of menial

Mercantylers Guild

labour are normal. Apprentices receive only room

and board; some get pocket money from generous

masters.

 

Journeyman

Metalsmiths Guild

 

Millers and Millwrights Guild

The rules governing promotion from apprentice to

journeyman vary from guild to guild. The candidate

may have to pass a practical and/or oral examination

before the guild’s Board of Syndics, but the simple

vouching of his master is generally sufficient. The

Miners Guild

professional guilds have the most stringent

Ostlers Guild

requirements. Some masters intentionally deny

advancement to their apprentices because of the

cheap labour they represent, but the guild usually

prevents this from going on too long. A few guilds

do not have the rank of journeyman.

Perfumers Guild

 

Society of Physicians

Journeymen, in addition to room and board, are

entitled to a small wage, ranging from one third to

two thirds of the Bonded Master rate depending on

experience. They are expected to travel from one

location to another, working for different masters of

Pilots Guild

their guild. After a prescribed period (3-5 years) the

Potters Guild

journeyman may apply to any Board of Syndics for

promotion to the rank of master. This requires the

recommendations of at least three masters under

whom the journeyman has served, and often some

kind of oral/written examination.

Salters Guild

 

Seamens Guild

Masters

 

There are two kinds of master within most guilds,

Freemaster and Bonded Master. A Freemaster is

one who holds a franchise, which is simply a license

Shipwrights Guild

to operate a business in a particular location. A Bonded

Tentmakers Guild

Master works under contract for a wealthy person or

institution. Unemployed masters who do not hold

franchises are called simply masters. All masters

tithe 10% of their incomes to the guild as dues.

 

Thespians Guild

Newly created masters are not automatically granted

Timberwrights Guild

a franchise; these must be inherited or purchased.

Many new masters return home to work alongside

their fathers until they inherit the family franchise,

while others seek employment as bonded masters

until they can afford to purchase a new franchise.

Weaponcrafters Guild

The fees to purchase a new franchise are stiff,

Woodcrafters Guild

ranging from two to ten years income of a master,

plus the customary bribes. Some masters, by choice

or poverty, never obtain a franchise.

 

Most guilds seek to preserve the security of their

 

Masters by limiting the number of franchises and

 

establishing “fair price” guidelines for wares of

specific qualities. A master who sells high quality

wares cheap, or low quality wares dear, will receive a

visit from guild officials. They will, politely at first,

remind him that fines can be imposed, and

 

ultimately, a franchise can be revoked.