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The Guilds

Introduction

The Guilds of the Bright Lands are not confined to any one country or region.  Wherever civilization flourishes, the Guilds soon show up, persuading (with force, when needed) all crafters to join.  In order to avoid being "invited" to join a guild, a crafter cannot seek to make a living from their craft. The sole exception is that Herders may make peasant cheeses and peasant butter (very plain fair) for local sale without undue worry.

Though they do employ strong-arm recruiting tactics, the Guilds are very protective of their members.  Any guild member, acting within the guidelines set by their Guild, can expect the full support of their Guild should they face any legal issues.  When hardships fall upon their members (for instance, a serious illness or accident), the Guild supports them until they are well enough to support themselves again or until a family member may assume the burden without causing severe economic loss.  The money for this support comes from the Guild dues, an annual tithing of the year's profits.

When a Guild member marries, their spouse, unless already enrolled in a Guild, is assumed to become a co-owner in the Guild member's enterprise.  They are assumed to do the work of an apprentice for the first five years of marriage and thereafter that of a journeyman, unless they should enroll in the Guild.  If the spouse does enroll with the Guild of the crafter, they are subject to the same testing standards as any other member.

Organization

Within each Guild are several specialties, otherwise known as Craft or Crafter Halls.  The importance of each Craft Hall within their parent Guild is a fluid thing, measured by a mixture of the training necessary to achieve Master rank, the number of members the Hall boasts, the economic importance of the Hall, and the perceived royal favor granted to each.  In some Guilds, the number of High Masters starting from a given Craft Hall may be counted in that equation, as well.

All of the Guilds' Main Houses are located in Vo Guild.  Regional Houses are generally located in the capital cities of each country, with individual Crafter Halls located by regional support.  For instance, South Watch in Corrum boasts a Brewer's Craft Hall because of the prevalence of vineyards and barely fields.  Each Guild House contains a Hall for each Craft within the Guild's influence.

Advancement

The ranks within a Guild start with apprentices, then journeymen, then Craft Master.  After Craft Master (or simply Master) rank is attained, a Guild member may attain High Mastery by gaining journeyman rank in at least two related Halls or Craft Master rank in one related Hall.  Guild Mastery is awarded to those who attain Craft Master rank in two or more related Halls, while an August Guild Master has attained Guild Mastery and holds at least journeyman rank in every Hall of their Guild.

Each Guild sets the maximum number of apprentices a Master may have at any given time.  In the normal course of events, a child's name-parent arranges for the child to be apprenticed to a Master, who charges the parent for room and board of the child during the first three years of apprenticeship and a nominal fee for the time teaching the child will take from their business.  Each Guild fixes the maximum that a Master may charge for this fee, though a Master may always charge less or even waive it entirely.

No Master may take on a child of their name or of their spouse's name as an apprentice, whether the child was born in union or not, except in extremely rural areas.  Also, no Master may take on a foundling fulfilling their indenture, nor a foundling raised in the Master's home.

The term of apprenticeship runs from three to seven years, during which time the Master is responsible for teaching not only the basics of their Guild and Craft, but also ciphering and letters.  The apprentice is not paid for his labor, nor may the Master sell any item made solely by the apprentice without first disclosing that it is apprentice work.  The sale price of apprentice work may not exceed 10% above the cost of materials.  After the first three years are completed, the Master takes the apprentice to the nearest Craft Hall of the Master's Craft.  There, the apprentice's level of learning is tested.  At that point, the apprentice may continue with his Master and learn his Master's craft or he may seek to transfer his apprenticeship to another Craft Hall.  Regardless, at least every second year the apprentice will be tested within the Craft he chooses for journeyman rank. 

If the apprentice fails to become a journeyman after the seventh year, the Guild will open an Inquiry into the Master's ability to teach.  Should the Master be cleared, the apprentice will receive one year's journeyman wages and be sent off.  If the Master is condemned of poor teaching, he will lose the right to take on apprentices and pay the Guild a fine per apprentice he is currently training.  The Guild will then use that fine to locate Masters willing to take on the apprentices.  The apprentices will be afforded three more tests at two-year intervals.

Once apprentices pass the journeyman exams, they are sent to the nearest Guild House, where they spend a term of not less than two years laboring for the Guild.  During that time, they are given room and board and paid on commission for the products of their Craft.  After the two year term is over, journeymen may apply for Craft Master rank or seek out a Craft Master with whom to partner.  Journeymen may work in a Craft Master's shop, making commission on the items they produce with their craft.

The value of journeyman work is generally two to three times the cost of materials, whereas a Craft Master generally commands no less than five times and frequently ten to twenty times as much as the raw materials.  The higher the rank in the Guild, the more a member may command for the products of his Craft.

The Guilds

The Culinary Guild has the Crafter Halls of Baking, Cooking, Fermenting, Dairy, and Candies, among others. 

The Guild of Cloth and Clothiers boasts the Crafter Halls of Tailors, Weavers, Spinners, Cobblers, Hatters, Glovers, Knotters and more.

The Guild of Cunning Artificers includes the Crafter Halls of Black Smiths, Clockmakers, Carpenters, Harnessers, Architects, and Engineers

The Jewelers Guild has the Crafter Halls of Gem Cutters, Gold Smiths, Beaders, and Assayers.

The Guild of Service includes the Craft Halls of Hostelry, Scribes, Clerks, and Accountants, among others.

The Bardic Guild counts among its numbers Bards, Heralds, Minstrels,

The Mercenary Guild is unique in that it does not really have any Craft Halls.  Instead, Mercenary Companies may obtain a Charter through the Guild or individuals may obtain bonds through the guild, which most Merchants require before they will hire a guard.

The Merchant's Guild also holds a unique organization.  Instead of Crafter Halls, the Merchant's Guild has Chapters.  For merchants who only do business in one country, they pay dues to the Country's Chapter.  International traders pay dues directly to the Guild Headquarters. 

The Merchant's Guild also offers insurance contracts to traveling merchants through a deal with the Mercenary Guild.  The Mercenary Guild provides guards on the Merchant's Guild's behalf to insured caravans.  If the caravan doesn't arrive or arrives light, with merchandise unaccounted for, the Mercenary Guild doesn't get paid and the merchant is reimbursed the Merchant's Guild's standard for the lost item.

The Guild of Pleasures includes the Halls of Massage, Companionship, and Courtesans.  The Hall of Courtesans will not allow an apprenticeship until the apprentice has attained journeyman rank in the Hall of Companionship.  No apprentice of this Guild may serve a client at all.

Farmers don't have a Crafter Hall, per se.  However, in each region a Farmer's Council can generally be found – most likely in a central pub or tavern.  The Farmer's Council is usually a rather informal gathering of the local farmers and herders to settle disputes by consensus over land infringement, breeding rights, and such like as a step before taking the dispute to the local magistrate. 

As farmers don't have a formal Guild, let alone a Crafter Hall, they retain the surnames of their childhood throughout their lives.  It is a sign of respect to use their profession as an Honorific, such as "Farmer Karisdan" or "Herder Geraldssen".

The Thieves Guild is not a regular Guild, as such.  It's more of an organized crime syndicate, with each Chapter, located in a city, independent of each other.  Beggars and various criminals, such as thieves and assassins, pay dues and receive turfs within the city to ply their trade.