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Trades & Guilds

Trades & Guilds

 
Numerous guilds and trade organizations exist, and many of them have special rules concerning the acceptance and training of apprentices. Herein details many of the organized artisan and trade guilds, as well as the organizations that direct trade.
 

Artisan Guilds

 
  • Alchemist's Guild: This guild governs all alchemists, apothacariests, herbalists, and tanzers. Alchemists and apothacariests must be freemen, but herbalists and tanzers may be serfs.
  • Arcana: All training of the arcane is strictly controlled by the Guild Arcanum.
  • Baker's Guild: Commercial bakers must be freemen who have completed a full apprenticeship under a guild master.
  • Boyer's Guild: Bowmaking is limited to freemen, although the making of arrows is sometimes allowed to serfs. Many who belong to this guild take the name Fletcher, although that is by no means universal.
  • Brewer's Guild: Commercial brewers must be members of this guild, although the brewing of small beer is allowed by non-members. Only members of the guild are allowed to sell beer, ale or cider except through an inn.
  • Calligraphy: Calligraphy and scribes are governed under the Council of Jesuits, but no formal guild exists.
  • Canon (religious law): The House of the Avereen oversees all canonists, but many individual canonists have at least a provisional licence from the Bar of the Royal Court.
  • Carpentry:
  • Cartography:
  • Cobblery:
  • Colliers: The Collier's Guild does exist, and they attempt to regulate the production and pricing of charcoal. In theory, only freemen may join the guild, but in practice, as many collier's practice the craft itenerantly, some serfs do manage to join.
  • Cooking:
  • Cooper's Guild: Cooper's are variously classified as both artisans and merchants (where such distinctions are important). Membership into the Cooper's Guild is restricted to freemen, but many serfs are apprenticed as a means to gain manumission.
  • Spiriter's Guild: Distillation of strong drink is strictly regulated by the Crown, and as such, the Spiriter's Guild jealously guards the secret's of their craft, allowing only a select few to join. Many who join this guild are drawn from the ranks of the Brewer's Guild. Indeed, most distilleries are operated in so-called Spirit Towns, or in special enclaves set apart from a larger city.
  • Glassblower's Guild: Glassblowing and all construction of glass is strictly controlled by the glassblower's guild. Permission to travel beyond your home region requires a licence, which is only granted after being tested by the Glasshome in Croshother.
  • Herbalism: See alchemist's guild.
  • Innkeeper's Guild: Membership to this guild is required for any who operate a public house within a walled city or within sight of a High Road. No apprentiships for this guild exist, but addmitance to the guild is only allowed after an inspection by the local sherriff. Members of this guild may also hold a provisional membership of the brewers guild if they produce and sell beer, ale, or cider over a certain quantity.
  • Ironmonger's Guild: This is the blacksmith's guild that produces most of the general items made of iron, such as hinges, latches, lamps, etc. The Ironmongers also operate a number of specialist guilds; such as chainmakers, nail makers, horseshoes (farriers), etc.
  • Bar of the Royal Court: All professional lawyers must be licenced by and be a member of the Bar. Admission to the Bar requires passing written and oral exams, as well as practical examinations in Court under the mentorship of a master of this guild.
  • Lapidary: The lapidrist's guild is overseen by the Guild Arcanum (except in Candlehar, where it is an independant guild).
  • Leatherworking: Trappers, tanners, and those who produce items from leather commonly belong to this guild. While leatherworkers are not required to seek membership, only members of this guild are allowed to sell goods to the Royal Army or Crown, or to establish a fixed workshop. Freemen and serfs are allowed to apprenticeship.
  • Masontry:
  • Medicine:
  • Widwives Council: The guild of honored midwives exists, but is advised by The House.
  • Musical Instrument Makers: Instrument makers are required to belong to one of the several guilds that control such craft.
  • Oliver's Guild: Those who grow and maintain olive orchards, as well as those who produce olive oil belong to this guild. Only freeman may apprentice to become an oliver.
  • Painting: Painters do not have a guild per se, but a professional painter must have apprenticed under a master painter, and cannot become a master themselves without a licence from one of the great art schools.
  • Potters Guild: The Potter's Guild oversees the training of apprentice potters, but there is no general requirement that a potter must join the guild. Serfs and freeman may join the Potters.
  • Smithing: No single guild of blacksmiths exists, rather many specialized guilds operate somewhat co-equally.
  • Tinkers: Tinkers do not have a guild, but must have a licence from the local ruler before practing their trade.
  • Vintiner's Guild: The production of wine is controlled by the Vintiner's Guild, which closly guards the processes by which wine is made.
  • Wandman's Guild: The creation of arcane foci is governed by the Wandman's Guild, whish is overseen by the Guild Arcanum. Many wandmakers also belong to the the Lapidist's and/or Woodworker's Guilds. The Wandman's Guild produces arcane foci, prepared magic gemstones (used in making magic weapons and other magic items) and certain minor magical items.
  • Weapon:
  • The Weavers: Professional tailors, spinners, and weavers must apprentice under a master weaver who is a member of The Weavers.
  • Whaler's Guild: The whaler's guild oversees all aspects of whaling ships. The ship's captain, first mate, and head navigator of all whaling ships are generally required to have apprenticed under a master whaler, and will often be members of the guild. If a whaling ship enters a port without at least one journeyman whaler aboard, the guild may legally seize the ship and all of it's cargo. In addition, the guild will often impose severe fines on any whaling ship found to be operating without a duly licenced master whaler as it's captain.
  • Woodcarvers Guild:
  • Woodcutters Guild:
  • Merchant Guilds

     
  • Banker's Consortium: All banking and merchant's exchange are governed by the Royal Exchequer. The Exchequer maintains lists of all banks and merchants in the kingdom, as well as when a bank or exchange is sold.
  • -Minstrels: Minsterals, troubadours, acrobats, jugglers, and musicians are not controlled by any guild, although carnival merchants fall under the governance of the banker's consortium.
  • Navigator's Guild: Navigators and (martitime) cartographers are licenced by the Navigator's Guild. Unlicenced navigators are not uncommon, but all ships flying under the flag of Ardrigh are required to have a properly licenced navigator as a member of the ship's crew or be subject to fine.
  • Teamster's Guild: The leader of a caraven must have apprenticed under a master teamster, as well as the chief foreman of a warehouse. Many shipowners will employ at least one journeyman or master teamster on a cargo ship.
  • Class Guilds

     
  • Council of Jesuits: While not a guild per se, the Council has special dispensation for teaching arcana within Candlehar, and the ability to establish enclaves outside the city. Such enclaves are subject to some strictures from the Guild Arcanum.
  • Guild Arcanum: The instruction of wizards and tokken are governed under an exclusive (with one exception) Royal Charter by the Guild Arcanum.
  • The House of the Avereen: The church holds a Royal Charter acknowledging the divine authority of The House over those who practice divine magic.
  • League of Shadows: Rumors exist that The Brotherhood has an unofficial Royal Charter to operate a guild for the training of assassination and espionage.
  • Thievery: While virtually every town has a thieves' guild, no official charters for such guilds exist. That said, virtually all thieves' guilds operate as any other guild, including apprenticeships, collection of dues, etc.
  • Warrior's Guild: More of an honorary association than a guild, the Royal Army supports the Warrior's Guild, which accepts and acknowledges martial combatants of great skill and valor. Members can often purchase arms and armor from a royal armory.
  • Type
    Guild, Craftsmen

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