Guilds of Tharbad
A recent history of the Guilds of Tharbad is virtually a history
of the city itself. The Guilds date back to the arrival of a dissident
faction of the glassblowers from Fornost Erain in 840 T.A.
The glassblowers soon divided again into guilds more concerned
with alchemy and with artistic merit. The lesser guilds, in
turn, languished as fraternal organizations that did little more than
march at Fairs and High Festivals; that is until King Tarandil
reorganized the political and economic structures of his realm
beginning in T.A. 1079. Tarandil was burdened with his father's
massive debts from a fourty year strife with the Dunledings of Minhiriath. Tarandil realized that
his authority had to prevail, and that some form of commodity export
was needed. Tarandil determined that sheep (who already outnumbered
the people in his kingdom) were his best option. He restructured
the law regarding both the lord's and the peasant's ability to
own land, and provided subsidies for the guilds that worked wool
and mutton and the merchant's who sent it abroad.
The guilds soon came to rival even the power of the Hiri (S.
"Lords, Barons")
The devastation of western Cardolan and
the Battle on Tyrn Gorthad led thousands of refugees to
migrate to the nearly impregnable bastion of Tharbad. They
gathered in Caras Gwanoth, the Shanty Town beyond Tharbad's
walls, though there were not enough jobs, residences, or food for
them.
During the widespread peasant rebellion led by Lamril in T.A.
1234, the guild militia provided the bulk of the forces that defeated
the peasant army. The victorious guildsmen also fell upon the
Shanty Town on their return, burning it to the ground while
massacring most of the unfortunate inhabitants. This led the
Canotar to disband the militias but protection has remained one of
the primary functions of the guilds.
CURRENT GUILD POLITICS
With the tensions that have been growing in Tharbad since the
Plague Years, the guilds have obtained an unprecedented popularity.
The guilds control all economic activity in the
city, and guild membership is virtually a necessity for the common
folk.
The old triumvirate of the Weavers, Dyers, and Salters/Packers
Guilds remain the most numerous in Tharbad; but for that very
reason they are desperately poor, and their power has greatly
waned from the time they dominated the city. All three of these
guilds are fractured into rival factions which makes them quite
susceptible to outside influence.
The newest, and largest guild is that of the Laborers. They are
mostly refugees from the south who came during the Plague Years.
They had the sense to organize in proper Tharbadian fashion, and
were granted a district to live in that had been gutted in the Great
Fire of T. A. 1334. Though numerous, few of the Laborers are wellfed
or well-armed, a fact which curtails their influence.
The most powerful guilds are those of the Merchants and the
Traders; for though relatively small, they control a great deal of
money. The Merchants Guild is largely controlled by Dwarves
from Moria and Gondorian ship owners. They, of course, have the
greatest interest in the stability of the city. The Traders Guild has
become so strong that they march in the parades of the cities during
the High Festivals. Though quite rich, the Traders Guild is not all
that effective. It has come to specialize in the comparatively
victimless crimes of smuggling (especially drugs), gambling, and
prostitution; a certain degree of complacency has crept in.
Of the lesser guilds the Bargemen Free Association and the
Seers Guild are probably the most interesting. The number of
bargemen in the city varies greatly from week to week and from
season to season, and they generally disdain involvement in local
politics. However, the Association is actively courted and deferred
to, for its robust, brawling members are probably the most decisive
and uncommitted factor in the local balance of power.
Comments