Guide to Tolaran Guilds
The backbone of Saethar'Kori- and, perhaps, all of Tolara
Ascending from the disorganization of early life in Tolara, and a desperate need for uniformity among chaos, Guilds have been around since some of the earliest moments of the continent's settlement. Initially these organizations operated as semi-informal brotherhoods dedicated to specific industries and professions. After the signing of the the Astrantia Charter in 6428, however, they were formally codified. The Astrantia Charter didn't only solidify the structure of the Guilds and implement a cohesive system among them, however. It also granted them continental authority over their respective fields, in addition to givint them special permissions and authority across Tolara. Likewise, the region of Gwyn Tira'Kie itself remained a neutral region beneath the control of the Guilds collectively- making them an independant (and very powerful) group of entities on the continent that could easily rival any of the Kingdoms. This was important, as th Tolaran Standard was adopted at the same time, the manufacture of which was given to the Guilds as an integral neutral political party. Today Guilds are an important staple of everyday life and trade; there are very few major cities on the continent without at least one established Guild Hall (or all seven) within their borders, and Tolarans can hardly throw a stone in any given place without hitting at least three people who belong to one- and at least two industries controlled by them.
Power & Purpose
What is perhaps unique about Tolara Guilds is the position of power and privilege they enjoy on the continent; they not only have more power in some regions than the Governments themselves, but they also operate completely independently of any single Tolaran Government- as well as the various Merchant Companies and Exploration Troupes that exist within Tolara; some Companies or Troupes, of course, may be members of relevant Guilds. But where these groups are the source of various trades, products, or services... It is the Guilds themselves who ultimately control them.
In other words: Guilds ultimately determine who may create, sell, participate in, or practice such things- as well as where, when, for how long, and even at what price. Despite the counterintuitive nature of giving these organizations such power, however, they've been incredibly beneficial to the Tolaran economy for a number of reasons, and serve a wide variety of necessary functions across the bulk of the continent.
I enlisted in the Guild because no one else was paying me what I was worth. The Guild ensures I always get my due.
We all have the same vested interests we're together working towards ... So if you're a Guildie? Then treat your comrades right. That's all there is to it. Anything less is a disgrace on all of us- the entire Guild. And we won't be tolerating it in our Hall.
The second reason Guilds exist, is to encourage friendly competition- followed by encouraging fair trade and improved trading conditions within Tolara, as well as overseas. This is done through open dialogue, fair assessment of value, and transparency about business practices and decisions (one of many requirements set in stone by the Astrantia Charter). As a result they not only control prices for their own fields of specialty, but also establish alliances and strike deals with other Guilds and nations. These relationships benefits the Tolaran people by establishing fair, stable prices for various goods and services.
I'm vested in three different Guilds now ... That's a lot of dues to pay and quotas to fiil; my head's practically under water, so I have to keep working. I don't have another choice any more.
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Author's Notes