The Guilds

Apprentices
Apprenticeship is deemed a privilege, usually granted to the eldest son of an existing master. The guild may also permit (or sell) additional apprenticeships, mostly to a master’s younger offspring or to non-guildsmen able to pay the cost. An apprenticeship generally lasts from four to seven years, depending on the guild. To ensure strict discipline, apprentices are rarely permitted to serve under their own fathers. Typically, two masters in nearby settlements will exchange their apprentice children. Wealthy guildsmen often try to place their sons or daughters with highly skilled and respected masters, paying such mentors a stiff fee for this privilege. The treatment received by apprentices varies; frequent beatings and long hours of menial labor are considered normal. Apprentices receive only room and board, although some get pocket money from generous masters.

Journeymen
The rules governing the promotion of an apprentice to the rank of journeyman vary from one guild to another and sometimes even within local chapters of the same guild. The candidate may have to pass practical or theoretical examinations administered by a board of guildmasters or the vouching of his master may suffice. Some masters deny advancement to their apprentices in order to retain cheap labor, but this is considered unethical and the guild may step in if the practice is abused. Some guilds do not have the rank of journeyman.
In addition to room and board, journeymen are entitled to a small wage, typically between one third and two thirds of the bonded master rate, depending on experience. They are generally expected to travel from one settlement to another, serving masters of their own guilds, who are usually the only persons permitted by law to hire them. After a period of three to five years, and bearing the favorable recommendations of at least three masters under whom he or she has served, the journeyman may apply to any chapter’s board of syndics for promotion to the rank of master. This generally requires recommendations from at least three masters under whom the journeyman has served and some kind of oral and/or written examination.

Masters
There are two kinds of master within most guilds, freemaster and bonded master. A freemaster is one who holds a franchise. A bonded master works under contract for a wealthy person or institution, or for a freemaster. Unemployed masters who do not hold franchises are simply called masters. All masters tithe 10 percent of their incomes to the guild as dues.
A newly created master is not automatically granted a franchise. A franchise must be inherited or purchased. A new master might go home to work in his family franchise as a bonded master, or seek employment as a bonded master until he can afford to buy a franchise. Buying a franchise is an expensive and time-consuming process, typically costing from two to 10 years of a bonded master’s income, plus the customary bribes. Masters may obtain loans or grants from the guild to help establish new franchises, or salvage old ones, but many masters, either by choice or financial circumstance, never obtain franchises.
Most guilds seek to preserve the security of their masters by limiting the number of franchisees. Obtaining a new franchise is always difficult. The prospective franchisee will almost certainly need to undertake an active campaign to persuade (bribe) masters in the local guild chapter to vote in his favor. The guild also establishes “fair price” guidelines. A master who sells high-quality wares too cheaply, or low-quality wares too dearly, will receive a visit from guild officials. They will remind him that fines can be imposed and, ultimately, franchises can be revoked.

  All masters are members of their local guild chapter and have one vote each on guild matters. Where a chapter has many masters, they elect from among their number a board of syndics, who appoint a Guildmaster from among themselves. Guildmasters are responsible for whatever administration the chapter requires. Except in wealthy chapters, guild officers continue to operate their own franchises. The guildmaster represents the guild in the local chapter of the Council of Gold and at any regional conventions of the guild. The way a specific guild chapter is actually run depends mostly on the personalities.

  COUNCIL OF GOLD
The Council of Gold is the association of all guilds. Grand chapters exist in all western Lythian states in one form or another. The Council's principal function is to regulate guilds, settle disputes between them, organize and regulate town markets and fairs, and lobby with governments concerning guild rights and privileges.
The Council operates under the Charter of the Merchant Guilds, a law that has been enacted in one form or another by most civilized governments. It is this charter that fosters and protects the legal monopolies held by all guilds. Most settlements have a Council chapter made up of at least one representative of each local guild. Larger chapters may elect an executive council. Different chapters have various modes of operation, but most are democratic.
Although it wields enormous power, the Council stays out of politics. In return, governments limit their involvement in guild affairs.
Type
Financial, Merchant League

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