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List of Guilds in the Iron Empire

Below is a master list of all the known Guilds within the Iron Empire, legal and illegal. Prior to the Ivory Age, the economy of Iron revolved entirely around noble Houses and their exploits. Now, as population booms and trade beckons, Guilds have begun to form in increasingly large numbers. These Guilds are made up of the working class, creating a hierarchal system amongst themselves for goods that they deal without the input of nobles. Some items are held specifically by nobles, but these Guilds cover the rest.

NOBLE HOUSE GUILDS AND GOODS

Very specific goods are entrusted to only be handled by nobles, although many now distribute this load to their own personal guilds. These are different to other Iron Guilds as they are essentially the working class employed by a noble House directly, instead of a Guild of those same working class entirely. These are essentially the mercantile version of Bannerman for noble Houses, and have been taken to be called the 'Guildmen' of a House.
  • Blackthall Warhorses/Destriers. These are not entrusted even to Guildmen of House Blackthall, of which they pointedly have none.
  • Iron and other ore of the Stone Labyrinth. Overseen exclusively by House Sentel Guildmen. This is the most important good in the Iron Empire.
  • Alcohol. This is divided up into the three prominent drinks of choice within the Empire. First and most popular is the unique red wines of Blossom, known as Blossom Wines. There is a Mulled Damask, or Blossom Red. Both originate from House Beautero and are handled by the Beautero Guildmen by and large. Next is the Deva White, these are not handled by Guildmen, as the Winemakers of Stawnesh (cousins of the ruling line) focus their lives on it. The Brandy of Redburn is handled by House Kilrich Guildmen.
  • Salt. Primarily handled by House Carantus Guildmen.
  • Aether. This is not handled by any guild because of its emerging importance. Just the Ember Dominance and House Glore directly.
  • Fishermen. Monopolized by the Guildmen of House Isdemor in the north of Ydall's Heart, and House Fenn in the south.

CRAFT GUILDS

The most prominent craft guilds are listed below. A craft guild is led by master craftsmen. These are as hard to get into as an order of knighthood, competing with varying journeymen. A journeyman is a guild member who is attempting to prove his skill at the craft, and therefore travels around producing work for various people until his renown rises to become that of a 'master' within the guild.
  • The Blacksmiths' Guild - responsible for forging metal tools and weapons. This is usually known as the Anvil Guild.
  • The Weavers' Guild - responsible for weaving textiles and cloth
  • The Carpenters' Guild - responsible for constructing buildings, furniture, and other wooden objects
  • The Masons' Guild - responsible for building with stone and brick
  • The Tanners' Guild - responsible for tanning animal hides and producing leather goods
  • The Coopers' Guild - responsible for making barrels, casks, and other wooden containers
  • The Bakers' Guild - responsible for baking bread and other baked goods
  • The Tailors' Guild - responsible for making clothing and other sewn goods
  • The Shoemakers' Guild - responsible for making shoes and other footwear
  • The Butchers' Guild - responsible for butchering and processing meat
  • The Candlemakers' Guild - responsible for making candles and other lighting sources
  • The Glassblowers' Guild - responsible for creating glass objects, such as windows and decorative items
  • The Painters' Guild - responsible for painting and decorating buildings and other objects
  • The Sculptors' Guild - responsible for sculpting statues and other three-dimensional objects
  • The Printers' Guild - responsible for printing books, pamphlets, and other written materials.

An extensive list of 50 possible Crafters Guilds is below.
  1. Armourers. A subsect of the Anvil Guild.
  2. Bakers. Listed above.
  3. Barber-surgeons
  4. Blacksmiths. Listed above, better known as the Anvil Guild.
  5. Brewers. This Guild does not exist because of the Guildmen of Beautero and Kilrich.
  6. Butchers. Listed above.
  7. Carpenters. Listed above.
  8. Cartwrights
  9. Chandlers
  10. Clothiers
  11. Cobblers
  12. Cooks
  13. Coopers. Listed above.
  14. Cordwainers
  15. Cutlers
  16. Dyers
  17. Embroiderers
  18. Farriers
  19. Fishmongers. Very rare due to the monopolization of the market by Houses Isdemor and Fenn.
  20. Founders
  21. Fullers
  22. Glassblowers. Listed above.
  23. Glovers
  24. Goldsmiths
  25. Haberdashers
  26. Harness-makers
  27. Horners
  28. Ironmongers
  29. Joiners
  30. Leatherworkers
  31. Masons. Listed above.
  32. Mercers
  33. Painters
  34. Parchment-makers
  35. Pewterers
  36. Plasterers
  37. Plumbers
  38. Saddlers
  39. Saddle-tree makers
  40. Scriveners
  41. Skinners
  42. Spurriers
  43. Tanners. Listed above.
  44. Tapestry-makers
  45. Tilers
  46. Vintners
  47. Weavers. Listed above.
  48. Wheelwrights
  49. White-tawers
  50. Woolmen

MERCHANT GUILDS

These Guilds are made up of the powerful middle-class of Iron. A historically repressed people, the middle-class have finally started to emerge as people, more than just tools of the nobles, during the boom of the Ivory Age. A Merchant Guild is usually a powerful organization of a town or city that handles local business for the working class. They also handle many long-distance trades between towns, important in the Empire due to the risk of the Lost.
  • Bloodshields - Constitute travel through the Shield.
  • Ironfists
  • Bannergarde
  • Stormtips - Virnach.
  • Coin Counters
  • Heralds of Night
  • Coldthorn
  • The League of Free Traders
  • The Brotherhood of the Open Road
  • The Northern Traders' Alliance - The lead Merchants guild for the Highlands, situated mostly in Tradevale.
  • The League of the Ruby River - Positioned in Ethos' Finger.
  • The Brotherhood of the Birchwood - Within the towns of the Birchwood.
  • The Guild of the Golden Horn
  • The Merchant League of the Eastern Seas
  • The Caravan Master's Guild

MISCELLAENOUS

The largest organization that technically falls under the Guild category are the Alchemists . They are scholars through and through, and wear blue robes. They are the historians, the doctors, the philosophers of the Iron Empire.
The Storm Hunters are a unique organization that are isolated from the rest of the Iron Empire.
An illegal Guild of criminals working to bring down House Sentel, The Minotaurs are a rebel group within the Stone Labyrinth that take their name from that mythological creature.

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