- Guild overview
- Artisan’s Guild
- Healers Guild
- Mason's Guild
- Merchants Guild
- Metal Worker's Guild
- Textiles Guild
- Titles and Meanings
Guilds act like a worker's union for the various craftsmen. Both men and women can be members. They meet and discuss fair pricing, with high and low values set, so that different crafters can compete at market and still make a living. They discuss rules within their guild and for all guilds in general. Guilds are not powerhouses, no one guild has more sway or say than another and they are subject to sovereign law and the law and will of the ennobled vassals in whose cities they operate in. Guilds primarily only exist in cities where there are enough crafters to warrant them. The Guilds are connected one and the same throughout all cities, though variations will occur in thought and principle over the distances between them.
Guilds set requirements for apprentices to advance to Master. In most cases, the requirements are tests of the person's skills. Comparisons are usually made and a group of masters will usually judge if the crafter is ready to work on their own.
All Guilds require yearly dues to be paid, small sums that help keep the guild going and help keep Guild Halls open. The Guilds decide who has a shop and where in the city that shop is. Each guild also has rules that differ from each other.
The Guild is not a political force. They do not have a seat on the king's council. Guild controls where the shops are located within a city and controls. Titles are up to the discretion of the guild masters and a council of masters for that particular trade.