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.
This guild is one of the largest of guilds. Their guild symbol is that of tree. The following trades can be part of this guild: Hunters, Tanners, Leather workers, Artisans, Binders, Carpenters and Wood Workers, Scribes, glassblowers, potters, cartwrights, shipwrights and there are other trades not listed.
This guild is new to Mobrin. Their guild symbol is the symbol of Sheat. They are connected to the royal physician and must swear an oath to the royal family that they will serve the realm. They are asked to report sickness and other issues that happen in the kingdom to guildmaster and royal physician. Members of this guild are the following: Husbandmen, Apothecaries, Healers and Midwives.
The Mason's Guild oversees earthen works such as marble and stone quarrying, clay production, logging, and construction engineers for their uses. Masons are the second largest guild, but the most popular among young men. These trades can pay some of the highest wages, but also carry some of the highest risk of physical harm. The Mason's symbol is a field of sky blue with a chisel, mallet, stacked logs and stacked blocks.
This is the second largest guild and the oldest. It’s symbol is a blue background and silver scales. The following can be guild members: innkeepers, merchants, bakers, shipping merchants and shopkeepers.
The Metal Worker's Guild deals with mining, smithing, jewel crafting, and trade and banking. They are the smallest guild, one of the hardest to get into and takes the most number of years to master. Their Guild symbol is a field of white, with a smith's hammer and tongs, a set of scales, a jeweler's chisel with pliers and three vertically stacked gems, and three varied stacks of coins. The following are member of this guild: Blacksmiths, Goldsmiths, pewtersmiths, silversmiths, weapons smiths, and armorers.
The Textiles Guild deals with such things and string, rope, yarn, cloth, and paper. Traditionally textiles were produced in homes where one person would spin while the next wove, with the last cutting and sewing. The third largest of the guilds, their goods and services are always in demand. The Guilds symbol is a field of saffron orange, with a needle and thread, book and quill, boot, and spinning wheel. The following are members of this guild: Weavers, Tailors, rope makers, paper makers and Cobblers.
The titles given to crafters give idea to how long that person has worked at their trade, or how skilled in their trade they are. Below is a listing of the four levels of title and their meaning in terms of years in the trade, or skill representation code wise. Please note that different trades will require different side skills, such as metal smithing will also need jewel-crafting if you're going to be a jeweler. Your secondary trade skills wouldn't be as high as your main skill, usually, but they will require experience points to be spent in them as well. This is the reason for apprentices taking up to the ten years to make journeyman, since they can usually start around the age of six.
Apprentice - between zero and ten years of learning the trade, and up to a four in the main skill.
Journeyman - between ten and eighteen years in the trade, and up to a six in the main skill.
Master - eighteen or more years in the trade, and eight or more in the main skill, and six or above in all other skills required.