Difference between revisions of "Guilds"

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=Overview=
=Overview=
:Not all professions fall under the purview of a guild, but for those that do there is a similar career path for all workers.
:Guilds of Entorais are regional, national, and international organizations which are best described as professional associations which regulate the practice of particular professions, and those activities related to the practice of skilled trades.
:While no global hierarchy exists, neighbouring guilds will work together as though they were part of a larger organization to achieve prosperity for their membership. This is achieved in part through the pooling of wealth and negotiation of treaties or contracts with local, regional, and national governments.
:Guildpersons form the middle class in many cultures. Holding more wealth than the unskilled labourers, peasant farmers, and others, they form a strata below the noble elites, and at the top of the common folk. Many nobles are also guildmembers, depending on the source of their wealth, further blurring the distinction between the wealthiest of the guild-folk and their betters.
 
=Ranks=
:Not all professions fall under the purview of a guild, but for those that do there is a similar career path for all workers. Guild membership involves following the rules established by the guilds hierarchy and paying guild dues to assist in the running of the guild.
==Apprenticeships==
==Apprenticeships==
:Young persons or others wishing to be trained in a guilded profession may seek out an master of the guild who has openings. Family connections can help one find a teacher, and many people apprentice under their own parents.
:Young persons or others wishing to be trained in a guilded profession may seek out an master of the guild who has openings. Family connections can help one find a teacher, and many people apprentice under their own parents.
Line 6: Line 11:
Most apprenticeships last four to seven years, and end when the master is confident their pupil has the necessary skills to perform the work, without supervision, and they have nothing else to teach them.
Most apprenticeships last four to seven years, and end when the master is confident their pupil has the necessary skills to perform the work, without supervision, and they have nothing else to teach them.
==Journeymanship==
==Journeymanship==
:Once graduated from being an apprentice one is a trained professional in their chosen career. At this stage one can seek out their fortune, either continuing to work in the shop of the master who trained them, or more likely seeking work elsewhere under a new master. Journeymen earn wages from the work they produce, and may seek to become a master of their trade, after years of working.
:Once graduated from being an apprentice one is a trained professional in their chosen career. At this stage one can seek out their fortune, either continuing to work in the shop of the master who trained them, or more likely seeking work elsewhere under a new master. Journeymen earn wages from the work they produce, and may seek to become a master of their trade, after years of hard work.
==Masters==
==Masters==
:Someone who has been a
:Someone who has worked as a journeyman under several masters, and learned the skills to a high degree can apply to the guild for recognition and promotion. This process takes time as the petition for inclusion requires several masters to agree that the candidate is ready. If accepted the candidate then pays fees and presents examples of their best work. The guild authorities examine the work, and question the would be master about their craft. If the candidate has adequately shown skill and knowledge worthy of the rank they will be promoted, and granted the rights, privileges, and responsibilities of a master in their guild. Masters may if the guild agrees, establish new franchises in the trade, where there is a proven need or desire for their products or services.
 
=Structure=
:The established guilds will have an inner circle or council of master craftpersons who set the standards for practice in the craft.
==Guildhead==
:Usually a singular member sits as the Guildhead, responsible for final say on internal or external matters affecting the guild, the practice of their trade, or political issues with the nations where they exist. The guildhead is usually elected to serve a term of 3-7 years from amongst the available masters who desire the position. Competency matters, and one who is unable to perform the duties due to health or declining mental accuity is expected to resign from the position lest they negatively impact the guilds wealth and power.
==Councillors==
:A council of established masters decide matters of guild politics, and serve as mentors to lesser guild members, and advisors to the Guildhead. The councillors are elected from the membership by popular vote, and often are regional representatives. There is no set term for the council, but again incompetence can lead to removal from the seat for the good of the guild.
:In addition to their duties as mentors and advisors these councillors may will be assigned roles within the guild by the Guildhead.
===Roles===
:The roles available depend on the specific guild, and the particular desires of the Guildhead, however there are a few that are typical amongst the majority of guilds.
;Master of Archives:Responsible for maintaining all official guild roles, records from meetings, recorded guild history, and the like. For some guilds this person also maintains a library of recipes, plans, and designs for works.
;Master of Coin:Responsible for maintaining the guild treasury and collection of fees from the membership. They are use this collected wealth for legal and political costs related to the guilds practice.
;Master of Law:Responsible for maintaining an accurate accounting of all legal contracts, treaties with governments, and internal tribunal decisions. They also maintain a correct version of the guild's code of practice, as amended from time to time.
;Master of Trade:Responsible for establishing fair but profitable pricing for guild products and services, as well and inspecting guild franchises for violations of guild law, or treaties and contracts.
 
=Activities=
==Guildhalls==
:Depending on the available wealth and size of the guild established local or regional guildhalls may be maintained as central meeting places, and service providers for the membership. Training, certification, loans, legal representation, temporary housing, or other services may be available for those in good standing within their guild.
 
==Politics==
:Guilds are political entities both internally, and as a force in local, regional, or national politics. They can mobilize portions of the workforce in slow-downs or stoppages, and can fix prices for desired or critical commodities. In practice they seldom apply such measures, as the repercussions of strong arming those who control the military might of the area can end badly for those guildmembers attempting to do so. Even so they are considered a necessary component of trade and commerce throughout Entorais, and a given certain leeway in that respect.
 
==Enforcement==
:The guilds maintain responsibility for enforcing their own rules upon their membership. Self-policing shows the government that the guild respects law, and order, while also ensuring the public image of the guilds are upheld as respectable institutions.
:Persons practising a skilled trade for which a guild exists in the same geographic area may find themselves pressured to cease practice, or join the guild. Roughing up the unlicensed competition is considered an acceptable standard for enforcing the guilds monopoly over a specific product or service. Such action can skirt the edge of the local laws and customs, and while assault, arson, theft and other actions are illegal in most places, the guilds will deny involvement and may act to impede the efforts of local officials to bring the perpetrators to justice.
 
==Philanthropy==
:Guilds often invest in their local community, as employers, improving infrastructure such as docks, roads, or watercourses, and through charity work or donations. This in general is goodwill work that helps strengthen the guilds politically, but also serves the guilds interests by making them an integral part of the daily life in their communities, and improving their ability to perform their tradecraft.
 
=Stories=
 
=See Also=
:[[List of Guilds by Nation]]
 
[[Category:Trade]]

Revision as of 18:51, 20 June 2019

Overview

Guilds of Entorais are regional, national, and international organizations which are best described as professional associations which regulate the practice of particular professions, and those activities related to the practice of skilled trades.
While no global hierarchy exists, neighbouring guilds will work together as though they were part of a larger organization to achieve prosperity for their membership. This is achieved in part through the pooling of wealth and negotiation of treaties or contracts with local, regional, and national governments.
Guildpersons form the middle class in many cultures. Holding more wealth than the unskilled labourers, peasant farmers, and others, they form a strata below the noble elites, and at the top of the common folk. Many nobles are also guildmembers, depending on the source of their wealth, further blurring the distinction between the wealthiest of the guild-folk and their betters.

Ranks

Not all professions fall under the purview of a guild, but for those that do there is a similar career path for all workers. Guild membership involves following the rules established by the guilds hierarchy and paying guild dues to assist in the running of the guild.

Apprenticeships

Young persons or others wishing to be trained in a guilded profession may seek out an master of the guild who has openings. Family connections can help one find a teacher, and many people apprentice under their own parents.
Once taken on as an apprentice, one works on behalf of that master in exchange for training in the skills required for the profession. Usually room and board is provided, and an apprentices do not see a share of any profits from their work.

Most apprenticeships last four to seven years, and end when the master is confident their pupil has the necessary skills to perform the work, without supervision, and they have nothing else to teach them.

Journeymanship

Once graduated from being an apprentice one is a trained professional in their chosen career. At this stage one can seek out their fortune, either continuing to work in the shop of the master who trained them, or more likely seeking work elsewhere under a new master. Journeymen earn wages from the work they produce, and may seek to become a master of their trade, after years of hard work.

Masters

Someone who has worked as a journeyman under several masters, and learned the skills to a high degree can apply to the guild for recognition and promotion. This process takes time as the petition for inclusion requires several masters to agree that the candidate is ready. If accepted the candidate then pays fees and presents examples of their best work. The guild authorities examine the work, and question the would be master about their craft. If the candidate has adequately shown skill and knowledge worthy of the rank they will be promoted, and granted the rights, privileges, and responsibilities of a master in their guild. Masters may if the guild agrees, establish new franchises in the trade, where there is a proven need or desire for their products or services.

Structure

The established guilds will have an inner circle or council of master craftpersons who set the standards for practice in the craft.

Guildhead

Usually a singular member sits as the Guildhead, responsible for final say on internal or external matters affecting the guild, the practice of their trade, or political issues with the nations where they exist. The guildhead is usually elected to serve a term of 3-7 years from amongst the available masters who desire the position. Competency matters, and one who is unable to perform the duties due to health or declining mental accuity is expected to resign from the position lest they negatively impact the guilds wealth and power.

Councillors

A council of established masters decide matters of guild politics, and serve as mentors to lesser guild members, and advisors to the Guildhead. The councillors are elected from the membership by popular vote, and often are regional representatives. There is no set term for the council, but again incompetence can lead to removal from the seat for the good of the guild.
In addition to their duties as mentors and advisors these councillors may will be assigned roles within the guild by the Guildhead.

Roles

The roles available depend on the specific guild, and the particular desires of the Guildhead, however there are a few that are typical amongst the majority of guilds.
Master of Archives
Responsible for maintaining all official guild roles, records from meetings, recorded guild history, and the like. For some guilds this person also maintains a library of recipes, plans, and designs for works.
Master of Coin
Responsible for maintaining the guild treasury and collection of fees from the membership. They are use this collected wealth for legal and political costs related to the guilds practice.
Master of Law
Responsible for maintaining an accurate accounting of all legal contracts, treaties with governments, and internal tribunal decisions. They also maintain a correct version of the guild's code of practice, as amended from time to time.
Master of Trade
Responsible for establishing fair but profitable pricing for guild products and services, as well and inspecting guild franchises for violations of guild law, or treaties and contracts.

Activities

Guildhalls

Depending on the available wealth and size of the guild established local or regional guildhalls may be maintained as central meeting places, and service providers for the membership. Training, certification, loans, legal representation, temporary housing, or other services may be available for those in good standing within their guild.

Politics

Guilds are political entities both internally, and as a force in local, regional, or national politics. They can mobilize portions of the workforce in slow-downs or stoppages, and can fix prices for desired or critical commodities. In practice they seldom apply such measures, as the repercussions of strong arming those who control the military might of the area can end badly for those guildmembers attempting to do so. Even so they are considered a necessary component of trade and commerce throughout Entorais, and a given certain leeway in that respect.

Enforcement

The guilds maintain responsibility for enforcing their own rules upon their membership. Self-policing shows the government that the guild respects law, and order, while also ensuring the public image of the guilds are upheld as respectable institutions.
Persons practising a skilled trade for which a guild exists in the same geographic area may find themselves pressured to cease practice, or join the guild. Roughing up the unlicensed competition is considered an acceptable standard for enforcing the guilds monopoly over a specific product or service. Such action can skirt the edge of the local laws and customs, and while assault, arson, theft and other actions are illegal in most places, the guilds will deny involvement and may act to impede the efforts of local officials to bring the perpetrators to justice.

Philanthropy

Guilds often invest in their local community, as employers, improving infrastructure such as docks, roads, or watercourses, and through charity work or donations. This in general is goodwill work that helps strengthen the guilds politically, but also serves the guilds interests by making them an integral part of the daily life in their communities, and improving their ability to perform their tradecraft.

Stories

See Also

List of Guilds by Nation