Guilds

A guild is an association of persons of the same trade or pursuits, formed to protect mutual interests and maintain standards. The guild system on Harn is very strong, and, generally, no substantial trade or economic activity happens without it being within the purview of one of the many guilds that exist. The guild rights and privileges are embodied in the laws of most feudal kingdoms, and it is a crime to breach guild privilege. The guild system is less strong in Orbaal, Azadmere, and Eveal which uses a more clan-based system of governance and where individual clans often have a traditional, and well known, occupation.

To further it’s goal of providing economic security for its members, guilds limit the monopolies and licenses they grant.

Guilds generally have three ranks that members must advance through, starting as an Apprentice without pay to learn, then working as a Journeyman for a small wage and board before becoming a Master. A Freemaster holds a franchise, or license, from the guild to own and operate a business at a specific location (or locations). A Bonded Master works under contract for a person or institution. All masters are required to pay 10% of their income as tithe to the guild.

The guilds are loosely overseen by an organization known as the Mangai.

The various guilds of Harn include:

Apothecary
Arcane Lore
Chandler
Charcoaler
Clothier
Courtesan
Glassworker
Harper
Herald
Hideworker
Innkeeper
Jeweler
Lia-Kavair (Guild of Thieves)
Mason
Mercantyler
Metalworker
Miller
Miner
Ostler
Perfumer
Physician
Pilot
Potter
Salter
Seamen
Shipwright
Thespian
Timberwright
Weaponcrafter

Guilds

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