Guilds

= What are guilds = Guilds are an organized collection of workers that have occupations that are either similar or in some way dependent on one another. People in these occupations have worked together for centuries sometimes. Because of these close business and survival associations in some areas, these workers organized to form guilds.

In general, guilds build up centers of learning so that skills can be passed on and improved upon. Additionally guilds tend to have access to supply chains, economic information and contact with all levels of society. Guilds are restricted by membership and often have closed or secret locations in which they meet or do business. However, guilds in Illustria function differently depending on where you are in the world. In some cases these guilds helped to develop powerful political and social voices for the people and become something more than just a collective of workers. In more remote locations guilds may simply be a form of social gathering and shared community.

Regardless of how a guild functions in a particular location, guild membership is generally recognized internationally. Players who choose to join one or more guilds may find advantages and disadvantages in different areas or countries when they display or claim their membership to a guild.

= Guild list = The following guilds exist in Illustria:


 * 1) Alehouse Guild
 * 2) Archer’s Guild
 * 3) Artist’s Guild
 * 4) Captain’s Guild
 * 5) Craftsman’s Guild
 * 6) Farmer’s Guild
 * 7) Healer’s Guild
 * 8) Jeweler’s Guild
 * 9) Mage’s Guild
 * 10) Mason’s Guild
 * 11) Master’s Guild
 * 12) Mercenaries Guild
 * 13) Merchant’s Guild
 * 14) Oreworker’s Guild
 * 15) Textiles Guild
 * 16) Tracker’s Guild
 * 17) Woodworker’s Guild

= General overview of the guilds =

Alehouse’s Guild
Innkeepers, tavern workers, brewers, apiarys and grape growers all belong to this guild. Every continent in Illustria save one has an international alehouse guild headquarters on it. The networks of the alehouse guild can be exceptionally well informed. Access to the drunken ramblings of the whole of illustria often contain a wide range of “secrets” that the guild has access to. It is common to find spies that are members of the guild.

Archer’s Guild
Skilled bowmen, builders of bows and bow component crafters are all members of the Archer’s guild. Membership in this guild is often a symbol of status and prowess. The heads of most of the Archer’s guild houses are world renowned archers and craftsmen. A bow with an archer’s guild seal guarantees exceptional craftsmanship and a ballista gunner bearing the guilds mark can get exceptional range and accuracy from his machine.

Artist’s Guild
Performers, pigment makers, dye makers, musicians and other arts and entertainment related workers are in the Artist’s guild. Much like the alehouse guild, the artists guild is generally privy to the rumors of all classes. Their association with the wealthy and elite also offer them unique access to many castles and “not for commoner” locations. Spies, thieves and even royals themselves can all easily be members of this guild if they have the talent.

Captain’s Guild
Various positions in naval, airship and train related work are part of the captains guild. This group is a much more stoic group and lean heavily towards lawful alignments. They take their work very seriously and realize that lives are literally on the line, when they perform their duties. Despite their lawful leanings there are the occasional guildhouses or regions that allow some less than legal operations to happen. Getting caught though is unacceptable, they will always cut their losses even against their own.

Craftsman’s Guild
Various craftsmen and entrepreneurs are part of the craftsman guild. This is one of the less restrictive membership guilds and generally only requires a modicum of talent to be part of it. The guild is not exceptionally well organized, but they do tend to look out for the overall economic welfare of the city/town. They tend to be a more politically minded group than some, and can often bicker amongst themselves.

Farmer’s Guild
Consists of farmers, agricultural workers, livestock workers and processing workers. These guilds tend to be very traditional and long standing groups. Farmers are generally initiated into the local guild after their 3rd year's crop comes in. Losing favor with this guild will have you run out of town or, in more severe cases, killed. Despite their generally backward and simple appearance, they are a well protected group. Everyone needs to eat.

Healer’s Guild
Non-magical medicine, care facility workers and apothecary crafters are members of the Healer’s guild. Generally considered to be the remnants of the “folk medicine” community, the Healers guild tends to have a great deal of knowledge of medicinal plants. Additionally they have a great deal of knowledge of poisons. Spies, thieves, rogues and many druidcraft followers are members of the guild. It is also very popular among those without magical abilities.

Jeweler’s Guild
Jemstone merchants, gem dealers, jewelry makers and jem processors are members of this guild. This guild is involved in the creation and trade of a highly valued commodity in both the mundane and magical world. Their position makes them generally wealthy business owners and very selective of their members. It is unlikely that a member of the guild will be in the lower economic classes, but in some more rural areas they may not be particularly rich. They are almost always connected in some way to the local nobility.

Mage’s Guild
Student’s and teachers of the arcane, as well as alchemy and chemistry workers, are in the mages guild. This group is very open to new members that fit in with their endless pursuit of knowledge. Well known for their use of “levels and ranks” and secret symbols this guild employs is less open than most others. It takes a good deal of time for the guild to open up all its vast resources to members, but when they do it is quite a gift.

Mason’s Guild
Stone workers, builders and rock miners are all part of the Mason’s guild. More than just common laborers, the masons guild is responsible for the building of any and all major castles and civic projects. This has earned them a coveted reputation and a great deal of money and political power.

Master’s Guild
City officials, as well as civil servants, public service employees and janitorial workers are part of this guild. While this seems to be an odd pairing of occupations, this guild is run by the masters of the city and all the general workers and laborers that they trust are added as basically compelled guests. This organization ensures that standards of rules and behavior are enforced equally among the servants of the nobles and the city.

Mercenaries Guild
Men and women who have particular martial based skills, hired killers and weapons experts are part of the mercenaries guild. This group is very loosely organized but tends to have their doors always open. If a job is available that needs fighters, this is the place to check out the details. They keep great records on heroic fighters in villages across multiple countries, and a good word here can grant you all kinds of special favors on your travels.

Merchant’s Guild
All manner of shop owners, second hand sellers and sales personnel are members of the Merchants Guild. As their primary jobs revolve around money, so too does their bank of knowledge. The merchant's guild maintains all sorts of banking and trade information on all sorts of people, and even countries. Sometimes to know what is going on, you must follow the money.

Oreworker’s Guild
Workers with various metals, smiths and ore miners are members of the Oreworkers guild. This is one of the two largest industrial guilds. In cities where a mine is present or nearby the guilds tend to be very large. Even in small towns where the industry is minimal there is almost always an oreworker’s guild hall. They tend to share information about the movement and shipments of various materials needed for their craft including coal.

Textiles Guild
Workers in a variety of textiles including wool, cotton and paper are all members of the textile’s guild. Textile workers can be found in all levels of society, though only industrialized textile communities tend to have large guild participation. Smaller villages tend to have a more laid back approach in their guild houses and may not even have one.

Tracker’s Guild
Trackers, trappers, wayfinders, and leather workers are part of the tracker’s guild. Their knowledge of the lands, game trails, migration patterns and hunting methods make them invaluable to the more remote areas of the world. Many of their guild houses have enormous mounted beast heads on display to show off their success. The fir and leather industries that they oversee tend to be the primary sources of income for most, but the more legendary trackers in many dangerous territories can charge a great deal of money for their services.

Woodworker’s Guild
Wood workers, lumber tradesmen and crafters in wood are all members of the woodworkers guild. From skill specific craftsmen to the general tree chopper, this guild tends to be quite diverse. They tend to have a well organized structure and host a fair number of elves and forest folk in their ranks. They tend to be very protective of the forests and have a generally distant relationship with other guilds.