Brewer's Guild
The Brewer's Guild started as a loose alliance of ale producers centered around Outlook, but soon afterwards its influence spread from the Crescent Bay to the Shattered Lands. Most brewers who wish to peddle their wares across the main caravan routes must pay some form of homage to the Guild or else some states may charge an additional import tax. In addition, the Tap House Monks use their association to gather and broker information across the continent, which keeps them in the good graces of many heads of state, and it keeps them abreast of most economic trends.
Structure
The Council of Brewers--heads the guild and is based out of Outlook. They determine the general policies of the guild, membership dues, and trading rates along caravan routes. In addition, they also have all of their main recipes under careful lock and key, and only the highest ranking members can have access to them, and even then, they are not allowed to make any copies, thus forcing memorization.
Guild Branch Council--outside of the immediate environs of Outlook, local councils oversee day-to-day operations of local breweries. They also coordinate with caravan merchants and adjunct members.
Independent Contractors--These are small shops and breweries that lie outside the Guild's jurisdiction but are still loyal to its principles.
Culture
The Brewers are one of the most welcoming organizations in Asturia. They embrace all races and all faiths as it behooves them to be welcoming. The more benevolent they seem, the more product they can sell and the more information they can gather. They also encourage independent innovation within its ranks provided a share of any profits made is sent to the home office. Wealth is shared amongst the Brewers since the money goes towards making sure all of its members and their families are provided for. Also, should a Brewer die in the line of duty, their profits and pension are sent to that person's family.
Public Agenda
The public goals of the Brewers are fairly simple:
- Distribute ales across the continent.
- Look out for those who need looking after.
- Protect the rights of traveling merchants.
Assets
The land holdings of the guild are scattered but substantial; however, the moneyed holdings of the guild are considerable. The guild bosses are able to insure most of their traveling merchants if they are attacked on the roads, and they also have enough capital to either hire guards or train some of their own in the arts of self defense. There is a good reason why the Brewers are also called the "Tap-House Monks." The guild does not have fortifications, but there are safe houses and guild-associated taverns that members can take refuge in if need be. Also, there are breweries scattered throughout the continent that traveling merchants can stop in to replenish their stock, thus alleviating the need to return to one's city of origin. A small tap fee is charged for the refill.
Territories
The Brewer's Guild does not have conrete territory, per se, but representatives, trading outposts, and caravan companies spread the guild's influence all across Asturia. Most tradining activity occurs in the Northern Belt that encompasses the Shattered Lands, The Sea of Trees, the Central Plains, and the Cresent Bay. However, lately, the guild has started expandning its reach to the southern empires such as Jawhara and Trimara.
Military
The guild does not have a formal military, but the central brewries and emporiums are protected by a sacred order of monks. These monks also requently travel the world as emmisaries, tradesmen, and guards. Sometimes, they even act as spies. For general protection purposes, the guild employs local guard and/or mercenaries to ensure saffe passage.
Religion
Members of the guild subscribe to a variety of beliefs, though the patron deity of the guild itself is Waukeen, god of wealth, trade, and properity. Along frequently used trade routes, members have erected small shrines to Waukeen that the faithful and the prudent pay homage to as they pass.
Laws
- Commerce is key, and all trade must be respected.
- Emmisaries are sacred and messengers should not be punished for anything they need to communicate as information is paramount.
- Accept any coin and give a fair exchange if there is a need.
- If a Brewer is in need, provide whateevr help you are able to.
- Any and all people are welcome in the guild as long as the code is respected.
- Distateful acts and//or broken laws can result in trial and possible expulsion from the guild.
- Always be willing to listen.
Trade & Transport
Most of the northern Asturian trade routes are used by guild representatives, and some are even operate and maintained by the guild. They organize so much overland trade that some nations will allow the guild to handle their trading concerns. The Brewers do not operate a navy, but they mananged to get contracts with local navies and river fleets so tyey are able to travel and peddle their wares along most waterways.
Infrastructure
Road and inns operated by the guild dot the Asturian landscape, though they are more frequent the closer oone gets to Outlook. In addition, Brewmasters have also positioned themselves secretly in many places to gather inormation and support their fellow guild members.
Bottled fame and brewed glory!
Founding Date
535 A.E
Type
Guild, Craftsmen
Capital
Alternative Names
The Tap House Monks
Demonym
Brewers
Ruling Organization
Leader Title
Government System
Oligarchy
Power Structure
Confederation
Economic System
Mixed economy
Major Exports
As their name suggests, their primary export is fine ales, beers, and liquors. The guild will fferry almost any kind of product as long as they don't find it objectionable.
Major Imports
Not being a nation, the group does not deal with imports, per se.
Legislative Body
Sections off the guild largely act independently, but when by-laws need to be tweeked, or when the guild needs to adapt to changing times, a conclave is convened. The guildmaster presides over discussions, and the council decides how the guild will operate overall.
Judicial Body
In rare circumstances where the guild has to judge one off its own, the offender will be brought before the nearest tribunal made up of the highest ranking members that can be found.
For the most part, the guild has to deal with whatever judicial system the local kingdoms, principalities, and city states have.
Executive Body
The guildmaster is in charge of making sure lesser members are following the code. In addition, s//he has the final say if the governing council is indecisive.
Parent Organization
Location
Neighboring Nations
Trade Alliance
Rilara relies on the guild for trade, and most of all, news. The guilds reputation as information brokers is not lost on the Duchy.
Peaceful; trading partners
The City off Outlook serves as a hub for the guild's activities, so it would behoove both of them to work together well.
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