Guilds in Raone Dom

Guilds are the foundation of the Raone Dom government and in the current time, there are two types of guilds: Guilds and Associations.

A Guild is an organization made up of members of professions categorized together and has a hierarchy of elected representation both within the guild and a Councilor for the High Council. Each Association is similar, but usually smaller and more niched down in the profession. An Association’s external Council member sits on the Advisory Council.

For example, the Smith’s Guild includes all smith and maker professions and externally has one seat on the Grand Council, but a Leather Worker’s Association will only represent the Leather Smiths and has an external seat on the Advisory Council.

A citizen can be a member of more than one Guild but can only be officially registered with one, which is where they spend their voting token for representation outside of the Guild. The Guild also acts on behalf of the people as a union to make sure the workers are not getting abused. On the flip side, the Guild must enact regulations agreed upon by the Council.

Guild RanksWithin each Guild/Association, there is a defined structure of authority. Ranks (and even the names) may vary from one Guild to another but follow the same basic structure of expertise.

Non-Citizen: Novice – Apprentice – Trader – Master Trader

Citizen: Novice – Apprentice – Adept – Master-Adept – Master – Grand Master

Those beginning in the trade are a Novice and do not have to register with the Guild to learn the basics of the trade. Novices can be citizens or non-citizens.

Once a novice has mastered their training and wish to continue, then they find a higher ranked expert (of Master-Adept or higher) to Apprentice under. Usually apprenticeships last 5-8 years, but it highly depends on the trade. Most Guilds/Associations prefer apprentices to be a citizen, but there is no rule against a mentor choosing a non-citizen to teach.

Once the mentor has deemed their apprentice good enough to produce quality work, they can graduate to either an Adept rank or Trader rank, depending on citizenship. Adepts are citizens, Traders are non-citizens of the Dom. Many people run a shop or own a business selling their work with this rank.

Some Adepts/Traders seek a more experienced mentor to learn a specialty or sharpen their skills. They can find a Master or Grand Master to train under and the rank of Master-Adept or Master Trader is received once training is considered complete by the mentor.

Master-Trader is the highest rank a non-citizen can receive.

Citizens who have achieved Master-Adept rank typically take on some civil service position within the Guild/Association and may take on apprentices.

Master-Adepts typically remain in this rank for a number of years or decades (depending on lifespan) before seeking a Master or Grand Master to advance their skills. Very few Master-Adepts receive the hard earned rank of Master, as the whole process takes several decades to achieve from Novice.

Becoming a Grand Master is typically voted on within the Guild/Association and is when a Master’s work becomes so respected by their peers that anyone would want to learn from them.

Guild Positions for Representation outside the Guild

Since each Guild and Association is an organization by itself, it does require people in certain positions to keep the organization operating. These positions include a Head of Guild, Treasurer, Head Mentor (who manages mentors and apprenticeships), Head of Games (organizes internal competitions), and various other positions depending on each Guild/Association. These positions are typically filled by those with a citizenship and with a Guild/Association rank of Master-Adept or higher and are often “retired”.

In addition to these positions within the Guild/Association, each Guild must have one representative to sit on the High Council and each Association must have a rep to sit on the Advisory Council. Typically, this position is decided by citizens vote within the entire Guild and is usually an older individual with a lot of experience and has gained respect of their peers within their profession. It also may or may not be the Head of the Guild (rules differ depending on Guild/Association), who runs daily affairs within the Guild, but it must be someone who has been in that position before.

On the career end of things, Guilds also serve as specific schools for their profession, as well as connecting apprentices with masters of the craft ready and able to teach.

Official Guilds:

Archivists Guild — (Logo: Three Scrolls stacked in a triangle) Made up of historians, mostly, as well as scholars and monks. They maintain the Library in Elaria and are the ones to set up and run schools in towns, or train traveling tutors to teach in the smaller villages. Roane takes the general education of their people very seriously. Everyone in the Dom has access to good teachers. The guild also keeps records from the census, birth, marriage, divorce and death certificates, building plans, and copies of all paperwork on mines in the kingdom. Including analysis info on the old temple sites in the region. Book binders, Historians, Mapmakers, and lovers of Knowledge join this guild.

The Archivist's Guild is a unique Guild in that it has two somewhat seperate organizations within it. There is the Guild that anyone can join for the knowledge seeker professions, and then there is the larger organiztion behind it that is more tied in with the function of government (schools, census, advising councils and other Guilds). The members of this group are still Archivists, but wear different robes and forfeit their personal vote to help run these other functions of governement for the sake of being impartial. Members of this group are generally called The Scrolls in formal settings.

Artisans Guild — (Logo: small chisels and hammer) Members of this guild are experts in the small details of various crafts. Most of its members are jewelers, with each their own specialty (materials, styles, or types), but there are also Weapon and Armor Specialists in this guild. The Armor Specialists are Fine Tailors, Leatherworkers and Metal Smiths that specialize in armor and deal with more exotic or delicate materials than a typical Armor smith, likewise, the weapon smiths deal with rare materials or weapon types, usually delicate or hidden weapons perfect for an assassin, a lady, or more complicated and innovative weapons. Fine Potters, Painters, Sculptors, and other crafters that have a unique finery to their Craft are invited to join the prestigious Artisans Guild.

Axe and Scythe Guild – (Logo: Wheat and scythe) Began as The Farmer’s Guild, it expanded to include all professions that deal with growing things including Arborists, Landscapers, Gardeners, Loggers, and Farmer’s. The Brewer’s Guild and Vintner’s Guild grew out of the Farmer’s Guild. Helps farmers to not get lost in the shuffle of politics. Also includes livestock care, although not nearly as much meat and animal products are made and consumed as ‘we’ do. Works with the Archivists to coordinate and adjust calendars.

The Bazaar (Merchants Guild)— (Logo: Shop booth with overhang) This guild helps lower- and middle-class shop owners with legal protection, a community, and a way for their voice to be heard as one group. Often, shop owners will use the events hosted by the guild to meet and discuss prices, taxes, what affects them as a whole, form trade agreements, etc. Some noble shop owners will visit these events or the guild meetings in small towns. Small town people are leery of these visits, unless trust has been built over time.

Brewers United (Brewers Guild) –(Logo: Keg and Pint of Ale) Connects all brewers of ale, moonshine, and liquor made from grain. Membership is required if brewing a quantity over 10 gallons total. Licenses to brew are issued through the Guild.

The Builder’s Guild – (Logo: Hammer and Chisel) Brings Masonry, Mining, Tunneling, and wood construction workers under one roof for representation and jobs regarding all manners of construction.

The Mage’s Guild — (Logo: Spell book) Headquartered in the largest/capital city and welcomes members of all magic abilities, the Mage’s Guild acts as both union organization and somewhat as a regulatory body for what is acceptable and not acceptable as far as magic goes. Being a member of the Guild grants job opportunities in highly respected establishments or jobs. Nobles only hire magic users out of the Guild. The Mage’s Guild is a bit snooty according to some people, but overall respected by all. They also have a lodge in Carmela, Keylara, and Lores, with smaller buildings in Dembe, Esen and T’lune (required locations by the Council for protection for the Kingdom).

The Smiths Guild -- Logo: hammer and Anvil) All metal workers join the guild, and this guild is commonly known as the Blacksmith’s Guild, as that is the craft that makes up the majority of its members. Outside of the smithing community, all smithing is seen as one trade. Though within the Smithing community/guild, there are a wide range of specialties. Weapon Smithing, Sword Smithing, Armor Smithing, etc. are all seen as Specialties so intricately different from basic smithing that they are practically each their own arts.

The Vintner's Guild — (Logo: Grape bunch and wine glass) This kingdom is widely known for producing the finest wine. Although there is stiff competition within the Kingdom, there is also a national pride in maintaining the best quality. Vintners from all races, and backgrounds are welcome to join the guild to learn the Roane secrets of fine winemaking. The competition mostly lands on the soil differences and secret family techniques.

Associations:

The Adventurer’s Tavern— (Logo: Shield with triangle point down; represents magic, muscle and mind are usually needed on a team to solve problems) This relatively new Association has a lodge/location in every med town or larger, usually in the middle class or industrial parts of town, always has a tavern in the front. In smaller towns or villages, the Association partners with one tavern per town/village to host a job board and represent them. People of any class are welcome in the Adventurer’s Tavern; they must complete an easy job to become a member. Pro to being a member: you can check out the job boards in official locations as options, and get a discount at participating Taverns, Inns, and partnered Smiths, Apothecary Shops, etc. Con: reputation is so-so, and the posters only post jobs when they can’t hire their own mercs. The association takes a small cut from jobs to pay for buildings and booze.

Bakers Oven – (Logo: Rolling pin and Bread) Association for all bakers, pastry makers, etc.

The Craft— (Logo: Basket, and vase) This is the guild that helps connect artisans that deal with very common materials such as Basket weaving, Weaving, Pottery, Carpentry, Sculpting, Painting and other such artists join this Association. These members tend to be of a beginning to moderate skill level, while the more precise, skilled, and complicated the design and technique get, they tend to be recruited by the Artisan Guild. Though some refuse simply to prove a point that the Artisans Guild does essentially the same crafts but are just snobby about it.

The Colderns Shadow – (Logo: a blue lantern) An association for all investigators, from novice to Coldern. Colderns are the highest rank within the association, but there are several specialties and ranks underneath it. Investigators can often share info safely in the Coldern Hall, in case individual investigations turn up info related to another’s case. Often hired by the Leyvarr Guard, but available for bounty hunting, and personal investigations.

The Copper Spoon (Cook’s Association) – (Logo: Kettle with fire under it and large stirring spoon) When Crown Alethera was traveling in the Dom, she met a cook whose food impressed her so much, she had a copper spoon made for the cook. Since copper was very rare and valuable, it was a great honor. Since then, the Copper Spoon is the highest award that any cook can receive. The Association acts as a connection point for new cooks to find a mentor, and experienced ones to find apprentices, as well as cooking challenges and competitions. This is all beyond the normal function of the Association as representation and regulatory body for licensing and cooking rank.

Delvers Association– (Logo: Cave opening with darkness)The original founders are a trio of friends that began in the Adventurer’s Guild but specialized in Cave Delving and saw an opportunity. They were the best in the Dom for exploring unknown caves or prospecting for valuable resources underground and are also responsible for finding the recent veins in Giant’s Thumb. Though at the end of their delving days, the original trio have made their Association famous for the people it has trained.

Drafter’s Association – (Logo: Quill and Compass) For those pursuing line of work as a Cartographer or Construction Architect.

Dread Poets Society (Entertainer’s)— (Logo: lyre and quill) Bards and other performers join this Association for legal protection and representation in the city of Elaria. Though there might be a small Hall in a large town in the Dom, the Society really only is for those in Elaria and within a day’s walk of the city. If a Bard is wronged, not paid, severely underpaid, or wants to participate in any of the city competitions or assist in finding gigs, they need to join the Association.

The Blazing Blades (Fighters Guild) — (Logo: Shield with a sword and spear crossed in front) "For Glory" is their motto/warcry. Also called The Blades for short, this Association is for any fighter to join, provided they can prove their metal. The Blazing Blades are known for their fervor, tenacity, and grit. They are not known for delicate work, but they will get the job done. They form merc groups of varying honor but are also where a lot of adventurers get their initial training when they grow up in the cities or large towns.

Fisher’s Association – (Logo: a fish in a net) Headquarted in Keylara, with most of its registered members in that town, the Association is one of the few that are better defined locally. The association doesn’t bother with towns that have no lake or river, and only have a simple building near a dock if they do. The association also deals with teaching new members about sailing and boat building.

Followers of the Broken Blade (Fighter’s Guild) – (Logo: smith’s anvil behind broken blade) Inspired by the tale of a man who used the broken swords and equipment left behind by the Lost Ones (the people who lived on the mesa before the Dom) and bravely fought off bandits and dangerous creatures on the mesa and valley, the Followers of the Broken Blade are fighters who use their Blacksmith skills to use old equipment and reforge it. They believe in the simple resourcefulness of this act, but beyond that, they believe that there’s a soul to each item that’s not yet finished with the world. “Broken, not forgotten” Is their motto.

The Greenhouse — (Logo: Round potion bottle with bubbles) Those who dabble with potions, brews, herbal remedies, and the like join the Association to learn beyond what they can figure out on their own. Official Apothecary shops and stores in even the small villages in the Kingdom must be established by a member of this Association and have a license. Those who just dabble in it often run a little shop out of their home on the side, but once found out are either recruited or punished for doing illegal business.

Leatherworker’s Association – (Logo: animal hide outline) Includes all leatherworking and working with hide materials, including tanning. Also covers any and all products made from leather. Certain specialists might also join the Artisan’s Guild, though most are members of the Merchant Guild and run their own shops.

The Praon Express – (Logo: sealed letter with wings) When you need a letter or small package delivered in the city or the Dom as soon as possible, you hire the fastest steed and the best riders. Although, there is a higher price the greater the danger or the speedier the need. The organization began having only Praons as mounts, but by now it has expanded to offer many different types of mounts and riders for different fees.

The Order of the Clothiers – (Logo: Needle and thread spool) Tailors, Hatmakers, Cobblers and specialty tailors split off The Craft Association around 130 AP and formed their own group for better representation in the fashion culture of the Dom. Many are members of either the Artisan Guild or Merchant Guild.

The Order of Service – (Logo: White glove on a black field) An association for household servants, maids, valets, etc.

The Silver Lions (Fighter’s Guild) – (Logo: Lion head with moon crescent on forehead) With several fighter’s associations to choose from, the Silver Lions stand out for its noble cause and creed. They include followers of both Selene and Pelor, the Moon goddess and Sun god, and aim to protect people and right wrongs. Many Clerics of the two deities find a home here, as do Fighters, Rangers, and Paladins with an immovable vein of honor running through them. Many jobs are bounty hunting for the Leyvarr Guard, some are simple defense and bodyguarding.

Woodworker’s Association – Includes all trades and specialties that use wood as the material to shape, carve, cut, or fashion. Many begin here or simply in The Craft Association, but often move up to the Builder’s Guild or Artisan’s Guild. Includes carvers, bowmakers, furniture makers, doll and toy makers, makers of boxes, crates and barrels, chests, and kegs, as well as musical instruments. All levels, and categories of creations are accepted.

History

Before the portal, guilds existed in Alarya, but they were simply an association of people of the same trade who would gather and share their skills. A hierarchy within the Guilds was based on experience in the trade and these Masters were highly respected. During the failed rebellion against the Mad King, it was these Guild leaders and the Archivists who stood at the forefront of the rebellion. And so, it was fitting that these became the leaders in the new world, as the last monarchy left a sour taste in the mouths of the people of Raone.   Because of this, the very foundation of organization and leadership in the Dom is based on Guilds. Initially, the first guilds were few and incorporated many different trades, but as the Dom grew and the need for a variety of skills was clear, larger guilds splintered into specialties and new guilds were formed.   The founding Guilds were: -The Builders Guild (Masons, miners, tunnelers, and architects) -The Mages Guild (magic users, wizards, and other scholars not in the Archivists) -Artisans Guild (any art related trade) -Makers Guild (smiths, carpenters, potters, leatherworkers, etc.) -Merchants Guild (traders and shop owners not from above guilds)   Over the years, some of these Guilds split into more specialized Guilds, while other guilds were founded as new professions were needed in the Dom. Eventually, there were too many guilds for decisions to made in a timely manner in the Dom Council meetings and a restructuring was done around the Raone Revival/Reconstruction period in the late 130’s. This led to a dual Council structure that distilled the many Guilds into two groups: Guilds and Associations.   Guilds reflect the original guilds and act as a larger umbrella for many professions, while Associations are for specialists or more niche professions.

Comments

Please Login in order to comment!