Guilds

Guilds are the lifeblood of your civilization. Between them, they run practically every single aspect of life. Even the Military, while they are not civilians and are usually run by the State, are basically one giant Guild.

There are 6 Major Civilian Guilds, with countless sub-Guilds within them:


 * Agricultural Guild
 * Grows plants, trees, butterflies, bees, plants, livestock--basically if it's alive and gives resources and/or food, the Agricultural Guild usually takes care of it.
 * Mining Guild
 * The Mining Guild is responsible for getting minerals, metals, and other goodies out of the ground, and processing them into Ingots and Blocks.
 * Merchant's Guild
 * Merchants are responsible for buying and selling items from the various cities, towns, and villages of your civilization. They are also responsible for transporting their goods.
 * Crafter's Guild
 * Crafters are the lifeblood of your civilization. They take the well-known and firmly established recipes, and build them for the every-dy citizens, royalty, military, and even the nobility.
 * Engineer's Guild
 * The Engineer's Guild can sometimes overlap with the Crafter's Guild. The difference being that while the Crafter's Guild is satisfied with building the tried-and-true products, the Engineer's Guild always strives for the better, shinier, more efficient product. Power, machinery, and new Technological products fall within the scope of the Engineer's Guild.
 * Magician's Guild
 * The Magician's Guild is the Magical counterpart of the Engineer's Guild. They are constantly poking their noses into the arcane unknown. They have rebuffed several attempts by the Engineer's Guild to swallow them whole in the Clarke Coups, but remain defiantly independent. Enchanting, Potions, Plant Magic, Thaumaturgy, and more all belong within the Magician's Guild.

In General, there are Four possible ranks within any Guild, with a fifth rank reserved exclusively for the Guild's leader.

As their members advance up the ranks of their Guild, their personal wealth increases. As Apprentices, they're lucky to get a bunk in a shared room. Guild Members can usually afford a small house. Grand Masters tend to have sprawling Estates.

Apprentices
Apprentices rarely bring much in the way of possessions to their Apprenticeship. Most of what they learn is knowledge of a particular trade.

Journeymen
Journeymen have learned the basics of their trade. While they are mostly trusted to work on their own, they are not yet trusted enough to ply their trade on their own. They tend to have a few luxuries, and a few of their own tools.