Refugee to Regent Challenge Wiki
Refugee to Regent Challenge Wiki

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[1] 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.

Guild Rank Job Role Base Work Rate Max Work Rate
Apprentice
  • Barely trained, earning their robes
  • Takes one Challenge Stage to become Journeyman
4 (1 4x4 Plants) 32 (8 4x4 Plants)
Journeyman
  • Know enough to finish their training under a Guild Member
  • Takes one Challenge Stage to become a Guild Member
8 (2 4x4 Plants) 64 (16 4x4 Plants)
Guild Member
  • Knows exactly what they are doing
  • Can open businesses of their own.
  • Can be trained from civilian straight to Guild Member in one Challenge Stage through Guild Schools.
20 (5 4x4 Plants) 160 (40 4x4 Plants)
Guild Master
  • The undisputed Masters of their craft
  • Required for Guild Schools
  • Can take on Apprentices
  • Usually a limited number of Masters at any time.
40 (10 4x4 Plants) 320 (80 4x4 Plants)
Grand Master
  • The Leader of a Guild.
  • Even more skilled than a Guild Master.
  • Usually serves as an advisor to the Ruler/Challenger
80 (20 4x4 Plants) 160 4x4 Plants)

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.

Guild Housing

Apprentices

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

Apprentice Dormitories
Furnishings:
  • Apprentices are given a bed to sleep on.
  • Apprentices are given at least a single Chest to store their belongings.
    • More generous Masters may give them a Double Chest.
  • All Apprentices are given an Item Frame with a Wooden version of the Tool that represents their Guild.
    • As they advance in the ranks, their tool is replaced with better versions.
Apprentices regularly sleep 2-4 to a room. Their privacy is at a minimum, and their rooms are generally unfurnished by their Masters except for the bare essentials. Their room is primarily for rest, and designed to encourage Apprentices to get out and learn.
The Rooms may be part of a larger building, or may be smaller buildings all by themselves. Generally, Apprentices all have a communal eating and hygienic spaces that tend to be spartan in form and function. This applies whether they work on their Master's estate or attend a Guild's School.

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.

Journeymen Apartments
  • Journeymen must have a Bed
  • Journeymen must have a pair of Double Chests.
  • If living alone, Journeymen should have a Kitchen.
    • If Living with others, there should be a Kitchen somewhere within the Residence.
  • Must have a filled Item Frame with their Guild's tool placed inside.
    • These are provided to Journeymen by the Guild upon their promotion from Apprentices
    • Journeymen are given a Stone version of the tool that represents their Guild.
  • Journeymen should have at least 2 luxuries. Possible examples include
    • Carpeted Floor
    • Filled Item Frames
    • Filled Flower Pot (Any plant)
    • Maps
    • Paintings
    • Pet
      • Dog
      • Cat
      • Horse
      • Etc.
    • etc.
Journeymen may have their own room, or share one with a Roommate, depending on their financial situation. They tend to have a little spare money beyond the spare essentials, and usually have one or two treasured personal luxuries.
Journeymen tend to stick together as a group, but it is not unknown for them to live in a communal house with their employers. Journeymen employed to more successful firms, or whose employers are more successful, may find themselves living alone in a small house near their place of employment.

Guild Members

Guild Member House

Guild Members are usually only as comfortable as their business allows them to be.
  • All Guild Members have an Item Frame over their front doors (on the outside) with their trade's tool of choice place inside. This is given to Guild Members by their Guild's Grand Master, marking them as capable of working independently.
    • It is usually Iron, occasionally Bronze, depending on the rarity of metal stocks in a given civilization.
  • In addition, their place of work must have an Item Frame with the same material level tool over the entrance. Again, marking the Guild's approval.
Struggling Guild Member

These Guild Members are barely managing to eke out a living. They live barely better than a Journeyman. Sometimes truly poor Guild Members live no better than an Apprentice. No matter how poor they are, Guild Members usually have their own house, even if it is very small. Occasionally, Struggling Guild Members may let their workers live with them in their house to save costs.

Strugging Guild Members would be Lower Middle-Class in the Guild System.

  • Must have a Bed
  • Must have a Double Chest
  • Must have their Guild-issued Filled Item Frame (see above)
  • Choose 1-3 Luxuries
    • Carpeting
    • Filled Item Frames
    • Filled plant pot (Any Plant)
    • Maps
    • Paintings
    • Pet(s)
      • Pets must have at least a 1x1 Wool Bed
      • Dog
      • Cat
      • Horse
      • Llama
      • Rabbit
      • Etc.
    • Etc.
Guild Member

These Guild Members are well-off, by Journeyman standards. They do a brisk business, but do not necessarily have a breakout success.

They usually have a house to themselves, sometimes with a small garden in the back to grow their own, favorite, food.

These Guild Members are essentially the Middle Class in the Guild System, and will usually make up most of the population in any civilization.

  • Must have a Bedroom
    • Must have at least 1 Bed
    • Must have at least a pair of Double Chests.
  • Must have a Kitchen
    • Should have a Furnace for cooking (if Stage-applicable)
    • Should have a Double Chest for food Storage
    • Should have a Crafting Bench for food Preparation.
  • Build 1-3 Rooms to Taste
  • Must have their Guild-issued Filled Item Frame
  • Choose 1-3 Luxuries
    • Carpeting
    • Filled Item Frames
    • Filled plant pot (Any Plant)
    • Maps
    • Paintings
    • A small 4x4 hobby garden with their favorite food(s)
      • Does not count towards Food Production
    • Pet(s)
      • Pets must have at least a 1x1 Wool Bed
      • Dog
      • Cat
      • Horse
      • Llama
      • Rabbit
      • Etc.
Successful Guild Member

These Guild Members are either so vital, so good at their jobs, have a product that is highly popular, or a mix of all three, that they are wildly successful. They can afford to splurge and have almost anything they want. Successful Guild Members usually have a decent-sized house, and almost never live with their workers. Even if they do not own their place of employment, they still usually live by themselves.

These would be Upper Middle-Class citizens in the Guild system. Overall, there would not usually be that many of them. 5-10% of the total population at most, usually.

  • Must have their Guild-Issued Filled Item Frame
    • While most Guild Members' Item Frames are Iron, Upper-Middle Class Guild Members usually choose to take the expense of buying a Bronze Guild tool to place above their doors as a mark of status.
  • Their Houses are always carpeted.
    • Carpeting never counts towards Luxuries in an Upper Middle-Class Guild Member's home.
  • There are always a base 1-3 Luxuries per room on top of the Carpeting.
  • They usually have some kind of Pet.
    • Indoor Pets need at least a 1x1 Wool Bed (any color)
  • Should have a small Garden with 1-3 4x4s of their favorite kind of food. This is a hobby garden, and does not count towards a town's food stocks.
  • Must have a Bedroom
    • Usually have a Double Bed
    • Must have 2 Double Chests
  • Must have a Kitchen
    • 2 Furnaces (or equivalent) for food preparation
    • 3 Double Chests for Food Storage
    • 2-3 Crafting Benches (or equivalent) for food preparation
  • Must have Work Room or Office
  • Must have a Storage Room
  • Must have a Sitting Room for recieving Guests
    • Must have a base 5-10 Luxuries, and room for guests to sit/stand
  • Build 2-5 Additional Rooms to Taste
  • Choose 1-3 Additional Luxuries per room on top of their base Luxuries.
    • Carpeting
    • Filled Item Frames
    • Filled plant pot (Any Plant)
    • Maps
    • Paintings
    • A small 4x4 hobby garden with their favorite food(s)
      • Does not count towards Food Production
    • Pet(s)
      • Pets must have at least a 1x1 Wool Bed
      • Dog
      • Cat
      • Horse
      • Llama
      • Rabbit
      • Etc.

Guild Masters

Guild Master Estates
Guild Masters are the best there are at what they do. They are responsible for helping the Guild run smoothly, and training the next generation of Guild members. Both their position in the Guild and the work they do lets them afford to have not only a house, but what amounts to a small Estate.

Their Guild-Issued Item Frames above their home's entrance and their place of work are filled with the coveted Gold Tool, marking their status and abilities.

There are usually no more than 10 Guild Masters per Guild.

Guild Master Home
  • Must have a Bedroom
    • Should have a Double Bed
    • Should have a Closet with 2-5 Double Chests for Storage
  • Must have at least 2 Guest Bedrooms
    • Must have a Double Bed
    • Should have a Closet with at least 2 Double Chests for Storage
  • Must have a Kitchen
    • Must have at least 5 Furnaces for Food Preparation
      • or Equivalent
    • Must have at least 4 Crafting Benches for Food Preparation
      • Or equivalent
    • Must have a Cellar for food storage
      • Cellar must have at least 8 Double Chests for Food Storage
  • Must have a Sitting Room with room for the Guild Master's family and at least 10 guests to sit/stand.
    • The Sitting Room should have at least 6-10 Luxuries
  • Must have at least 1 Horse
    • if a Merchant Guild Master, should have Donkeys, if available.
  • Must have at least a Dog and a Cat for Guard Duty
  • Build 4-6 Additional Rooms to Taste.
  • All Rooms in this main Complex should have at least 4-8 Luxuries per Room

Guild Master Guest House

  • Each room in the Guest House must have at least 4-8 Luxuries
  • Must have 1-3 Bedrooms
    • Each Bedroom must have at least 1 Bed or double Bed
    • Each Bedroom should have at least a Double Chest for storage
  • The Guest House should have a Sitting Room with 1-4 additional Luxuries, room for the number of guest beds, the Guild Master, and any of the Guild Master's family to sit and/or stand.
  • Build 1-2 Rooms to taste.

Guild Master Home Office

  • Guild Masters usually have a portion of their Estate dedicated to their craft. This is purely for themselves, and does not count towards Food/Magic/Tech/etc requirements.
  • Must have a Home Office room
    • Home Office must include a desk
    • Home Office must include 2-5 Bookshelves
  • Must have 1-5 "Rooms" where they can practice their craft
    • Rooms may be 2-6 4x4s, 2-6 trees, 2-5 animals, Ore Refinement, a small Personal Mine, a small Crafting area, etc.
Servants.

This will eventually be expanded, and given its own page/section.

When you reach a certain level of wealth, you are unable to do everything yourself. At that point, you can hire additional people to help you maintain your standard of living. Servants usually live with their employer. Their rooms are not usually large, nor near their employer's main living areas. Some employers prefer to build an entire complex for their servants. Most Servants have a room to themselves.

While they may not live as well as some of the lesser Journeymen or Apprentices, they also usually have free reign to wander their Master's estate in their off hours, and a generous paycheck.

Butlers

A Butler's job is to make sure that their master's life is made easier. They are the highest ranking servant, and keep everyone else in line. It is also his job to make sure that food and other luxuries are kept in stock and in good shape. Butlers are roughly analagous to the Merchant Guild Journeymen. Indeed, sometimes they are. Sometimes they enjoy their job so much, they never leave their position. Depending on how much their Master favors them, they may only have a room or two, or an entire suite.

It's not entirely unheard of for Butlers to have a small House on their Master's Estate, something akin to a regular Guild Member.

  • Butlers recieve a pair of rooms somewhere on their Master's Estate.
  • Butlers generally have 2-5 Luxuries per room.
    • If they own a Pet, it may only be a Cat or a Dog.
  • Butlers must have a Bed
  • Butlers must have a Double Chest

Maids

A Maid's Job is to keep things clean. Depending on the size of the Estate and how much of a slob the owner(s) are, it may only take one or it may take many Maids to keep things neat.

  • Maids generally only have a single room somewhere on their Master's Estate.
  • Maids generally have 1-3 Luxuries per Room
    • No Pets (Usually)
  • Maids must have a Bed
  • Maids must have a Chest

Cooks

Cooks take raw food, and turn it into something delicious. A Good Cook is hard to find. Depending on how good the Cook is, they may only have a tiny, cramped, room, or a small suite. Cooks are roughly analagous to an in-house Crafting Guild Journeyman that specializes in food. Sometimes they are.

  • Cooks must have at least 1 Room somewhere on their Master's Estate.
  • Cooks usually have 1-4 Luxuries per Room
    • Excellent Cooks usually have 2+ Rooms with 3-7 Luxuries per Room
    • No Pets (Usually)
  • Cooks must have a Bed
  • Cooks must have a Chest

Gardeners, Stable Boys, Kennel Masters

Gardeners are responsible for keeping the lawn neat and tidy, and tending to all of the plant life on the Estate. Stable Boys are responsible for Horses and Donkeys. Kennel Masters are responsible for Cats and Dogs. They are roughly analagous to Agriculture Journeymen, and sometimes are.

  • Gardeners, Stable Boys, and Kennel Masters must have a Room somewhere on their Master's Estate.
  • Gardeners, Stable Boys, and Kennel Masters usually have 1-3 Luxuries per Room
    • No Pets (Usually)
    • The exception usually takes place when they are helping take care of their Master's pets, and are allowed to keep their own pets alongside them.
  • They must have a Bed
  • They must have a Chest

Security

Estate Security is a little different than other Servants. They follow their employer around, and make sure nothing happens to him, his property, or his servants. Security Teams usually have a small building complex in the back, and wield a variety of weapon types.

  • Security Teams must have a bed for every member
    • They may house themselves in a barracks, or each member may get their own Bedroom
    • Each Team Member gets at least a single Chest for personal Item Storage
    • Barracks must have at least 1-3 Luxuries for the entire room
      • No Pets
    • Private Rooms must have at least 1-3 Luxuries
      • No Pets
  • Most Security Teams have an Armory
    • All Weapons are stored here
    • Each Team Member must have their own Armor Stand
    • Each Team Member gets a Chest inside the Armory to store their Weapons.
    • The Armory does not usually have any Luxuries
  • Most Security Teams have a communal Recreational area for their members that is specifically for them.
    • Should have 1 Rec Room per 10 Members
    • Each Rec Room should have at least 1-4 Luxuries
    • Each Rec Roomo should have room for 10 Members to sit or stand
  • Chow Hall
    • Security Teams usually eat by themselves, not with their Employers, and not with the other Servants
    • The Chow Hall should have room for most of the Security Team to eat at the same time.
    • The Chow Hall may have a dedicated Cook, or may borrow their Employer's Cook (if applicable)
  1. They tried to use the reverse of the Arthur C. Clarke maxim "Any Technology, sufficiently advanced, is indistinguishable from magic." to pull it off. In their case, it was "Any Magic, sufficiently understood, is indistinguishable from Technology." The masterminds of the Clarke Coups are all currently life imprisonment, and seem to enjoy their rolly wheels and habitrails. Well, as much as gerbils can, anyway.