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 |
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Apprentice |
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4 (1 4x4 Plants) | 32 (8 4x4 Plants) |
Journeyman |
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8 (2 4x4 Plants) | 64 (16 4x4 Plants) |
Guild Member |
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20 (5 4x4 Plants) | 160 (40 4x4 Plants) |
Guild Master |
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40 (10 4x4 Plants) | 320 (80 4x4 Plants) |
Grand Master |
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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 |
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Furnishings:
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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 |
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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 |
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Guild Members are usually only as comfortable as their business allows them to be.
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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.
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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.
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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.
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Guild Masters
Guild Master Estates |
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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
Guild Master Guest House
Guild Master Home Office
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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.
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.
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.
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.
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.
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- ↑ 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.