The Seven Guilds

The Seven Guilds


In the Known World, save in those places still under the influence of Inzhar—which outlaws them—and the less developed areas of the world—the trade and artisan work is run be the seven guilds.


Each guild is represented by a guildhall and most civilized cities, towns and villages will have  representation of the appropriate ones.


The guilds are roughly 250 years old, being born after the vast upheaval that happened over the previous millennium of war.


Each guild has certain rankings in it. They differ , but not widely. The guilds have the following basic structure.








Apprentices are the lowest rung of the guild structure taken on young they are set below a master or journeyman in the smaller guild halls.


Upon achieving journeyman status the guild member receives a Medallion. When the higher ranks are achieved the medallion is exchanged for differing higher awards.


Guilds take 10% of commission work and provide the following to their members:


  • Use of the guildhall
  • A bank upon which notes of worth may be issued that are redeemable at any guild hall.
  • A pension upon elected retirement.
  • A board that hears grievances member to member
  • Influence against non-guild competition
  • Use of the guildhall for lodging when travelling.
  • The guild registry where new commissions can be advertised.
  • The training halls—where new ideas and skills may be discussed.


The Guilds:


  1. The Pound Ring Guild:


The guild of smiths, metal workers, armourers and sword wrights. While other smiths can set up forge , it is the pound ring guild that primes and sets certain prices for materials needed for the smith. They also create a registry of town that need guild members –to replace smithies or who can apply for a new smith. They are among the least jealous of the guilds, frequently issuing journeyman status in village smiths by the asking and never pressuring petty smiths beyond a basic level.


·         Apprentice: Gets a leather apron. 25% craft

·         Pledges: An iron chain about their neck 50% craft

·         Journeyman: An iron square to place upon their neck 90% craft

·         Master: A Silver square 101% craft

·         Grandmaster: A gold Square: 101+% craft

·         Elect: A pendant with all and a circle with a ruby within a copper setting.



  1. The Traders Guild


The guild of merchants, far traders, shopkeepers and producers. The traders Guild is a far ranging one—and the wealthiest of the guilds. In certain areas of the Sakha Duchies they have actually been broken by the nobility , only to reform their influence. They are ery jealous of their membership


·         Applicant: A red scarf-bargain and evaluate: 25%, wealth :0

·         Prentice: a silver chain: Bargain and evaluate: 50%, wealth: 0

·         Trader: A copper chain with a copper coin, Bargain and Evaluate: 65%, Wealth: 1000 Bronzes

·         Master trader : A silver chain with a silver coin: Bargain and Evaluate: 90%, Wealth: 1000 silvers

·         Grandmaster: A gold chain and coin.: Bargain and Evaluate: 101%, Wealth: 1000 Gold

·         Elect: Medallions and Ermine. (Elected)


  1. The Iron Guild


A guild of sell swords, mercenary bands and guards for hire. They are the loosest of the affiliates but can be the most strict in their dealings with members. People join the Iron Guild because it is a smart thing to do—not out of any compulsion.


Unlike the other guilds there are no real ranks. Anyone can join if they pay the fee and the only ranks are within the units themselves.


An Iron Guild member gets a steel coin they keep to show membership-the nature of the job means that many of them are circulating in non guild hands. This is the only real time that a guild man will be provoked to violence based on any guild involvement. Holders of the steel coin can return them to a guildhall for a silver per coin exchange.


            Guild member: Steel Coin.

            Guildmaster: The Black Baldric.


  1. The Brick and Measure Guild:


The guild of engineers and architects, as well as builders and construction trades. The Brick and Measure Guild differs in that it has more strenuous qualifications for it’s members than most. Anyone can achieve the lower levels by simply hoisting a trowel—at the higher ranks, arts and knowledge are required to gain place. They have equivalent Ranks for differing levels and differing symbols to denote rank. The applicable skills include: Art: Architecture, numismatics and measures and world lore. For builders it is Craft: (bricklayer/stone mason/wood carver etc.)


·         Apprentice:


§  Student: White scarf        

§  Apprentice Builder: Marked tools


·         Pledge:


§  Junior: White Scarf with a copper clasp

§  Tested: Marked tools


·         Journeyman:


§  Graduate: A black scarf with a silver clasp

§  Journeyman: A pewter ring


·         Master:


§  Architect/Engineer: A black Scarf with a gold calliper clasp

§  Master Builder: A pewter ring with a silver inlay.


·         Grandmaster


§  Master of the Art: A black scarf and cap


·         Elect: Bears the Caliper of Office.


  1. The Sea Guild:


The guild of seamen, ships captains and sailors and navigators. This guild is once again not as jealous as the rest, but signing on a ship as a hand without the appropriate assessment is next to impossible in some ports of call. Without your seaman’s rating it is a hard sell to have a captain even look twice at you.

·         Boy: No symbol granted. Sailing or navigate: 25%

·         Stander: Red twine armlet: Sailing or navigate: 40%

·         Sailor: Bronze Armlet: Sailing or navigate: 50%

·         Mate/Chartman: Brass armlet/ mirror medallion: sailing  or navigate: 80%

·         Captain/Navigator: brass circlet/ sextant: Sailing or navigate: 90%+

·         Elect: no additional symbol


  1. Guild of the Quill:


The guild of scribes, librarians, sages and book binders. Mapmakers and cartographers can hold membership in this guild and the sea guild. Literacy and knowledge are the keys to this guild which also holds quite a few individuals who are runebound as part of their instruction. This guild is sworn to a number of oaths –not the least of which is the oath of verity –a Quill Guild messenger is bound to relate a message or transport a document without any doubt as to the completeness or veracity of the message. As such they are used as tutors and messengers by many in the Known World. It is an unusual court that does not have one of these members in attendance. The quill guild members are also expected: along with the literacy, to specialize in another art or are of knowledge to round themselves out. As such they have among the foremost sages in the known world.


·         Apprentice Scribe: A pewter quill on a leather necklace. Read/Write: 25%

·         Graduate: A copper quill on a leather necklace: Read/write: 50%, other lore: 25%

·         Scribe: The quill tattoo. Read/ Write: 75%, other skill: 50%

·         Master: The Quill tattoo, and well. Read/Write: 90%, other skill: 80%

·         Doctor: The quill tattoo, well and Scroll : R/W101%, two other skills: 90%

·         Dean: The sceptre of mark.


  1. The Mummers Guild


The Mummers guild is the guild of all performers, musicians, bards, jesters, and as it turns out—the courtesans. This is a very loose affiliation of these types—as they travel much however, the guilds are far flung all over the world. The character of the guild will reflect, very much the cultural reality of the land. In the Sakha Duchies they serve as adjuncts to brothels, while in Ravos, only classic actors and actresses, musicians and laywriters are represented. The mummers guild also seems to have fingers everywhere—coming by knowledge that is not easily available elsewhere. Many a spy is a mummer.



·         Apprentice: Nothing

·         Student: A bluestone earring

·         Artist: A patchwork cloak

·         Master: A bluestone ring