Difference between revisions of "Hârn HârnWorld Hârnic Guilds"
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| − | == [[ | + | == [[Hârn_HârnWorld_Hârnic_Guilds| Hârnic Guilds]] == |
| − | == | + | '''Note:''' '''<span style="color:#FF0000">ADD</span>''' a list of all Guilds, links to a seperate Page to descibe each in detail. As well as creating Vector Images of Guild Badges. |
| − | + | ||
| − | + | ==== Badges of the Guilds of Hârn ==== | |
INSERT TABLE | INSERT TABLE | ||
<center> | <center> | ||
{| | {| | ||
| − | |+ style="caption-side:bottom; color:#000000;"|''' | + | |+ style="caption-side:bottom; color:#000000;"|'''Badges of the Guilds of Hârn''' |
| − | | [[File: | + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] |
|} | |} | ||
</center> | </center> | ||
| − | A | + | {| |
| + | | '''<span style="color:#006699">Apothecaries</span>''' | ||
| + | | '''<span style="color:#006699">Arcane Lore</span>''' | ||
| + | | '''<span style="color:#006699">Chandlers</span>''' | ||
| + | | '''<span style="color:#006699">Charcoalers</span>''' | ||
| + | | '''<span style="color:#006699">Clothiers</span>''' | ||
| + | | '''<span style="color:#006699">Courtesans</span>''' | ||
| + | |- | ||
| + | | '''<span style="color:#006699">Embalmers</span>''' | ||
| + | | '''<span style="color:#006699">Glassworkers</span>''' | ||
| + | | '''<span style="color:#006699">Harpers</span>''' | ||
| + | | '''<span style="color:#006699">Heralds</span>''' | ||
| + | | '''<span style="color:#006699">Hideworkers</span>''' | ||
| + | | '''<span style="color:#006699">Innkeepers</span>''' | ||
| + | |- | ||
| + | | '''<span style="color:#006699">Jewellers</span>''' | ||
| + | | '''<span style="color:#006699">Lexigraphers</span>''' | ||
| + | | '''<span style="color:#006699">Litigants</span>''' | ||
| + | | '''<span style="color:#006699">Locksmiths</span>''' | ||
| + | |- | ||
| + | | '''<span style="color:#006699">Masons</span>''' | ||
| + | | '''<span style="color:#006699">Mercantylers</span>''' | ||
| + | | '''<span style="color:#006699">Metalsmiths</span>''' | ||
| + | | '''<span style="color:#006699">Millers</span>''' | ||
| + | | '''<span style="color:#006699">Miners</span>''' | ||
| + | | '''<span style="color:#006699">Ostlers</span>''' | ||
| + | |- | ||
| + | | '''<span style="color:#006699">Perfumers</span>''' | ||
| + | | '''<span style="color:#006699">Physicians</span>''' | ||
| + | | '''<span style="color:#006699">Pilots</span>''' | ||
| + | | '''<span style="color:#006699">Potters</span>''' | ||
| + | | '''<span style="color:#006699">Salters</span>''' | ||
| + | | '''<span style="color:#006699">Seamen</span>''' | ||
| + | |- | ||
| + | | '''<span style="color:#006699">Shipwrights</span>''' | ||
| + | | '''<span style="color:#006699">Tentmakers</span>''' | ||
| + | | '''<span style="color:#006699">Thespians</span>''' | ||
| + | | '''<span style="color:#006699">Timberwrights</span>''' | ||
| + | | '''<span style="color:#006699">Weaponcrafters</span>''' | ||
| + | | '''<span style="color:#006699">Woodcrafters</span>''' | ||
| + | |} | ||
| + | |||
| + | |||
| + | ===== Apprentices ===== | ||
| + | Apprenticeship is deemed a privilege, usually granted to the eldest son of an existing master. The guild may also permit or sell additional apprenticeships, mostly to the younger offspring of masters or to non-guildsmen able to pay the most. An apprenticeship generally lasts from four to seven years, depending on the guild. To ensure strict discipline, apprentices are rarely permitted to serve under their own fathers. Typically, two masters in nearby settlements will exchange their apprentice children. Wealthy guildsmen often try to place their sons with highly skilled and respected masters, paying such mentors a fee for this privilege. The treatment received by apprentices varies; frequent beatings and long hours of menial labor are considered normal. Apprentices receive only room and board, although some get pocket money from generous masters. | ||
| + | |||
| + | ===== Journeymen ===== | ||
| + | The rules governing promotion from apprentice to journeyman vary from guild to guild. The candidate may have to pass a practical and/or oral examination before the guild’s Board of Syndics (see below) or the simple vouching of his master may suffice. The professional guilds usually have the most stringent requirements. Some masters will intentionally deny advancement to their apprentices because of the cheap labor they represent but the guild will usually step in to prevent this from going on too long. A few guilds do not have the rank of journeyman. | ||
| + | |||
| + | In addition to room and board, journeymen are entitled to a small wage, typically between one third and two thirds of the bonded master rate, depending on experience. They are usually expected to travel from one location to another working for different masters of their guild. After a prescribed period (usually 3–5 years) the journeyman may apply to any Board of Syndics for promotion to the rank of master. This generally requires the recommendations of at least three masters under whom the journeyman has served and often some kind of oral and/or written examination. | ||
| + | |||
| + | <center> | ||
| + | {| | ||
| + | |+ style="caption-side:bottom; color:#000000;"|'''Craftsmen Scene''' | ||
| + | | [[File:Kandáy_Player_Map.png|900px|center|link= ]] | ||
| + | |} | ||
| + | </center> | ||
| + | |||
| + | ===== Masters ===== | ||
| + | Most guilds have two kinds of masters: freemaster and bonded master. A freemaster is one who holds a franchise, which is simply a license granted by the guild to own and operate a business in a particular location. A bonded master works under contract for a wealthy person or institution. Unemployed masters who do not hold franchises are called simply masters. All masters pay 10 percent of their income to the guild as dues. | ||
| + | |||
| + | Franchises must be inherited or purchased; they are not automatically granted to new masters. Many masters work alongside their fathers until they inherit the family franchise, while others seek employment as bonded masters until they can afford to purchase a new franchise. The fees to buy a new franchise are stiff, ranging from two to ten years’ income of a master, plus the customary bribes. Many masters, either by choice or financial circumstance, never obtain a franchise. | ||
| + | |||
| + | Most guilds seek to preserve the security of their masters by limiting the number of franchisees and establishing "fair price" guidelines for wares of specific qualities. A master who sells high quality wares cheap, or low quality wares dear, will receive a visit from guild officials. They will no doubt remind him that fines can be imposed and, ultimately, a franchise can be revoked. | ||
| + | |||
| + | ===== Guildmasters and Syndics ===== | ||
| + | All masters are members of the local guild chapter with one vote. They elect a board of syndics from among their number who then appoint a guildmaster from among themselves. These officers are responsible for the day-to-day administration of the chapter and, except in the case of very wealthy guilds, continue to be practicing masters. They usually receive a stipend for their administrative role. The guildmaster will represent the guild in the local chapter of the Mangai and at any regional conventions the guild may hold. The way in which a specific guild chapter is actually run depends mostly on the personalities involved. | ||
| + | |||
| + | ==== Unguilded Occupations ==== | ||
| + | Most townsmen do not, however, belong to guilds. Anyone may enter an unguilded occupation, but these tend to be insecure, unfulfilling, and unprofitable. Some unguilded freemen are common soldiers and a few are successful scribes, artists, or toymakers, but most are common laborers who are typically worse off than the serfs of the countryside. | ||
| + | |||
== A == | == A == | ||
| Line 45: | Line 115: | ||
| − | [[Category:Hârn]] | + | [[Category:Hârn]] [[Category:HârnWorld]] [[Category:Guilds]] [[Category:Occupations]] |
Latest revision as of 09:23, 7 September 2017
Note: ADD proper names and cross-internal links.
Note: ADD list of "special" details to add the various details for extras, ie. saltmarshes of Vashel, under Tamsen Forest.
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Note: Anchor Points - Section linking WITHIN pages USE [[Help:Section#Section_linking|Section linking]] or To link to a section in the same page you can use [[#section name|displayed text]], and to link to a section in another page [[page name#section name|displayed text]].
Note: Section linking with arbitrary id USE <span id="anchor_name"></span>. Be sure to use a name that is not likely to be duplicated. One way to do this is to incorporate the titles of the higher-level sections, at least in abbreviated form, e.g., Ontario-Natural_features for the "Natural features" subsection of the "Ontario" section of an article about the provinces of Canada. ADD inside Table Caption/Heaer Text
Contents
Hârnic Guilds
Note: ADD a list of all Guilds, links to a seperate Page to descibe each in detail. As well as creating Vector Images of Guild Badges.
Badges of the Guilds of Hârn
INSERT TABLE
| Apothecaries | Arcane Lore | Chandlers | Charcoalers | Clothiers | Courtesans |
| Embalmers | Glassworkers | Harpers | Heralds | Hideworkers | Innkeepers |
| Jewellers | Lexigraphers | Litigants | Locksmiths | ||
| Masons | Mercantylers | Metalsmiths | Millers | Miners | Ostlers |
| Perfumers | Physicians | Pilots | Potters | Salters | Seamen |
| Shipwrights | Tentmakers | Thespians | Timberwrights | Weaponcrafters | Woodcrafters |
Apprentices
Apprenticeship is deemed a privilege, usually granted to the eldest son of an existing master. The guild may also permit or sell additional apprenticeships, mostly to the younger offspring of masters or to non-guildsmen able to pay the most. An apprenticeship generally lasts from four to seven years, depending on the guild. To ensure strict discipline, apprentices are rarely permitted to serve under their own fathers. Typically, two masters in nearby settlements will exchange their apprentice children. Wealthy guildsmen often try to place their sons with highly skilled and respected masters, paying such mentors a fee for this privilege. The treatment received by apprentices varies; frequent beatings and long hours of menial labor are considered normal. Apprentices receive only room and board, although some get pocket money from generous masters.
Journeymen
The rules governing promotion from apprentice to journeyman vary from guild to guild. The candidate may have to pass a practical and/or oral examination before the guild’s Board of Syndics (see below) or the simple vouching of his master may suffice. The professional guilds usually have the most stringent requirements. Some masters will intentionally deny advancement to their apprentices because of the cheap labor they represent but the guild will usually step in to prevent this from going on too long. A few guilds do not have the rank of journeyman.
In addition to room and board, journeymen are entitled to a small wage, typically between one third and two thirds of the bonded master rate, depending on experience. They are usually expected to travel from one location to another working for different masters of their guild. After a prescribed period (usually 3–5 years) the journeyman may apply to any Board of Syndics for promotion to the rank of master. This generally requires the recommendations of at least three masters under whom the journeyman has served and often some kind of oral and/or written examination.
Masters
Most guilds have two kinds of masters: freemaster and bonded master. A freemaster is one who holds a franchise, which is simply a license granted by the guild to own and operate a business in a particular location. A bonded master works under contract for a wealthy person or institution. Unemployed masters who do not hold franchises are called simply masters. All masters pay 10 percent of their income to the guild as dues.
Franchises must be inherited or purchased; they are not automatically granted to new masters. Many masters work alongside their fathers until they inherit the family franchise, while others seek employment as bonded masters until they can afford to purchase a new franchise. The fees to buy a new franchise are stiff, ranging from two to ten years’ income of a master, plus the customary bribes. Many masters, either by choice or financial circumstance, never obtain a franchise.
Most guilds seek to preserve the security of their masters by limiting the number of franchisees and establishing "fair price" guidelines for wares of specific qualities. A master who sells high quality wares cheap, or low quality wares dear, will receive a visit from guild officials. They will no doubt remind him that fines can be imposed and, ultimately, a franchise can be revoked.
Guildmasters and Syndics
All masters are members of the local guild chapter with one vote. They elect a board of syndics from among their number who then appoint a guildmaster from among themselves. These officers are responsible for the day-to-day administration of the chapter and, except in the case of very wealthy guilds, continue to be practicing masters. They usually receive a stipend for their administrative role. The guildmaster will represent the guild in the local chapter of the Mangai and at any regional conventions the guild may hold. The way in which a specific guild chapter is actually run depends mostly on the personalities involved.
Unguilded Occupations
Most townsmen do not, however, belong to guilds. Anyone may enter an unguilded occupation, but these tend to be insecure, unfulfilling, and unprofitable. Some unguilded freemen are common soldiers and a few are successful scribes, artists, or toymakers, but most are common laborers who are typically worse off than the serfs of the countryside.
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Notes
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