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Public Guilds and Organizations Empty Public Guilds and Organizations

Sun Aug 14, 2022 10:33 pm
Aside from the obvious groups- city guards, royalty, city councils, etc.- there are plenty of organized groups on the Isle of T'Fae. Here's a bit of info on some of the more prominent ones:

Adventurer's Guild
The Adventurer's Guild is the youngest of all the major guilds, and the least accepted by other guilds. Having come into being less than a quarter century ago, it comprises men and women for hire, for most any legal purpose (and occasionally for some not-so-legal purposes.) This is where one comes to hire guards to guard you in your travels, warriors to rid the hills outside your town of raiding goblin tribes, investigators to find missing persons, trackers to locate lost or stolen livestock, and just about any other purpose one might have for hiring someone. The Adventurer's Guild also hires on people for its own purposes... The leader and founder of the guild, Rune Walsh, has a deep and abiding interest in the ancient ruins scattered across, in, and under T'Fae, and has no problem opening the guild's coffers to any who successfully plunder the secrets of such places. The guild has also, in recent years, started to branch out into fields traditionally controlled by other guilds, causing some occasional... friction.

Courier’s Guild
The Courier's Guild specializes in messenger services, using an intricate network of outposts where messages can be passed by various means: men mounted upon fast horses, ships at sea, falcons and hawks, and others. The Courier's Guild provides secure transport for people and goods as well, though; they often work closely with the Merchant's Guild in running large caravans of people and goods all across T'Fae.

Green Guild
Farmers and ranchers of every kind; if you grow or raise animals, or otherwise provide some kind of food or natural goods, and you live in a rural area... you're probably a member of this guild. Other examples of members of the Green Guild might work at a creamery making cheese; woodland priests, clerics, and druids operating small shrines, who gather honey and herbs to sell; guides who hire out to lead hunting parties; or hunters themselves. Most urbanites won't be members, but rarely there are some; occasionally herbalists will be Green Guild instead of Merchant's Guild or Healer's Guild. Animal husbandry trades are as likely to fall within this guild as the Merchant's Guild; though it might be less profitable, it's generally considered more ethical, so masters of hawk, horse, and hound are as likely to end up here as in the Merchant's Guild if they care significantly more about the lineage of their creatures than the profit. Additionally, some breeders who raise animals based on speed might lean more in favor of the  Green Guild instead of Courier Guild.

Healer's Guild
The Healer's Guild is surprisingly regimented and strict. They require all members to be trained to a very specific standard, so that any who seek the help of a guild member know they can expect a good level of care. Members of the Healer's Guild often are clerics and druids capable of using magic to effect cures, but are just as often normal men and women with a high level of training who cure ailments with scalpels, herbs, minerals, and tonics. Every major city boasts at least one Guild Center, and most castles and small towns have at least a handful of people who have received the minimum training to become members of the Healer's Guild. Some alchemists, herbalists, and apothecaries, while not being members exactly, have endorsements from the Healer's Guild enabling them to sell potions, salves, tinctures, and other such items which were prepared by the Healer's Guild.

Merchant's Guild
The Merchant's Guild is exactly what it sounds like: an organization of shopkeepers, craftsmen, traveling salespersons, and others who join together for increased security... and profits, of course. Most any shopkeeper in an urban area are members of the guild, and often those in rural areas are too. Craftsmen may be members, or might stick to their craft guild (if there is one). Unlike most other guilds, the Merchant's Guild will also allow members to join in other Guilds without complaint or restraint, a state common among some of the bigger craft houses.

The Smile and Song
This guild is more loosely organized than most others. It is mostly known for the most visible members, bards and entertainers. However, it also includes other services such as kestra'chern and perchi. Many public pleasure houses are members of Smile and Song: upscale taverns, bath houses, brothels, and others.

Generic Craft Houses
A fair number of crafts have organized themselves into loose guilds they refer to as a House. The most commonly seen are the Metalworkers (blacksmiths, weapon smiths, farriers, and the like), Leather-workers (both those making clothing and armor, and those making other goods like saddles, drums, and such), Builders (those who make a craft but don't fall into another house, like masons), and Wood-smiths (those who craft objects, such as cabinets, barrels, and wagons) but there are others as well. The Service House is composed mainly of unskilled laborers and aids them in finding work, as well as providing an occasional place to stay and food when between jobs; the Scholar's House includes librarians, scribes, tutors, and those who make their living via their mental prowess.
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