Difference between revisions of "Guilds of Waterdeep"
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− | + | ==Joining A Guild== | |
+ | Joining a guild is possible in one of two fashions. | ||
+ | * '''Find a Master:''' Someone who wishes to join the guild may best do so by finding a master and negotiating for them to take them on as an apprentice. This is the most reliable way of doing so, and most of the bureaucracy is handled by the master (though the new apprentice must still pay entry fees). | ||
+ | * '''Approach the Guild Speaker:''' Whoever is the designated Speaker for the guild has a job that includes interviewing those interested in joining. The exact process depends on the rank the newcomer seeks in the guild: | ||
+ | ** ''Apprentice:'' The Speaker works with the apprentice to find them a new master. This takes about a tenday worth of interviews, tests for aptitude, meetings with other masters, and the like. At the end of that, they are given a master who will agree to apprentice them. There is a 10% chance of a downtime complication. | ||
+ | ** ''Journeyman:'' The candidate who believes they are worthy of journeyman rank because of previous training is expected to take the Journeyman's Work test immediately. This is not only administered with no time to perform the Journeyman Work Preparation, but it also comes with a fee for the judging equal to the fee needed to enter the guild (or 20 gp, whichever is greater). | ||
+ | ** ''Master:'' The only time a newcomer is brought in as a master is if they arrive with a recommendation from another master whose skill the guild acknowledges, or with a mastery rank in another guild recognized by the Waterdhavian guild in question. Even then, the would-be new master must pay the entry fee and then take both a Journeyman's and Master's Work, with a testing fee of the cost to enter the guild ''for each test''. Failure to succeed at the first results in the candidate being turned away entirely; failure on the first results in the candidate being turned away in shame, and failure on the second merely results in their being accepted only as a journeyman. | ||
+ | ==The Guilds== | ||
* '''The [[Bakers' Guild]]:''' Bakers | * '''The [[Bakers' Guild]]:''' Bakers | ||
* '''The [[Carpenters', Roofers' and Plasterers' Guild]]:''' Builders of non-stone buildings, plus roofs and plaster walls | * '''The [[Carpenters', Roofers' and Plasterers' Guild]]:''' Builders of non-stone buildings, plus roofs and plaster walls |
Latest revision as of 00:37, 6 December 2019
Joining A Guild
Joining a guild is possible in one of two fashions.
- Find a Master: Someone who wishes to join the guild may best do so by finding a master and negotiating for them to take them on as an apprentice. This is the most reliable way of doing so, and most of the bureaucracy is handled by the master (though the new apprentice must still pay entry fees).
- Approach the Guild Speaker: Whoever is the designated Speaker for the guild has a job that includes interviewing those interested in joining. The exact process depends on the rank the newcomer seeks in the guild:
- Apprentice: The Speaker works with the apprentice to find them a new master. This takes about a tenday worth of interviews, tests for aptitude, meetings with other masters, and the like. At the end of that, they are given a master who will agree to apprentice them. There is a 10% chance of a downtime complication.
- Journeyman: The candidate who believes they are worthy of journeyman rank because of previous training is expected to take the Journeyman's Work test immediately. This is not only administered with no time to perform the Journeyman Work Preparation, but it also comes with a fee for the judging equal to the fee needed to enter the guild (or 20 gp, whichever is greater).
- Master: The only time a newcomer is brought in as a master is if they arrive with a recommendation from another master whose skill the guild acknowledges, or with a mastery rank in another guild recognized by the Waterdhavian guild in question. Even then, the would-be new master must pay the entry fee and then take both a Journeyman's and Master's Work, with a testing fee of the cost to enter the guild for each test. Failure to succeed at the first results in the candidate being turned away entirely; failure on the first results in the candidate being turned away in shame, and failure on the second merely results in their being accepted only as a journeyman.
The Guilds
- The Bakers' Guild: Bakers
- The Carpenters', Roofers' and Plasterers' Guild: Builders of non-stone buildings, plus roofs and plaster walls
- The Cellarers' and Plumbers' Guild: Digging building foundations, keeping sewers functional and safe.
- The Coopers' Guild: Barrels
- The Council of Farmer-Grocers: Farmers and produce-sellers in market
- The Council of Musicians, Instrument-Makers, and Choristers: Instrument craftsmen, musicians and singers
- The Dungsweepers' Guild: Street cleanliness maintenance, and stables cleaning (for a fee); occasionally hired by the city to aid in sewer work.
- The Fellowship of Bowyers and Fletchers: Bow- and arrow-makers.
- The Fellowship of Carters and Coachmen: Those who own and use carts, wagons, coaches, litters and sleighs as their primary business. Often includes loading and unloading of cargos from such.
- The Fellowship of Innkeepers: Those who own inns and taverns.
- The Fellowship of Salters, Packers, and Joiners: Preservation of food, packing of goods for transport, building of crates.
- The Fishmongers' Fellowship: Buyers and sellers of fish; does not include actual fishermen.
- The Guild of Apothecaries and Physicians: Healers and medicine-makers.
- The Guild of Butchers: Butchers, slaughterers and meat-sellers
- The Guild of Chandlers and Lamplighters: Candle- and lamp-makers, and lamplighters employed by the city to keep city lamps lit at night.
- The Guild of Fine Carvers: Woodcarvers
- The Guild of Glassblowers, Glaziers, and Speculum-makers: Glass-making
- The Guild of Stonecutters, Masons, Potters, and Tile-makers: Stone- and clay-workers
- The Guild of Trusted Pewterers and Casters: Metal casters (rather than forgers)
- The Guild of Watermen: Water pilots who keep the harbor free of debris, pilot small skiffs and boats for passengers, and do dock-work.
- The Jewelers' Guild: Jewelry making and gem-cutting
- The Launderers' Guild: Clothing washers
- The League of Basketmakers and Wickerworkers: Woven wood crafts
- The League of Skinners and Tanners: Skinners and leather-makers
- The Loyal Order of Street Laborers: Street repair and maintenance
- The Master Mariners' Guild: Ship captains and merchant fleet owners
- The Most Careful Order of Skilled Smiths and Metalforgers: Metalsmiths
- The Most Diligent League of Sail-makers and Cordwainers: Sails and ropes
- The Most Excellent Order of Weavers and Dyers: Cloth-making and dyeing
- The Order of Cobblers and Corvisers: Makers of shoes, boots, clogs and all forms of footwear
- The Order of Master Shipwrights: Ship builders
- The Order of Master Taylors, Glovers and Mercers: Clothing and accessory makers
- The Saddlers' and Harness Makers' Guild: Tack makers
- The Scriveners', Scribes', and Clerks' Guild: Document makers
- The Solemn Order of Recognized Furriers and Woolmen: Fur-trappers and wool-shearers
- The Splendid Order of Armorers, Locksmiths, and Finesmiths: Weapon and armor smiths, small ornament or gadget makers, delicate smithwork
- The Stablemasters' and Farriers' Guild: Mount care professionals, including breeders, trainers, capturers, healers, stable-hands or -owners; includes exotic mounts
- The Stationers' Guild: Paper- and parchment-makers, plus makers of wax, ink, blotters, gilt ink, pen metal nibs and the like.
- The Surveyors', Map, and Chartmakers' Guild: Building designers, map makers, surveying for building construction
- The Vintners', Distillers' and Brewers' Guild: Alcohol makers
- The Wagonmakers' and Coach Builders' Guild: Wagon- and cart-makers
- The Watchful Order of Magists and Protectors: Mages' guild
- The Wheelwrights' Guild: Wheel makers