Guilds

Guild Assembly

A concise overview of the guilds with voting rights on the Grand Council in ~604

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After the fracturing of the kingdom of Kildar, it was the guilds who held the city states together, and crate the delicate balance of power in kildar. Each Guild sends representatives to Stormhaven, the largest city, where they meet with each other and representatives of other city-states and factions from across kildar. At the Guild Assembly hall they endlessly debate, negotiate draft agreements, break agreements and negotiate some more.

Guild Assembly during the Kingdom of Kildar (80 years ago)

The Guild representatives gather in the Guild Assembly, a building in Torrica. Here laws and decisions are made that affect the entirety of Kildar. These decisions are made by two elected Viziers. Viziers are expected to keep one another in check and are in power for two years. One is selected every even year, and the other every odd year. As such, there are yearly elections within the Assembly. There are many Guilds that have a representative within the Assembly. Some are larger in power and can afford to actively lobby for their representative. Other, smaller guilds will have to suffice with trading their vote or following their passion. There is a maximum of 22 guilds allowed in the Assembly at any given time.

These guilds currently have the most political influence in Kildar:

  • Bakers Guild

  • Fortune Tellers Guild

  • Magicians Guild

  • Merchants Guild

  • Messengers Guild

  • Scribes Guild

Viziers:

This is a history of elected viziers. During the time of Hadarian Crisis, the viziers were:

  • 522 Vizier: Merchants Guild

  • 523 Vizier: Scribes Guild

The currently elected vizier is:

  • 603 Vizier: Current Vizier

The Artisan Guilds

Kildar has many guilds, and some of these fall under different categories. The Artisan's Guilds are Guilds that specialize in specific trades and professions. These Guilds include:

  • Alchemists Guild

  • Bakers Guild

  • Brewers Guild

  • Calligraphers Guild

  • Carpenters Guild

  • Cartographers Guild

  • Cobblers Guild

  • Cooks Guild

  • Glassblowers Guild

  • Herbalists Guild

  • Jewelers Guild

  • Leatherworkers Guild

  • Masons Guild

  • Painters Guild

  • Poisoner Guild

  • Potters Guild

  • Smiths Guild

  • Tinkers Guild

  • Weavers Guild

  • Woodcarvers Guild

The Service Guilds

Just as there is a category of Guilds for Artisans, there is another category of guilds for trades that provide a service. Below you will find a list of these Guilds.

  • Adventurers Guild

  • Banking Guild

  • Bounty Hunters Guild

  • Diplomats Guild

  • Explorers Guild

  • Fortune Tellers Guild

  • Healers Guild

  • Magicians Guild

  • Mercenaries Guild

  • Merchants Guild

  • Messengers Guild

  • Musicians Guild

  • Navigators Guild

  • Scribes Guild

  • Thieves' Guild

  • Umbral Ravens

The Gatherers Guilds

Finally there are the Gatherers Guilds. The guilds in this category usually have the least political influence and act more like workers unions than the other, more politically inclined guilds. Below is a list of these Guilds:

  • Farmers Guild

  • Dungeoneers Guild

  • Explorers Guild

  • Hunters Guild

  • Miners Guild