Stonegate Guild Structure 2006

 

“It is the intent of this guild structure to create kingdom-wide guilds that will help the people of the lands, both commoner and noble, to excel in trade and commerce of all sorts.  These guilds are designed for the convenience and success of their members, and The King recognizes that by providing resources to be made available only to the guild members he is strengthening the unity of our land.”

--- Lord High Warden Garrett Starlen, founder

 

The Guilds

Within the Kingdom there will be three guilds. They are the Mage’s Guild, Forger’s Guild, and the Tinker’s Guild. Membership in any one of these guilds will be on a Kingdom-wide basis, meaning that if you belong to one of the guilds, you will be able to use that guild’s facilities wherever they are located.  No person shall be a member of more than one guild at a time. The Kingdom will provide guild members’ access to the local Guild Hall, circles (for the Mage’s guild), and a local supply of goods for use by guild members.  In accordance, each Guild Member will pay a guild fee of 1 gold piece per market day.  This fee will be paid directly to the local Guild Steward who will maintain a local guild treasury.  A minimum of 50% of all guild fees will be used for the accumulation of guild resources, including (but not limited to) the acquisition of items for use by guild members, while the rest of the fees will be reserved for the Guild Steward's personal use, and as such can be used as the Steward sees fit.  Resources in the Guild Treasury will be available to any member in good standing free of charge and always at the discretion of the local Guild Steward.

In addition, all guild members will maintain their own reserve of materials that will be shared with other members or used to help meet the guild commitments as is necessary. All members will use their own personal resources for the betterment of the guild, so long as by doing so they are not putting themselves at a loss.  This sharing includes allowing other guild members the ability to copy formal magic scrolls and other similar courtesies.  If available, finite resources such as formal components should be offered to fellow guild members at a reasonable fee. Kingdom-provided guild resources, such as workshops and academies, may be rented to non-guild members at the discretion of the local Guild Steward, who is in charge of monitoring the use of these.

At the conclusion of each Market day in a local area, the Kingdom will send agents to purchase goods or make use of uncast formal magic. For armor, weapons, traps, alchemy, potions, harmonics crystals, and scrolls, the kingdom will pay three times the creation cost of goods. For formal magic casting, the kingdom will pay 2 silver pieces for every level that was not cast. Goods acquired in this way will be used to help to outfit the Army of Stonegate, and goods with less than thirty days of use left in them will not be purchased.

In addition to the monthly guild fees, you may be asked to aid the Kingdom in times of extreme need. Members will also be asked to always put the guild business ahead of personal business in the interest of the greater good, although this does not require a member to put himself at a loss. No nobles, other than Lords and Ladies, can join the guilds, but any noble may volunteer to donate resources to the guild. In order to join a guild, you must apply through the Lord High Warden, and you must receive his personal approval.  Any local Guild Steward can approve a membership on a temporary basis for up to 90 days until such a time as the Lord High Warden can personally approve it.  Criminals, Goblinoids, Ogroids, and other undesirables will be barred from admittance to the guilds.

A Local Guild House for each guild will be established in each Barony during market days at that location. In the smaller Baronies, all three guilds may be housed in the same building. A local Guild Steward will be appointed by the Lord High Warden to oversee the operation of each Guild House.  In smaller towns this may be one Steward, and in larger towns there could be up to one per guild.  The Guild Steward will be responsible for organizing the guild members at the current market day and acting as the primary liaison between the guild and the local nobility.  He is an organizer and is responsible for overseeing the local resources of his guild.  He has no real control over the actions of his fellow guild members, but he will have the final say with regards to who uses the guild resources within his region.  If this power is abused, the Lord High Warden can remove the Guild Steward at his leisure.  The local resources for each guild will include the Guild Hall, Guild Treasury, Guild House, and Guild Circles. Some of the houses may also contain sleeping quarters, and if this is the case these will be under the direct supervision of the local Guild Steward and will be made available to members.  Alternately these can be made available to non-members at a reasonable cost, but no guild member can be left without accommodations and all beds will go to guild members on a first-come, first-serve basis.

 

Stonegate Mage’s Guild

The Mage’s Guild will include anyone who casts magic and also includes those who make harmonics crystals, potions, and scrolls.  The Kingdom provides for a Guild Hall and maintains its upkeep within each Stonegate town.  Local guild members are required to maintain Full Circles in the town for use by the guild.

 

Ranks
Apprentice: You must be able cast spells of your school.
Journeyman: You must know spells of the 6th sphere.
Sorcerer: A person skilled in Earth Formal Magic.

Wizard: A person skilled in Celestial Formal Magic.

Master Sorcerer/Wizard: A person who is able to cast 10 Enchants a day in a single school without entering Dark Territory.

High Master Sorcerer/Wizard: A person who is able to cast 20 Enchants a day in a single school without entering Dark Territory.

Arch-Wizard: A formal caster who is also capable of casting formal magic spells in more than one school.

Apothecary, Crystalsmith, Scriber: You must be able to create some base item in potions, harmonics crystals and scrolls respectively.

Master Apothecary, Crystalsmith, Scriber: You must have ten levels of skill in your craft.

Grand Master Apothecary, Crystalsmith, Scriber: You must have twenty levels in your craft.

Special Conditions:  

 

Investiture in Guild Circles

Upon reaching the Rank of Wizard or Sorcerer, the guild member will be invested in all guild circles of his or her school throughout the Kingdom. One Circle per school will be placed in a Barony and is to be maintained by local guild members. Only guild members of the appropriate rank, the local Guild Steward, the local Baron, and the Lord High Warden will be invested within the guild circles, and no other shall ever be invested for any reason.

 

Use of Local Guild Hall

Each Stonegate town will have a Guild Hall that is provided by the Kingdom-wide guild, and being a member in good standing will allow all members of the guild to use the hall in each town that he or she visits.  The Local Guild Steward will decide who has access to the Guild Hall in all cases.

 

Stonegate Tinker’s Guild

Includes all Locksmiths, Alchemists, and Trapsmiths.

 

Ranks

Alchemist, Trapsmith: You must be able to make some base items.

Master Alchemist, Trapsmith: You must have 10 levels of skill in your craft.

Grand Master Alchemist, Trapsmith: You must have 20 levels of skill in your craft.

Special Conditions:
 

 

Use of Local Guild Hall

Each Stonegate town will have a Guild Hall that is provided by the Kingdom-wide guild, and being a member in good standing will allow all members of the guild to use the hall in each town that he or she visits.  The Local Guild Steward will decide who has access to the Guild Hall in all cases.

 

Stonegate Smithing Guild

The Smithing Guild includes all Smiths.

Ranks

Smith: Guildsman must be able to make a basic item.
Master Smith: Guildsman must have 10 levels of skill.
Grand Master Smith: Guildsman must have 20 levels of skill.

Special Conditions

 

Use of Local Guild Hall

Each Stonegate town will have a Guild Hall that is provided by the Kingdom-wide guild, and being a member in good standing will allow all members of the guild to use the hall in each town that he or she visits.  The Local Guild Steward will decide who has access to the Guild Hall in all cases.

 

SUMMARY: LOCAL GUILD STEWARD RESPONSIBILITIES

 

·       Collect one gold piece per market day from each guild member before check-in; ˝ of this is to be used to expand the Guild Treasury, ˝ is yours to keep.  Make a list of those that have paid and are in good standing so that the logistics staff knows who can use the Guild Hall for that event.

·       Maintain the local Guild Treasury;  Dole out Guild Resources as you see fit, but never to non-guild members and always in times of need.  Do not waste resources – use them for the good of the town or the betterment of the guild; All donations to the Guild Treasury will be split 50-50 between it and your own personal cache.  Keep the Guild Treasury separate from your personal funds in a safe location.

·       Coordinate the use of guild resources by members, and rent out resources such as sleeping space and Guild Hall use to non-members at a reasonable fee.  All fees garnered in this way will be split 50-50 between the Guild Treasury and your personal cache.

·       Review local applicants to the guild, and approve them on a temporary (90 day) basis, pending approval by the Lord High Warden.  Contact the Lord High Warden at the end of the market gathering to recommend his approval and/or denial of the applicant.

·       Throughout the market gathering, monitor the actions of the guild members and note those who are working together and those who seem less than hospitable to their fellows.  Make recommendations to The Lord High Warden and fellow Guild Stewards based on your observations.