Stonegate
Guild Structure 2008
“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
Note: These rules are specific to guild activity within Stonegate
lands. Unless otherwise stated, the policies in the Guild Hall 2008 rules apply.
Within the Kingdom there are three sub-guilds under the overall guild
organization: the Mage's Guild, the Smithing Guild and the Tinker's Guild.
Membership in the guild will be on a Kingdom-wide basis, meaning that if you
belong to the guild, you will be able to use the guild facilities wherever they
are located. The Kingdom will provide guild members access to the local Guild Hall,
and circles (for the Mage’s guild). 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 guild expenses, 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.
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, production items, magic items and 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.
In addition to the monthly guild fees, members 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
and other undesirables will be barred from admittance to the guilds. If a person
is denied admittance or stripped of guild membership due to misbehavior, the
person shall not be allowed to re-apply for guild membership for at least six
months -- this period may be increased depending on the seriousness of the
behavior.
A local Guild House will be established in each Barony during market days at
that location. A local Guild Steward will be appointed by the Lord High Warden
to oversee the operation of the Guild House. 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.
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.
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.
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.
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.
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.
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.
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.
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.
·
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.