Guilds of Ardadain

Many guilds exist within Ardadain, each specializing in its own areas. Some are selfish, putting profit over its members, others are dedicated to perfecting their arts. The original guilds were formed within Arandor, before the nation split. They continue to this day, though they've split between national branches. The guilds existing in Ardadain today also have counterparts in Malidor and, to a lesser extent, the other Parzifan nations. New branches have been formed in Pandarat, too. A member of an Ardanian branch is welcome at the other branches too, and vice versa. Currently, the majority of the guilds have their head-offices in Atlantea- a mark of the Empire's influence; yet the guildhalls in Ardadain are some of the oldest.
The guilds detailed below offer a number of benefits and penalties for members. They guarantee employment to members, whilst excluding non-members. They limit both production and work-hours, and exploit customers. A member often has access to the best tools and equipment. The guilds make only certain items, fearing to infringe upon the fields of other craftsmen- as a result members are discouraged from innovation. For example, an iron-smith will refrain from engraving his work, as it will probably anger the engraving-guild. As a result, the products from a guild are often less fancy and artistic than those from an independent craftsman, but also cheaper. A crafsman has to buy his own tools, work alone or employ staff, and compete with the guild, so his prices are often more expensive.
The guilds have many rules; a master craftsman can only employ a certain amount of journeymen; Working hours are restricted from sunrise until 7pm; most guilds strictly regulate who members can marry (usually a family member of another guildmember).
Entry into a guild is strict; members must be born in wedlock, and have an honourable trade (i.e. NOT barbers, millers, shepherds or executioners). An apprentice is bound to a to a master for between 3 and 7 years, before becoming a journeyman. Then, the journeyman must undergo 6-8 years of compulsory travel, perfecting his skill and his trade. Then he becomes a master, and must throw an expensive dinner, and then establish his own shop ornbusiness. Then they are expected to marry.
The main guildhalls in Ardadain are located in Angost, though there are smaller guildhalls in all the major towns.
Alchemical & Smithing Guild
Manufacturing Guilds
Fighters Guild
Mages Guild
Adventurers Guild
Guilds of the Underworld
Category:Guilds
Category:Ardadain
Category:Groups