Guilds of Harda

The guilds of the city each have near-absolute control over one specific facet of commercial life within the city, from the Locker’s Guild from Locksmith Alley and the Spice Guild of Port Street, to the Armorer’s Guild of Old Guilder’s Lane and the Apothecary Guild of the Old Town. However, these are all dominated by the Glazers’ Guild, which controls the most lucrative industries in the city, the glassmaking and glassworking industries, and has an entire walled quarter dedicated to its endeavors. 
Almost every craftsman in the city, burgher, citizen or peasant, is a member of a guild, indeed, without being a member of a guild, it is nearly impossible to practice a craft in the walls without being run out of the city. 
Guild membership grants the craftsman a number of rights and privileges, though it also places limits and responsibilities upon the merchant. For example, a locksmith would be granted near unlimited access to materials and would gain a much higher standard of living, though they could not leave the guild, and cannot sell a lock for what they believe it to be worth, rather being required to sell it at the price the guild sets. An extreme example would be the Glazers’ Guild, which affords its members comfortable living conditions and extra defenses in the Glass Quarter, and gives the guilder’s family the chance to rise to nobility by marrying a daughter to a noble man, but if a guild member attempts to leave the quarter without permission, or does not return after the allotted time-frame, the guild will dispatch an assassin to find and kill them, for fear of the guild’s secrets being shared.
Category:Culture of Juhnvechteya