Guilds of Venac

The guilds of Venac are the main unit around which society
is based. The city was founded around 200 years ago to open up trade between
the ocean, the Dargallen ranges and the coastal jungles and that commercial
founding never left the city.

There are currently 52 recognised guilds in Venac, each
representing a profession, trade or other activity that generates money. There
are guilds for things like the blacksmiths, carpenters, farmers and wizards, as
well as slightly more esoteric things like philosophers (this guild is responsible
for research and education). Each guild has a monopoly on the services they
provide and a right under law to punish anyone who provides those services
without being a member. What stops things becoming horribly corrupt is the fact
that the guild council, which runs the city, can at anytime chose to revoke
recognition of a guild for poor behaviour. Thus, while the mercenaries guild
has the monopoly on armed enforcement on land, should their prices become unreasonable
or their conduct unacceptable, the council can dissolve their monopoly and
allow a flood of competitors in. This keeps most guilds reasonably honest.

The composition of the guild council is voted on every two
years by the guilds, with the 52 guilds electing 12 Councillors, along with a
head Councillor (who effectively serves as monarch of the city state for their
two year term) and deputy. The current Head Councillor is Almeric Tarsis of the
Philosopher’s Guild, while the deputy is Roban Derisma of the Mariner’s
Guild.  Each guild is required to conduct
fair elections amongst its members to determine who that guild will support for
council positions, and this often results in intense political manoeuvring. Most
guild masters work hard to maintain the loyalty of their guild, through kindness
or threats, as this gives them great power over the nation as a whole.

A few key guilds are as follows:

Philosopher’s Guild – runs the University of Venac and is
responsible for education and research.

Mercenary’s Guild – oversees anyone who enagages in martial
combat for money. Contracted to provide Venac’s army, as well as law
enforcement, along with private services like bodyguards.

Mariner’s Guild – runs anything that involves travel on
boats. Contracted to provide Venac’s naval defences.

Merchant’s Guild – anyone who sells things they bought
elsewhere is a merchant. One of the largest and wealthiest guilds in a city
built on commerce. There is growing displeasure in Venac that this guild are
too soft on pirates.

Mage’s Guild – anyone who sells magical services, whether
arcane or divine, is under the control of this guild.

Healer’s Guild – the one exception to the provision of
magical services monopoly by the Mage’s Guild. This guild consists mainly of Yellow
speakers and are contracted to provide healing to the people of Venac – the only
other option is kobold priests and most citizens would rather avoid that
interaction.

Clerk’s Guild – the book keepers, lawyers and other
administrators who keep commerce and governments running.

There are also some small obscure guilds that exist mainly for
historical reasons and to exert political leverage. A prime example of this is
the Candle Maker’s Guild. It has just five members and it’s critics claim it
exists just to take bribes from larger guilds to direct it’s vote come election
time. But tell that to a member and they’ll shout at you about the important
heritage that candle making has to Venac.