Guilds

Internationally recognized, **Guilds** are a system in which a variety of classes work and interact through job requests, which must be followed and written down following the job request rubric, depending on which guild and job is needed.

## Overview

There are three types of guilds: **Official** (recognized by their government), **Lost** (guilds that are not recognized as official), and **Neutral** (guilds that are not allowed to participate in international matters and stay neutral) So far, there are:

* **Magic Guilds**-Guilds that employ the use of wizards or magical items to complete jobs.
* **Trade Guilds**-Guilds that employ artisanal or economic experts to complete jobs.
* **Mercenary/Knight Guilds**-Guilds that employ the use of military/non magic warriors to complete jobs (assassinations are illegal, so only Lost Mercenary guilds perform them.)
* **Transportation Guilds**-Guilds that are in charge of transportation in their respective area. All transport guilds are required to be neutral, especially if they cross borders. Transport guilds are the most common guilds besides magic or trade guilds, and also often interact with subtypes of guilds like industrial or work guilds.
* **Animals/Breeding Guilds**-Guilds that employ animal experts and breeders, such as veterinarians, animal breeders, zoologists, etc.
* **Agricultural Guilds**-Guilds that employ agricultural experts, such as farmers and environmentalists. Agricultural guilds are commonly employed under their respective government, and is unlike most guilds because there is a lack of a competitive nature in AGs.
* **Institutional Guilds**-Guilds that employ teaching or educational experts. Like agricultural guilds, they are often employed by their respective governments, but can be competitive, and often institutional guilds own their own universities/colleges or schools in their areas.

## Guild Organization

Most guilds follow a similar format of how members are ranked. It goes:

**Old Hand** (Master): The main authority and the strongest member of the guild. Strength depends on type of guild, but the old hand is responsible for paperwork, relations, image/reputation, and finalizing decisions for their guild. The old hand status can be inherited by the previous one, chosen, elected, or more. One thing is certain though, the old hand must be proven by not only the government, but their members, to be able to lead and is very strong.

**Right Hand**: The backup/advisor of the Old Hand. Usually the second strongest member of the guild, the Right Hand must take an oath of loyalty if they are to be chosen by the Old Hand. One of the most rewarding ranks to be in, and often Right Hands are in their position for life.

**Ace**: Some of the strongest members of the guild. Is more socially a rank, unless the master deems them as an Ace officially. Aces are able to take any job, regardless of difficulty.

**Maven**: Usually below Aces (although someone can be a Maven and an Ace simultaneously), the Mavens are more like leaders of their own teams or sections of the guilds. Old hands usually employ a maven as a job administrator, acting in their place to put up and approve members of going on jobs when the master isn’t present.

**Greenhorns/Classic Members**-The newest and/or lowest ranked members of a guild. They cannot take high ranking jobs or be leaders of their team unless they move up in the ranks, and are often the majority in a guild.