Monday, April 23, 2007

City of Coil V: A List of Guilds, Part I

Below is a list of some of the most important and prominent non-magical guilds in the city of Coil. There are of course hundreds more, but these rank above all others in size (cf wealth) and influence.

Accounting Guild. Involves higher math than the bookkeeping guild. Accountants must belong to both.
Alchemy Guild. Brewing potions is much different than mixing herbal elixirs.
Ale Guild. A guild specifically tailored to the brewing and quality control of ale.
Alloy Guild. An umbrella guild that oversees all alloys, such as brass, bronze, electrum, nickel silver, steel, and white gold.
Animal Husbandry Guild. Closely related to, but not the same as, the breeding guild. Does not include bees, birds of prey, cats, dogs, horses, or exotic animals.
Apothecary Guild. Because not everyone can afford a cure light spell to alleviate the pain stemming from black lung or any other ailment derived from living in such close proximity.
Aqueduct Guild. All those associated with the digging of wells and all manner of (locomotive) water transportation and drainage.
Armorsmithing Guild. Includes armor and shields.
Artisan Guild. An umbrella guild overseeing several dozen smaller guilds, including art, epics, frescos, mosaics, murals, plays, poems, pottery, sculptures, and the like.
Assassins Guild. There is no such thing in Coil.
Ax and Hammer Guild. Smiths that make all manner of axes, hammers, hatchets, mauls, sledges and the like. One must also belong to a woodworking guild, a smithing guild, blacksmithing guild, and metalsmithing guild to make axes and hammers.
Baker Guild. Because the poor cannot afford meat everyday, grain is a staple of every diet in Coil.
Barber Guild. Grooming (of people) and bloodletting.
Bard Guild. Includes singers, storytellers, and magpies (gossips), each of which has additional guild layer.
Barrister Guild. For lawyers.
Bartending Guild. Those who serve drinks. One must also belong to a guild for inns, taverns, ale houses, and the like.
Beekeeping Guild. A surprisingly powerful guild.
Beer Guild. For the brewing of beer only.
Blacksmith Guild. There are dozens of smithing guilds. The blacksmiths are the widest reaching, however, and cast an umbrella over all others.
Bookbinding Guild. Does not include the scribing of books, only the binding of paper to cover and spine.
Bookkeeping Guild. Involves lower math than the accounting guild.
Bounty Hunting Guild. A guild to which all bounty hunters must belong (in addition to the hunting guild).
Bowyer Guild. The making of bows.
Brass Guild. For the refining of brass.
Breeding Guild. Includes animal breeding, except for dogs.
Brewer Guild. All brewing, including cider, falls under this guild.
Bricklayer Guild. Masons specifically charged with bricklaying.
Bronze Guild. For the refining of bronze.
Butchery Guild. All animal slaughter for consumption. Butchers work closely with alchemists, apothecaries, and snake oil salesmen to ensure that the appropriate "parts" of an animal art not used as food.
Carpentry Guild. All manner of woodworking for construction.
Cartwright Guild. The building and repair of carts (but not wheels).
Charcoal Guild. Selling and dispensing of charcoal.
Chimney Guild. Masons specifically charged with building chimneys (from either stone or brick).
Chirurgery Guild. For those who cannot afford magical curatives, chirurgeons cut open the body, mend broken bones, and heal wounds, naturally.
Clothiers. Tailors, seamstresses, garment sellers, linen suppliers, and all manner of clothing services (including cleaning) belong to this guild. Each specialty has an additional guild to which further bureaucracy must be "honored."
Coach Guild. Anyone involved in the transportation of people.
Cobalt Guild. For the mining and refining of cobalt.
Cobbling Guild.
Coinsmith Guild. The single most-powerful, non-magical guild in the city.
Cook Guild. For those who cook and prepare food, but do not serve it.
Coopers Guild. Barrel making.
Copper Guild. For the mining and refining of copper.
Coppersmith Guild. For the smithing and shaping of copper. Does not include coins.
Cotton Guild.
Courier Guild. Anyone who delivers a parcel larger than four sheets of scroll paper is a courier.
Courtesans Guild. Not to be confused with the attendant, brothel, courtier, entertainer, and whore guilds.
Craft Guild. Any handcraft that is not covered by another guild falls into the craft guild. Collectibles, knick-knacks, costume jewelry, and the like are part of this guild.
Crier Guild. Coil is filled with every manner of town-crier, disseminating news and information to the people.
Curing Guild. Anyone curing animal skin, except cowskin for leather or sheepskin for vellum.
Demihuman Guild. More of a registration service than a guild, all non-humans in Coil are expected to pay dues to the DHG.
Dentistry Guild.
Digging Guild. Any and all manner of digging (ditches, latrines, etc.), except foundations, graves, and mining.
Dog Breeding Guild. A recent argument over the rules and regulations over the care and feeding of canines resulted in a separate arm of the breeding guild devoted to dogs.
Dowser Guild. Dowsers seek out and provide private sources of (clean) water for the elite Coil.
Drago Guild. Translators and guides.
Dyer Guild. Those who dye fibers and linen.
Entertainment Guild. Street performers, jugglers, bards, and the like are all entertainers. Anyone that performs a trade that does not generate a “final product.”
Export Guild.
Falconry Guild. For the training of hawks and falcons.
Fashion Guild.
Fletcher Guild. The making of arrows.
Flowers Guild.
Forestry Guild.
Fortune Telling Guild. While all non-magical divination falls under the category of “entertainment,” the divining guild insisted on creating a separate guild for “gypsies” and their ilk… in order to keep a better eye on them.
Foundation Guild. A construction guild associated with the digging and preparation of foundations. Works closely with the Mason guild.
Game and Gambling Guild. Once two competing guilds, a recent joining of these very closely related professions has skyrocketed gambling revenues across the city.
Gemcutting Guild. Not to be confused with the jewelry guild, which oversees the sale of gems and jewels.
Gold Guild. For the mining and refining of gold.
Goldsmith Guild. For the smithing and shaping of gold. Does not include coins.
Grain Guild. Involves all grains, including those sold to brewers.
Grape Guild. All wine must be purchased from guild-approved grape vendors.
Gravedigger Guild. The oldest guild in the city, the gravediggers work closely with the cadaver guild, mortician guild, funeral workers guild, and all manner of priests (who are always willing to receive a kick-back).
Grooming Guild. The grooming of animals, not people. One cannot comb a horse for profit without belonging to this guild.
Haberdashery Guild. Who of course purchase mercury from legitimate guild sources.
Horseshoeing Guild. A smithing trade specifically tailored to the shoeing of horses.
Hostler Guild. Those who tend to horses in inns.
Hunting Guild. An umbrella guild that covers every manner of hunting, except bounty hunting.
Import Guild.
Innkeepers Guild. Anyone who runs an inn.
Ironsmithing Guild. For the smithing and shaping of iron, including cold iron and the smelting of iron into steel.
Jewelry Guild. Some guilds, such as diamonds, emeralds, opals, pearls, and sapphires have their own rules and guidelines, more specific than just the guild rules for “jewelry.” As such, a jeweler may belong to as many as ten or twenty guilds, if he sells enough merchandise.
Knife Guild. Includes all hilted blades and non-hilted (but handled) blades shorter than 8”.
Lamplighting Guild. This is not a civic role in Coil, but rather a service provided to those districts and businesses that wish to have light all evening. Those who purchase magical light, must do so through the illumination guild.
Leatherworking Guild. Works closely with the tanning guild.
Linen Guild.
Livery Guild. Those who tend to horses in stables.
Livestock Guild.
Locksmithing Guild. Another important and powerful guild.
Lumberjack Guild. Lumberjacks cut wood, but do not transport it.
Mason Guild. All manner of stoneworking and bricklaying. This is an umbrella guild.
Mead Guild. For the brewing of mead, only.
Mendicant Guild. While few dues are collected, the guild does see over territory rights and disputes. Non-guild members have little or no rights when the police come through a poor district knocking over tents.
Mercenary Guild. Once the only guild for men-at-arms and the like, the sell-sword guild now competes for bounty hunters, rangers, soldiers, swordsman, and the like.
Merchant Guild. A now defunct and useless guild, nearly everyone in the city must pay dues to it, but it has become so riddled and choked with miasmic paperwork, no one knows its potential any longer -- including those at the top.
Messenger Guild. Anyone who delivers a parcel smaller than five sheets of scroll paper is a messenger.
Metalsmithing Guild. An umbrella guild that oversees all metalsmithing (copper, iron, steel, etc.)
Milner Guild. Grinding grain into flour cannot be done without a license... apparently.
Mining Guild.
Naprapathy Guild. Poor people are easily drawn in by all manner of cures, including the promise of healing through the manipulation of joints and ligaments.
Nickel. For the mining and refining of nickel.
Page Guild. Anyone who delivers a message verbally and does not run is a page.
Painting Guild. The guild associated with non-artistic painting of exteriors and interiors.
Paper Guild.
Parcel and Postal Guild. A more prestigious version of the courier and messenger guilds, members of the PPG deliver parcels under armed guard and uses abjuration magic to protect their client’s “cargo.”
Platinum Guild. For the mining and refining of platinum.
Platinumsmithing Guild. For the smithing and shaping of platinum. Does not include coins.
Poison Guild. Yes. Brewing and selling poisons is legal. Administering them is not.
Porter Guild. Anyone carrying more than 30 pounds. Works closely with the steamer guild, stage guild, and coach guild.
Potter. All non-artistic pottery.
Produce Guild.
Ranger Guild. Does not include foresters and woodsman, who are contracted to chop down trees.
Roofing Guild. A specific type of carpentry associated only with roofing.
Ropemaking Guild.
Runner Guild. Anyone who delivers a message verbally and does not walk is a runner.
Salt Guild. An unbelievably powerful guild.
Scribner Guild. Including all manner of clerks and secretaries, but not accountants or bookkeepers.
Scotch Guild. Higher end scotches and whiskeys must also register with the scotch guild. These are the finest liquors available in Coil.
Seamstress Guild. Men can now join this guild.
Security Guild. Anyone hiring a non-wizard to install security within the home must do so through a security guild approved business. Works closely with the locksmithing guild.
Sell-Sword Guild. Mercenary men-at-arms and other “guns for hire” are considered sell-swords.
Servants Guild. Butlers, maids, and non-cooking household staff are considered servants.
Silk Guild.
Silver Guild. For the mining and refining of silver.
Silversmith Guild. For the smithing and shaping of silver. Does not include coins.
Slaver Guild. Yes. Slavery is legal in Coil.
Smithing Guild. An umbrella guild overseeing all manner of smithing.
Snake Oil Guild. All non-church approved curatives must be registered with the Snake Oil Guild.
Spice Guild. Includes all spices except salt.
Spinning Guild. Works closely with the cotton, linen, and wool guilds to turn raw materials into something useful.
Spirits Guild. Liquor and alcohol. Not spirit magic.
Stage Guild. Anyone involved in the driving of horses to pull a stage, but not a cart.
Steamer Guild. While there are few waterways through the city, those that are wide enough for a barge can use water-borne transportation to deliver cargo. Members of the steamer guild cannot transport people.
Stewart Guild. Anyone carrying less than 5 pounds while tending to the needs of another. A personal serving wench, for instance.
Stonemason Guild. Masons specifically charged with stoneworking.
Stoneworking Guild. An apprentice guild to the stonemason guild.
Swordsmithing Guild. Includes daggers, long knives, stilettos and all hilted blades longer than 8”.
Tailor Guild. Those who design and tailor clothing. A seamstress is required to actually make the clothing.
Tanning Guild. Not to be confused with the leatherworking guild.
Teamster Guild. Anyone involved in the driving of horses to pull a cart, but not a stage.
Thieves Guild. There is no such thing in Coil.
Tin Guild. For the mining and refining of tin.
Tinker Guild. A very specific and easy to violate law of the guilds is tinkering. Anyone working on a “new” design that does not fit within the parameters of a guild’s approved list of constructions falls under tinkering law. Swords must be cut a certain way, etc. Only a member of the tinker guild can make a new design for a sword or shield, etc. Tailors and apothecaries are exempt from this law, but both must seek guild approval before working on a “new design.”
Tinsmith Guild. For the smithing and shaping of tin.
Toolsmithing Guild. A very important and specific guild associated with the smithing of tools that are not axes or hammers. The guild oversees the smithing and construction of hoes, plows, rakes, scythes, shovels, sickles, wrenches. It also includes rivets. One must also belong to a woodworking guild, a smithing guild, blacksmithing guild, and metalsmithing guild to make metal tools.
Valet Guild. Anyone carrying less than 30 pounds. Works closely with the steamer guild, stage guild, and coach guild.
Vintner Guild. Wine-making.
Vodka Guild.
Wainwright Guild. The building and repair of wagons.
Weaver Guild.
Wenching Guild. Those who serve drinks and food.
Wheelwright Guild. The building and repair of cart and wagon wheels.
Whiskey Guild. Includes mash, rye, bourbon, and scotch.
Woodsman Guild. Woodsmen cut wood and transport it.
Woodworking Guild. Any wood construction that is not a settlement is woodworking.
Wool Guild.
Wrecker Guild. Wreckers are hired to cart away debris from a business or home. They also purchase large portions of scrap metals.
Wright Guild. An umbrella guild that oversees many of the “repair” guilds.

Because Coil is not a port city, there is no call for the following guilds: bowsen, captain, deckhand, first mate, fishing, longshoreman, maritime, merchant marine, naval, navigator, pearl diving, sailor, and whaling.

I would appreciate additional ideas, if people have them.


Zaepheous the Bold said...

Cobbler guild. No, not for sweet desserts. For shoemaking :)

Which guilds does Zapheous belong to? I'm assuming:

Merchant's Guild
Apothecary's Guild
Snake Oil Guild.

Any more or less?

qualistarian said...

Dowsers Guild - Very important for anybody who wants a private source of water. Different from Aqueducts, since it involves finding sources of water rather than exploiting them.

Physickers Guild - Concerned more with the application of medicine than the mixing of it (Doctors vs. Pharmacists, as it were).

Spinner Guild - different from weaving; involves spinning thread from wool.

Beggars/Mendicants Guild - Should assign territory & oversee disputes.

Hatters Guild - Should be important as a source of Quicksilver and close ties to sanitariums.

Import/Export - In a city this laden with paperwork, someone probably deals exclusively with tariffs, customs, & duties, which leads us to...

Tax Collectors - Historically, tax collecting was a "for-profit" enterprise, in which you had a specific quota & anything you got over and above that you kept.

jim pinto said...

Good stuff.

Although each guild has a HUGE layer of dues collectors. The biggest guilds have people at each district collecting each time someone passes through a gate.

I'll add these now.

Also. We have dentists, barbers, narparaths, and surgeons. Do I really need physicians?

qualistarian said...

Tax Collectors, not dues collectors. You said that while the guilds control the city, nominal rule is still in the hands of a government. Therefore: Taxes.

Also, Heraldry and/or Signers Guilds: Someone has to keep records of the coats of arms of all of the different guilds & noble houses. Additionally, in a mostly illiterate city, signs are going to be primarily pictographs. Someone keeps the records of what sign represents each business, and prevents duplicate names & images.

jim pinto said...

The heraldry guild would not be powerful and most Drago would perform this function.

Tax Collectors, as an extension of the government, would not be a guild in Coil. What little power the city government does have, it regulates well... so a tax collector would go from business to business under heavily armed guard... and would probably skip certain districts.

jim pinto said...

Added Slavers and Wreckers