Guilds Organization in Middle Earth 2 | World Anvil
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Guilds

So. Guilds. I bring these up because they are probably one of the more important urban medieval institutions. I suspect that they would be central to how the dwarves operate. Also, Gondor's local government in urban areas would be based on these too. Essentially, these are where local economics, politics and the urban environments overlap in medieval settings. So I think that both the dwarves and Gondor would see a lot of guilds. But the main narrative of the books and movies is more centered on Gondor. Meanwhile Osgiliath and Minas Tirith are more established compared to the major dwarven realms. So for organizational purposes I am putting this in the Gondor section.   Often, the details change based on local conditions. For example, Paris had over 300 officially recognized guilds at one point. The City of London currently has 108. More common was around 3. But whatever the most economically powerful industry is in the town will see the guild in charge of it be the dominant guild. The smaller towns and major trading hubs (like Gondor's Pelargir) would likely see the merchant's guild dominate for example.

Structure

Guilds were a mix of a professional association, a trade union, a cartel, and a secret society. The monarchy grants a form of patent to the guild. The guild then has the right to set professional standards, provide training to members, forbid non members from participating in the trade and settle disputes between members.

Public Agenda

Guild leaders would often also provide charity to retired members and their widows or orphaned children.

Demography and Population

A permit, obtained through higher taxes and a 4 year probation period, was needed to be allowed to actually open up shop. Most guilds limited masters to at most 2 apprentices at a time. The length of apprenticeship was normally around 5 years, with a test at the end. Though this period could range between 2-10 years depending on how critical the job was and how technical it was. Bakers required only two years because it takes less skill to make a loaf of bread than a suit of full plate armor. Also, one needs more bakers than people who can make plate armor, so there was economic pressure to get more bakers in circulation.

Agriculture & Industry

Guilds also took some of the pressures off the government in all feudal societies by tackling disputes internally that would otherwise fall on the government to handle. Guild masters gain through the membership dues and power that comes from the position. All gained from the effective restriction of competition and increased professional standards that would allow them to charge higher prices. Also, by associating in the guild, the craftsmen could gain a degree of political power generally denied to lower classes. Overall, the lower classes suffered as the guilds impose dead weight losses on the economy, but those with the power get enough rewards to keep the system going. Those with power would become loyal due to a flow of money that could only come from alliances with the King.

Education

Education provided was actually pretty in depth. While it focused on the trade, literacy and “moral” training was included. The Master also had to feed and house the apprentice. The value of an apprenticeship was so high that people would pay between 6-12 shillings to secure their son’s place. This meant that the poor rarely got apprenticeships. Guilds thus became a tool to reinforce the wealth an power of the urban middle class and economic elites.
Type
Guild, Professional
Capital
Major Exports
This is likely to benefit all sides of the deal, playing into the sort of traits dwarves are know for. France saw a resurgence of guilds just before the Revolution. That was out of a desire to impose unity over production and have a tool for better tax collection. Without the guilds, it would seem that dwarven kings would struggle to get revenue outside of the sale of raw materials.   Gondor's merchant guilds would likely be quite powerful. Especially in Osgiliath and Pelargir. Minas Tirith's guilds would probably be centered on the supply and manufacturing of luxury goods and armor. The towns in the Southern Fiefs would likely be more based on coopers, masons, carpenters and smiths. Not that the bigger cities won't have these, guilds, but their political power would be centered more in the areas of major castle construction.
Legislative Body
Sometimes, they would even become the town government – like the City of London. The highest number of guilds in a particular town I could find was 350 in Paris in the 1300s. Such high numbers came from specialization, with guilds focusing on specific pieces of armor like helmets. I would imagine given the highly craft based economy of the Dwarves, we can expect a similar number for the Lonely Mountain and Moria.   The City of London is a weird little micro city located inside the big metropolis we typically call London. The Common Council is the name of the legislature. Its elections are based on giving literal companies 75% of the votes while normal residents only get a forth. The bigger the company, the more votes they get. These votes are then given out to employees they select - but there is apparently no requirement these people actually live in the city. It is these people who do the actual voting on behalf of the companies. Which results in 20 members of the Common Council elected by the residents and the other 80 by these company employees. This is justified based on the fact that there are 43 people who commute in for every resident - all of whic rely on city infrastructure and whose jobs depend on The Common Council's policy.   But here is where things get a little complicated. In order to eligible to become Mayor, one has to be one of the two sheriffs. In oder to get that job, one needs to first be an alderman. These are essentially what we would think of as traditional city council members. The City of London is divided into 25 wards, each one electing an alderman to the Court of Aldermen. This is a subset of the Common Council made up of these officials.   But there is a twist. Freemen status is needed to be eligible to run for the Court of Aldermen - the same group of people who grants that status to people. The other option is to join a guild. There are 108 of these "livery companies" officially recognized by the City that can grant the status to their members. Some of these today are more similar to pure charities that just require the permission of two existing members to join. But the professional associations and the medieval guilds the charitable ones arose from require meeting the professional standards of the group. New guilds can be created, but again need to be approved by the Court of Aldermen in order to be official.   After this hurdle is passed and a person is elected as an alderman, they can become a Sheriff. This post is elected purely by the guilds. After completing the full term, a person is now able to become mayor. Which is elected from members of the Court of Aldermen by the Court of Aldermen. Then, one has no salary and has to cover all the expenses of the post out of pocket. This further constricts the pool of potential candidates down to the wealthy elites.
Judicial Body
These guilds tended to have one to three masters and 12 jurors. These jurors were responsible for collecting fees, inspecting work to see if they complied with guild regulations and standards, plus settled disputed between members. There were also some protections in place against abuse of apprentices, but not quite the standards we are used to today.
Location
Related Ethnicities

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