Guilds
In feudal cities and market towns, almost every trade or craft is governed by a guild, a sworn fellowship of workers bound by shared skill, secrecy, and loyalty. Most artisans, craters, and traders belong to a guild, although this is not universal.
Guilds exist to protect their members' rights, tools, and reputations. They set the prices, decide who may work, and determine how a craft is taught and passed on. Without a guild mark, few will trust one's wares, hire their hands, or defend them when trouble comes.
To join a guild is to swear an oath: first as an apprentice, then a journeyer, and if they exhibit great skill or luck, as a master with who owns their shop, seal, and say in the affairs of the craft. Guilds often act like a mix of trade union, legal authority, and secret society, and their rules are enforced with sharp fines or quiet retribution.
Adventurers tend to move outside this structure, but can be subject to it if their dealings and unearthing of treasure and relics are covered by one of the many jurisdictions overseen by guilds.
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