Kingdom of Aeristine
The Guilds and Unions of Burke
There are several major and minor guilds formed throughout the City of Burke. These are
- The Laborer Union – A powerful lobby of masons, bricklayers, carpenters, blacksmiths, fishermen, ditch diggers, porters, miners, dock workers, muckrakers, and sewer workers banded together to fight for fair hours, good wages, and reasonable working conditions.
- The Artisans Guild – A lucrative and influential group of minstrels, poets, acrobats, painters, sculptors, gem cutters, jewelers, goldsmiths, and other artsy folk who use their influence to arrange work, security and favorable trade arrangements for their members.
- The Merchants Guild – Dealing with the more mundane yet essential goods that drive the Duchy’s commerce, the Merchants Guild works to the same ends as the Artisans Guild – sometimes cooperatively, sometimes in opposition with. Its members include caravan masters, moneylenders, shipping companies, innkeepers, warehouse masters, and other enterprising entrepreneurs seeking to make a living through the buying and selling of goods and cargo.
- The Traveler’s League – This guild is the common house for adventurers, explorers, sell-swords, ship captains, scouts and other mercenary types. ‘The League’ has little in the way of political influence, but has minimal requirements for entry – an annual membership fee of 200 gold crowns. Members receive reduced rates at the local inns and taverns, can find job opportunities in the area, acquire summarized local knowledge, and network with a powerful association of members for research, support and training opportunities. Legal representation is also offered by the League in some of the larger guildhouses.
- The House of Craftsmen – Or ‘The House’ as they are often called, is an influential group of skilled craftsmen, inventors, and tinkers, that include skilled weapon smiths, armorers, bowyers and fletchers, leatherworkers, coopers, architects, apothecarists, bookbinders, brewers, cartographers, engineers, glassblowers, herbalists, locksmiths, potters, weavers, and shipwrights. While working toward similar goals, they often find themselves at odds with the ‘more snobbish’ Artisans’ Guild.