The following list shows some of the basic services provided by these guilds. The prices are based on the most basic sort service they provide.
However, since one guildsman's skills may far surpass or be sub par compared to the average guildsman the prices offered can vary widely. Of course those
who serve the rich and wealthy will usually charge more than serving the common man. One could adjust prices based on the star rating of a franchised
guildsman and generate a star rating for the unenfranchised. I'll discuss this in another section of this site.
Animal Trainer
Animal trainers are unguilded and practice the art of training animals for the hunt or other benign activities.
|
Bear (trained):
|
300d+
|
Dog (trained):
|
24d+
|
Dog (sled):
|
30d+
|
Falcon (trained):
|
100d+
|
|
Guild of Arcane Lore
This is more a loose professional association than a guild; the guild is simply an organization through which some practitioners of the
esoteric arts, choose to occasionally represent themselves to the outside world.
In general, those who practice the hidden arts are far too involved in their studies to take notice of others' "trivial" pursuits. Even so,
some of the more worldly practitioners do offer their services for a price, although the price will vary greatly for their services.
|
|
Courtesans' Guild
The Courtesans' Guild practices the arts of pleasure and are far more than ordinary prostitutes.
|
Courtesan Services:
|
12d+ per evening
|
|
|
|
Embalmers' Guild
The Embalmers' Guild has a monopoly on the preparation, for renumeration, of corpses for burial. Some temples and noble houses bury their
own dead; however, many will obtain the assistance of the guild. The guild's customers are mostly from the middle class.
|
Embalming:
|
200d+
|
Bonded Master:
|
48d a month
|
|
Harpers' Guild
The Harpers have a monopoly over arts relating to the production and sale of musical instruments. In addition, all harpers are accomplished
musicians who can earn a good living as minstrels, bards, or skalds.
|
Composition:
|
12d - 360d
|
Performance:
|
3d - 24d
|
Bonded Master:
|
42d a month
|
|
|
|
Heralds' Guild
The guild is closely associated with the nobility which supplies, directly or indirectly, many of its members. A herald will attend one of
the Colleges of Heralds for advanced training and if lucky obtain a posting to that institution. However, most heralds will end up serving
a noble at some level as an ambassador within their lord's household or as his representative in another kingdom or prominent lord's
household.
|
Grant of Arms:
|
5,000d+
|
Bonded Master:
|
78d a month
|
|
Lia-Kavair
The Thieves' Guild is not a recognized guild but does wield as much power as some of the more important guilds of Northwestern Lýthia.
Their services to outsiders are as varied as the prices for said services. These services range from putting unwanted pressure on an
opponent to assassination.
|
|
Litigants' Guild
The Litigants' Guild handles legal transactions on behalf of various clients; they do not have a monopoly, just expertise, in legal
matters. Litigants' will represent their clients in matters of real estate, contracts, trade agreements, and the like, in and out of court
(usually before some noble). For the most part nobles despise litigants; therefore, their clients tend to be middle class and rural.
|
Will:
|
24d+
|
Deed:
|
18d+
|
Contract:
|
12d+
|
Court Appearance:
|
12d per day
|
Bonded Master:
|
72d a month
|
|
|
|
Physicians' Guild
The variation in expertise among the members of this guild is extreme. Some "masters" are primitive and incompetent quacks, but usually
cheap; others are skilled surgeons and command very high fees. Most physicians confine their talents to general practice and the treatment
of minor ailments. Generally, physicians are highly respected and earn very good incomes.
|
Bonded Master:
|
72d a month
|
|
|
|
Pilots' Guild
The Pilots' Guild is well organized and powerful. Because of the extensive, specialized knowledge of its members, it is worldwide in scope.
All ocean-going vessels over 30-feet are required to carry a master pilot. Pilots of merchantmen usually work for a share of the gross,
ranging from 3% to 6%, with 4% being common. Veteran pilots may also be the captain, entitling them to an additional 2% to 5%.
|
|
Seamans' Guild
Anyone hiring a crew for a vessel over 30-feet in length must do so from the Seamans' Guild. If the guild cannot provide sufficient hands,
unguilded labor can be used on a temporary basis. The guild has a rank system through which its members must pass, each step in rank
entitling that member to better pay and benefits. The basics rates listed here being from the Pilot's Almanac.
|
Deck Boy:
|
No Pay
|
Ordinary Seaman:
|
1d per day
|
Able Seaman:
|
2d per day
|
|
|
|
Thespians' Guild
A small exotic, eccentric guild which trains and cares for actors and performing artist whose arts are not within the jurisdiction of the
Harpers' Guild. They tend to either belong to traveling companies that are contracted for a set fee by various entities along their route of
travel or as individuals performing for what ever a coins members of the audience may throw to them.
|