The Guilds of Volta
Guilds are an important part of city
and town life in Volta.
They are exclusive, regimented organizations
created in part to preserve the
rights and privileges of their members and are separate and distinct from the
local government and nobility. Most
manufacturing and trade occurs in the Barony of Zarkym and thus the Barony is
where most Voltan guilds are located. As a result of the Barony's shared
borders with the Duchies of Ashbury and Ravenholt and easy access via river and
overland to the Duchy of Niman, numerous trade routes to these Duchies have
developed over time with guilds established headquarters in the
Barony as a natural business progression. By
far the most well-known Voltan guild is the
Voltan Brewers Guild,
producers of
Voltan Ale, famous as the the best ale throughout Evendarr.
Merchant guilds are formed for
mutual protection of horses, wagons, and goods when traveling.
Merchant guilds enforce contracts among members and
between members and outsiders. If a merchant from a particular town fails
to fulfill his part of a bargain or pay his debts, all members of his guild may
be held liable. When in a foreign port, goods can be seized and sold to
alleviate bad debts. Merchant guilds also protect members against nobles
seeking revenue, who may attempt to seize money and merchandise from foreign
merchants. Guilds have threatened to boycott the realms of such nobles.
Since boycotts impoverish both kingdoms, which depend on commerce, and
governments, for whom tariffs are the principal source of revenue, the threat of
retaliation deters nobles from excessive expropriations. Merchant guilds
tend to be wealthier and of higher social status than craft guilds in addition
to wielding significant influence in local government affairs.
Craft guilds are the result of
specialization within an industry. Guilds of victuallers buy agricultural
commodities, convert them to consumables, and sell finished foodstuffs. Examples
included bakers, brewers, and butchers. Guilds of manufacturers make durable
goods, and when profitable, export them from their towns to consumers in distant
markets. Examples include makers of textiles, military equipment, and metalware.
Guilds of a third type sell skills and services. Examples include clerks,
teamsters, and entertainers. Both merchant and craft guilds act to
increase and stabilize members’ incomes, protect their members from outside
competition, ensure fair competition between members, and maintain standards of
quality for their product.
To
attain their collective goals, guild members must cooperate. If some
members slack off, all would suffer. Lowering the costs of labor requires
that all masters reduce wages. Raising the prices of products requires
that all members restrict output. Developing respected reputations
requires that all members sell superior merchandise. Guild members must
contribute money, time, emotion, and personal energy. To convince members
to cooperate and advance their common interests, guilds have stable,
self-enforcing associations that possess structures for making and implementing
collective decisions.
A guild’s members meet at least once a
year to elect officers, audit accounts, induct new members, debate policies, and
amend ordinances. Officers manage the guild’s day to day affairs.
Decisions are usually made by majority vote among the master craftsmen.
Members agree to contribute certain resources and take certain actions that
further the guild’s endeavors. Officers of the guild monitor members’
contributions. Members who fail to fulfill their obligations face
punishments of various sorts based on the transgression, and the ultimate threat
is expulsion.
A hierarchy exists in most guilds.
Masters are full members who usually own their own workshops, retail outlets, or
trading vessels. Masters employ journeymen, who are laborers who work for
wages on short term contracts or a daily basis. Journeymen hope to one day
advance to the level of master. To do this, journeymen usually have to
save enough money to open a workshop and pay for admittance to the guild or
receive a workshop through marriage or inheritance. Masters also supervise
apprentices, who are usually boys in their teens who work for room, board, and
perhaps a small stipend in exchange for a vocational education. Guilds
regulate apprenticeships to ensure that masters fulfill their part of the
apprenticeship agreement. Apprenticeships usually last from five to nine years.