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Difference between revisions of "Guilds"

From Harath Rules

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===Lord Master Craftsman===
===Lord Master Craftsman===
These Lord Masters rule large Halls and typically have several master in their employ. Lord Master’s are set upon a track to become Guild Barons, or even Guild kings. Guild Barons, and Guild Kings are elected from their peers and become such more through politics than through skill.
These Lord Masters rule large Halls and typically have several master in their employ. Lord Master’s are set upon a track to become Guild Barons, or even Guild kings. Guild Barons, and Guild Kings are elected from their peers and become such more through politics than through skill.
===Test Successes required===
{| class="wikitable"
|-
| Rank
| Rank Test
| Primary Skill
| Secondary Skill
| Tertiary Skill
|-
| Aspirant
| Apprentice
| 1
| 0
| 0
|-
| Apprentice
| Journeyman
| 3
| 2
| 1
|-
| Journeyman
| Craftstman
| 5
| 3
| 2
|-
| Craftstman
| Master
| 6
| 4
| 3
|-
| Master
| Lord
| 6
| 4<sup>*</sup>
| &#8211;
|-
| Lord
| Baron
| 5<sup>*</sup>
| 2<sup>*</sup>
| &#8211;
|-
| Baron
| King
| 6<sup>*</sup>
| 3<sup>*</sup>
| 2<sup>*</sup>
|}
<sup>*</sup>Skills can be any Administration, Guild Politics, Law, Etiquette (Court), Etiquette (Guild) or similar skill


{| class="wikitable"
{| class="wikitable"

Revision as of 14:59, 29 December 2020

The guilds in Harath are fairly powerful, and in one country as powerful as the church. These guilds are led by a Guild King, who presides over a given country’s merchants. There are Harper Kings, Blacksmith Kings, and even Tailor Kings. Under these Kings are the Guild Barons, who preside of smaller districts. Finally under the Barons are the Lord Masters and Masters. Lord Masters rule a Guild Hall and preside over other Masters. Under the Masters are the Craftsmen, Journeyman, Apprentices, and Aspirants.

Traversing the Guild

Apirants

In order to become an Apprentice you much be able to show that you are worthy to be trained. This means you must pass a test or pay a waiver fee. Generally, the test requires you to perform the main skill of the guild and achieve one success. The waiver fee is usually high ranging from 1 P to 1 GD. Aspirants are those individuals who are working for the guild in hopes of passing the test. These people have generally not taken the test yet, and are no more than slaves of the guild.

Apprentice

After the entry test is taken, the Aspirant is ranked as an Apprentice. Apprentices are paid 1p a week, but given free housing and food. An apprentice’s day is made up of getting materials for the master or Journeyman, and if they are lucky, they get to watch the Master or Journeyman work. At least once a week they are allowed to practice on scraps or borrowed equipment. This apprenticeship lasts from 4 to 7 years. When the Master they are under feels they are qualified to take the Journeyman test, they are given a rigorous test. This test requires that they achieve 3 successes on the guild’s main skill, 2 on a secondary skill, and 1 on a tertiary skill.

Journeyman

After passing this test, the journeymen are required to make (or buy) their own tools. Then they are assigned to a new Master. Frequently the journeyman are asked to go outside the Guild Hall for answers or material. The journeyman is also producing/working for the Guild. When the Journeyman feels they are ready to become Craftsmen, they are required to demonstrate the quality of their work in each of the three skills. Craftsmen quality is considered to be 5 successes in the main skill, 3 in the secondary skill, and 2 in the tertiary skill. Becoming a Craftsmen typically take from between 7 and twelve years.

Craftsman

Craftsmen are allowed to go as they will, either taking up residence in a Hall or opening their own establishment. If a Craftsmen shows exceptional skill then they may be asked to take the Master Craftsmen’s (or simply Master’s) test. This test varies from Guild to Guild, but generally requires several months to complete. Several works must be created and each is judged by at least three, but typically five masters. In game terms, a Craftsman must roll at least 6 successes in the main skill, 4 in the secondary skill, and 3 in the tertiary skill.

Master Craftsman

Master’s are allowed to create their own Guild Hall or participate in a Lord Master’s Guild Hall. The last step a Master can take is to strive for the Lord Master title. Masters need to show their 3 works for each of the three skills. The main skill needs to have 8 successes, while the secondary skill needs 6 successes, and the tertiary needs 5. In addition, the must roll an Administration roll gaining at least 2 successes. There are few Lord Masters around.

Lord Master Craftsman

These Lord Masters rule large Halls and typically have several master in their employ. Lord Master’s are set upon a track to become Guild Barons, or even Guild kings. Guild Barons, and Guild Kings are elected from their peers and become such more through politics than through skill.

Test Successes required

Rank Rank Test Primary Skill Secondary Skill Tertiary Skill
Aspirant Apprentice 1 0 0
Apprentice Journeyman 3 2 1
Journeyman Craftstman 5 3 2
Craftstman Master 6 4 3
Master Lord 6 4*
Lord Baron 5* 2*
Baron King 6* 3* 2*

*Skills can be any Administration, Guild Politics, Law, Etiquette (Court), Etiquette (Guild) or similar skill

Rank Age entering level Years at level1 %2
Maximum Range Average Range Maximum Range Average Range
Aspirant3 7-10 8-9 1-3 2 5
Apprentice 7-13 1-11 4-7 5-6 15
Journeyman 11-20 15-17 7-12 8-10 30
Craftsman 18-32 23-27 28-42 33-37 40
Rising to master 7-27 8-225
Master 25-59 31-49 1-37 11-19 10

1Numbers assume retirement at age 60.

2Percent of guild at this level (not percent chance to reach this level) 3Optional step. May pay a fee instead.