The Guild of Merchants and Allied Free Traders Rules

  1. Officers
    The most senior Master shall serve as Alderman. There shall be elected from the remaining Masters of the Gild a Steward and an Usher. It is the duty of each member of the Gild to fulfill their obligations if so elected. The Alderman may appoint a Sergeant and the Steward a Clerk.

    1. Alderman (Guildmaster)
      1. The duties of the Alderman are to represent the Gild in meetings of the Great Gild, the Town Council and when needed to report to the Duchy's representative regarding the activities of the Gild. He is also commissioned to organize, oversee and keep the peace during meetings, and to arrange for those occasions where the Gild shall assist the Sheriff.
      2. The Alderman shall receive from each person entering the Gild 1gp.
    2. Steward
      1. The Steward is to keep the rolls of membership and records of history, and the treasure of the Gild in safety.
      2. The Steward shall receive 5sp from each person entering the Gild.
    3. Usher
      1. The Usher is charged with the care, furnishings, and security of the Gild Hall, or should such be unavailable to determine and arrange suitable meeting places for the Gild. The Usher is further charged to arrange for and maintain the benefices of the officers and the collection and delivery of monies. The Usher is further charged to see that all members know of Gild meetings.
      2. The Usher shall receive 3sp from each person entering the Gild.
  2. Meetings
    1. When the Gild is meeting no one of the gild is to bring a stranger, except when required by the Alderman or Steward.
    2. Whosoever shall be Steward shall receive from each one entering into the meeting dues of 5gp and this money save 1gp which shall be given to the Duchy shall be used to further the Gild.
    3. When the Gild has a meeting the Alderman shall be given each night so long as the Gild meets 2 flasks of drink, and the Steward the same and the Usher one flask from the monies of the Gild.
    4. When the Gild shall meet 10 flasks of drink and a loaf of bread shall be given to the House of Healing from the monies of the Gild.
    5. When the Gild shall meet no member shall be absent without the permission of the Alderman. And if anyone is absent let him be fined 1gp and pay it which the Usher shall collect as well as the dues which were to be paid at the meeting.
    6. When the Gild shall meet and a member does not know that the Gild shall meet let him be given a flask of drink, and he shall not be fined but he should pay his dues as if he attended the meeting when he comes to collect his drink. And the cost of this drink shall come from the Usher.
    7. In all votes of the membership the vote of a Master shall count twice, once as a member and once as a Master.
    8. In all votes any member who holds a Mastery in more than one trade shall have an ad ditional vote for each Mastery he holds as well as a vote for being a member.
  3. Joining and Rank
    1. Anyone who wishes to join the Gild may do so on the payment of 1gp, the making of a lesser donation and the taking of an oath to the Gild. And on a vote of the Master of the Gild, they shall be made a member of the Gild.
    2. To become a Master the member shall make a Greater Donation. And on a vote of the Gild, they shall become a Master of their Trade.
    3. A lesser donation shall be small and produced by the labor of the member [A normal item ]. A Greater donation shall be of substantial value and produced solely by the labor of the member [ A Masterwork item ].
    4. The member with the most votes shall be considered the most senior and shall server as Alderman. He shall vote first in all votes.
    5. The member with the next largest amount of votes shall be considered next most senior and shall vote second in all elections and on one down the line unto the newest member whoc shall be least senior and vote last.
  4. Death and Injury
    1. Should a Gild member be injured two approved members of the gild shall go and visit him and look after his condition. If they determine that his injuries occured in the strict pursuit of his Trade the Gild will see to his injuries if he is good standing.

      This means while activly using a skill for you Rogues. If you get hurt disarming a trap yes the Gild will heal your damage. If you get hurt fighting a monster on a module that you disarmed a trap on no healing for the monster damage. The Guild will only heal the damage done by a trap you tried to disarm, not all the damage you take on a module or running around "being a Theif". This same sort of thing will apply to Merchants. If someone comes into your shop and attacks you yes we will heal you. If you are roaming outside of town or hanging out in the Tavern no we wont.
      Good standing means you pay your dues. On time, before you get hurt.

    2. Should a Gild member die all those of the Gild shall attend the service of the dead and a member of the Gild shall bear the body to the place of burial. And whosoever will not do this shall pay a fine unto the Gild.
    3. So long as the service of the dead shall last there should burn four candles of the Gild, each of Masterwork quality until the body is buried. These candles shall be in the keeping of the Steward.
  5. Violence
    1. If any gild member should strike another with a stick, or knife or other weapon whatever it may be, he shall be expelled from the Gild until he shall buy it back for 10gp and made recompense to the one he has injured and taken the oath of the Gild like a new member.
    2. If a member reviles, demeans or slanders a Master and a complaint shall come to the Alderman, and he is convicted of said crime he shall pay 2gp to the Gild.
    3. If a member steals from a Master and a complaint shall come to the Alderman, and he is convicted of said crime all his possessions shall be forfit to the Duchy, with the exception of the items stolen which will be returned. The member shall be cast out of the Gild.
    4. The gild does not condone the use of Poison on any race be it Human, Elf, Dwarf, or Gobkin from Vestenmark, Aesland or Al-Zekeshim. The study and production of poison is for the purposes of eliminating the world vermin and beasts. Anyone who uses poison for malicious purposes apon a member of a civilized race and convicted of such crime by a vote of the Gild will be punished by the Gild.
    5. The gild does not condone the use of Assassination on any race be it Human, Elf, Dwarf, or Gobkin from Vestenmark, Aesland or Al-Zekeshim. The study of Assassination is for the sake of knowledge itself. Anyone who practices Assassination for malicious purposes apon a member of a civilized race and convicted of such crime by a vote of the Gild will be punished by the Gild.
  6. Conducting Business
    1. No one in town shall buy anything to sell again, nor keep a tavern, nor create any item, nor sell services regulated by the Gild unless he is a member of the Gild. And if anyone shall do so and is convicted of it all which he has bought and all profits from hs labor will be forfeit to the Duchy.
    2. No one who is not a Master shall sell anything produced by the labor of a Gild member to anyone not a member of the Gild.
    3. Masters may only sell goods produced by his Trade in accordance with Gild rates.
    4. Masters may only sell goods produced by his Trade unless given special permission by the Alderman.
    5. If there is no Master of the Trade in the town the Journymen of the Trade may sell in that trade and that trade alone as if they were Masters until such time as one of them becomes a Master of that Trade.
    6. Journymen may sell services regulated by the Gild to those outside of the Gild in accordance with Gild rates.
    7. Apprentices may not sell goods nor services except to a Master of the Gild in thier Trade without the permission of the Alderman.
    8. Gild rates for a Trade shall be determined by a vote of the Masters for any given Trade.
  7. Apprentices and Journymen
    1. The skill level at which a member move from Apprentice to Journyman shall be as follows:
      1. Category 1: Level 3, Weaponsmithing, Armormsithing, Jewelry Making, Book Binding, Candle Making.
      2. Category 2: Level 5, Locksmithing (Create Traps)
      3. Category 3: Level 5, Poison Making, Locksmithing (Disarm Traps)
      4. Category 4: Level 3, Begger, Butcher, Lumberjack, Miner, Performer, Wagoneer
      5. Category 5: Level 5 Backstab + Waylay, Assassination
  8. Amendments
    1. These rules may be amended by a vote of the membership.