Guilds of Greyhawk

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

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.

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.

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.

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 Master must roll at least 6 successes in the main skill, 4 in the secondary skill, and 3 in the tertiary skill. 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. Lord 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. 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.

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.

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

Animal Handler’s Guild

The Animal Handler Guild controls all those that train and care for animals. Though they have some people with very high connections, e.g. hawk trainers, war horse trainers, hunting dog trainers, they are not typically even seen in wealthy households unless they make egregious houses. Due to their servant nature, the Guild itself is a weak one and individual masters exert great control over their halls and charges. The Handler’s Guild is on good terms with the farmer’s guild and the Teamster’s Guilds. The Merchant’s Guild sees them as a nuisance and they are frequently at odds with the Harper’s Guild over the Handler’s training of carrier pigeons for messaging.
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Banker’s Guild

The Banker’s Guild controllers banking, money lending, and transfers of large amounts of money. Their insignia comes from the first banking family, the de Medici’s. The Banker’s Guild is incredibly powerful and large. They keep internal struggles down by allowing Guild Barons to have an extraordinary amount of power. They’re power is also held in check by the nobilities control of taxation, even on money lending.
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Baker’s Guild

The Baker’s Guild controls merchants creating breads and cakes. The Baker’s Guild and the Chef’s Guild are on excellent terms. The current agreement allows guild members of either guild to create pastries and desserts, although cakes are still under the prime control of the Baker’s Guild. Baker’s Guilds tend to be based on a City and don’t grow to the large size of other guilds.
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Blacksmith’s Guild

The blacksmith guild, like most craft guilds tend toward the locality. Inside the guild there are major factions that operate almost as separate guilds. It is likely that this guild will split soon. The separate factions are as follows:
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  • blacksmiths, who smith from iron. They’re forges are generally large and hot.
  • metalsmiths, who smith from precious metals, like Gold, Platinum, Silver, Copper, etc. They’re forges tend to be smaller and less intense than blacksmiths
  • Weaponsmith, using iron, bronze, or steel. These blacksmiths specialize in arms and armor.

Butcher’s Guild

Like most craft guilds, the Butcher Guild is mainly local to towns and cities. The Butcher guild is on friendly terms with the teamsters guild, the farmer’s guild, and the chef’s guild. Often local guilds will work together to form chains of commerce from grass to plate.
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Chandler’s Guild

The Chandler Guild controls the making of illuminating devices. This includes candles, both wax and tallow, lanterns, torches, tinderboxes, and even magical lanterns.
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Chef’s Guild

lternatively known as the Chef’s Guild and the Cook’s Guild, the official title of the Guild is the “Worshipful Company of Cooks, the Craft Guild of Chefs”. While the Baker’s Guild tends to be splintered into guild’s in every city, the Chef’s Guild is nearly Flaness-wide. Chef’s, because of their kitchen supervisory capacity, are one of the most trusted position within most royal households. This gives the guild a power that is rarely exercised. Like the Harper’s, The Guild is normally neutral in wars, however, the Chef’s Guild really means it. The Harper’s take a more involved approach into politics.
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Farmer’s Union (Guild)

The Farmer’s Union is a loosely grouped collection of guilds that are based on goods grown and geography. Since the needs of tobacco farmers are incredibly different than those of wheat farmers, the Guild leadership typically assists in inter-guild conflict. Unfortunately, neither the guild, nor it’s masters and craftsmen usually own the land they till, therefore their power comes from solidarity with each other in times of trouble.
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Fletcher’s Guild

The Fletcher’s Guild creates and sells arrows and bolts for bows and crossbows. It has a close association with the Bowyer’s Guild.
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Gardner’s Guild

The Gardener’s Guild is a society for Head Gardeners, Garden Managers and those others engaged in horticulture (such as Assistant Gardeners, Botanists, consultants etc.) employed within Private Gardens and establishments run in a similar way. Currently, the guild also includes flower sellers and florists. Many of these are trying to split off and form their own guild, but haven’t succeeded as of yet.
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Harper’s Guild

A very powerful guild that controls minstrels, singers, and bards, whether traveling or permanently stationed. Since they often travel, they are used as messengers and spies. Each city will have a Harper Hall. Most large taverns will employ a harper. The Harper’s Guild has jurisdictional conflict at times with the Thespian’s Guild.
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Healer’s Guild

The Healer’s Guild is a large Guild that covers most of Flaness. Though the Guild is large, the Guild tries to remain neutral in all conflicts and tends to give a lot of power to the local guild halls rather than forming a huge bureaucracy.
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Jeweler’s Guild

the Jeweler’s Guild creates valuable items out of precious stones. This powerful guild has quite a different organization than most guilds, owing to the diversity of tasks that it has assumed–mostly out of the talents and profits of other guilds.
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  • Diamond and other precious stone cutters [broke away from the mason’t Guild]
  • Precious metal plating and working [broke away from the blacksmiths guild]
  • Traders of precious final goods [ broke away from the Merchant’s guild]
Things started with the Miner’s guild finding the stones, but not having the skills to work them into anything that the rich would pay for. The Merchant’s guild was (and still is) paid to ship these raw stones from the mines (owned by a very small number of wealthy aristocrats) to a very select group of stonemason’s who could cut the stones without ruining them. These capable, valuable men decided that they would do better growing the Guild away from the lucrative business of temple building and into the arena of owning fine jewelry. After all, gold and silver are fine, but nothing is better than a large diamond or ruby. They bribed the Stonemason Guild leadership with positions, estates and personal income to allow them to form the Jeweler’s Guild. These short-sighted individuals agreed and the guild was formed. Next up was to lure the metalsmiths from the Blacksmith’s Guild. This is occurring now with many Master Metalsmiths pledging fealty to the Jeweler’s Guild. The Blacksmith’s guild is trying to stop this, but the power of the Jeweler’s Guild is simply too strong. Finally, the Jeweler’s Guild has entered into an agreement with the Merchant’s Guild allowing them to sell their own Jewelry, much like the other craft guilds.

Letherworker’s Guild

the Letherworker’s Guild controls the creation of almost all leather goods, including belts, pouches, armor, and slings. A little less than a decade ago, the Cobbler’s Guild split from the Leatherworker’s guild and the two guilds have come to an uneasy truce. The Cobbler’s Guild typically makes fine shoes, while the Leatherworker’s Guild makes boots and common shoes, although there is quite a deal of overlap within the two guilds.
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Mage Guilds

The Mage Guild is as unique to guilds as their members are themselves. Rather than a single monolithic guild, the mage’s have organized themselves into several schools/guilds that each have huge areas of control. These guilds have not taken over the world because of the tremendous infighting not only within a guild, but also between schools and guilds. The Mage guilds also support a slightly differing ranking for mages.
Rank Rank Test Primary Skill Secondary Skill Tertiary Skills Scientific Skill
Aspirant Apprentice 1 No test No test No test
Apprentice Itinerant Mage 3 2 1 0
Itinerant Mage Hedge Mage 5 3 2 1
Hedge Mage Mage 6 4 3 2
Mage High Mage 7 5 4 3
High Mage Arch-Mage 7 5 4 4
Arch Mage Headmaster 6* No test No test
Headmaster Elder Mage 7* No test No test Elder Mage Mage King 9* No test No test

New World Order

The New World Order mostly work by means of collecting, controlling, disseminating and manipulating information. Often, their mages mimic harper’s and they are known to be telepaths. Generally, this school is small, but feared throughout the Flaness.
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Order of the Dragon

The Order of the Dragon are mainly based in the Great Kingdom and the Eastern regions of the Flaness. Their specialty is flight and air magic.
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The Greyhawk Guild of Wizardry

The Greyhawk Guild of Wizardry is one of the more powerful guilds because of it’s central location. However, it is known far and wide for it’s enormous internal conflicts. Rarely can the upper administrators of the Guild focus on worldly events, as they are constantly on the lookout for those under them.
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Merchant’s Guild

The Merchant’s Guild controls inter-city commerce. Any trader buying goods in one area and selling them in another falls under their control. They have close ties to the Teamster’s Guild.
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Mining Guild

The Mining Guild controls the physical laborers of mining as well as the engineers that design and operate the mines. This guild used to be very rich, and therefore, very powerful. Since the Jeweler’s Guild has come into existence, it’s power and wealth have diminished. However, this Guild still controls the supply of most metals and ores and many precious stones. It must remain on friendly terms with the Jewler’s Guild, but also makes an extra effort to stay on the good side of the Mason’s Guild and the Blacksmith’s Guild.
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Ranger’s Guild

The Ranger’s Guild is a loose association of men and women dedicated to the protecting wilderness areas. Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
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Seamstress Guild

The Seamstress Guild controls the production and repair of casual clothing including ladies dresses, men’s waist coats, socks, pants, etc.
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Shipmaster’s Guild

The Shipmaster’s Guild controls all sailors on board a ship. Often it is called the Sailor’s Guild, although those of rank will hearilty rebuke any saying such a thing. Though, ship owners can often get away with using non-guild captains on smaller vessels such as barges, any vessel of any size will require a ship master due to the expense of the vessel and the unique knowledge of the Captain. The Shipmaster’s Guild operates a military wing called the Marines that allow a Captain to remain in control of his or her vessel, whether from pirates, enemies, ship owners, and perhaps even his crew!
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Shipwright’s Guild

The Shipwright’s guild controls the creation of boats of all types, from large galleons to small life and row boats, though they tend to not care as much about the smaller boats. Each guild hall is ferociously independent and the Guild Kings job is to maintain good relations with the Banking Guild and ensure protection of valuable secrets of the Guild Halls. It is in that light that guild includes a strong military arm. Often these soldiers are formed from ex-marines from the Shipmaster’s Guild.
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Teamster’s Guild

The Teamsters Guild represents the drivers of teams of animals and caravan leaders. The Teamsters and the Merchant’s guilds have an uneasy truce which is backed by the close association of the Teamsters with the Animal Handler’s Guild. these two guild work very closely and members have been known to switch guilds. Where the Merchant’s Guild would rather not deal with the animals or the wagons, the teamsters do. These relationships force the merchant’s guild to hire teamsters to ship goods and not own the entire franchise.
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Thespian Guild

The Thespian’s Guild, or as it is more commonly known, the Actor’s Guild is one of the more diverse guilds in Greyhawk. Their base is formed from those that ply their trade in the Theatre as actors. Court Jester’s typically are part of the Thespian’s Guild. The Guild is often in conflict with the Harper’s Guild over the use of music and storytellers. Circuses are often also on the bad side of the Thespian’s Guild. Typical circuses are bands of roving individuals, often of Bakluni descent who do not partake in the Guild system. Since circuses pull up stakes and move on, most local Thespian Guild Halls are satisfied with a tax on the circuses’ profits. In other cases, individual circus performers are actually members already.
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Thieves Guild

The Thieves Guild is another guild that is not a true Guild. Rather, these guilds are more like gangs, organized crime, and groups of thugs. Typically each city will have several of these of varying size with each holding onto some turf. Fortunately. the draconian laws of most places combined with the ability of prosecutors to identify lies and the inability of the lower ranks to produce lawyers, these guilds are not all that powerful. However, many are run by the thought that the dead cannot turn you in and it is easier to steal a purse from a dead man than a live one.