Guilds of Venac

The guilds of Venac are the main unit around which society is based. The city was founded around 200 years ago to open up trade between the ocean, the Dargallen ranges and the coastal jungles and that commercial founding never left the city.

There are currently 52 recognised guilds in Venac, each representing a profession, trade or other activity that generates money. There are guilds for things like the blacksmiths, carpenters, farmers and wizards, as well as slightly more esoteric things like philosophers (this guild is responsible for research and education). Each guild has a monopoly on the services they provide and a right under law to punish anyone who provides those services without being a member. What stops things becoming horribly corrupt is the fact that the guild council, which runs the city, can at anytime chose to revoke recognition of a guild for poor behaviour. Thus, while the mercenaries guild has the monopoly on armed enforcement on land, should their prices become unreasonable or their conduct unacceptable, the council can dissolve their monopoly and allow a flood of competitors in. This keeps most guilds reasonably honest.

The composition of the guild council is voted on every two years by the guilds, with the 52 guilds electing 12 Councillors, along with a head Councillor (who effectively serves as monarch of the city state for their two year term) and deputy. The current Head Councillor is Almeric Tarsis of the Philosopher’s Guild, while the deputy is Roban Derisma of the Mariner’s Guild. Each guild is required to conduct fair elections amongst its members to determine who that guild will support for council positions, and this often results in intense political manoeuvring. Most guild masters work hard to maintain the loyalty of their guild, through kindness or threats, as this gives them great power over the nation as a whole.

A few key guilds are as follows:

Philosopher’s Guild – runs the University of Venac and is responsible for education and research.

Mercenary’s Guild – oversees anyone who enagages in martial combat for money. Contracted to provide Venac’s army, as well as law enforcement, along with private services like bodyguards.

Mariner’s Guild – runs anything that involves travel on boats. Contracted to provide Venac’s naval defences.

Merchant’s Guild – anyone who sells things they bought elsewhere is a merchant. One of the largest and wealthiest guilds in a city built on commerce. There is growing displeasure in Venac that this guild are too soft on pirates.

Mage’s Guild – anyone who sells magical services, whether arcane or divine, is under the control of this guild.

Healer’s Guild – the one exception to the provision of magical services monopoly by the Mage’s Guild. This guild consists mainly of Yellow speakers and are contracted to provide healing to the people of Venac – the only other option is kobold priests and most citizens would rather avoid that interaction.

Clerk’s Guild – the book keepers, lawyers and other administrators who keep commerce and governments running.

There are also some small obscure guilds that exist mainly for historical reasons and to exert political leverage. A prime example of this is the Candle Maker’s Guild. It has just five members and it’s critics claim it exists just to take bribes from larger guilds to direct it’s vote come election time. But tell that to a member and they’ll shout at you about the important heritage that candle making has to Venac.