Guilds in the Dale-lands
The Dale-lands Economy system's primary engine for the creation of wealth is the relationship between the various guilds that are part of the IC realm. Each guild represents an established union (or cartel, depending on how one chooses to view it) of traders within a particular industry, which have an impact upon the political and economic balance of the kingdom.
Contents
Carpenters
The Carpenters Guild often boasts about being the oldest organization in the Kingdom. By T.A. 1240, when Laketown was first destroyed, a group of men calling themselves a guild of carpenters already existed. Indeed, they are credited with having built the first Esgaroth ('reed delving'), a town built on stilts and platforms over the Long Lake. Through the ages, due in equal parts to destruction and expansion, the Guild of Carpenters has been responsible for the building and upkeep of the town of Esgaroth. After the town was razed by Smaug there followed a brief period of kerfuffle twixt the guilds of Masons and Carpenters, as both were clamouring for the rights to rebuild the town. Eventually they fell to the Carpenters, however, for which the explanation might be sought in the fact that the Masons, by long-standing tradition, have the headquarters of their Guild in the town of Dale and keep smaller, auxiliary offices in the other towns of the kingdom.
One may not realize it yet the Guild of Carpenters is mostly made up of men of great skill and they encompass, within their craft, many different sub divisional trades. The most notable ones may be the joiners who do finish carpentry such as cabinetry, furniture making and fine woodworking, or the trim carpenters who specialize in molding and trim such as door and window casings or other ornamental work. There are also framers who build the skeletal structure or framework of buildings, and luthiers, those who make or repair stringed instruments. Master Stanric, the head of the Guild can often be found in the Town Hall.
Just from this small list one can readily comprehend that the craft of carpentry is not as simple or straightforward as one might initially presume and that it takes a large set of different skills, and one should therefore find it duly impressive that the Carpenters of Esgaroth have a reputation of high skill.
Currently the Guild is owned by: House Taurdain
Currently active members include: Brev
Clothiers
The Guild of Clothiers consists of primarily tailors, cloth merchants and cloth producers, all existing together in symbiosis within the boundaries of their union. One might even compare the organization to well-oiled machinery: the cloth producers procure their wares from farmers who grow the plant fibres or raise the livestock needed for making different sorts of cloth. The merchants purchase and peddle the cloth made, and when it eventually ends up with the tailors it is made into different clothes.
The Guild tries to stay attuned to the different trends that come into use as the seasons change and are usually quite good at influencing and anticipating what styles may become popular during the year. It is undeniable that the Clothiers are assisted in this by the fact that Esgaroth, though swearing loyalty to the royal family, nevertheless is a mercantile community somewhat removed from the capital of the Dale-lands. As a consequence of this, the latest courtly fashion fads hold little sway upon the lords and ladies of Lake-town.
The members of the Guild are generally very well made out themselves, and usually purport themselves with dignity and cool poise even while they are not working. Though, indeed, they are often working - and no wonder, for those treading the wooden streets of Esgaroth can never be dressed fashionably enough in the eyes of the Clothiers!
Currently the Guild is owned by: House Arathmor
Currently active members include: Swete, Morgaine, and Rilarwyn
Craftsmen
The Guild of Craftsmen is, by tradition, very closely affiliated with House Taurdain and not least because that proud House itself has a history of producing great Masters in different crafts. This is also why control of the Guild was given to the House by king Bard himself and though the House is really an elf-friend, some say that the exceedingly skilled craftsmen of Taurdain learnt a lot from the Dwarf Lords when trade was first begun with that race. Be that as it may, Taurdain is intimately connected with the Craftsmen and the Guild is known far and wide for its skilled members. Under its wings one may find many altogether different crafts, from glassblowing to brewing, and because of the variety of professions it gathers it is undoubtedly one of the larger guilds.
One must certainly acknowledge that the labour and toil of the Craftsmen of Esgaroth has played not a small part in boosting the reputation of their town. The Guild is also known for taking good care of their own, although they may sometimes be picky about who they take on. It is nothing to wonder at, however, if they are sometimes quite scrupulous regarding who they induct into their midst as the Guild have a not small burden to carry - they are acutely aware of being those who safeguard the excellent reputation of Lake-town craftsmen, and of rearing the next generation that will carry this legacy forward.
As if an expression of irony, the Guild of Craftsmen resides in Hall of Craftsmen which is situated next door to the Merchants Guildhall in Merchants Way, home of the Guild of Merchants who are also the constant enemy of the Craftsmen. Most likely this conflict-ridden relationship is maintained as such because of the necessity that is within the control of the Merchants: the trading license. In order to peddle their wares the Craftsmen must needs to purchase such a license and are, in a very real sense, held ransom to this peculiarity of the Lake-town economy.
Currently the Guild is owned by: House Taurdain
Currently active members include: Corawyn
Farmers
Together with the fishermen, the Farmers Guild forms the food-producing core and therefore the backbone of Esgaroth. The agricultural endeavors have not been practiced in the area as long as fishing has but it is still one of the oldest professions a man may have and, though wearisome and by no means fool-proof a lot of the time, surely one of the most rewarding and worthwhile ones too, at that.
The farmers of the Dale-lands grow mostly staple crops of grains such as wheat, rye, barley and oats, and vegetables besides that. They commonly keep animals and breed them on a small-scale production, raising them to sell most of the meat though some of the animals, such as a sturdy workhorse, are more as tools than sources of food. Less commonly some farmers grow fibers of different kinds such as flax or hemp, the crops of which they then sell mostly to the cloth makers of the Clothiers Guild though the hemp is also bought by the Mariners Guild (as it is used to make canvas) and the Scholars Guild (as it can be used to make paper).
All of them keep, if not a fruit orchard, then at least a couple of fruit trees of different varieties. Apples, pears, cherries and plums are common enough, as are apricots. It is therefore no wonder that one may find, in the home of a farmer, the more tastier treats of life: confits, conserves, fruit butters, curds, spreads and fruit jams, to mention a few. Or, for the distillable kind: beer with and without fruit, cider, perry, different types of fruit wine and different types of fruit brandy. Worth noting is that around Finney there is one family who grow grapes and make their own wine and that they have not a farm, but a vinyard.
Yes, barring unfavourable weather, the farmers rarely lack for anything in the way of food and if the women of the family are skilled enough (and they typically are), they can even make their own clothes from the wool of their sheep. The headquarters of the guild are in Iach Celduin, though they have small, administrative offices in the other major towns of the Kingdom too.
Currently the Guild is owned by: House Girion
Currently active members include: Adom and Refson
Farriers
The Farriers Guild is a curious, but well-respected group within the Dale-lands; not least because horses remain the fastest and most reliable means of land transport throughout the realm. No courier can race as swiftly as a horseman, and carriages are yet pulled by ponies and steeds all over Rhovanion. As such, the rearing and grooming of such beasts is an important task, and an influential industry within the land.
Long ago, when the kingdom was refounded, the borders were loose and poorly guarded, and so the thought came to King Bard to bolster his new domain with mobile, versatile cavalry. At the very least, such riders could gain and deliver news more swiftly, and with the friendship of House Karath to count upon the King tasked the Warrior House with maintaining a steady level of well-trained warhorses. This task grew along with the realm, as with greater security came greater internal prosperity, and before long merchants and noble-folk were lining up to request beasts of such calibre for their own private use.
As such, within a generation, those skilled with shoeing hooves, those accomplished at rearing destriers and also those gifted at riding were all drafted through duty or money to form the Farriers Guild; under the direction of House Karath. With the renewed growth of Lake-town, rebuilt after the razing by Smaug, the Guild's headquarters were removed from Dale to Esgaroth; both to better serve the merchant community and to be in close company to Karath Manor.
Today, the Farriers are a proud, respected institution, and no courier, soldier or nobleman would dream of obtaining a horse from anyone of lesser stature than the horsemasters of Karath. Their steeds and skills renowned throughout the land, they remain an important part of the ever-growing economy and the engine for the continued emminence of the Order of the Black Arrow; the knights of King Brand.
Currently the Guild is owned by: House Karath
Currently active members include: Barlin, Lovella of Karath
Fishermen
Though the town of Esgaroth is now a mercantile community, one can surely say that the roots of the community lie mostly with the fishermen, even before they were organized in a guild. It is definitely one of the earliest trades plied by those dwelling by the Long Lake, of course for good reason, and today it is the occupation most likely to bring food on the table - one way or another!
It's not a work for those of a frail disposition; a true fisherman has great strength, especially in his arms. Such strength is vital in order to be able to lay out and take up nets, hopefully filled with fat, flopping fish, and for handling the fisher skiffs.
Due to its size the Long Lake rarely freezes over in winter and the fishermen can therefore usually go on plying their trade all through the cold season. When it does freeze, however, the time may be spent catching up on chores like mending the nets and keeping the other tools in good shape. If the ice is thick enough to carry a man, however, the more daring ones can be seen trekking out upon it to make a hole in the ice and lay out the nets for a winter catch that they then haul back to town by hand, or upon a hand-pulled sled. Hardy, weatherbeaten men who bravely face the elements so that Lake-town may enjoy protein regularly!
Currently the Guild is owned by: Esgaroth
Currently active members include:
Healers
The Guild of Healers is one of the most well-respected guilds, and no wonder. Any man or woman who knows what's good for them realize the importance and pure necessity of such a Guild. It also helps that most of the Healers are very skilled and know what they're about. Why, they hardly kill anyone! It should come as no surprise that this Guild is intimately connected with the House of Karath. Military family that they are they have drafted through money or duty any interested and skilled at healing with the goal of a strong and most able Guild in mind.
In Esgaroth, where one can find the headquarters of the Healers, the main office is the house of healing in the center of Firespark Lane. One can find it between the esteemed residences of Karath and Girion but it is also flanked, south and north respectively, by the Market Square and Fisher's Wharf, the latter being a gateway to the poorer quarters of Lake-town. In those poorer quarters a new addition has recently been made - an infirmary and second (though smaller) outpost of the Guild, for those shady residents who hesitate to venture into grander parts of town in search of medical attention.
Of course the Healers of the Guild treat any with an ailment, poor or rich, and can even be persuaded upon to make house calls at times. They also fearlessly accompany the soldiers on any campaign and travel here and there as required. Truly an admirable Guild with members who treat everyone more or less the same while working in one of the oldest professions of all.
Currently the Guild is owned by: House Karath
Currently active members include:
Mariners
Currently the Guild is owned by: House Arathmor
Currently active members include: Calder
Masons
Currently the Guild is owned by: House Girion
Currently active members include: Gaelin
Merchants
If the farmers and fishermen form the backbone of the Kingdom, then one must admit, whatever one's opinion of them may be, that the merchants are the life's blood of the Dale-lands. It is particularly so in Esgaroth, the mercantile community, where one cannot peddle one's wares without a trading license sold by the Merchants Guild. But also in other places where the grasp of the Guild is not quite so assured or omnipotent by default, the merchants are those who keeps trade going around, one way or the other, and the economy alive.
They are also the ones who take risks, both financial and physical, for many of them will think nothing of undertaking a trip from one end of the realm to the other. Whether by beast or by boat they sell their merchandise as they go, certainly not unaware of the possibility that all of it might not be sold, or some of it might be damaged or stolen and thereby lost, along with the monies invested therein.
So for all their niggardly ways (and in all fairness most merchants are niggardly) they are brave and pioneering souls who work hard to provide the communities with the commodities that make our daily lives more comfortable - for a profit, of course.
Always in the search of a good deal, one may find them most often in their headquarters, the Merchant's Hall in Lake-town. It is situated wall to wall with the Guild of Craftsmen, and these two do not lie easily beside each other, though perhaps much of the explanation can be traced to the rivalry and animosity between the two Guilds' traditional owners: Houses Arathmor and Taurdain respectively.
Currently the Guild is owned by: House Arathmor
Currently active members include: Alaric, Saereda Conwy
Minstrels
The Guild of Minstrels is the association of wordsmiths and nightingales incarnated alike. Under its lofty wings one may find tunemakers who rarely perform, performers who sing the works of others, and those who do both. It is a rare and unique guild in that one mustn't necessarily have a good voice or perfect pitch, if one is capable of compensating for this flaw in some other way. The goal of the minstrels is always to entertain the customers and keep them coming back and if one is witty enough with words, then a moderately dissonant voice may find grounds to be forgiven and accepted anyway.
This can only be carried to a certain point, of course. If one absolutely cannot sing then one should perhaps stick to writing songs instead, or accompanying another minstrel on the lute or, barring that, find a new occupation.
The Guild has slowly begun to recover after it was struck by a catastrophe of unprecedented magnitude, nigh a year ago. Their erstwhile guildmaster stole away in the night with the wealth of the Guild and one must needs be hard pressed to say what blow might have been perceived as hardest: the loss of a great deal of their monies, or the loss, by betrayal, of someone who had been as a father figure to many in the guild.
Yet the Minstrels carry on (as one must!) and continue to make merry, singing in taverns and market squares, in private homes and in public places and generally acquit themselves with brilliance and grace. They are indeed a great asset to Lake-town and lend a sheen of fine lustre to any gathering they attend in the capacity of their trade.
Currently the Guild is owned by: Esgaroth
Currently active members include: Arla
Scholars
The connection between the Guild of Scholars and the more craft-oriented House Taurdain may not be an obvious one, but it exists nevertheless. A more than likely explanation for this is that Taurdain is the House which most prides itself on its friendship with the fair Elves and thus they maintain a love of lore. Or at least a willingness to fund others' love of lore.
It is hard to say how long the Scholars have been around; certainly they existed as a union of sorts even before the actual Guild was formed, seeing how they have their roots not in researchers or bookmen but in scribes and chroniclers. Over time they have banded together, however, and become so much more than people who simply record the present as it becomes the past. Now they are those to whom one comes for information on subjects common and obscure, and they provide it.
The Scholars have done more than their fair share for the general increase of knowledge that the citizenry of Esgaroth have enjoyed during the last few decades; no mean feat, considering the populace in question. Their loving preservation of old records and tomes and perfect readiness to convey the information contained within them is a great aid in spreading ancient knowledge which may otherwise have been lost. On the whole, a most admirable Guild with a noble task!
Members of the Guild may be found in the library of Esgaroth (that itself situated in the Town Hall) which is their headquarters and office. Noble members of the Guild have access to the libraries of their Houses, of course, and may be sought in such places as well.
Currently the Guild is owned by: House Taurdain
Currently active members include: Aethel and Isobel
Smiths
Currently the Guild is owned by: Esgaroth
Currently active members include: Halgan Handfast, Eldric Gunnarson
Tanners
It is no wonder that the Tanners guild belongs to House Karath, the house of horses, and it is of that association it originally grew. Upon House Karath originally receiving the task from King Bard to keep a well-trained cavalry, it is no more than natural that the noble House soon after would realize the necessity and advantage of taking care of every part of the horse. For while the royalist House will loyally strive to rear and groom well-bred horses for the realm, there is always a want for leather in society and thus an opportunity for profit. Well, waste not, want not!
The headquarters of this Guild are situated in Londaroth, although more strictly speaking they lie a short distance outside of the city as it would take a rare nose indeed to stomach the very potent smell of this trade. In Esgaroth the Guild has a small office, much like that of the Farmers, in the Avenue of Tales. As only administrative work takes place here it has been able to remain inside the actual town with only a minimum of complaints from neighbours.
The Tanners is an important guild plying an important trade - leather products are used to make a wide array of different things, probably more than most people think.. Amongst those things are scabbards, quivers and leather armours - it is only to be expected that the Guild generates a lot of its revenue by selling warfare items to the military House of Karath. In this sense the Tanners have also played a great role in elevating Karath to the status the House enjoys today.
Currently the Guild is owned by: House Karath
Currently active members include: Leofric, Marisha
Toymakers
Currently the Guild is owned by: House Girion
Currently active members include: Rhea