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Professionals and Guilds

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The basis of every civilization is specialization. It is through the division of labour that societies can develop. Each of the major races treats its professionals differently.

Dwarves
In dwarf clans skills are generally passed down, father to son through generations. Naturally there are exceptions to this, since both parents have their own skillset, and have extended families. More generally, young dwarves are trained by their family and family friends to continue in a certain trade. Training begins when a dwarf reaches adolescence and continues until they are deemed ready to take on the job. Sometimes this is never fully stated, a dwarf is shown the ropes quickly, and then learns slowly on the job.
Because of their convoluted clan and family connections dwarves have no need for true guilds. Interaction between professionals is handled personally or through Elders, between professions by the Elder Council or Clan Leader. Duty to the clan takes precedence, and failure to heed the decisions of the Elders or Clan Leader can lead to banishment. Each clan mints its own money, although there is now a universally accepted weight.

Kobolds
Kobold professionals initially based their economy on the apprentice system of the dwarves. However, unlike the dwarves, Kobolds do not devote the time to individually train apprentices. Rather a master has a large number of partially trained workers who can produce goods quickly by working together. The best of these workers are promoted to apprentice status and fully trained in their art.
In days past, it was the custom that priests would declare when and where new workers were to be trained, so that the Church might have all the resources it needed. The Republic briefly banned this practice, but like many of the Church's old customs it has been revived by Councilor Drak. His officials receive orders from the central government about the need for new goods, and they control the growth of industries to ensure those most needed see the most use of labour and materials. Drak's central government mints the money for the entire Kobold kingdom, having taken over the mints once used by the Church.

Elves
The elves have very little in the way of professionals. For the most part elvish serfs teach their children what is needed to support the extended family, which lives as closely together as possible. Farming, hunting, and household chores are the main skills practiced by elves, and are handed down father to son, mother to daughter. Along with grandparents, great-grandparents, etc. Their long lives ensure young elves have a large number of older relatives around to teach them. That extended labour force is also greatly helpful in keeping their lords supplied and, therefore, content.
Elven villages do require certain experts, however. Primarily these are specialties which, like all other skills, are passed down through the family. Although, like the dwarves, this includes extended family and friends. These experts support themselves through their trade. A master takes only one apprentice, though he may employ a number of helpers from among the elvish youth. On a master's death his apprentice takes over. Elven economics relies almost entirely on simple barter, they have no access to anything that might be used as currency.

Goblins
Beyond the Orc lords, goblins must support themselves by some means. Independent goblin farmers generally live just above the subsistence level, barely able to compete with the vast stores of land and free labour provided lords by their serfs. Goblin towns and cities are a greater factor in their economy, although halfling caravans estimate more of the population is composed of such small farmers. Goblin cities are supported primarily by the orcs and their labourforce. Most resources other than food are gathered by unskilled goblins, rather than elvish serfs, as these industries are not usually controlled by the wealthy lords.
In the towns and cities goblins follow a simple apprentice system. A master craftsman takes on apprentices for assistance and trains them in the craft. When they are through with training they continue to assist as journeymen until they either inherit his business or accumulate enough money to start their own. Goblin money is controlled by special servants of the King, the first king replaced the previous custom of trading by weight of gold and silver with this mint.

Humans
The Empire has united all human lands, in the same way it has united all professions. For each craft there is now a single Guild, and the Guildmasters of each craft meet in the Council. Guild control over its craft varies greatly. For example, the Smiths' Guild requires that any journeyman considered competent enough to achieve mastery be sent to the main Guildhall to be tested by the Guildmaster, and that only a proven master may show the mark of the Guild. Journeymen not competent enough are sent back to their masters as apprentices or must stay for another year before another attempt. On the other hand, the Farmers' Guild consists of small local groups of farmers who meet occassionally for mutual assistance and trade news sent between similar groups. The Guildmaster for the Farmers' Guild is chosen by the regional heads, who in turn are elected by the county heads, chosen by the farmers of each county. Each of these groups meets less often as one climbs the ladder, the regional heads meet only once a year.
Imperial currency is minted in the capital, directly beneath the meetinghouse of Parliament (sometimes itself referred to as the Parliament). The message here is simple: Parliament alone controls all money in the Empire. Technically true since the Emperor's main source of income is by taxing the provinces, who all maintain their own taxes. Although any Lord who fails to meet imperial demand is asking for trouble.
One Guild particularly worth mentioning is the Minstrels' Guild, which is the most centrally organized of all. Minstrels come in two distinct varieties: Bards, who are sent to specific places and remain there for long periods of time; and Buskers, who are transients, moving from place to place making their way as they go. Either may take an apprentice, but who found an apprentice is essentially meaningless. Teaching by a master is short, once an apprentice learns the basics he is sent or taken by his master to the main Guildhall to learn. Apprenticeship truly begins when one enters the Minstrels' Guildhall, here an apprentice is guaged before being promoted to a Bard or Busker. Status is not designated as master or journeyman, but rather by the last name granted a Minstrel by the Guild.

The Traveling People
The caravans of the Traveling People are all small communities in themselves, but also are dependent on the people they encounter in their travels. All young members of the caravan move around freely within it and are familiar with all its members. When a young halfling reach adolescence he begins following older members, learning what he can of their trade. After a time he is chosen by one as an apprentice, and learns what he needs to know to serve the caravan. Young halflings may shift through several apprenticeships before finally settling into a role, this is encouraged as the more skills one has, the more one can do to help out.

Centaurs
Centaurs have no professionals or economy worth mentioning. They live in small, nomadic tribes and engage in simple barter. Each is taught all of the basic skills by the older members of the tribe, and encouraged to pursue what he is best at.
Centaurs do take slaves in the form of prisoners of war. Slaves are used as simple servants until integrated into the tribe and finally trusted with greater responsibility.

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