Overview
Government
Laws are proposed by the Senate, made up of 100 elected representatives of rank Proven or higher (although it is exceedingly rare for anyone less than rank Master to be elected). These must then be approved by the Grand Council, which consists of 12 elected representatives of rank Exalted or higher, no two of which may come from the same guild. They Mayor holds tie-breaking power in the case of a deadlock of the Grand Council.
Law Enforcement
All citizens must spend two weeks out of every 12 serving in the city militia (which doubles as a policy force). This militia is overseen by a committee appointed by the Grand Council. Committee members server for two years, after which the committee is re-appointed by the Grand Council. The committee hires permanent captains and sergeants from the Coalition of Arms to train citizens and direct them in their daily duties once trained.
Citizens in the militia take their responsibility very seriously, as failure to discharge their duty honorably may result in loss of merit, and a hefty fine for their guild.
Neighborhoods
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Guilds
Sklynd is self-described as a meritocracy. The citizens pride themselves on their rigid testing and advancement of rank within the guilds that are the primary organization for the city. The people of Sklynd can perform basic services for themselves or their immediate family regardless of what guild they are a member of – but performing a trade or service outside that performed by your guild in exchange for pay or barter is strictly forbidden, and harshly punished. A percentage of all money earned by each guild member is tithed to the guild. The guild in turn pays taxes to the city of Sklynd.
Vocation | Official Name | Nicknames | Description |
---|---|---|---|
Crafters | Noble Alliance of Goodsmakers | Maker's Guild | From blacksmithing to tailoring to rugmaking to pottery, this guild covers most professions which involve the creation of goods for sale. It is one of the most (if not the most) populous guilds. However, the infighting between the different types of tradespeople in the guild prevents this guild from dominating the governmental process. |
Thieves | Fraternity of Repatriation | Taker's Guild | This guild is in charge of the regulated acquisition and redistribution of previously owned guilds. This can range from legal functions, such as reclaiming goods procured with a defaulted loan, to those of a less legitimate nature. |
Glassblowers | Sandbinder Fellowship | Sandforgers | The specific subset of crafters who work with sand as their crafting material have their own guild. Glass-blowing, sand art, some ceramics and the creation of certain sand-based pigments all fall into this guild. There is a great deal of tension between the Sandforgers and the Makers, as the Makers believe there should be no distinction between the guilds at all, while the Sandforgers believe their specialized skills are so special and difficult as to place them clearly above the Crafters. |
Farmers | Convocation of the Sacred Bloom | Thornsoothers | Those that make their living coaxing plant life from the desert are known as the Thornsoothers. Their primary crops are the various sorts of desert plants that thrive in and around Sklynd - hence the name. |
Hunters | Masters of the Hunt | Snakecharmer's Guild | Those responsible for tracking and killing the meat that feeds Sklynd are known as the Masters of the Hunt, officially. Unofficially, because so much of what lives in the desert is reptilian, they are also called the Snakecharmer's guild. Even the members who raise caged or penned livestock are considered part of the hunter's guild. |
Water Finders | Diviners of Life's Blood | Lifebringers | This group is responsible for locating water, digging the wells to get to it, keeping it clean and distributing it. |
Animal Handling | Beneficent Order of Obedience | Tamer's Guild | The Beneficent order of Obedience trains all sorts of animals including camels, horses, mules, carrier pigeons, dogs, etc. Any animal raised to serve rather than for food falls under the purview of the Tamer's Guild. |
Entertainers | Scent of the Desert Rose | The Indolent | Although entertainers are looked down on by most other guilds as being unproductive and useless members of society (hence the nickname "the indolent"), they are also extremely popular as they provide the comedy, drama, songs, stories and sex that distract the productive members of the city from their daily burden of work. |
Brewers | Bringers of the Heightened Mind | Tonguetempters | Creators of fermented drink of all types. |
Construction | Assemblage of Engineers | The Builder's Guild | All those in charge of the design and construction of buildings of all sizes. |
Alchemists | Synod of Conflagutorial Thaumaturgeons | Suicide Squad | Generally regarded as completely insane by the rest of the city (for whom even magic is more predictable and controllable than alchemy), the alchemists guild is relatively small. Occasionally there is a dispute with the Brewer's Guild |
Mercenaries | Coalition of Arms | The Bladebound | A group that fights for money... whether as guards and bouncers or armies for hire in foreign altercations. |
Educators | Honored Knights of Knowledge | Gifter's Guild | Commonly known as the Gifters because they give the gift of knowledge, these are the teachers, tutors and trainers of the children of Sklynd. Some have even been known to try and rehabilitate the Meritless. |
Moneylenders | Coinholder's Guild | Coinholder's Guild | Although small, this guild wields a tremendous amount of influence. A humorless bunch, it is said that using a nickname for them is a sure way to guarantee that you will never be able to plac e your hands on loaned coin in Sklynd. |
Pest Control | Vanquishers of the Undesired | Serpent Slayers | This guild devotes themselves to the pursuit and destruction of any undesirable pest in the city - from scorpions to skeletons. |
Cooks | Society of Sustenance | Gastrologists Guild | Food preparers of every ilk, from those that hawk kebabs on the street corner to those who prepare lavish meals for the Grand Council, are members of this guild. |
Priests | Council of the Divine | Godspeakers | All those who make their living in the temples of Sklynd are members of the Council of the Divine. |
Arcane Casters | Mystic Companionship | Lightning Callers; Companions | While traditional arcane magic can be employed in the service of just about any guild, those who provide their services at large are members of the Companionship. There is friendly (usually) competition between the Companions and the Mindweavers. |
Wielders | Weavers of the Skein | Mindweavers | Specialists in using the natural energies of Merisyl to perform their magic are members of the Weavers of the Skein, also known as the Mindweavers. There is friendly (usually) competition between the Companions and the Mindweavers. |
Caravaners | Navigators of Morceph | Lizardbinders; Nightsledders | Those who transport goods in and out of Sklynd do so using enormous sand sleds pulled by equally impressive-sized monitor lizards. Morceph is the brightest star in the night sky of the Azure Sands, and so is used as a navigational reference for the caravan drivers, who travel primarily by night. |
Healers | Magnates of the Soul's Vessel | Woundbinders | Those who specialize in helping heal wounds both physical and mental call themselves the Magnates of the Soul's Vessel. There is a great deal of tension between this guild and the Council of the Divine, however, as the priests dispense magical healing that most Woundbinders do not have the ability to offer. As a result, the populace as a whole prefers the painless, divine healing dispensed by the Godspeakers, and view the healer's guild as an inferior alternative. |
Scribes | Enshriners of the Word | Scribblers' Guild | This guild provides the service of transcribing and recording events on paper. This service also extends into book-keeping and accounting. |
Philosophers | Seekers of Truth | The Thinkers | The Philosophers of Sklynd are renowned for their clarity of thought and pursuit of logic. They are frequently called upon to help mediate disputes, solve problems and opine on matters of justice. |
Cleaners | Immaculate Conclave | Broom-wed | The indispensable (but unpleasant) task of keeping Sklynd clean. This guild is responsible not only for the streets and public areas of the city, but any private cleaning services for hire as well. While outsiders tend to look down upon this guild due to the dirty nature of their work, they are actually one of the more prosperous and powerful guilds thanks to a guaranteed recurring contract with the city. |
It is common practice for parents of children of apprenticeship age to arrange marriages that create favorable guild opportunities or relationships for their families. Many Unproven children are promised in marriage before they ever hit puberty. These marriages are made without regard to race (only guild alliances matter), leading other cities in Merisyl to call Sklynd by the derogatory nicknames of “The Bastard Bastion” or “Crossbreed Kingdom”. They people of Sklynd themselves refer to Sklynd as The City of Merit.
The ranks within the guilds are:
- Unproven: Children, outsiders and adults who have not yet passed their Proving are considered Unproven. Unproven who have tried and failed at their Proving multiple times are also known as the Meritless, and will frequently be sent out of Sklynd and into the desert with nothing more than what they can carry. Others may be supported by their biological families for some time, but continued failure will leave them begging in the streets, for none will employ a Meritless for even the most menial of jobs.
- Proven: Any guildmember who has passed their Proving is considered Proven. Guild members at this rank have demonstrated a basic level of competence to a Master level guild member who is willing to vouch for the Proven’s worthiness (known henceforth as their sponsor). Proven are employed by the guild in roles that primarily serve other guild members (as opposed to producing goods or products for those outside the guild).
Journeyman: Typically reached within a year or two of becoming Proven, the journeyman has been gainfully employed in the service of their guild and has demonstrated a level of competence that allows them to serve those outside their own guild. Two Masters must vouch for the readiness of a Proven to become a Journeyman. - Master: A Journeyman may test to become a master after amassing a 500 gp testing fee. They must then demonstrate to an Exalted that they have mastered the understand of their guild’s craft and philosophy. Most Journeyman will test to become a Master after 5 to 7 years though some test earlier and some never reach this rank. Most guild members remain Masters for the majority of their career. As a result, a common (non-gender specific) salutation for an adult in Sklynd is “Master”.
- Exalted: Those who have attained an exceptional mastery of their craft, and whom can afford the 5000 gp fee, may apply to become an Exalted. Exalted are skilled in every facet of their craft, have an exceptional service record both within the guild structure and to customers of the guild, and possess the charisma and strength of will to provide leadership to their guild members. An application to become Exalted must be approved by three sitting Exalted or Unquestioned members. In most guilds the number of Exalted are measured in the low dozens.
- Unquestioned: The Unquestioned are nominated from the ranks of the Exalted by their peers for this distinguished honor. Generally given only to those with dozens of years of impeccable service, this rank is the highest non-political rank one can achieve in the city. The Unquestioned are revered by all, and are generally regarded as being above the law. Most guilds will have only a handful of members at this level.
Ranks are traditionally denoted in the bands of color used in the headgear (called “drambas”) which are used ubiquitously in Sklynd as relief from the pounding sun. Unproven wear a solid, non-white cloth as their drambas. As each rank in the guild is achieved a band of color may be added. Pure white drambas is reserved for the Unquestioned (although they may also wear a five-banded drambas, should hey prefer).
The Proving
Each year on the longest day of the year, the Festival of the Proving (or just The Proving) is held. The entirety of the Cerulean Bazaar is devoted to the Masters of each guild evaluating the skills and knowledge of the Unproven as they attempt to join a guild. In many cases the young sons and daughters of Sklynd follow in their parent’s footsteps. They will have learned a craft by helping their parents from a very young age, and will be able to demonstrate their competency to become Proven on the first try.
Others will have become attracted to another calling, and may have arranged an apprenticeship with their guild of choice, thus smoothing their path to becoming Proven.
Either way, once an Unproven becomes Proven at the Proving, their time with their biological family is at an end, and they will move into a guildhall. Here they will develop the bonds of friendship and shared interest that will last their entire lives.
It is rare, but not unheard of, for people to change guilds. Those who choose this path must Prove themselves once again in the new guild and work their way up the hierarchy once again.
Other
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