Apologies for length.
I’m definitely in favour of joining the potters and Glazer into one guild. Someone said we need a better name – what if we called the Merchants’ Guild the Merchant’s Council. Then we have only the Glazer’s Guild with the word guild in it. Sound ok? I just can’t seem to come up with a decent name. Agreed that the Glazer’s Guild should have the most high-level expert, but the Silkers’ Circle should be a close second.
In regards to the power structure, I don’t really know if the Merchant’s Council is the most powerful. Unless they somehow hold a monopoly over all wagons, boats, and foreign caravans and merchants, the other guilds could pretty much sell to whomever they like. If the monopoly is decided to be in place – that’s cool too, but the merchants council is now powerful enough to have a vast influence on who and what leaves/enters the city. Makes it interesting with regard to power struggles between them and Lady Kelvin. Another plot hook – I think so. So, assuming we decide to go the route of the Merchant’s Council having a monopoly.
The Five Companies – The mercenary union. Registering means easy access to jobs guarding caravans leaving from Mor’s End. Standard pay rates protect the interests of the guards. Training is available, but only for fighting classes (ie. not Rogues, Mages, Sorcerers or Druids). Most of the Five Companies’ business is conducted through the Downpour Alehouse. Good reputation, even among foreign merchants. Must defend the city, due to agreements with Lady Kelvin.
Merchant’s Council – Probably has the greatest concentration of wealth. Have very close contact with all registered mercenaries for the Five Companies- almost a monopoly. Harbour-master and stevedores (dockworkers) are in the employ of the Merchant’s Council and so maintain the monopoly over the goods entering, leaving the city. The Merchant’s Council requires a variety of tariffs for “permits,” inspection tours, and the like. Foreign ship-captains have difficulty in Mor’s End, unless they join the Merchant’s Council.
The Glittering Brotherhood – This guild has a very high percentage of Gnomes. In fact, most Gnomes within Mor’s End work with the Glittering Brotherhood. The least reliant of all the guilds on the Merchant’s Council – jewels don’t need to be transported by caravans. Also have control over gold-smiths and silver-smiths. Very wealthy – which means they can challenge the Merchant’s Council.
Silkers’ Circle – Also control the Clothier’s Trade (up to other whether or not this is via a separate guild or not). Not too much to add to these guys – they are elves, they control the watersilk, bit of a rivalry between them and the Glazer’s Guild. Also have good control, of the gloves trade – between the various watersilk farms, they are the demand for nearly all of the gloves in the city – if they boycott one glove-maker, it would go out of business.
Glazer’s Guild – The Glazers Guild is the last of the big four guilds. They control the process of using the unique glazes of Mor’s End to make/ coat the pottery produced. Regulations pushed through by the guild prevent anyone from joining - and those who haven't joined can't use the seal of the city on any finished pottery, which makes it worth much, much less. The Glazer's also control, through their monopoly of the glazes, the clay-pits, and the pottery guilds/companies.
(Paraphrased some of above from one of my prior posts, if it sounds familiar)
And lastly –
Gangs of Mor’s End. (note – these are very small gangs – most are fewer then thirty)
The Black Hand Traders – These guys are a loose confederation of smugglers. They specialize in circumventing the tight controls of the merchants guild. They bribe, smuggle, forge, and generally avoid paying guild fees and tariffs on the goods they smuggle out of the city. Also move stolen goods for the cities’ fences. Have members among the dock-workers, low-level Merchant’s Council contacts, and are rumoured to have corrupted some of the Five Companies’ guards.
The Broken Dagger – This small gang is made up of toughs, thugs, and muggers. Operating in the squats, they act as bouncers in some of the seedier taverns, mugging for cash, and brutal assaults by those who can pay. They are one of the gangs that are shunned by the others, and are the subjects of many attempts to break them up by the town guard.
The Night-blades – Although a fearsome name, this is really a gang of urchins, beggars, cut-purses and pick-pockets. Mainly keep out of the way of other gangs. Also have a small legitimate trade in message carrying and guides for foreigners. Most are children, with the adult members being beggars, who have several children working for them (think Oliver Twist).
The Second-story Men – These are the burglars, thieves, and house-breakers. Not really any sort of affiliation, they simply help each other out when one is targeted by another gang. No real connections other than that, and no formalized licensing or guild dues. More a ‘gentleman’s’ agreement not to intrude on another’s job, and to help each other when in trouble from other criminals – though not from the guards. The smallest of the groups.
The Scarlet Hue – These make counterfeit goods – especially glazes. Have close ties with the Black Hand Traders. Have tried to set up counterfeiting operations for the citys’ coinage, but have been unsuccessful so far. The most organized of the guilds, with several safe-houses and a definite leader – who is so far unknown.