
So you want to be a Guilder! Here's everything you need to know. Fill out the form at the end of this kit, and submit it with your character sheet to Dragonlord Krin (Legend@malcor.com).
*PLAYER'S NAME (Mandatory)
Who are you, in case this form accidentally gets separated from your
persona sheet Where can we reach you, in case this form gets accidentally separated from your persona sheet <g>? Any form submitted without a valid e-mail address will be deleted without being read.
Which character would like to become a Guilder?
The choices of Guilds for Centuria are:
If you think a Guild is missing that should be included, message L.A. Malcor at Legend@malcor.com. She may have simply left it
off the list by accident. You may not add a Guild without consulting her.
Each Guild has its own symbol, which is used to identify the Guilders who
belong to it. Local Guilds may have their own symbols in addition to the
universally accepted ones. The symbols are:
Do you have an area of expertise? (You don't have to. This field is
optional. Specialists are rare.) The specialties that are available are:
If you have a particular profession you would like to follow and you don't know
what Guild it would fall under, contact L.A. Malcor at Legend@malcor.com. It's possible she simply
forgot to list it <g>.
Who were your teachers? Where were you trained?
If you want to use some already-created characters, check out the appropriate
page of the Centuria Gazetteer or ask Dragonlord
Krin (Legend@malcor.com)
for the appropriate roster (specify your character's location during training).
How far have you progressed in your Guild? The options are Apprentice,
Journeyman, or Master Guilder.
If several journeymen are at one location, the most senior would be designated as
"Senior Journeyman."
Remember, the higher the rank, the older your persona has to be.
Apprentices are usually 10 to 12 Turns of age when they join a Guild.
The typical apprenticeship runs for 10 Turns.
Journeymen are usually in their twenties (20s) and thirties (30s). An
apprentice usually becomes a journeyman at 20-22 Turns of age, depending on how
old the Guilder was when he/she apprenticed. The typical stint as a journeyman runs
10 Turns.
Masters should be at least thirty (30), but are more likely forty (40) and
up. Journeymen can become masters by about 30 to 32 Turns of age, but it usually
takes longer.
There is no advancement from one rank to the next due to age. A really crummy
smith could remain an apprentice until she dies. Mastership is granted only to the
deserving--mediocre Guildsmen who were good enough to become journeymen, but
not good enough to become masters, remain journeymen. On Centuria, rank is based
on merit within the Guilds.
Artisans are nominal members of their Guild. They may be Guilders whose area of
expertise is loosely associated with the Guild that has accepted them. Or they may be
experts in only one field, having little or no knowledge about any other aspects of their
Guild (in contrast to specialists, who have a general working knowledge of their Guild
and an in-depth knowledge of a specific area). Examples of artisans can be painters
or sculptors. Because artisans are not specialists, they do not follow the standard path
of training and they are not qualified to handle the various aspects of their Guild. For
instance, an artisan Bard who is a painter will not be qualified to teach children their
lessons, and an artisan miner who is a sculptor would not be qualified to mine
gemstones or to judge their raw worth. Artisans do have rank within their Guild,
working with "the" master of the Guild to which they belong. If you have any additional
questions about Artisans, contact Dragonlord Krin at Legend@malcor.com for details.
Artisans can be apprentices, journeymen or masters.
Scribes and members of other Guild-less professions can also be apprentices,
journeymen or masters.
What Guild did you train in? The Tor Weaver Guild? The Elven Cook
Guild? The Galantite Miner Guild? The Krillion Blacksmith Guild?
Each major castle may also have satellite Guilds, if appropriate. It is possible to
train to journeyman-level at such a location. To become a master you have to go to a
Guild in a city or kingdom.
There are several professions on Centuria where the pracitioners are
identified as "Guilders" even though they are independent workers who do not have
Guildmaster over them. Usually Guild matters that require major decisions are handled
by calling a council of the available masters. These professions are:
Artisans are attached to a particular Guild and look to the local Guildmaster.
Caravaneers have a base camp to which they are attached and in whose name
they trade. This is usually the King's Camp, but Dragonlord base camps have supply
caravans as well. While caravaneers trade heavily outside of Dumnonia, there are no
caravaneers who are based permanently outside of Dumnonia. The barbarians of
Rashtar
are not organiized enough to have such trade. Everyone else is pretty much busy
serving as ground troops in the war or in some capacity that supports the military
effort. Dumnonians alone do not have ground troops, so people who wish to serve as
"dragonless warriors" or caravaneers are free to do so in that country.
Cooks and the vintners have no master Guild. The Guilders at a given location,
say at a castle or in a base camp, look to the highest ranking person present who is a
professional in their field.
A scribe trains anywhere there is another scribe of higher rank to teach him or her.
The scribe can advance to journeyman-level this way but must go to somewhere like
the Elven Kingdom, the palace at Tor, the King's Camp, or a major temple to advance
to master rank.
Which Guild do you look to at the current time? The King's Camp Healer
Guild? The Krillion Monychanger Guild? The Ripon Fisher Guild?
Where is your character currently located? Are you still at your Guild's
headquarters? Are you stationed at a castle? Are you stationed with a military unit,
such as a base camp? Are you part of a caravan? For the Map of Centuria and the Centuria Gazetteer, check the website.
Persona Master Guilders must file a Guild report to be included with
every even issue of the fanzine.
Instead of the reports detailed in the Guide,
requirements for master Guilders of Guild-less Guilds are as follows:
If you are a status persona who needs to write a report, message Lady Zara at amberfocus@hotmail.com for the
Guilder Report Kit.
Gold, silver and other valuables are worth whatever a Guilder or other
person is willing to trade you for them. There is no set value, but prices are usually
below what you expect in Krillion (because the previous owner of the item is likely to
come looking for you) and about ten times the fair value in Tor (because, hey, it's the
capitol <g>).
Dumnonians place their tangible goods into the Tribal Hoard. Dumnonian
accountants keep track (offering fair value) of everything that goes into the Hoard and
credit the individual's account. The character may then draw on the account for goods
and services (including water!) throughout Dumnonia. How the Dumnonian
accountants make their lists available to all the Guilders and supply personnel who
need them remains a carefully guarded Guild secret <g>.
You must have L.A. Malcor's permission for inventions. It's her world. She gets to
decide what is and isn't on it. If you don't know, ask by messaging her at Legend@malcor.com.
Artificial insemination exists and is controlled by the Healers. So does sterilization
(both surgical and magical).
Rosters for known characters at each location are available on the website on the
relevant page of the gazetteer. If you cannot find the page that you need, contact
Dragonrider Ronilei at cheysmomma78@yahoo.com.
You will be notified of required changes and/or approval.
*ONLINE ADDRESS (Mandatory)
*CHARACTER'S NAME (Mandatory)
*Guild (Mandatory)
Symbol
Guild
Description

Bard
Musical Notes

Beast Guilder
Horse

Carpenter
Hammer

Caravaneer
Camel

Cook Guilder
(Baker and Cook)Knife and Fork

Farmer
Sheaf of Wheat

Fisher
Fish

Glass-Smith
Bottle

Healer
Wand of Healing
(Caduceus)

Jeweler
Goblet

Miner
Shovel

Moneychanger
Coins

Scribe
Quill and Inkwell

Smith
Anvil

Tanner
(aka Leather Guilder)Boots

Vintner
Grapes

Weaver
(includes Tailors)Flying Carpet
SPECIALTY

*Types of Instruments:







MASTERS
*RANK (Mandatory)

Scribe at Work
by
Cait Macanliss
(Pen and ink, colored on Adobe Photoshop)
*ORIGINAL GUILD(S) (Mandatory)
Special Case Guilds
Guild-less Professions
*CURRENT GUILD (Mandatory)
*STATION (Mandatory)
REPORTS
GENERAL INFORMATION
MATERIALS YOU CAN REQUEST
IF THE PRIMARY CONTACT PERSON FOR
SOMETHING DOES NOT RESPOND WITHIN A REASONABLE PERIOD OF TIME,
CONTACT DRAGONLORD KRIN AT
Legend@malcor.com
