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Guild

A guild (/ɡɪld/ GILD) is an association of artisans and merchants who oversee the practice of their craft/trade in a particular territory. The earliest types of guild formed as organizations of tradespeople belonging to a professional association. They sometimes depended on grants of letters patent from a monarch or other ruler to enforce the flow of trade to their self-employed members, and to retain ownership of tools and the supply of materials, but most were regulated by the local government. Guild members found guilty of cheating the public would be fined or banned from the guild. A lasting legacy of traditional guilds are the guildhalls constructed and used as guild meeting-places.

For other uses, see Guild (disambiguation).

Typically the key "privilege" was that only guild members were allowed to sell their goods or practice their skill within the city. There might be controls on minimum or maximum prices, hours of trading, numbers of apprentices, and many other things. Critics argued that these rules reduced free competition, but defenders maintained that they protected professional standards.[1]


An important result of the guild framework was the emergence of universities at Bologna (established in 1088), Oxford (at least since 1096) and Paris (c. 1150); they originated as guilds of students (as at Bologna) or of masters (as at Paris).[2]

Modern[edit]

Modern quasi-guilds and licensing practices[edit]

Professional organizations replicate guild structure and operation.[62] Professions such as architecture, engineering, geology, and land surveying require varying lengths of apprenticeships before one can gain a "professional" certification. These certifications hold great legal weight: most states make them a prerequisite to practising there.


Though most guilds died off by the middle of the nineteenth century, quasi-guilds persist today, primarily in the fields of law, medicine, engineering, and academia.[62] Paralleling or soon after the fall of guilds in Britain and in the United States professional associations began to form. In America a number of interested parties sought to emulate the model of apprenticeship which European guilds of the Middle Ages had honed to achieve their ends of establishing exclusivity in trades[63][64] as well as the English concept of a gentleman which had come to be associated with higher income and craftsmanship[65][62][66]


Licensing and accreditation practices which typically result from the lobbying of professional associations constitute the modern equivalent of a 'guild-privelge', albeit in contrast to guilds of the Middle Ages which held a letters patent which explicitly granted them monopolies on the provision of services, today's quasi-guild privileges are subtler, more complex, and less directly restrictive to consumers in their nature.


Nevertheless, it can be argued quasi-guild privileges are in many cases designed not just to serve some notion of public good, but to facilitate the establishing and maintaining of exclusivity in a field of work.


There are often subtle dichotomies present in attempting to answer the question of whether modern licensing and accreditation practices are intended to serve the public good, however it be defined. For medieval guilds this dichotomy is exemplified by differing explanations of the same phenomena; of limiting work hours among guild members. Sheilagh Ogilvie argues that this was intended to mitigate competition among guild members,[63] while Dorothy Terry argues this was to prevent guild members from working late into the night while tired and when lighting is poor and therefore producing low quality work.[67] In modern times, while licensing practices are usually argued to in some way protect members of the public (e.g. by ensuring quality standards), it usually can also be argued that these practices have been engineered to limit the number of 'outsiders' who gain entrance to a given field.


As argued by Paul Starr and Ronald Hamowy, both of whose focus is on the development of medicine in America, the tying of medical licensing practices to universities was a process intended to do more than protect the public from 'quackery', but was engineered to be unnecessarily prolonged, inefficient, and a costly process so as to deter 'outsiders' from getting into the field, thereby enhancing the prestige and earning power of medical professionals.[64][68]


The university system in general continues to serve as a basis upon which modern quasi-guilds operate in the form of professionalism. 'Universitas' in the Middle Ages meant a society of masters who had the capacity for self-governance, and this term was adopted by students and teachers who came together in the twelfth century to form scholars guilds.[69] Though guilds mostly died off by the middle of the nineteenth century, the scholars guild persisted due to its peripheral nature to an industrialized economy. In the words of Elliot Krause,

In the , an organization known as the Spacing Guild controls the means of interstellar travel and thus wields great power.

Dune universe

In the classic 1939 film , an organization known as the Lollipop Guild was a group of Munchkins in the Munchkin Country, who welcomed Dorothy Gale to the Land of Oz with song and dance upon her arrival.

The Wizard of Oz

In , guilds are used as associations of players or characters with similar interests, such as dungeons, crafting, or player versus player combat.

video games

In , there is a bounty hunter guild.

Star Wars

In Terry Pratchett's novels, the guilds of the city of Ankh-Morpork are major civic and economic institutions, with some serving as equivalents to trade unions or government bodies. The Presidents and Heads of the Guilds form an unofficial city council which may advise the Patrician during times of crisis. As part of Lord Vetinari's efforts to 'organise' and reduce crime, criminals including thieves, assassins and 'seamstresses' were allowed to reorganise as guilds.

Discworld

In , most super-villains in the series belong to The Guild of Calamitous Intent, which regulates their menacing activities towards their respective protagonists, while also shielding said villains from criminal prosecution. Much of the show's storyline revolves around politics within the Guild.

The Venture Brothers

In Hiro Mashima's work , there exists a guild of that name, including many other kinds of guilds in the kingdom of Fiore.

Fairy Tail

In the series , the powerful island kingdom of Númenor is characterized by several guilds, each signified by a metal crest worn on the torso.

The Lord of the Rings: The Rings of Power

In , one of the most popular planes is Ravnica, which is run by 10 guilds (although these 10 guilds are not necessarily involved in trade, and the term is used more as a substitute for faction)

Magic: The Gathering

covers 1000 to 1880.

Ogilvie, Sheilagh. 2019. The European Guilds: An Economic Analysis. Princeton University Press.

Rosser, Gervase. The Art of Solidarity in the Middle Ages: Guilds in England 1250-1550, Oxford University Press, 2015,

https://books.google.com/books?id=A0rTBgAAQBAJ

Medieval Guilds – World History Encyclopedia

Agarwal, Ankit (2012). . History Today. 13. ISSN 2249-748X.

"Development of Economic Organizations and their Role in Human Empowerment during the Gupta Period"

Medieval guilds

The last Guild House in Utrecht (archived 28 November 2006)

St. Eloy's Hospice

. Encyclopædia Britannica (11th ed.). 1911.

"Gilds"