Guilds

Guilds are organizations to both regulate and represent workshops and stores working in the same field.

Within Ehrenfest, there exist various guilds that control the market. The guilds count as legal entities, thereby able to form contracts, both normal and magical, and govern the business affairs of Ehrenfest through sister guilds in other cities. The guilds are led by a guildmaster, who usually has numerous contacts and connections within the nobility. Guildmasters may also have their own store or workshop on top of other guildmaster duties.

To open a guild, one must submit paperwork to the Merchant's Guild as well as provide a sample of the work that warrants the creation of a new guild, and then wait for approval from its guildmaster. Once a guild exists, it is possible to open workshops under its name.

Spoiler from Part 4 Volume 4 To open up a guild outside of the capital you require certificates of the Merchant's Guild, Aub Ehrenfest and the local giebe.

Spoiler from Part 4 Volume 4

Spoiler from Part 4 Volume 5