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Guilds usually don't have fiefs or estates like the nobility; instead, they make their income through service contracts, trade licenses, industry and enterprise, crime and control of markets.


Most of guild income sources are dependent on the population served, and the total income is then divided up among the principal guilders involved in a business or guild. The rough percentages they are divided up varies by guild or business, so that the totals leave the partners with incomes similar to that of their guild rank:

Dean            5000+ fb/yr
Consul          3000 fb/yr
Vice Consul     2000 fb/yr
Director        1000 fb/yr

Guilders ranked below director typically receive salaries rather than partner-percentages in a guild or business.

Typically, if there can be a lower-ranked partner earning an appropriate salary, there is - otherwise, the paucity of managers impacts profits. So, for an example business - a Reeve accounting firm - we might see several possible distributions of income:

REEVE ACCOUNTING #1 (Two Equal Partners)
Director Carlson     50%   1500 fb/yr
Director Johnson     50%   1500 fb/yr

REEVE ACCOUNTING #2 (Three Equal Partners)
Director Carlson     33%   1000 fb/yr
Director Johnson     33%   1000 fb/yr
Director Markson     33%   1000 fb/yr

REEVE ACCOUNTING #3 (Senior and Junior Partner)
Exec. Dir. Carlson   66%   2000 fb/yr
Director Johnson     33%   1000 fb/yr

You would never, however, see a 3000 fb/yr firm with a single partner, a consul. A business of that size requires at least two officers to operate, and the consul would be unlikely to see promotion to that rank unless his business was of sufficient size to justify it.

Service Contracts

One of the biggest income sources for the League is through service contracts - usually labor contracts, maintenance contracts and stewardship contracts, usually provided by the Muster, Engineers and Reeves respectively, though the Scravers (and other guilds) can also get in on the service contract action.

Service contracts generate a flat income based on the government type and population of the fief being serviced. Areas under a moderate or authoritarian government generate 1% of total population as income. Areas under an oppressive, religious, or zealot government generate 0.5% of the the total population number as income. Areas under a liberal or Republican government generate 1.5% of the total population as service contract income.

So, the Muster provides labor to almost everyone - all roughly 675,000 people under Known Worlder rule, with the exception of about 10,000 people living under Brother Battle control in Okar. That means the Muster's labor income...

Triumvirate  (240,000/Lib)           3600 fb/yr
Southern Reaches (175,000/Mod)       1750 fb/yr
Ayodha March (100,000/Rep)           1500 fb/yr
Valenciana (75,000/Aut)              750 fb/yr
Torranova (55,000/Opp)               275 fb/yr
Xing Yuan (10,000/Rel)               50 fb/yr
Church    (10,000/Zea)               50 fb/yr
TOTAL                                7225 fb/yr

A note should be made about labor contracts - labor contracts assume the use of slave labor, which is of higher profit to the Muster than ordinary free labor. Governments which discourage slaving result in only 75% labor contract income; governments which entirely outlaw slaving result in 50% labor contract income.

Trade Licenses

Other League factions, particularly the Charioteers (though also the Scravers), make much of their money via trade licenses with particular factions - the license to operate medicine shows and the like inside a fief's territories. This is typically a win-win situation for all involved, as it reduces the cost to move general trade to market to 0% and makes the Charioteers a pretty penny.

Typically, a trade license provides a guild or business with income equal to about one percent of the population of the licensing fief. So, the Charioteers, which have a trade license from the Ayodha March (population 100,000), make 1000 fb/yr from their Ayodha March license.

Industry and Enterprise

Some guilds also operate proper industries or enterprises that are in the business of producing goods or providing one-time services. There's no hard and fast rule for the amount of money a business provides (though the income of new businesses is based on investment, usually with a return of between five and fifteen percent annually), but as a rule of thumb industry and enterprises should be 'targeted' at a city (rather than a region or fief). An industry producing a rare or not often needed item might expect to make a maximum of one percent of that city's population annually; an industry engaged in a more common business might expect to make a maximum of two percent of that city's population annually. This represents the total market for such a business, so if there's competition, divide profits accordingly.


Some guilds - and by 'some' we mean the Scravers - specialize in crime. There's a lot of money in crime - more than in most 'above ground' businesses - and income from criminal enterprise is, like most guild income, dependent on the population the Scravers service. Criminal activity is largely limited to urban areas, so that Scraver criminal activities are targeted to towns and cities with a population of 5000 or more. Smaller settlements may have criminals, but they tend to congregate in cities and the smaller towns are too difficult to control.

As a general rule, a criminal syndicate in an area can make as much as 10 percent of the total urban population in annual income - but at a cost to the fiefholder. High crime rates lead to decreased fief income and unhappiness on the parts of fiefholders; consequently, Scravers either often operate against the wishes of the lord of the land or as part of a deal to cut down on total crime while organizing it. The percentage taken from a given area, then, is up to the Scraver player to determine. Still, one might take as an example the Siegel crime syndicate, which controls portions of Vargo City and most of the Santiam Valley.

Vargo City Syndicate (75,000 @ 3%)  2250 fb/yr
Mindao Syndicate (7000 @ 5%)        350 fb/yr
Berka Syndicate (6000 @ 3%)         180 fb/yr
Llynder Syndicate (7000 @ 3%)       210 fb/yr
TOTAL                               2990 fb/yr 

The Taketsu crime syndicate also controls parts of Vargo City, as well as having operations in the Neuvaire valley. When two syndicates are contesting an area, their communal crime rates are added to each other for the purposes of determining total crime.

Vargo City Syndicate (75,000 @ 2%)  1500 fb/yr
Seren Syndicate (15,000 @ 3%)       450 fb/yr
Siolta Syndicate (6000 @ 3%)        180 fb/yr
Kenealy Syndicate (6000 @ 3%)       180 fb/yr
TOTAL                               2310 fb/yr

Markets and Agoras: Controllers

Controlling a planetary market - an agora - is an excellent source of income for a guilder, guild, or guild business. Agoras are chartered by a local lord (who usually recieves 30% of the profits) but the rest of the income as agreed upon in the charter goes to the operating guild. The total amount of money earned by a market is two percent of the population it serves. For more examples, see the Markets file.

Markets and Agoras: Portage

Guilds can also earn money from serving as the off-world supplier to a market. This is an avenue almost exclusively open to Charioteers with their monopoly on space travel; they earn ten percent of the income of any planetary market.

If (for some reason) the Charioteers cut a market off, the Scravers - or an independent smuggler's group - can pick up the slack. Smuggler-run markets make only half as much in total as a legitimate market, but the smugglers see thirty percent of the market's income as profit.