Most Excellent Order of Weavers and Dyers
This guild is rich and busy and offends few. Its wares are reasonably priced and its dyes goodthey bleed and stain little, and fade only slowly. Guild members will gladly dye garments to order, although patterns and devices must not mock, closely resemble, or duplicate the heraldic devices of the city, Lords, or nobles: a Lords Edict on this point is strictly obeyed by the guild. Guilds, nobles, and others with a clear legal right to such designs may, of course, order work bearing them from this guild, a process involving a written request bearing as witness a Magisters (or Laeral's) signature. The Order has over 2,000 members, most human, and over half female.
- Lady Master Nixi Ulmond: A small wizened human woman, the Lady Master is always working with something (often crochet hooks or a bit of embroidery). Though she enjoys pretending to be simply someone's doddering, sweet granny, her parlor is in fact a center of intrigues, and joining her for tea has changed the fortunes of entire families before.
Weavers in good standing have the following ranks.
Apprentice (Rank 1)
Prerequisite: Order of Weavers and Dyers renown 1+
- Dues: You are not required to pay annual guild dues as long as you are an apprentice.
- Master: You have a master for whom you work. You are provided a Lifestyle free of charge (usually "Poor"), and are expected to dedicate at least one tenday every month in downtime activity toward working in the master's shop. This functions like the Training downtime activity except that you do not run the risk of Training Complications. Once you have completed a number of these Training workweeks to gain a new proficiency, you gain proficiency in the weaver's tools proficiency. You also gain a point of Order of Weavers and Dyers renown.
- Journeyman's Work: Order of Weavers and Dyers renown 2 • Guild Quest. The only mission that gains an Apprentice another point of renown is the completion of the Journeyman Work. This is a DC 20 Intelligence (weavers' tools) test, which takes a tenday of the Work downtime activity. Each tenday put into a specialized downtime activity called Journeyman Work Preparation reduces the DC of this test by 1. When the apprentice is ready, the test is performed. If failed, the guild declines to elevate the apprentice, who must remain an apprentice for another year before trying again. If successful, the journeyman piece is accepted, and the student gains a Rank of Guild faction, becoming a Journeyman.
Journeyman (Rank 2)
Prerequisite: At least three months at Rank 1 and Order of Weavers and Dyers renown 3+
- Working Assistant: You may now be taken in as a journeyman employee in a master's shop. You have the right to take the Work downtime action within the Order's area of vocation, adding a +1 to the check. You may not run your own business or open your own shop within Waterdeep, however, by the laws of the Guild, as long as you are a member of the Guild.
- Experienced Journeyman: Renown 5+ You are well-known for your skill, and an asset to any master's shop. You may add a +2 to the result of taking the Work downtime action in your guild's area of vocation. You also gain proficiency in the Persuasion skill, as your experience in a shop has given you some talent at bargaining and haggling.
- Master's Work: Renown 9 • Special Mission. The only mission that gains a Journeyman another Rank is the completion of the Master's Work. This is a DC 24 Intelligence (weavers tools) test, which takes a tenday of the Work downtime activity. Each tenday put into a specialized downtime activity called Master Work Preparation reduces the DC of this test by 1. When the journeyman is ready, the test is performed. If failed, the guild declines to elevate the journeyman, who must remain a journeyman for another year before trying again. If successful, the journeyman piece is accepted, and the student gains a Rank of Guild faction, becoming a Master.
Master (Rank 3)
Prerequisite: At least one year at Rank 2 and Order of Weavers and Dyers renown 10+
- Master: You are accorded a master of the Order of Weavers and Dyers, giving you a vote in its political affairs and your own Master's Seal. You now have the right to open a shop practicing the vocation you have learned although some of this rank choose to continue to work for other masters (especially if they are working on saving up enough coin to start their own shop). Stationers shops operate at a minimum of Poor quality.
- Master's Touch: When crafting items using your weaver's tools, you get 10gp worth of work done per day, instead of the normal 5gp.
- Guild Loan: Masters in the Guild are entitled to arrange a loan from the guild, in an amount equal to your Guild renown x 50gp. This does not accrue interest for the first year, and then accrues 10% monthly thereafter. You cannot gain another loan while you still owe one.
- Shop: When you open and run a shop, the longer the shop successfully operates, the more attention and renown you attract for your craft. This is handled via the Establishing a Business downtime action. The following benefits accrue after the indicated amount of time that your shop has been in operation.
- Master's Reputation: For each year your shop is in operation, gain a +1 bonus to the monthly Business Roll due to a growing reputation.
- Renown: Gain a point of Stationers' Guild renown for each six months your shop is in operation, until you have a renown of 15, at which point you gain a point for every year your shop is in operation.
- Apprentices: For each year your shop is in operation, you attract 1d3 apprentices. Apprentices are considered Unskilled hirelings, which you are expected to maintain at Poor Lifestyle. Each apprentice remains with you for (1d6 x 6) months, after which they either become journeymen (60%) or prove themselves unfit for the vocation (40%).
- Journeymen: For every four apprentices that come through your shop, you attract one journeyman. Journeymen are considered Skilled hirelings, which you are expected to maintain at a minimum of Modest Lifestyle. Each year, a journeyman has a chance equal to 20% + 10% per additional year spent in your employ of becoming masters. If this check ever results in a 91% or higher, the journeyman simply doesn't have what it takes to ever become a master, and remains a journeyman for the rest of their careers.
Guildmaster (Rank 4)
Prerequisite: At least three years at Rank 3, Order of Weavers and Dyers renown 25+, and the majority vote of the masters of the Stationers' Guild
- Master of the Guild: The guildmaster is in total control of the Guild's finances and various holdings, established by the laws of Waterdeep. The guildmaster has control of the guild's coffers and can give commands to its membership. Guildmasters wield a great deal of influence in Waterdeep, on the level of the heads of noble houses, and are often involved in a variety of intrigues and business undertakings. The guildmaster lives at a Aristocratic Lifestyle, paid by the guild.