Thexar-III: Ruun-El — Sha-El 04: Ruun-El Xha-Khal — The 12 Guilds: Structure
"Joining a Guild is being born anew. You receive a name, a profession, a family. You receive a purpose." — Guild Charter, +1 500
Ruun-ak rass: → rhu [Thexar-III, Sha-El 01, "Rass-Vokh Khal-sha"], → rhu [Thexar-II, Sha-El 08, "Xa-Vokh The-El"], → rhu [Thexar-III, Sha-El 03, "Khal-Ven Rass"] Mor-ven: Twelve guilds = heart of Xha'Ruun social organization. Not trade unions or corporations: a guild is simultaneously a school, a family, a court, and a social network. ~25 M members. Hierarchy: apprentice → journeyman → master → elder. Five functions. Life cycle from entry to departure.

4.1 Principles of the Guilds
| Principle | Description |
|---|---|
| Voluntariness | Entry is voluntary |
| Meritocracy | Advancement by ability |
| Mutual aid | The guild supports its members |
| Autonomy | Internal affairs without Council interference |
Voluntariness distinguishes guilds from the state in the traditional sense: membership not mandatory, but for most professions a practical necessity — the guild controls access to education, licenses, and resources.
4.2 The Guilds (in Detail)
| # | Guild | Members | HQ | Role |
|---|---|---|---|---|
| 1 | Scholars | 2.4 M | Khar-Vexar | Science + education |
| 2 | Engineers | 3.8 M | Ven-Khal | Technology + construction |
| 3 | Medics | 1.2 M | Khar-Vexar | Health |
| 4 | Agronomists | 5.6 M | Central Plain | Food |
| 5 | Builders | 2.1 M | Khar-Vexar | Infrastructure |
| 6 | Merchants | 4.2 M | Ven-Khal | Economy |
| 7 | Keepers | 0.8 M | Khar-Vexar | Archive + canon |
| 8 | Warriors | 0.6 M | Ven-Khal | Security |
| 9 | Artists | 0.9 M | Shan-En | Culture |
| 10 | Miners | 1.8 M | Irkhen | Extraction |
| 11 | Navigators | 1.1 M | Khar-Vexar | Transport |
| 12 | Scribes | 0.5 M | Khar-Vexar | Administration |
Largest — Agronomists (5.6 M); smallest — Scribes (0.5 M). Size reflects sector scale, not political weight: the Keeper Guild (0.8 M) holds a constitutional function.
4.3 Internal Hierarchy
"Apprentice → journeyman → master":
| Level | Status | Rights |
|---|---|---|
| Apprentice | Beginner | Training, without vote |
| Journeyman | Certified | Work, attendance at meetings |
| Master | Highest | Teaching apprentices, voting |
| Elder | Lifelong | Guild leadership |
Advancement — by trial results and contribution (meritocracy), not by seniority.
4.4 Functions of a Guild
- Education — professional training through workshops and academies
- Court — internal jurisdiction on professional matters
- Social protection — support in illness, old age, adversity
- Representation — delegating members to the Council of Unity
- Standards — quality control and sector norms
4.5 The Member's Life Cycle
- Entry — after a probationary period and oath
- Name — the guild "gives a name" (professional identity)
- Career — training, trials, advancement
- Departure — the guild "takes the name" and accompanies the member
The guild accompanies a person from training to old age — hence the epigraph: "The guild is everything."
4.6 Guilds and the Council
Each guild delegates 2 members to the Guild Chamber (→ rhu [Thexar-III, Sha-El 02, "Rass-Vokh-Sha"]). Guilds' internal affairs autonomous, but their charters cannot contradict the canon — controlled by the Keeper Guild.
Ruun Ven
- Four principles: voluntariness, meritocracy, mutual aid, autonomy.
- 12 guilds, ~25 M members, from 0.5 to 5.6 M.
- Hierarchy "apprentice → journeyman → master → elder".
- Five functions: education, court, social protection, representation, standards.
- The guild accompanies a member from entry to departure.
- Guild autonomy limited by the canon (Keeper control).
Membership of about 25 million does not encompass the whole civilization. Independent workshops and services operate outside the guilds; family, neighbourhood and friendship are not reducible to professional affiliation. Voluntary entry does not remove practical barriers to training and licensing.