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Xha’Ruun

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.


The heat of the guild workshop
The heat of the guild workshop

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

  1. Education — professional training through workshops and academies
  2. Court — internal jurisdiction on professional matters
  3. Social protection — support in illness, old age, adversity
  4. Representation — delegating members to the Council of Unity
  5. Standards — quality control and sector norms

4.5 The Member's Life Cycle

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

  1. Four principles: voluntariness, meritocracy, mutual aid, autonomy.
  2. 12 guilds, ~25 M members, from 0.5 to 5.6 M.
  3. Hierarchy "apprentice → journeyman → master → elder".
  4. Five functions: education, court, social protection, representation, standards.
  5. The guild accompanies a member from entry to departure.
  6. 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.