The Bear Tavern, while ultimately a
community in its own right does operate a guild at its core. The guilds primary
aim is to ensure that the tavern runs as it should fulfilling a number of vital
tasks which keep both the beer and the ambience flowing.
Perhaps less hierarchical than most, the tavern guild operates a simple
structure supporting both specialists and generalists. Staffed by a small cadre
of officers which form a governing council, the guild operates largely without
the emphasis on rank and station.
The structure of the Guild is as follows:-
guild effectively operates within 6 groups, 5 of which are specialised by trade
with a generalist group. Each is run by an officer, who is responsible for all
guild members within their area. The five trades reflect the major areas of tavern live, giving the opportunity for guild members to band together based on their chosen professions. The vast majority of the membership operate at a single tradesman rank, within
their specialty (ranger, cook, barkeeper, craftsman etc). The only exception to
this lies within the guards, where a more military role requires both
non-commissioned officers and slightly more structured subgroups (by timezone).
There are a number of administrative positions which are held by a select group of guild officers. An overview of the role that they fulfil is as follows:-
Tavernkeeper - The defacto head of
the guild. As effective owner of The Bear Tavern, the tavernkeeper squarely
holds ultimate responsibility for the success or failure of the enterprise. The
tavernkeeper commonly deals with the tavern's direction, development and major
issues. Commonly found surrounded by a mountain of administrative paperwork at his desk, crying softly.
Assistant Tavernkeeper - The second
in command, the assistant tavernkeeper's main role is to assist the tavernkeeper
in ensuring that the tavern runs as it should. When the boss is away, the assistant
has the authority to act on common issues in their stead. More often than not
the assistant acts as the tavernkeeper's effective understudy, being groomed for eventual
command. Often sly, conniving and downright devious, the assistant has managed
to backstab their way up the chain of command. The assistant tavernkeeper spends
most of their day plotting to kill off their superior using a variety of creative
methods in order to take 'the throne'.
Guard Captain - The
head of both the tavern guards and the militia, the guard captain's role is to
ensure that nothing happens to the tavern or its environs. Often large, brutish
and violent even by guard standards, the Captain is commonly seen terrorising
his subordinates at home or in the field. One of the few individuals who rather
concerningly enjoys the thought of a siege.
Master Barkeeper- The head of the tavern's
entertainment and bar service, the master barkeeper is commonly if not always,
drunk. The master barkeeper's main responsibilities include ensuring that the
bar isn't drunk dry, the customers are happy and that a constant wave of
passable acts are booked for the evenings. Often found shouting out back with
Master Cook (Chef)-
The head of the tavern's somewhat questionable kitchens, the Chef is
responsible for ensuring that food is readily available for the guests to...
enjoy. Often highly strung and temperamental, the Chef is also responsible for
ensuring that food stocks are maintained. Commonly found shouting at the master
Master Craftsman - The head of the
tavern's small army of crafters, the Master craftsman's main job is to ensure
that the tavern doesn't fall down due to disrepair. In his secondary role, the
master craftsman also handles the supply of basic equipment including tools and
equipment, as well as the arming of both the guards and the militia. As a
consequence the master craftsman is often quite busy, spending a considerable
amount of time trying to hide from a mountain requisition orders. Usually very
intelligent yet quite mad.
Master Ranger- The head of the
tavern's small cadre of rangers, the master ranger is in charge of meeting the tavern's
insatiable demand for resources. Being commonly fit, healthy and irritatingly
athletic, the master ranger will spend most of his time selling the ranger life
to anyone that will listen. This commonly makes him despised by many of the
other trades who are not as 'lucky to spend their time out in the wilderness'.
In times of war the master ranger leads his group to augment the guards and
militia as scouts and archers. Often by hiding until the anger goes away.
Community Representative - The community representative is charged with engaging with the local population. Part diplomat, part salesman, the community representative often has the thankless job of being sent to deal with all manner of interesting characters to protect the Tavern's good name. The community rep is a strong supporter that no-one 'should shoot the messenger', even though more often than not it's him that is being shot at.
Associate Representative -
The representative of those in the guild who have elected not to choose a trade, the associate rep is the voice of the common man. Perhaps one of the best positions in the guild, the position carries with it all of the perks with little if any actual responsibility. As such, the associate rep commonly ends up handling the mundane jobs at large events while loitering around the bar making a nuisance of himself.