Here's what I got so far for proto-rules...
Crafter's Guild ByLaws - Summary
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* The ranks consist of Apprentice, Journeyman, and Master.
* Ranks exist as a way to measure service level, not to issue orders.
* Keep to the pricing structure the Guild establishes.
* Improve your architectural skills.
* Pay your dues. (established later).
* Don't sell services to anyone who attacks a fellow guild member.
* If you need something, ask the level directly above you (apprentices don't skip Journeymen to go straight to Master).
* Whoever was hired by the customer to do a contract is in charge of it, unless they pass leadership of that contract off to another guild member AND that guild member agrees to it.
* If someone or some organization is on the Blacklist, you cannot sell them goods or services.
Crafter's Guild ByLaws - Details
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Structure:
The Crafter's Guild consists of 3 ranks of Artisan: Apprentice, Journeyman, and Master.
* Apprentice Artisan - The default rank. An unproven member. The primary duty of the Apprentice is to gain credibility with customers, to advance their craft at Architecture, and to learn the business of The Guild, so that they may best represent it.
* Journeyman Artisan - After having successfully completed some contracts, regularly demonstrating a combination of both skill and aesthetic that sets the Artisan apart from the common buider. They are there to train the Apprentices in the ways of Architecture, to guide them through the business of the Guild, and to judge when an Apprentice is ready for review by a Master for promotion.
* Master Artisan - When an Artisan has reached such a high level of credibility, respect, skill, and aesthetic that they have been deemed by Kainzo as an official DH Architect, they are automatically invited to the position of Master Artisan within the Guild. Alternately if a Journeyman has demonstrated the best qualities of an Artisan and Guild Member with such excellence as to set him or her above one's peers, then a unanimous vote by 3 or more Master Artisans can promote the Journeyman to this level. The duty of a Master Artisan is to oversee the Guild, to review Apprentices for promotion once a Journeyman has vouched for them, and to review Journeyman for promotion to Master once another Master has vouched for them.
The leadership of the Guild is very loose and decentralized. It is not meant as a force to give orders and enact disciplinary measures, though on the very rare occasion, either might be proven necessary. Instead, leadership takes more of the role of either an encouraging mentor, or an enterprising contractor. Projects are lead either by the person commissioned to perform them (even if that member is an Apprentice, they are in charge of it), or the person whom the commissionee designates (if the designee agrees to it). Every single member is expected to abide by the Guild Laws and the pricing guidelines for their services. While there is a definite hierarchy within the Guild, it is not meant as a chain of command, but rather a level of service and quality customer can expect from the Artisan (and expect to pay for).
The Guild Steward will act as sole treasurer, ledger-keeper, and LWC Permissions for Guild-Hall related business. If He or She needs an assistant, they may choose one at their discretion. As such, the Guild Steward (and any assistants) must be absolutely trustworthy. Preferably they are already a server-staff position or server architect, as there is an implied level of proven trust already established. The Steward is REQUIRED to keep a PUBLIC ledger of all revenue and expenditures of The Guild. Should the balance sheet not zero out, the Steward is REQUIRED to make up the difference out of pocket.
THE LAWS:
1. Crafter's Guild-Halls may only be built under the direct supervision of Master Artisans. Our Guild-Halls are the most obvious representation of the Guild and what it means to hire a Guild Artisan. Therefore, what may be called a Guild-Hall must be of the highest possible calibre and held to the toughest standards. No one is going to want to hire artisans out of an ugly cobble/dirt block.
2. All members must keep within the Guild price-structure for goods/services rendered, and adjusted as the guild adjusts. This is to ensure a stable market is established with corrections for inflation/deflation/etc, and also to provide a wider comparison-price index for customers server-wide to compare and shop against.
3. If a member is current in all their dues/fees, then they are "Vested." Only Vested Members may take advantage of Guild Benefits such as shared materials, etc.
4. If a member is attacked by another player, then the attacker is to be contacted and restitution rendered by them to the victim. If the attacker refuses, then a public blacklist will be posted, and no Guild member may render service or materials to the attacker, for any price, until restitution AND an additional fine is paid to the Guild and the Blacklist has been updated.
5. If a town's/guild's/organization's members attacks any member of our Guild more than 3 times total, that entire town/guild/organization is Blacklisted until restitution and additional fine is paid to the Guild. The exception, of course, being the Crafter's Guild.
6. Guild Members are allowed to attack one another ONLY under the auspices of a sanctioned war between outside parties and are OUTSIDE of the Guild Hall. For instance, if Guild Member A is also a member of City 1, and City 1 is at war with City 2, and if Guild Member B is a member of City 2, then Guild Member A may attack Guild Member B, so long as they are outside of the Guild Hall AND fighting within the boundaries that the war is taking place. This is to prevent conflicts in loyalty between members of the Guild versus their other memberships.
7. The Crafter's Guild is not a PVP guild. As such, we do not expect to ever have to go with another Guild or City for any reason. If there are offenses against the Guild, we can accomplish a far greater sting with refusal to render goods and services than we can through PVP. In the extremely rare and unlikely event that we should be forced to go to war with another Guild or City, Guild Members are expected to side with the Crafter's Guild, or forfeit their membership status.
8. Anyone who leaves the Crafter's Guild forfeits all contributions, fees, dues, etc, made to the Guild, as well as loses access to Guild Resources.