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	<updated>2026-04-06T01:47:48Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=315709</id>
		<title>Guild</title>
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		<updated>2026-04-03T11:41:37Z</updated>

		<summary type="html">&lt;p&gt;194.127.199.23: superfluous &amp;quot;a&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Guilds''' are organizations established when enough members of your [[fortress]] are labeled with the same specific [[profession]] (e.g. Carpenter, Brewer or Bonecarver), or practice any professions in the same general category (e.g. Woodworker. Farmer or Craftsdwarf). The required number of members defaults to 10, but this can be changed in the [[Difficulty#Guilds|difficulty]] settings. Allowing many dwarves to do the same [[labor]]s can lead to them learning enough of that skill to form a guild, as can migrants arriving with skills in the same category. Dwarves in a fortress with a guild for their profession and a guild for the more general category will be members of both guilds.&lt;br /&gt;
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The name of a guild and its associated guildhall will reflect the profession of the guild, for example a [[Metalsmith]] guild called &amp;quot;The Guild of Oiling&amp;quot; with a guildhall named &amp;quot;The Cave of Copper&amp;quot;, or a [[Ranger]] guild called &amp;quot;The Autumnal Guild&amp;quot; with a guildhall named &amp;quot;The Grove of Deer&amp;quot;, and so on.&lt;br /&gt;
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== Guildhall ==&lt;br /&gt;
{{main|Guildhall}}&lt;br /&gt;
Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold [[skill]] demonstrations, slowly training them in the skill. However, any guildhall can be built at any time, and even if a guild is not established, any one with the right skill can still hold public demonstrations for idlers; this is useful for having dwarves teach each other [[strange_mood|desirable]] skills. If a guild grows to enough members (25 by default, but can also be changed), they will petition for a Grand guildhall.&lt;br /&gt;
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A guildhall requires a certain [[Zone#Quality and value|zone value]] to be considered established, as [[appraiser|appraised]] by the fortress' [[broker]].  The default values are 2000☼ to upgrade a meeting place to a guildhall and 10,000☼ for a grand guildhall, but these can be changed in the [[Difficulty#Guilds|difficulty]] settings. Accepting such a petition, but failing to deliver one with enough value, will cause negative thoughts for the guild members after one [[Calendar|year]].&lt;br /&gt;
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==List of guilds==&lt;br /&gt;
This is a list of guildhalls that you can select when adding a new [[location]] (e.g. {{menu icon|z}} -&amp;gt; set a zone -&amp;gt; [[File:Ui location add.png|28px]] -&amp;gt; &amp;quot;New guildhall&amp;quot; -&amp;gt; choose a guild type). General guilds are in '''bold''', followed by specific guilds they include.&lt;br /&gt;
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There are many [[peasant]] and other non-productive &amp;quot;professions&amp;quot; that will not have guildhalls.&lt;br /&gt;
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{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Miner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodworker]] hall&lt;br /&gt;
| [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneworker]] hall&lt;br /&gt;
| [[Engraver]] hall  • [[Mason]] hall &lt;br /&gt;
|-&lt;br /&gt;
! [[Ranger]] hall&lt;br /&gt;
| [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall • [[Animal trainer|Animal Trainer]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalsmith]] hall&lt;br /&gt;
| [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Jeweler]] hall&lt;br /&gt;
| [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Craftsdwarf]] hall&lt;br /&gt;
| [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall &amp;lt;br /&amp;gt;• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Fishery worker|Fishery Worker]] hall&lt;br /&gt;
| [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Farmer]] hall&lt;br /&gt;
| [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall&amp;lt;br /&amp;gt; • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall&amp;lt;br /&amp;gt; • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Engineer]] hall&lt;br /&gt;
| [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Doctor]] hall&lt;br /&gt;
| [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guilds in World Generation==&lt;br /&gt;
Guilds are formed in world generation, by civilizations that value [[Personality value#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyen, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]] (see [[Variable_positions#Guilds| variable guild positions]] for further technical details about the positions). The formation of a guild will always also result in the construction of a guild hall at the same time, but the guild positions (which are created with the formation of the guild) might not get filled for a long time (and stay empty) or only some of them getting filled with a historical figure during world generation. In most cases the site, where the guild hall is constructed, is a Fortress or Town, but occasionally a guild can also be found at a Forest Retreat (controlled by humans or dwarves when the guild was founded and not by the [[elf| tree-huggers]]).&lt;br /&gt;
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The guild positions are not yet available within fortress mode (and are in fact superfluous as the responsibilities are already performed by the recordkeeper, manager, broker and mayor/expedition leader of any dwarven fortress), and thus, guilds made in fortresses don't get them.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
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Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.&lt;br /&gt;
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Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now.&lt;br /&gt;
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The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Safety Guidelines.&lt;br /&gt;
{{Category|Jobs}}{{Template:V50 entities}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>194.127.199.23</name></author>
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