A guild within the Network is a voluntary association of individuals who share a common trade, craft, skill, or area of knowledge. Unlike traditional, state-sanctioned guilds, ours operate on principles of consent, mutual aid, and decentralized collaboration. They are living examples of how expertise can flourish and be shared in a free society, providing essential services and fostering innovation outside coercive systems.
Guilds are an essential, dynamic component of the Network, designed to empower individuals and strengthen our collective pursuit of freedom. Born from voluntary association, they unite people around shared trades and passions, offering pathways for growth and collaboration and providing unparalleled opportunities for skill acquisition and practical experience outside traditional systems.
There will be voluntary structures that benefit people in different trades. They will be organic, but our network favors those which adhere to certain principles. These are Guilds. We divide these into two tiers which, between the two, provide opportunities for growth in a myriad of modalities. If you can't find the Guild you want, you can be the one to create the next great Guild.
Guilds provide members with access to benefits, such as exclusive access to jobs, bounties, and Guild properties.
Inner Guilds fulfill a number of requirements which other Guilds do not necessarily follow. They must allow for learning and movement.
A Guild is organized by those within the Guild. They are decided by unanimous consent by default. That can change but as such the status of the Guild might shift. All Guilds, inner and outer, must adhere to the Non-Aggression Principle and seek to attain higher levels of anarchy in all interactions and transactions.
Inner Guilds accommodate people who are in these categories:
An Inner Guild must adhere to these four core principles:
No closed door policy—anyone genuinely interested in learning the trade can join.
People can observe and learn without full membership commitment.
Guilds don't operate in isolation—they cooperate and share knowledge across trades.
The Guild collectively decides how to implement these principles, not a single leader.
If a Guild by unanimous consent decides to not adhere to one of the core principles, but still desires to adhere to the Non-Aggression Principle and conduct trade with other anarchists, they may be considered an Outer Guild.
Any Guild that does not wish to adhere to one or more of the four core principles but still adheres to the Non-Aggression Principle and does not involve the state may be considered an Outer Guild. They will still be listed in our literature and welcomed in the Agora.
Additionally, newer Guilds or Guilds that are duplicate and not as large as other Inner Guilds may also be considered an Outer Guild until they reach a certain size or maturity.
Outer Guild status isn't a value judgment—it's a categorization. Both Inner and Outer Guilds serve important functions in the Network ecosystem.
A person's time at an agorist host location can lead them into a Guild. Hosts often have specific trades or skills they practice, and guests who show interest and aptitude can transition from visitor to apprentice to full Guild member.
Determine: How far have you walked down the path? How far can you speak the language?
Your progression in a Guild isn't about how long you've been a member—it's about demonstrated competence and contribution. Some people advance quickly through natural talent and dedicated practice. Others take years but master the fundamentals thoroughly. Both paths are valid.
To enter Tier 1, complete 10 hours of labor/training and pass the basic competency assessment. Then accumulate 100 hours of practice/work until eligible for Tier 2.
To enter Tier 2, there are certain core achievements one attains, alongside any achievements their specific Guild may consider minimum requirements for advancement.
While not explicitly detailed here, most Guilds develop a third tier for those who've achieved mastery—individuals who can teach the trade, develop innovations, and serve as Guild representatives to the broader Network.
These are positions that serve the entire Guild network—helping Guilds form, connect, and function effectively across the Network.
These are positions within individual Guilds—the internal structure that makes each Guild function.
This is not an exhaustive list—it's a sampling of Guilds that exist or could exist within the Network. If you don't see your trade listed, that's your invitation to start it.
Architects, Stone Layers, Road Makers, Plumbers, Carpenters, Electricians, Bushcraft Structures, Aircrete, Alternative materials and methods
Connection Games, Counseling, Conflict Resolution, Authentic Relating
Car Mechanics, Bicycle Mechanics, Computer Mechanics, Software Engineers
Filmmakers, Writers, Philosophy, Graphic Design, Web Development
Metalworkers, Woodworkers, Glassblowers, 3D Printers, Gunsmiths, Reloaders, Recyclers, Welders
First Responders, Counter Intelligence Guild, Fire Safety, Disaster Coordination
Ranged, Melee, Weapons, Armor, Tactics, Security
Farming, Livestock, Permaculture, Food Preservation, Seed Saving
Don't see your trade? You can be the one to create the next great Guild. Start by:
Ready to develop security and preparedness skills? Visit Freedom Guard for training frameworks.
Want to understand how Guilds connect with Network properties? See Network Hosts.
Looking for Guild opportunities or to list your skills? Check The Bounty Board.