Lord DeFaye and DeFaye Family
The DeFaye Council
These are Knights and Artisans who rule over the guild when the Lord DeFaye or his Family aren't available. These are valued individuals, that have proven to be the best helping newcomers and making the House known. Although they are under Lord DeFaye's command, it is unlikely that he will not heed their words.
Knights and Artisans
The Knights are the military branch of the House. They're led by their two Councilors, one leading Lord DeFaye's guard, and the other leading the House's private militia. These are the Captains, under the command of Lord DeFaye, who is the Commander of the House's militia. Knights can be both mages, or fighters, although Lord DeFaye's bodyguards are required to wear armor, use a weapon, and know a little bit of magic.
The artisans are the production group of the House. Woodworkers, leatherworkers, smiths, miners, alchemists... They craft the goods for the House DeFaye to use or sell. The merchants are also in this group, and they're tasked with finding and buying rare items to give them to the House or auction publicly for profit. The Master Artisan is the member of the Council in charge of the artisans, and the Trades Governor is the one in charge of the merchants.
Squires and Apprentices
The squires are scouts that have been taken under a knight's wing, to help them learn how to fight and defend themselves. They train hard every day, until they prove themselves worthy, either by slaying a strong beast on their own, by any means necessary, or by defeating their mentor in singular combat.
The apprentices are commoners that have decided to take a trade. An apprentice will usually learn under an artisan, taking a way of expertise: blades smith, shields smith, other weapons, armor smith, alchemist, leather worker, cook, pastry cook or herbalist. Also, an apprentice can also learn how to deal with rare items under a merchant's tutoring, becoming a merchant when his trainer considers it.
Scouts and Commoners
The scouts and commoners are the same category, with a slight difference. While a scout is certain that they will become a knight, eventually, the commoner still hasn't found their way in Yliakum. They are free to take up any trade they want while they decide what fits them best.
[Please, bear in mind that, while grinding isn't forbidden, it's encouraged to roleplay over mechanically grinding skills, even though it is desired and recommended when there isn't any roleplay going on.]