Character guide to Guilds
As well as being affiliated to one or another god/godess, you will in the course of adventuring become (probably) affiliated to various guilds.
There are quite a lot of them. However, you don't need to feel frightened as a beginner. The information on these guilds has been amassed over twenty years of system-building and you don't need to know any of it. However, on your first adventure you might find yourself getting apprenticeship under a guild, which will build your character. In this instance it might entertain you to find out a little more. Take a deep breath, square up and get in there. It will all make sense in the end.
GUILDS of REPUTATION
The Northern Order of Knights (Flame, Lance and Thorn)
Order of the Thorn (K#,D#,G#,Sk#,B#)
The Order of the Thorn is the highest-ranking guild of the three. This order of Knights is to be found mainly in the city of Lenorithien acting as the town militia. A strict and harsh militia, they certainly keep law and order within the city limits. Lenorithien has one of the lowest crime rates for the region, as most are too frightened to break the law.
Order of the Flame (K#,Sk#,St#,P#,Li#)
A proud, but somewhat elitist group, this Order always seems to be in the thick of it. Originally this group hails from the market town of Orwick.
Order of the Lance (K#,Sk#,St#,Tr#,M#)
This group originates from the coastal city of Port Elia, and their attitude reflects their nautical area. They are partial to a drink or two and a bit of a singsong, much to the dismay of many of the other Orders. However, in battle these marines are more than worthy of the title of knights.
Eternal Flame (K#,L#,Sk#,P#,F#.)
Initially formed by a group of enchanters, this strange guild seeks an eternally burning light that supposedly contains unlimited power. This light is said to be contained in crystals of such intense beauty that they would burn you eyes out if you were to gaze at them. One of its founders (Titus De Clerk) was tragically killed whilst at the peak of his career. Two other guild members (Spook, a Fay enchanter and a dwarf by the name of Stroppy) keep the guild's public image going, although not very well
.Path of Depravity (K#,C#,D#,A#,Ne#)
This group is amongst the most feared and loathed of the known guilds. It is continually committed to producing suffering, depravation and pure evil. Just the initiation ceremony is enough to put you off joining! Not surprisingly, the vast majority of the group are worshippers of Mogren.
Disciples of Knowledge (K#,F#,P#,B#,G#)
Anybody who wishes to join the guild must be able to read without the aid of magic, i.e. they must possess the realm of Knowledge. None of the guild must follow the ways of Mogren (Corruption) or The Unnamed (Abyss).
All members of the guild must keep a journal (no matter how basic) which must be copied and given to the guild on a regular basis.
Warriors who join are given the enchantment of Literacy, Enchanters are given the enchantment of Speak with Dead, whilst Mystics receive 1 dose of Eye Bright potion.
There are four titles in the ranks of the Guild:
Apprentice - This is the title given to those when they first join the Disciples and is under a Probationary period. They have little or no rights of any importance within the guild.
Journeyman - When the member has reached second level in Knowledge they are given this title. They are considered to be educated and their opinions can carry some weight. They are allowed to carry out minor educational tasks and missions.
Master - When the member gains the third level in Knowledge the title of master is bestowed upon them. It also allows them to take an apprentice of their own and carry out important missions for the guild.
Academic - The ruling council gives this title to any member of Master level for outstanding or long service within the guild. They get to choose which mission they may carry out.
As well as the four tiers, there are 6 specific branches within the group:
The Grand Society of Chroniclers (Keepers of Knowledge)
This branch of disciples is open to all classes. It also has an associated school for non-members.
Guardians of the Font of Knowledge
Only open to mystics of Gideon, this section also allows healers into its folds under research grants.
The Masters of the Page
Open to all classes, these scholars deal with the running of the libraries and the printing of manuscripts. They also co-ordinate the teaching and training of guild members. Many apprentices start in this area until they are deemed worthy of progression.
Defenders of the Font of Knowledge
This section is limited to warriors of the guild. It mainly deals with protection of the libraries, guild property and important or influential people with the group.
Knights of the Font of Knowledge
A subgroup of the Defenders of the Font, these warriors are trained in social skills and etiquette and are deployed in formal gatherings and embassies. They also protect any nobles or important dignitaries who visit the guild or its people.
Seekers of the Mysteries
A mildly arrogant branch solely for enchanters, they tend to look down on all who cannot cast magic in any form. However, it does possess some of the most brilliant minds in the known world.
The Black Page
Although open to all members, entry is by invite only. It contains the elite warriors, spies and assassins from the guild. It is this section that undertakes the most dangerous missions on behalf of the guild. They are responsible for the prevention of terrorism towards the guild and also carry out vengeance against those that have jeopardised the guild or it's members.
This section takes its orders directly from the Elder council and no others
Each branch has a 'chair' on the Elder council, which is held by the Head of that particular Branch. Each head has a Deputy who will deal with tasks if the Head is unavailable. There are seven chairs, consisting of the six branch heads and the overall guild leader. The guild leader is always an ex-head of a branch that has been voted into the ruling chair by the other council members on the demise of the old leader. The current leader is Kalin Malachite.
Voting on the council is by majority with the leader having the deciding vote in the event of deadlock.
The guild's primary source of income is from teaching. Whether from the basic learning of numbers and letters to the great universities of Velian. Its secondary source of income is from printing and scribe services.
The guild tries and maintains neutrality with other guilds and groups. Any of the guild who are sent on quests for knowledge maintain and unbiased approach which is strictly adhered to. This is sometimes referred to as the First directive.
Their primary source of power is intelligence-gathering. This mainly involves the work of the Chroniclers and Black Page, but general pub chitchat sometimes produces more than any learned scholar can find. All the information is collated by the Masters of the Page and available for those authorised to view it. What this guild does not know is not worth knowing.
Places of note:
The Libraries of Musee at Velian contain thousands of books, tomes and manuscripts from every hemisphere. If it's been written down, it can be found here. It is also said to contain a private collection consisting of information that has been deemed valuable, dangerous or of a nature that is not in the public's interest. The Master Archivist in charge of the building (and all its contents) is a human by the name of Damrodel.
The Monastery of the Disciples in Mid Tethic. Home to many Gideon mystics and also The Grand Society of Chroniclers (Keepers of Knowledge).
Shantar's War Academy in Aurea. This vast building produces some of the best military personal. It mainly trains officers and specialised staff, but also any who have shown an aptitude in any military pursuit.
Night Fay (K#,T#,N#,C#,A#)
A guild composed solely of Fay and other creatures of fairy kind that are attuned to the night. A conclave of sprites and mischievous creatures is a recipe for trouble in anyone's books. Although most of this group are mildly annoying, some of the guild enjoys the sort of humour that others would consider disturbing, malicious or down right dangerous.
The headquarters of this disagreeable group are spotted around the lands: dark glades, deserted ruins and isolated pools are just some of the locations.
Deep Earth (K#,N#,A#,Sk#,D#)
Dedicated to the advancement of magics that involve any aspect of mineral or earth based enchantments. This guild was brought into being by a group of dwarf magi that were deceived into handing over secrets of their mining operations to a group of swindlers. Although this guild is made up of many races, it has a very strong membership of Drow, dwarves and other 'underground' peoples.
Their leader at the present is a dwarf by the name of Granite Jaw. He commands the guild from the great dwarf mine at Emerald Gap, to the North East of the land. Local guild meetings are usually held in mines or cave systems owned by the more senior members of the group who would chair the meetings.
Dark Fates (K#, T#, C#, A#, D#)
This conclave is composed of many races and professions, and this diversity enables many resources to be available to its members that would otherwise be difficult to obtain. Along with the Disciples of Knowledge, it is one of the few guilds that openly allied it's self against the Necromancer Quartak during the Dead years.
This guild is oddly named as it has little or no dealings with the realm of Fate. Probably one of the largest guilds, it was led by a Drune mystic of some considerable power: a man by the name of Gothmog. Since Quartak banished Drune from the skies, Gothmog has vanished from sight. This led to an internal power struggle resulting in a council of three being placed in charge of the guild affairs. Recent events have seen this council waver and the internal bickering and arguments are becoming dangerous. It is time for those in the guild to choose their sides ... and choose carefully.
The council currently consists of:
The High Magus - Master of the Elements and has prolonged his life by some unsavoury methods involving blood.
Shuraketh Di'Liath - Ex-follower of the Lady Sil-Tek, this Warlord has been a major force in the guild's dealings with those less 'helpful' to their cause.
Kassandra Yethar - A follower of Jareth, she has many contacts on the black market and is rumoured to able to assume the form of most creatures of the known land.
The guild currently excludes any followers of the Abyss (of any profession) and any mystics of Gideon. Membership is in the form of a 1 year probationary period in which the candidate is kept under close observation and tested at various points. If they are suitable, they are then offered a permanent position. If accepted it is for life. The only way out being in a box!
Circle of Light (K#,L#,P#,N#,F#)
The Circle of Light was formed to maintain the balance of nature so that life cycle is not disturbed to an excessive degree by either diabolical evil or saintly goodness. They are seen as by many people to be a guild that sticks its nose in where it isn't required. However, many times the guild has been helpful to both sides and so is treated with certain neutrality.
Their founder was an Elven enchanter by the name of Triest Leywood, who still maintains his grip of the assembly from the ancient Elven homelands.
The Watchers (K#, G#, L#, B#, M#)
A very quiet group of people, this sect keeps itself to itself and troubles no one. Joining is a simple matter of filling a couple of forms and paying a membership fee. They tend to be very charitable and can seen organising food distribution to the needy, collecting for the local poor houses, and generally making peoples lives better.
Originally formed by a retired old General called Henry Warton after he had grown tired of fighting. He thought that he should give back something for all the lives lost during the many campaigns that he was involved in.
Children of the Serpent (K#,A#,T#,Ne#,M#)
As its name suggests, this is a very cunning and devious group of people. Many Abyssian mystics belong to this group, along with various other shady characters. It has a reputation of being the only guild which can supply every type of poison you can think of (All poisons at half price, no antidotes. No healing potions available). Very little is known about the group, and that's the way they like to keep it.
Scouts of Tethic (K#,M#,N#,Sk#,A#)
One of the most famous ranger and scout guilds in the known lands. If you need a guide or someone to keep an eye on your lady whilst you are of to the wars, these are the people for you. Their ranks consist of many goblin, kender and Fay folk (along with the usual human element). They have general neutrality with most people and most of the time they may move around unhindered.
They roam all the lands of Tethic from Tethic-Ry in the north, right down to Tethic Vorrin in the south, although they have been seen further abroad. They carry a sash of red, denoting their position. Anyone found wearing one of their sashes and is not a guild member will suffer the full force of the law.
The Changelings ( K#,Tr#,N#,F#,St# )
Consisting mainly of trackers and hunters, this guild boasts many shape shifters and changelings amongst their ranks, hence their title. This group is useful for gathering knowledge and equipment that is around woodland and forest areas. Quick to tem per, but once friendship is made, this group become a worthy ally.
The Inner Power ( K#,St#,Ne#,G#,Pu# )
Refined evil is the goal of this guild. Each initiate has his soul removed in a complex ritual when joining the guild. It is contained within a gem and given to them as a sign of their devotion. The conclave leaders may destroy this 'soul gem' at any time if they desire, and so total obedience is maintained. This guild also houses many demons who have either been called or trapped by the group or willingly join up 'for fun'!
The Pretenders ( K#,Tr#,Sk#,F#,M# )
This ancient 'guild' consists of actors, entertainers and associated persons in the world of art. If you are involved in any form of entertainment, be it singing, busking or putting on a puppet show, if your not in the guild, prepare for a very rough review ( i.e. large sword up the back passage ). The leading light is a thespian called Wilfred Canterloop, an elf who can only work " if the people want me, darling ". This guild is, however, very good at changing your identity and finding you a new life.
Unholy Alliance (K#,N#,Ne#,St#,Sk#)
A very unusual alliance between the followers of Drune (the usurped Lord of Necromancy) and the followers of Ki-Rin (Lady of Nature). This group was founded during the Undead war and has maintained itself as a secret guild opposed to Quartak. In some regions (those with a strong Quartak presence), it is illegal to be a member of this organisation. It is not surprising that it is a very popular group with those who suffered at Quartak's minions during the conflict.
Church of Arioc (C#,Bi#,K#,F#,G#)
An extremely strange but rapidly growing guild solely made up of Melibonians. Lead by the eminently weird (but charismatic) high mystic, Arion, they all follow either the paths of Corruption or Binding. Arion himself has been blessed with the best of both of these paths, but has suffered badly throughout his life and tends to take it out on others. Loyal to Arion but with his own agenda was the terrible Lord Bacchus, High Sorcerer, who was said to be spawned from demon blood. He ruled the enchanters of this sect with a firm hand, until his unfortunate dimise by the Fabled Chaos Dice.
It is said that they have contacts in the Dark Fates and Disciples of Knowledge, and have also amassed great a fortune including an ancient Melibonian sword of great age.
Fellowship of Merchants (K#, B#, M#, F#, G#)
The fellowship has been in existence throughout Tethic since the first cities started to grow. Until recently it was not a formal guild, it was simply a bureaucracy that mediated between the city councils and the affairs of the traders. The fellowship enjoys the support of the cities they work in as they also ensure that all taxes are paid by it's members, thus removing that burden from the city councils. In return the councils support the fellowships pricing policy and trade agreements.
The guild regulate the price of goods and protects it's members interests by maintaining a roll of recommended caravans and warehouses as well as providing advice over legal difficulties and the employment of guards, book keeping etc.
All merchants who come to trade within a city are by default considered members and if they wish to do business in any of the major cities they must adhere to the guild code of practice. This means only using recommended support establishments (pay guards, warehouses, ships, suppliers) and adhering to the agreed prices on goods. In exchange the fellowship ensures that you are treated with like respect by the rest of the membership and protect the merchant from unscrupulous businessmen.
The fellowship covers it's running costs by charging a 1 bit in the crown flat fee on all transactions. This fee is deducted automatically at the same time the fellowship calculates the tax. As with all guild fees this is never popular, but the alternative is not to do business in the cities.
The employees of the fellowship are themselves forbidden to trade. They deal only in the bureaucracy of running the guild or in the investigation of the worth of potential traders. A branch of the investigators also deals with establishing new trade routes and ensuring it's members are in the best position to exploit any new opportunities (the guild see this free service as simple good business sense as it means that their members and thus they, grow more prosperous).
The fellowship mainly conducts its business in the cities and ports. They exact no charge for any trade conducted outside of the cities, as they can not provide a suitable level of support in the out lying regions. They will however send investigators to an area in which one of their member's claims they are having difficulties.
Until recently the fellowship was just a bureaucracy, but within the last generation the work of one man, Cranson Vilasail, has seen the fellowship emerge as a guild in it's own right. Cranson is from a typical merchant class background and made his fortune as an arms dealer during the Quartak wars. He surprised the whole of the merchant community by accepting a position in the fellowship and thus having to sell off his own business concerns (which he did shortly before the decisive battle in the war and thus amassed a considerable cash fortune) Cranson gave up his business because he saw greater opportunities working for the fellowship. He has instigated a restructuring of the guild, and the success of his plans has seen him swiftly rise to the head of the governing body.
Cranson's drive has seen the formalization of trade standards across all of Tethic. In addition he is in the process of establishing an enchanter's school within the fellowship so that it can offer the same benefits as other more respected guilds. He has negotiated deals with the churches of Gideon and Domain in order to guarantee the validity of guild transactions and rumors abound that he is working on a mysterious form of trade that deals in currency as its only goods!
Although the fellowship continue to offer the same service they have always done, it is now possible to sign up officially as a guild member (as with other guilds). For a competitive 20% of profits (not gross), the member is entitled to reduced price education in the guilds realms as well as a like discount on guild sponsored support organizations. This combined with the services of a mystic of knowledge/binding at all city guild houses to assist in book keeping/contract negotiation, free of charge.
Cranson has spread the wings of the guild into the country as a whole. With the additional revenue created by paying members he has been able to fund guild houses in some of the larger towns as well as establishing a mobile presence along existing trade routes.
With the emergence of the fellowship from its centuries of slumber some of the other guilds are noting with some concern how much control the fellowship has. Even the oldest and most powerful needs balk when they realize that somewhere amongst their suppliers, the fellowship has a controlling interest.
Midnight Sun (K#,A#,Tr#,N#,D#)
This disjointed group worship the Dark side of nature in all its forms. They carry out strange rituals and dark summoning in foul glades and reptile infested swamps where many of these bands live. The Enchanters of this group are said to cultivate or mutate strange flora and fauna for use as servants and/or bodyguards to protect their lairs. Although consisting of a high percentage of races, there seems to be a large contingent of Formorian who have a great deal of involvement. A Formorian Enchanter by the name of Wormwart has been rumoured to control the scattered groups of this 'guild'. The great swamp of Tanglewood in Quinen is said to be Wormwart's stronghold, protected by huge vines and creepers that are said to sneak out, grabbing curious adventurers and then drowning them.
Order of the Star = K#, N#, Sk#, Tr#, St#
Strangely enough, this group has nothing to do with the Northern Order of Knights (see previous). The Order of the Star do, however, has a great interest in the weapons and armour that is used by the knights and other associated parties. They are basically arms dealers, supplying all sides that have the right amount of money. They employ hundreds of smiths and other artisans to produce goods in remarkable numbers. Although frowned upon by most civilised societies, if you want a specialised weapon or piece of armour, these are the people to see.
New Dawn = K#, F#, M#, L#, N#
Alchemy is at the forefront of this group's activity, concentrating on the more studious side as opposed to the production side. They seek the knowledge of the Philosopher's Stone, fabled to be able to change base elements into gold. If you want any information on potions and associated subjects, these are the people to see. Their headquarters are situated in a large college of learning at Butternut Hill, south of Orwick.
Dark Fire = G#, K#, B#, A#, D#
A former ships purser by the name of Darius Richter formed this devote group after his ship was attacked by pirates of the Black Boar to the North of Wroshan. Captured and tortured to within an inch of his life he was left for dead on a desolate island along with approx. 20 of his fellow seamen. Unfortunately for the pirates, Darius was a survivor and leader, ensuring his men endured 3 months before being miraculously rescued by a trading clipper, owned by the church of Omaga. His wounds were healed but his mental scars were still there. He was persuaded that the word of Omaga could help and became a disciple: eager for vengeance. All 20 of his comrades made an oath that Darius would lead them and six months later the newly converted acolytes were eager to go forth. To this day Darius still wears the red of vengeance and has sworn to rid the seas of pirates and buccaneers: even after slaying all of the original pirates on board the Black Boar.
The House of Loramer (B#, P#, Sk#, L#, Na#)
This essentially Elven group originates from the North of the Vorrin Forest, having migrated long ago from the ancient Elven homelands of the North. Initially reclusive, they were forced into the wider realms of the Anvil lands when the Vorrin Forest was devastated during the Necromantic wars between Quartak and Drune. Lord Loramer, the head of the House, was slain and his son and son-in-law, Rimir Swordweaver and Rigir Farantir, lost and presumed killed by the forces of Quartak.
House Loramer is now headed by Fil-Finir Farantir, son of Rigir. All house members are either Elven or half-Elven, and follow the ancient paths and strictures of the Elven race. They hold a deep grudge against Quartak and his followers, and it is said that they are still determined to have vengeance for the wrongs done to their Lord and their Lands. In this, they are guided by an Omagan mystic known as Ash, who has renounced his true name until the hurt of the Vorrin Forest is redressed.
In recent years House Loramer have been closely involved in the struggle against the Meliboneans, and during the conflict at Slaughter Reach their champion, Yalari, slew the Demon Lord Arioch. Although grim in aspect, House Loramer is renowned for their hospitality and healing, having amongst their number Elenar, a noted Priestess of Luthien. The House has also worked with many other diverse groups, for short periods, in the past.
The McHenry's (B#, St#, Na#, Fa#)
These are a hardy highlander tribe who follow Madrog, the War God and believe that the spirits of their ancestors provide them with powers. They are mainly trained in the realms of Strength, Nature and Binding. The clan was founded 300 years ago by a group of noble warriors who took it upon them selves to destroy the evil in the world. They believe their powers have been passed by their ancestors so they can continue the traditions and destroy evil in its many forms.
Alisia McHenry is the chosen one, who was picked by the spirits to lead them. She is the eldest female in the clan and by tradition takes on the leadership. Julius McHenry (Alisia's brother) has sworn to protect her from all threats and this has helped her in some way to release the burden of the tribe from her shoulders.

