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The Guilds (Optional Reading)

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 7 posts
Keeper of Secrets,
Teller of Stories
Sun 20 Sep 2020
at 13:07
  • msg #1

The Guilds (Optional Reading)


The Guilds


The Guilds are made up of groups of people who come together with a shared cause, whether it be to earn gold in exchange for bounties, go on adventures or to simply sell their wares, in a safe environment.

While there are many Guilds operating across Eos, there are very few that are known to all across the continent, due to popularity or infamy.

The most well known Guilds tend to attract applicants in droves each year, but only a select few get through. Each Guild has its own set of prerequisites that must be met before one is allowed to join the organization's ranks, known simply as Tasks. Once the initial Tasks are completed, the applicant's progress will be considered by the Guild's leadership, and they will either be welcomed or rejected in turn.

The most prominent Guilds, in order of renown, include:

1. The Adventurer's Guild
2. The Merchant's Guild
3. The Mage's Guild
4. The Artisan's Guild
5. The Thieves Guild
6. The Assassin's Guild

Each of these Guilds has several bases of operation, known as Guild Halls, spread about the various territories, depending on their allegiances. Before setting up a Guild Hall, the leaders of the aforementioned Guild must petition the ruling body of said territory and either be granted or denied the right to operate within the borders of that particular nation. Some nations/territories are not quite as open to the Guilds as others are. Gallica, and the Dire, for example, only welcome one or two Guilds each within their borders, while they shun or openly oppose the activities of the rest.

Despite the insistence on each Guild being licensed, Guilds that partake in... unsavory endeavors tend to fly under the radar. Due to their actions being highly illegal to begin with, they don't generally go about asking for permission to set up shop. The Thieves Guild and Assassin's Guild fall into this category, each of their members working in secret and with caution.

This message was last edited by the GM at 22:43, Sun 06 June 2021.
Dungeon Master
GM, 31 posts
Keeper of Secrets,
Teller of Stories
Sat 26 Sep 2020
at 05:03
  • msg #2

The Guilds (Optional Reading)


The Adventurer's Guild


Overview:

Have you ever heard a tale of adventure and treasure and dangerous monsters? Those stories, told to children as they fall asleep or to young adults as they set out to explore the world, are often inspired by the Adventurer's Guild. Adventurers are some of the bravest and/or most reckless people in all of Eos. If fighting dragons, digging up buried treasures or unlocking unknown and powerful magics draw your interest, then this is the Guild for you.

Despite how the public views the Adventurer's Guild with child like admiration and curiosity, what happens out of sight is often quite unsavory. Adventurers face all kinds of dangers when traveling the world- traps (arcane or otherwise), devilish fiends, cursed treasure and did I mention dragons? Due to the dangers that come with the job, the Guild has a high turnover rate- thanks to member deaths and those leaving the guild due to physical and emotional trauma.

If asked what it's like to be an adventurer, many would say, "To be an Adventurer is to be fearless, to risk one's life for the sake of a good story, and the promise of gold." The Guild's motto is easily digestible, but it sticks to the ribs.

The Adventurer's Guild has Halls in several territories, but its main Guild Hall rests in Redmere, the capitol city of Valeria. The open borders of Valeria tend to attract all sorts, and that bodes well for the ranks of Adventurers.

Leadership:

The Adventurer's Guild is run by two Bloodcursed elves, Sendra and Fayeth, or Sen and Fay as they prefer to be called. Happily wed, these elves lead the Guild as one unit, even viewing many of their members as family. That said, they are fairly strict on who is allowed to join, preferring to vet the new applicants themselves rather than giving the task to those of inferior rank within the Guild.

Sendra, the offspring of a Startouched elf (though it is a well kept secret, only known to those closest to her) and a noble of the human house of Duren, has strong, magical blood pumping through her veins. Despite her age nearly reaching quadruple digits, she still has many abilities that she has yet to learn to tap into, making her a bit of an enigma and an unknown danger to those who pose a threat to the Guild. Sen is likely the strongest member of the Guild in physical prowess and magical strength, and is certainly seen as the muscle between the two leaders.

Fayeth, the offspring of a Sunscorched elf and an unknown knight of Valeria, is a skilled and powerful warrior in her own right. Despite her prowess on the battlefield, her true talents lie in her intellect and tracking skills. Always one to take on any challenging puzzle, she thrives on adversity and loves to be seen as the underdog, so she can prove she should never be underestimated. More often than not, it is easy to see that she is almost always the smartest person in the room, or even the city.


This message was last edited by the GM at 22:38, Sun 06 June 2021.
Dungeon Master
GM, 32 posts
Keeper of Secrets,
Teller of Stories
Sat 26 Sep 2020
at 05:03
  • msg #3

The Guilds (Optional Reading)


The Merchant's Guild


Overview:

The Merchant's Guild is massive, thousands strong, and is widely viewed as corrupt. Where there is gold, there is greed, and the public tends to view such greed in a harsh light. The Merchant's Guild is responsible for levying fees and tariffs on goods traded through their merchants, which tend to fluctuate as Guild leadership sees fit to change them.

This, in turn, tends to anger those having to pay such fees, seeing upticks in the charge as unfair or unlawful. However, the Guild presses on, despite the bad press.

While many see the Guild as corrupt, there are plenty of honest merchants within its ranks, who charge fair and even prices for the wares they peddle.

Though there are many Halls spread around the continent, the Merchant's Guild operates mainly out of Xadia, and is entangled with Xadian government. Many believe that the Guild buys the nobles, so the rules and regulations enforced on various guilds do not apply to the Merchants within Xadian borders.

Leadership:

Rather than being run by one or two individuals, the Merchant's Guild is run be a group of ten people known as 'The Council'. The Council holds members of several different species, ranging from human to elf to dragonborn, so on and so forth. The one common trait among these individuals is their business sense, and their common goal to grow the empire that ties them together.


This message was last edited by the GM at 21:41, Sun 06 June 2021.
Dungeon Master
GM, 33 posts
Keeper of Secrets,
Teller of Stories
Sat 26 Sep 2020
at 05:04
  • msg #4

The Guilds (Optional Reading)


The Mage's Guild


Overview:

The Mage's Guild of Duren is well know across Eos as the largest concentration of human mages on the continent. Though they do operate in some other territories, most tend to stay within the borders of Duren, to remain close to the primary Guild Hall and the Great Library hidden within. This library, home to every spell tome known to man, is the main attraction that brings in new recruits for the Guild.

With such a massive collection of arcane knowledge, the Guild is often targeted by thieves, but has warding up to catch and combat such intruders. This makes stealing from the Library a perilous and often deadly task that few ever take on. The Thieves Guild has come to its senses in past years, steering clear of the Mages and their books.

While it is not the largest of the Guilds, it is certainly the strongest in sheer power. Such a massive amount of arcane energies collected in one place is impressive, and problematic for any who choose to misbehave within the Guild's walls.

Leadership:

Alexander Duren, known as the Archmage to those in the Guild, leads the members of the Mage's Guild with great skill and intellect. One doesn't simply luck into the title of   Archmage- the position is earned, and it is not earned easily. Alexander, deep into his 70s, spent his life studying magic in hopes of mastering his craft. He is noted as one of the most powerful mages on Eos, and certainly within Duren's borders.

While he does lead the Guild, he does not leave the Kingdom of Duren for any reason, even to visit the other Guild Halls. His close ties to the magic flowing freely in his home, and his connection to his dragon companion, Errass, is all that keeps him alive after all of these years pushing his body past its limits.


This message was last edited by the GM at 21:36, Sun 06 June 2021.
Dungeon Master
GM, 34 posts
Keeper of Secrets,
Teller of Stories
Sat 26 Sep 2020
at 05:04
  • msg #5

The Guilds (Optional Reading)


The Artisan's Guild


Overview:

Countless craftsmen from all walks of life and all trades flock to the halls of the Artisan's Guild, easily making it one of the largest Guilds on Eos. Members of the Guild make anything from weaponry to furniture to children's toys.

While you don't have to be a certified master of your trade to get in on the ground floor of the Guild, you do have to have some notable talent and the ability to improve quickly, lest you be replaced. That said, if you lack the skill required by the leaders to become an Artisan, you will be turned away. However, even if an applicant is turned away, there is always the possibility of reapplying in the future, after further training in their field of work.

Leadership:

The Artisan's Guild is run by an orcish blacksmith known as Shel and a dwarven tanner known as Thesead. Having worked together for decades before forming the Guild, these two business partners are inseparable. The best of friends, they work very well together and accept new applicants with open arms.

Shel is one of the most well known smiths on Eos. Her wares selling for well above market value, simply because her work is the best quality one can find on the mainland. Thesead, on the other hand, is a career tanner, and has worked hand in hand with Shel for a long time, always providing leather for her arms and armor when needed, his name tied in with her greatest masterworks.

When not held up in meetings or showing new recruits the ropes, the two co-own and run a shop where they sell their wares, on top of the smithy and tannery that they each own separately.


This message was last edited by the GM at 21:26, Sun 06 June 2021.
Dungeon Master
GM, 35 posts
Keeper of Secrets,
Teller of Stories
Sat 26 Sep 2020
at 05:05
  • msg #6

The Guilds (Optional Reading)


The Thieves Guild


Overview:

The Thieves Guild is a massive network of pickpockets, safe crackers and even base street thugs all tied together by the common purpose of relieving others of their valuables. This Guild operates and leans heavily on the avarice of people, always wanting what they don't have.

While this Guild operates in every major human city, and several of the more welcoming Elven settlements, its main base of operations is in Xadia. Though it has never been proven and has been consistently denied by those accused, there are those who suspect that the Thieves Guild is secretly run by someone within the Merchant's Guild. These conspirators assume that the thieves retake what the merchants sell, giving them a chance to form a vicious cycle with their nimble hands and silver tongues.

Leadership:

Unknown. Thieves tend to work in the shadows, and their leader (or leaders) is no different. It takes a well honed intellect to run a network of thieves that does not simply rely on permanently silencing a target, to get what they want. One would assume that such a figure would stand out in conversation, articulate and intelligent in their ways as well as their words. Very few know the truth, though many have their suspicions and conspiracy theories.


This message was last edited by the GM at 21:21, Sun 06 June 2021.
Dungeon Master
GM, 36 posts
Keeper of Secrets,
Teller of Stories
Sat 26 Sep 2020
at 05:05
  • msg #7

The Guilds (Optional Reading)


The Assassin's Guild


Overview:

The Assassin's Guild, largely looked down upon and viewed as highly illegal, operates mostly out of Gallica, receiving funding from some wealthy sponsors within the territory. Despite its shady activity, its coffers are always full and its members well fed. Murder sells, and the assassins have made sure of it.

While the Guild is not inherently prejudice against non-humans, their dealings with Gallican elites have ended up with non-humans on the wrong end of a blade, more often than not.

Very little is known about the inner workings of this Guild, and those who attempt to share intel tend to wind up with a knife in the back, or a cut throat. Regardless of their less than noble line of work, it is no secret that the assassins are exceptionally well trained combatants who excel in their bloody craft.

Leadership:

Unknown. Whether the leaders of Gallica are aware of who is in charge of this particular Guild is unclear, but whoever leads the assassins has covered their tracks well.


This message was last edited by the GM at 21:19, Sun 06 June 2021.
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