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Guilds of the Light

The following is a list of the major Guilds of the Light. These are the only formally recognised Guilds by the governments of the Light countries (Thracia, Illyria, Macedonia, Maesia, Getae and Dacia) and each has memberships in the millions. Groups can have members belong to Guilds, either in their entirety or each individually.

A Player Character that joins these Guilds must be Light, but they join multiple Guilds. The skills listed with each Guild will grant a bonus reduction of time for learning such skills during IC time, and may well also grant a bonus to the amount of EXP needed to buy a skill.

Abbey of the Seven-As-One
A lesser supported Guild, the Seven-As-One are much like the Church of the Six. They receive more funding in the western countries and provinces. Also, unlike the Church of Six, they maintain no standing army but pursue more intellectual ideals. The structure of the Abbey is very much like a Church of Six monastery, with a more fluid ranking system and no formal set method of worship.
Guild Skills: Ancient Language: Illyrian, Heraldry, Trade except Crafting, Invocation, Seer
Restrictions: Faithful only
Membership fee: 2 laurel per event

Apothecary’s Quarter
A small workshop for the avid brewer, the Quarter offers training in the cures of diseases and poisons and provides equipment to use. The Quarter exchanges a small percentage of all sales of herbs and treatments sold by its members for training, board and lodging.
Guild Skills: Apothecary, History: Biology
Restrictions: Player character must learn Herb Lore minimum
Membership fee: 2 silver per event

The Black Brothers
The defenders of the Wall, and also the only scouts in the Three Countries that reliably known the land Beyond, the Black Brethren was formed to protect the Wall against the North, and to sound the alarm if the Darkness once again attacked. Brothers forsake all land, title and love to defend the wall, and their duty is a holy calling.
Guild Skills: Weapons, Armour, Camouflage and Stealth, Modern Langauge: Thief Tongue, Battle Tongue, Guildspeech
Restrictions: Black Brothers only – they cannot join other Guilds
Membership fee: 2 silver per event

Church of the Six
The Church is a Guild that houses the sub-Guilds of the separate church institutions, and each of the Knights that serve in the gods’ name. The Church is where people come to have prayers heard and to hear confessions of guilt. Some smaller villages and cities will have a Church dedicated to the whole Six, whilst larger cities might have six Churches, each dedicated to only one of the Six.
Guild Skills: Weapons, Ancient Language: Illyrian, History, Seer, Invocation, Cast Lesser, Cast Greater, Learned, (Read Magick: Tarth - Maesianchurch only)
Restrictions: Priests and Knights only – no Mages or Alchemysts
Membership fee: 6 laurel each year

College of Battle and Arms
The Guild for the common soldier, the College of Arms trains commoners and nobles alike in the art of warfare. Rank is given by promotion, and can sometimes be bought by those wealthy enough.
Guild Skills: Weapons, Armour, Physical, Learned and Modern Langauge: Battle tongue
Restrictions: None
Membership fee: 2 silver per event

College of Magickal Studies, Appliance and Fortitude
Taming the Fae is not easy, even for those born with the ‘gift’ of Magery. The College exists to train these individuals in the skill of one Art or another. Those wishing to learn a new Art must find a teacher from here. Teaching and learning from here might even require payment, and many pay membership to train and study here for longer. Like the Guild of Alchemysts, Magisters must join the College of Magickal Studies or be hunted as a heretic by the Erotisos.
Guild Skills: Spellcraft, Cast Lesser, Cast Greater, Cast Petty, Read Magicks: Charter, Detect Magicks, Resist Magicks, Resist Mental, History
Restrictions: Mages only
Membership fee: 1 laurel per event

Cult of S’Kor
The largest Guild in Dacia, the Cult of S’Kor is also quickly becoming Dacia’s formal government. The Guild teaches both its priesthood and the layperson in the ways of S’Kor and encourages faith to the point of fanaticism. The priesthood itself wears robes of crimson, and is ever watchful for heretical behaviour.
Guild Skills: Weapons, Armour, Learned, Invocation, Seer, Detect Magicks, Modern Language: Dacian, Read Magicks: Khandish
Restrictions: Faithful only
Membership fee: 2 silver per event

Erotisos
The Inquisition. Set up to hunt down rogue priests, mages and Alchemysts, the Erotisos works for the Council of Six Churches. Not known for their mercy but their ruthlessness, the Questioners hold many others in line, making sure the Daemonic and the Necromantic does not corrupt the minds of the populace.
Restricted - all players must be approved by C&C

Guild Bank of Treasurers
This organisation, despite the assumption of many, is not connected to the Guild of Merchants. Kept separate by Thracian law, the Guild Bank instead is run by only by select few. Lenders and book keepers, the Bank is also an organisation to checks the taxes, revenues and profit of Guilds, nobles and organisations across the continent.
Restricted Guild – player must be approved by C&C

Guild of Alchemysts
The Guild of Alchemysts operates across Thracia. Lead by an Alchemyst called the ‘Archeron’ the guild is a school of training for all the Alchemists in the Light. All practicing Alchemysts in Thracia, Illyria and Macedonia must be part of this Guild, must and obtain a licence to practise from here. Those without a licence are brought to the Guild’s attention.
Guild Skills: Alchemy, Lore, Read Magicks: Geomantic
Restrictions: Alchemists only
Membership fee: 1 Laurel per event

Guild of Merchants and Spicers
Being a Merchant can be dangerous in Thracia – especially on the other side of the Wall. Divided into three sections – Suppliers, Informers and the Protectorate – the Guild sets the price of commodities across the continent, from spices from Dacia to information about the world and what has and is happening in it.
Guild Skills: Merchant, Trader, Scavenge, Rumours, Forgery, Con, Resist Con, Cartography, Lore except Alchemy and History
Restrictions: None.
Membership fee: 3 laurels per year

House of Law
The dispenser of justice, the House of Law is also its enforcement – from common Law Officers that man the streets to maintain the peace to the detectives that search out the perpetrators of a crime. Unlike the Erotisos they deal in common crimes, though they work very closely with the Inquisition, and are not afraid of turning over the odd heretic here and there for confession.
Guild Skills: Learned, History, Heraldry, Discern Truth, Subterfuge
Restrictions: None
Membership fee: 2 silver per event

The Ministry
Almost nothing is known about the Ministry except its secrecy, its love of filing and reports and its absolute authority in nearly all areas of society, including the Guilds themselves. Their power is granted by the Senate, and each Guild usually has a series of informers to the Ministry tucked away somewhere.
Restricted – all players must be aprroved by C&C

The Sithi Sanctorum
Headed by the Six, the Synod, the Sithi has always been an independent arm for the Light. Here the Sithi occasionally get together without the intervention of the other races to discuss matters in the outside world. All Sithi in the game must belong to the Sithi Sanctorum
Guild Skills: All skills - it depends on the Clan that the character is aligned to
Restrictions: Sithi only – all Sithi must belong to the Sanctorum and cannot belong to other Guilds
Membership fee: None

Thieves Guild
Thought to exist, but never truly proven, the Thieves operate to exchange goods and information without the Guild of Merchants or the Bank knowing. A black market, the Thieves are the smugglers of the Thracia world, with many ‘families’ working with different regulations, and housed in different countries working for the common cause of evading the taxman.
Guild Skills: Subterfuge, Modern: Thief Tongue, Pick Locks, Rumours, Forgery
Restrictions: Player Character must become a Thief and dedicate time to the Guild
Membership fee: 1 silver per event

Guild of Engineers
The Guild of Engineers is the Guild that accommodates all the Crafters across the Alliance. Providing the tools, Crafters joining the Guild are expected to pay a membership in exchange for board and lodging at apprenticeship level, and training throughout their membership.
Guild Skills: Crafting, Merchant, Trader, Forgery, Scavenge
Restrictions: None
Membership fee: 1 silver per event

 

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Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011