Choose Guild

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Unless the Character is planning on taking either the Guildless or Foreigner Traits, it is assumed that all Player Characters are Guild Members

Each guild has a set of skills that members are expected to know and eventually master; however it is only required to have a basic and practical understanding of these skills in order to join. For a member of a Guild to advance his status through the guild, his grasp of the techniques and skills associated with the guild can be a factor, however, advancement may be political more than it is anything else.

Monthly guild dues vary depending on status, but may also be influenced by the member’s contribution to the guild. A very active member that brings income and prestige to his guild may find his cost of living decreased and other benefits increased.

A character may purchase a skill at a rank of 4 or higher at character creation as long as that skill is on the Guild Skill list for the guild he is a member of.

Any skill on the on the Paid Skill list earns the character 8 Iron Stars per rank; all other Skills earn the Character 3 Iron Star per rank at character creation.

1. Alchemist’s Guild
The Alchemist’s Guild specializes in the brewing of various mundane chemicals, potions, salves, powders, and medicines. Some gifted Alchemists can create magical variants of the same. The guild itself does not teach its members how to use magical talents to imbue their chemicals; however, members that know how to imbue their chemicals can earn extra income when those specific items are requested.

Guild Skills: Herb Lore, Naturalist, Craft (Poisons), Alchemy, Survival, Occult, Cooking
Paid Skills: Herb Lore, Naturalist, Craft (Poisons), Alchemy, Survival, Imbue, Occult, Cooking

2. Apothecary’s Guild
Members of the Apothecary’s Guild are trained in healing and tending to injury and various non-magical diseases and afflictions.

Guild Skills: First Aid, Anatomy, Medicine, Veterinary
Paid Skills: First Aid, Anatomy, Medicine, Veterinary, Alchemy, Herb Lore

3. Architect’s Guild
This guild specializes in the construction and maintenance of houses, buildings, and structures for a City-State. Members usually specialize in specific areas; however it is not uncommon for members to generalize their skill.

Guild Skills: Craft (Carpentry), Craft (Masonry), Craft (Sculpting), Architecture
Paid Skills: Craft (Carpentry), Craft (Masonry), Craft (Sculpting), Architecture, Area Knowledge

4. Barrister’s Guild
This guild trains its members in the law of the land. Members are expected to uphold the law, but not enforce it. They are hired by citizens who are accused of crimes, or citizens who wish to bring charges of civil matters to the court against other citizens.

Guild Skills: Fast-talk, Laws, Area Knowledge, Research, Politics, Current Affairs, Diplomacy, Public Speaking
Paid Skills: Persuade, Fast-talk, Laws, Area Knowledge, Research, Politics, Current Affairs, Diplomacy, Public Speaking, Savoir-Faire, Intimidate

5. Criminal Organizations
This represents the various criminal organizations within each City-State. Local gangs and street thugs must be wary to not step on the toes of members of their local organization. Committing a crime within a City-State, against a citizen or group in which the Organization has been paid to protect can be very deadly and punishment is often more severe than the local Law enforcement would have dealt.

Guild Skills: All Skills.
Paid Skills: All Skills – Unlike other guilds, this guild pays only 5 Iron for every Skill rank a member possesses in each of his Skills

6. Legionnaires
This is the City-State’s Law Enforcement and Military. Members of this guild are expected to respect and enforce the law. They hold legal authority depending on their Status and the City-State they represent

Guild Skills: (Any Weapon Skill), Shield, Running, Climbing, Tracking, Area Knowledge, Survival, Perception, Persuade, Intimidation, Diplomacy, Detect Lies
Paid Skills: (Any Weapon Skill), Shield, Running, Climbing, Tracking, Area Knowledge, Survival, Persuade, Intimidation, Diplomacy, Fast-talk, Perception, Stealth, Detect Lies

7. Mercenary’ s Guild
Members of this guild specialize in fighting and are usually hired on as temporary military soldiers or personal guards, as well as bounty hunters. Members are often expected to take on highly dangerous tasks.

Guild Skills: (Any Weapon Skill), Shield, Running, Climbing, Tracking
Paid Skills: (Any Weapon Skill), Shield, Running, Climbing, First Aid, Survival, Intimidation, Tracking

8. Merchant’s Guild
Members of this guild are allowed to sell and trade goods for profit. They are often given tasks to recover lost or stolen goods in order to continue the advancement of the economy. Some are assigned to various other Guild Houses as operators of Guild Shops.

Guild Skills: Mercantile, Fast-talk, Persuade, Forgery
Paid Skills: Mercantile, Fast-talk, Persuade, Savoir-Faire, Forgery

9. Teamster’s Guild
Members of this guild are trained in survival, animal husbandry, and cartogrphy. They are hired out to care for stables, as guides, mapper makers, hunters, and scouts. They control and maintain roads, streets, and other modes of transportation between and within towns, provinces, CityStates and Nations. As a side benefit, they never have to pay a Toll charge within their respective domain.

Guild Skills:(Any Weapon Skill), Running, Climbing, Tracking, First Aid, Survival, Animal Handling, Traps
Paid Skills: (Any Weapon Skill), Shield, Running, Climbing, First Aid, Survival, Intimidation, Tracking, Traps, Animal Handling, Cartography, Area Knowledge

10.Temple of Chanta’Koi
The Temple of Chanta’Koi governs all of the churches that worship an Aspect of Chanta’Koi. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Chanta’Koi as a whole is just as common. Those Clergy with magical talents that relate to Chanta’Koi may learn to advance their ability over the Light and Darkness Spheres through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Guild Skills: Theology, Inspiration, Instruction, Light Sphere, Darkness Sphere, First Aid, Public Speaking, Savoir-Faire, All Influences
Paid Skills: Theology, Inspiration, Instruction, Light Sphere, Darkness Sphere, First Aid, Public Speaking, Savoir-Faire, Alchemy, Craft (Writing), Medicine, All Influences

11. Temple of Avlantosia
The Temple of Avlantosia governs all of the churches that worship an Aspect of Avlantosia. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Avlantosia as a whole is just as common. Those Clergy with magical talents that relate to Avlantosia may learn to advance their ability over the Water Sphere through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Guild Skills: Theology, Inspiration, Instruction, Water Sphere, First Aid, Public Speaking, Savoir-Faire, Swimming, All Influences
Paid Skills: Theology, Inspiration, Instruction, Water Sphere, First Aid, Public Speaking, Savoir-Faire, Swimming, Alchemy, Craft (Writing), Medicine, All Influences

12. Temple of Estoaddon
The Temple of Estoaddon governs all of the churches that worship an Aspect of Estoaddon. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Estoaddon as a whole is just as common. Those Clergy with magical talents that relate to Estoaddon may learn to advance their ability over the Air Sphere through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Guild Skills: Theology, Inspiration, Instruction, Air Sphere, First Aid, Public Speaking, Savoir-Faire, All Influences
Paid Skills: Theology, Inspiration, Instruction, Air Sphere, First Aid, Public Speaking, Savoir-Faire, Alchemy, Craft (Writing), Medicine, All Influences

13. Temple of Lorenk’r
The Temple of Lorenk’r governs all of the churches that worship an Aspect of Lorenk’r. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Lorenk’r as a whole is just as common. Those Clergy with magical talents that relate to Lorenk’r may learn to advance their ability over the Sentience and Quintessence Spheres through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Guild Skills: Theology, Inspiration, Instruction, Quintessence Sphere, Sentience Sphere, First Aid, Public Speaking, Savoir-Faire, All Influences
Paid Skills: Theology, Inspiration, Instruction, Quintessence Sphere, Sentience Sphere, First Aid, Public Speaking, Savoir-Faire, Alchemy, Craft (Writing), Medicine, Occult, All Influences

14. Temple of Mercrislas
The Temple Mercrislas governs all of the churches that worship an Aspect of Mercrislas. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single aspect, it is not required. Worshiping Mercrislas as a whole is just as common. Those Clergy with magical talents that relate to Mercrislas may learn to advance their ability over the Fire Spheres through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Guild Skills: Theology, Inspiration, Instruction, Fire Sphere, First Aid, Public Speaking, Savoir-Faire, All Influences
Paid Skills: Theology, Inspiration, Instruction, Fire Sphere, First Aid, Public Speaking, Savoir-Faire, Alchemy, Craft (Writing), Medicine, All Influences

15. Temple of Tetutakk
The Temple Tetutakk governs all of the churches that worship an Aspect of Tetutakk. The Temple specializes in the various religious rituals of each Aspect, although the Clergy (members of this guild) are encouraged to follow a single Aspect, it is not required. Worshiping Tetutakk as a whole is just as common. Those Clergy with magical talents that relate to Tetutakk may learn to advance their ability over the Earth Spheres through the temple if they can find a member willing and able to take the time. Members of the Temple are expected to adhere to certain guidelines which depend on the member’s chosen path and the Aspect of that path in which he follows.

Guild Skills: Theology, Inspiration, Instruction, Earth Sphere, First Aid, Public Speaking, Savoir-Faire, All Influences
Paid Skills: Theology, Inspiration, Instruction, Earth Sphere, First Aid, Public Speaking, Savoir-Faire, Alchemy, Craft (Writing), Medicine, All Influences

16. University of Bardic Lore
Members of this guild train in both entertainment and knowledge. They are actors and performers. They seek and share mundane and some occult knowledge with the University of Arcane Lore. they do not have jurisdiction over True Magic and do not train in Occult Ritual, but they do study such knowledge and are considered Historians as well as Linguists. Much of their resources do not date before the 30th Burst of the Age of Man; however any information that exists from before this time, is held and guarded by them.

Guild Skills: All Performance skills, Acrobatics, Climbing, All Knowledge Skills
Paid Skills: All Performance skills, Athletics, Savoir-Faire, Inspiration, Fast-talk, Persuade, All Knowledge Skills

17. University of Arcane Lore
This guild instructs its members on the proper use of magic and the techniques necessary to develop those skills to further the member’s arcane path. Members of this guild can learn Sphere’s and Influence’s much easier than those who risk obtaining the knowledge outside of the collegium.

Guild Skills: Occult, UnWeave, Channeling, Enchant, Imbue, All Spheres, All Influences, Use Relic, Research
Paid Skills: Occult, UnWeave, Channeling, Enchant, Imbue, All Spheres, All Influences, Use Relic, Research, Alchemy

Choose Guild

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