Lands: Throughout the known world
Races: Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human
An ancient organization that won great influence after the Great Conflagration, when the Queen of Prydain agreed to allow her “speakers” beyond the borders.  In the centuries that followed, the speakers worked with the various bardic colleges and guilds to establish an understanding… today, these five Guilds essential control the roads and any diplomatic relations between settlements.  The five guilds are:
- The Ancients Guild: These guildsmen seek out ancient works and collect them, making sure old knowledge remains in the guild. They also maintain the college of Lore.
- The Bondsman Guild: Justice is difficult with the lack of strong nobles, and so the bondsman’s guild is essentially a collection of bounty hunters. They maintain the college of Swords.
- The Jester’s Guild: Jesters are extremely rare in this day and age, but their guild is the oldest, dating back to the days of the Empire.
- The Keepers Guild: Unable to maintain an army or lands, many nobles hire the Keepers or take them as vassals to defend their lands beyond their borders. As such, most settlements are administered by a Keeper. They maintain the college of valor.
- The Speakers Guild: Growing out of the Prydaini tradition, the Speakers are the independent heralds and diplomats of the world. They also maintain the College of Whispers.
History
The Guilds existed independently as a group of respected professions that also traveled before the Great Conflagration, and in the centuries since have seized most of the power outside of city walls.  They no longer answer to the Queen of the Elves or to the Imperial City, but maintain their own hierarchy.
Goals
- The Guilds seek to control civilization within the remnants of the Imperial Shore. A largely amoral organization, they concern themselves primarily with power.
- They obtain that power by serving their purposes well. While they have a strict hierarchy, they are small in number, and expected to act largely autonomously.
Key Individuals
- The Master of Roses: The leader of the guilds, a mysterious figure whose true face is unknown, but believed to possibly be the founder.
- Garret Myrdol: The guildmaster of the Jester’s Guild, and generally considered a rival to the Master of Roses
- Marta Soltiz: The guild master of the Keepers, and one of the more famous heroes amongst the humans of the Imperial Shore.
- Wycliffe Myrdol: Garret’s nephew and one regarded as one of the finest swordsmen in the world. He is the guild master of the Bondsmen
- Zifnab of the Imperial City: Guild master of the ancients, Zifnab (who has many names) is a fixture in the Imperial City, one of the few gnomes who are allowed to dwell in there.
- Elyra: The recently ascended guild master of the Speakers, Elyra is the daughter of a previous guild master, Faela.
Rank and Associated Abilities
Associated Subclasses Bard (College of Lore, College of Swords, College of Valor, College of Whispers), Rogue (Assassin)
- Apprentice (Rank 1): Bardic or rogue training available (required for 3rd level of bard or rogue).
- Journeyman (Rank 2): Bardic training available (required for 6th level of bard).
- Guildsman (Rank 3): Rogue training available (required for 9th level of rogue)
- Guild Master (Rank4): Rogue training available (required for 13th level of rogue). There is only ever one Guild Master for each guild.
- Master of Roses (Rank 5): Bardic or rogue training available (required for 14th level bard or 17th level of rogue). There is only ever one Master of Roses.
 
No comments:
Post a Comment