Guild Summary in Aedrothin | World Anvil

Guild Summary

A Network of Connections

  Guilds form the backbone of much of settled life. From a backwater town to a sprawling metropolis, the guilds provide a heart and soul, sometimes a purpose, to the everyday life. They may provide guidance on the walk of life you have chosen, share expertise, or they may be the stepping stone to achieving the goal you truly seek. Whatever the reason for your interactions with them, a guild provides a semblance of order that and a means to further develop your character.   While each guild's main base is located in Dryntha, they have multiple chapter houses spread across the world as their own franchises. While they report to the Dryntha base and adhere to the guild rules, they have general autonomy, which is why in war it is often not surprising to see the Bombard Legion fighting on both sides of the conflict.   To see the distribution of Guild Headquarters, please review the map below.  
Guild Distribution
 

Joining A Guild

Guilds are an elite order, and most do not allow just anyone to join (with the exception of the Acquisitor's Adventure Association. While there are several predominant races and classes per guild, they are all willing to at least consider an applicant's potential benefit to their organization. The most common requirements are listed below, but there are some exceptions:  
Requirement #1: Application Fee
Unfortunately, one of the main movers in being able to join a guild is money. For all of the official guilds, the application at the Chapter Houses must be accompanied by a payment of 50 gp. On the surface, this is to weed out those who are casually interested from those who wish to devote their body and soul to the guilds. However, it also serves to separate the haves from the have-nots.   Depending on the circumstances, an application fee may be waived by a higher official. Perhaps a service was done to a key member of the guild at some point? Or perhaps a prominent member of your family has had membership in the guild? Investigating this possibility may open an alternative path to joining the organization.  
Requirement #2: Letters of Recommendation
In almost every case, a guild will have no prior knowledge of who you are. Even with expansive Renown, they will be cautious to allow just anyone into their organization. In order to proceed to the next step, 3 letters of recommendation must be presented from the following sources:
  • A current member of the guild
  • A family member previously in the guild
  • Current/Former employers
  • Prominent acquaintances with recognizable Renown
  • Settlement leaders with whom you have interacted (this can be on behalf of the community you have assisted)
 
Requirement #3: Interview
Once your application and letter have been received by the Chapter House, an interview is then scheduled with three grandmasters of the guild. In this meeting, they will seek to better understand your motives and interests, as well as how you might be able to further the guild's mission. If they determine that you may be a good fit, they will provide you with an Initiation Mission to test your worthiness.  
Final Requirement: Initiation Mission
In order to prove you mettle, the guild will assign you a mission to undertake. The mission itself can be nearly anything, but the only restrictions that they apply is that you must undertake the quest without the aid of members of the guild. If, for example, you have a crew that you normally travel with that are not associated to a guild, then you may work with them, knowing that you will be judged on the outcome.    

Guilds At A Glance

Guild Application/Member Fees Primary Races Primary Classes Associated Businesses
Acquisitor's Adventure Association Yearly - Individual: 5 gp; Group: 4 gp/person Any Any None
Artiface Doctrine 50 gp Gnome, Dwarf, Halfling, Elf, Warforged Wizard, Warlock, Artificer Jeweler/Stonecutter | Communications Shop | Magical Creations
Bombard Legion 50 gp Orcs, Minotaurs, Aasimar, Goliath, Leonin, Lizardfolk Fighter, Barbarian, Monk Blacksmith/Armory
Dwimmark Covenant 50 gp Kalashtar, Aasimar Cleric, Paladin, Fighter Tailor/Textiles | Faith Supplies
Lexica Compact 50 gp Elf, Dragonborn, Vedalken Wizard, Sorcerer, Cleric, Warlock, Monk, Druid Potion Shop | Arcane Shop | Communications Shop | Magical Creations
Netarla Kinship 50 gp Elf, Firbolg, Satyr, Loxodon Druid, Ranger Leatherworker | Woodworker/Bowyer | Stables | Herbary
Silenza League None Changeling, Yuan-Ti Pureblood, Shifter, Tiefling, Kenku Rogue, Bard Shady Dealers
Wavefarer Syndicate 50 gp Tortle, Triton, Vedalken Any Stables | Tailor/Textiles | Shipyard
Acquisitor's Adventure Association
While not strictly a guild, the Acquisitor's Adventure Association is generally a starting place for new adventurers to begin their professional career. They are a source for greater Fame and protection from Infamy, while also providing connections to various quests. Unlike most of the guilds, there is no application fee, but there is a yearly membership fee as well as additional costs.   The Association does not interfere with the standard exclusivity contracts required by other guilds.  
Artiface Doctrine
With a primary focus on developing new inventions and magical items, the Artiface Doctrine is a good place for those seeking to learn how to build constructs or be an indirect fighter.  
Bombard Legion
Full ahead with little thought for strategy, the Bombard Legion is the front line defense - or offense - for most nations. With a heavy martial background, they offer the most advanced and skillful knowledge in matters of war. In addition, they tend to leap at the opportunity to go slay dangerous monsters as part of their training.  
Dwimmark Covenant
With a focus on preserving law and order, as well as facilitating free access to all faiths, the Dwimmark Covenant serve as ambassadors and emissaries to other nations, while also supporting local settlements' justice system. While impressively powerful, they also seek to nurture the settlements and balance their intimidation with genuine care.  
Lexica Compact
An organization dedicated to the preservation of history and the arcane arts, the Lexica Compact are keepers of magical knowledge and skills that surpass the imagination. When dealing with the unknown, quite often this guild has knowledge that may give you an edge over the threat.  
Netarla Kinship
The Netarla Kinship places its faith in nature, and dedicates itself to preserving the wild spaces from the corrupting influence of settlements. With their vast knowledge of herbs and the wilds, they are the perfect embodiment of environmentalism at its zenith.  
Silenza League
While not an official guild in the same way as the others, yet more of one than the Acquisitor's Adventure Association, the Silenza League operates in the shadows to harness the power of information, steal valuables, and perhaps dip a blade into the blood of an enemy.   Rather than pursue a lengthy application process, the Silenza League focuses on enabling the downtrodden to regain their feet. No application fees, no letters of recommendation, just a small smattering of dishonest and evil-ish deeds. What could possibly go wrong?  
Wavefarer Syndicate
Coin is king for many, and none more so than the Wavefarer Syndicate. With masterful trade connections and and fleets of vessels at their command, the Wavefarers have made finding deals and gaining advantages in negotiations their bread and butter.    

Advancing Within A Guild

Guilds operate on their own form of Renown internally, which means that performing certain actions may help to increase this score and advance you to the higher ranks. Some of the potential steps that may impact your Guild Renown positively are:
  • Completing guild quests
  • Advancing the guild's agenda and interests
  • Assisting a guild member with their research
  • Increasing the guild's influence in a region
 

Terminating a Guild Relationship

As the representative of the guild, gaining Infamy in a region reflects very poorly on the Guild. If a member of its ranks receives a Wanted Level of 3 or more, the likelihood of a guild severing ties increases (with the exception of the Silenza League, where such a situation would be commonplace).   Violating the exclusivity clause of the contract is also grounds for expulsion - even if you are a member at the highest level and sign on to join another guild, you will be considered in violation and removed from their ranks. Quite often, you will be labeled an enemy of the guild, which means they will become hindrances down the road.   If a member is removed from a guild or chooses to leave, then the perks and benefits they received (such as Feats) are rescinded, as well as any of the other benefits inherent in being a member.

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