Guilds and Unions Organization in Apocrypha | World Anvil
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Guilds and Unions

Overview
  Guilds play a vital role in much of society on Apocrypha, both modern and ancient alike. The largest of these groups shape how trade is conducted, information is spread, and magic is learned, across the many different political spheres. The following guilds are perhaps the most well known and respected - whether for the good they do, or the influence they hold. Though often easy to join, only the most dedicated can climb the ranks.  
Arcana-Mysterium.   "Remember, practicing necromancy is strictly forbidden. This class is purely theoretical!"   This chain of arcane universities is host to students, teachers, enchanters, and diviners.
Members indicate themselves by wearing the Mysterium's signature blue-amethyst jewellery.
Prime universities are in Zangbe and House Trosseaux, with smaller colleges in other cities.   Founded as a hub for magical study in Dro-Mada, though much of its early history is obscured.
The Mysterium - particularly powerful arcanists - have a bad reputation for unaccountability.
Universities are presided over by an anonymous inner circle of six, known as the Magistrates.  
Lyceum of the Scribes.   "Accessing the archive is free, though we're happy to scribe copies of books for our volunteers."   Librarians, archivists, museum curators, and researchers, all seeking to share knowledge.
Ran mostly by volunteers, many choose to wear blue lanyards, or bear iconography of Ioun.
House Velaine of the Seven Kingdoms holds the eponymous Lyceum, though they work globally.   The Lyceum was first constructed during the Illumination, as an early form of public education.
Many schools, post-offices, and printing presses maintain strong connections with the Lyceum.
Decisions are made by a postal ballot system, with yearly elections for local administrators.  
Merchants' Guild.   "What profit margins do you expect? For a cut, I may be willing to fund such an endeavour."   A consortium of merchants, brokers, and creditors, who arrange transportation and insurance.
Offices bear a symbol of a coin-balance, which is also engraved on guild-issued pocket-watches.
Though working in many cities, their reserves are kept in the Dragonclaw Republic's grand vaults.   Formed at the beginning of the current era, the guild oversaw the standardisation of currency.
By involving money in regional affairs and politics, areas outside its influence are hard to find.
The guild is operated by a board of directors, representing moneyed interests and shareholders.  
Physicians' Society.   "Good as new! But for Pelor's sake, I musk ask you to refrain from agitating owlbears in future."   Healers, clerics, doctors, and alchemists, who provide training and distribute medical supplies.
Active members typically sew a patch onto their outerwear, of a golden sun within a red heart.
The Society has no formal headquarters, though their medical council convenes in Asa-hiir.   Initially providing aid at Asari oasis-towns during the Time of Strife, the concept quickly spread.
Many among the physicians are followers of the Dawnfather, Lawbearer, and Nameless God.
Accomplished practitioners are invited to the medical council, who allocate funds and resources.  
The Requisitors.   "If this writ doesn't suffice, I'm certain the authorities will gladly seize any illicit goods for me."   A body of contracted item retrievers, appraisers, excavators, antiquarians, and treasure-hunters.
Though not outwardly identifiable, the writs of requisition they carry are widely recognised.
Stationed near the golden city of Alkyos, wealth and connections allow them to travel freely.   They originated as a way to retrieve lost or stolen relics, without breaking the Accords of Peace.
Profits are the primary motive, as the process of requisition can be both costly and dangerous.
Loxodon nobility - the Rakshi family - funded the Requisitors' creation, and still manage them.  
Wayfinders' Union.   "Listen wayfarer... if your pet owlbear bites any other customers, I'll have you both barred."   Caravaners, sailors, charterers, quarterers, and mapmakers - not be confused with Wayfarers.
Their flag is that of a compass-star, seen on the maps, sextants, and compasses they produce.
Agencies are found in Bloodroot, PiQuan, Utgardr, and the Seven Kingdoms' House Cassile.   They formed to advertise jobs to Wayfarers; exchanging information and providing logistics.
By running in smaller cities, they find business with far-flung adventurers and merchants.
Each locale functions independently, with each lodgings' bunkmaster as elected managers.
Brighid Blackthorne
Mining Tycoon, and Merchants' Guild Director.
 
Ember Salaman
A Traveling Healer for the Physicians' Society.
 
Quartztusk the Cook
Bunkmaster for Bloodroot's Wayfinders' Union.

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