The Guilds of Krakonia

About a year after the founding of The Kingdom of Krakonia , the kingdom officially unveiled many different guilds designed to oversee and develop every reasonable aspect of civil society in Requerm , and the kingdom in particular. These guilds are sanctioned by the kingdom itself, and exemplify the laws and customs of the country as a whole, making them somewhat political in nature despite almost none of them being directly related to politics. Each guild is made up of experts in their respective fields, and often send out behests to citizens, adventurers in particular, in order to advance their own interests. It isn't too difficult to become a member of any particular guild as long as one pays a fee and/or provides enough value to the guild in other ways, and once one becomes a member of the guild, they gain access to the various benefits that memberships provide. Below is a list of each major guild in Krakonia and more or less what it stands for.

The Adventurers Guild of Krakonia(AGK) : Perhaps the most relevant guild to this campaign, the AGK is responsible for managing licensed adventurers as they set off assisting however they can for the betterment of Krakonia. Typically this means adventurers are the ones responsible for exploring the many unknown territories of Requerm , but they have many other responsibilities as well. Essentially, adventurers are government-sanctioned mercenaries, as their varied skillsets can be used to fulfill just about any request any citizen or association has in the kingdom. It is common for the other guilds to contact the AGK specifically for behests relating to their own interests, although they do usually give these behests to members of their own guilds first before branching out. The AGK is currently led by Cassandra Greenpath .

The Diplomats Guild of Krakonia(DGK) : The DGK is the guild most directly related to Krakonian politics, and they specialize in dealing with foreign negotiations, although since there are not many of those at the present, they have been known to take on domestic disputes as well. The DGK is also responsible for message distribution, which is a fancy way of saying they are the postal service. The DGK is the guild associated with The Krakonia National Postal Service HQ(KNPS) as well as the The Krakonia National Treasury(KNT) , the official funds for all government programs and associations. Those that are considered talented with the spoken and/or written word may find their place in the DGK. The DGK is currently led by Ashley Windsong .

The Mages Guild of Krakonia(MGK) : The MGK is the guild associated with all things arcane, with a particular emphasis on the development of arcane devices and facilities. It is a place where spellcasters can feel at home sharing their discoveries with one another and building on top of each others' revelations. The MGK is also the guild associated with the The Krakonia National Library(KNL) , a place of learning for all, both arcane and mundane alike. Those that are considered talented with spellcasting, particularly arcane spellcasting, may find their place in the MGK. The MGK is currently led by Samuel Evergreen .

The Warriors Guild of Krakonia(WGK) : The WGK is the guild associated with, well, warriors. They provide opportunities to individuals looking to use their brawn as a valued resource for Krakonia, including bodyguards, extra muscle, and reinforcements for the military. What they're best known for, however, is their gladiator presence in the city, courtesy of Spintail Colosseum . Those that are considered talented in raw, physical combat may find their place in the WGK. The WGK is currently led by Haley Spintail .

The Scouts Guild of Krakonia(SGK) : The SGK is the guild associated with exploration and reconnaissance, despite most adventurers just doing these things anyway without the SGK. It's pretty much the country's worst kept secret that the SGK is more involved with espionage than anything else, despite that also being the main role of the Special Forces branch of the The Kraken's Reach . The SGK suffers from a bit of an identity crisis at times due to this, but it still has its niche as an above-board guild invested in exploring the vastly unexplored planet. The SGK assists adventurers/soldiers that explore to bring information back to Krakonia, and rewards those that successfully do so. The SGK is also known for running a government-owned casino called The Lucky Hound , and is the official guild in control of both the Krakonia International Institution of Intelligence(KIII) and Krakonia National Institution of Intelligence(KNII) , working closely with the Kraken's Reach to gather information about potential threats to Krakonia's safety. Those that are talented explorers, trailblazers, and spies may find their place in the SGK. The SGK is currently led by Kah'Rael Warenza .

The Hunters Guild of Krakonia(HGK) : The HGK is the guild associated with hunting and foraging in the wilderness of Requerm, and is best known for its documented research on Great Beasts . The HGK encourages adventurers to use its information to make the roads safer from these powerful beings, as well as rewards them for bringing back new, verifiable information about any wildlife that the SGK does not already know about. The HGK is also in charge of the Krakonia National Zoo , a place that houses many different species of wildlife on display, including great beasts, for educational and entertainment purposes. Those that are talented hunters, foragers, wayfinders, and wildlife experts may find their place in the HGK. The HGK is currently led by Holter Kynigos .

The Physicians Guild of Krakonia(PGK) : The PGK is the guild associated with maintaining the health of every citizen in the kingdom, employing doctors, priests, alchemists, and anyone else that can be considered a healer. They are always researching new and cheaper ways to heal the body, because even in a world with instant-cure spells, the cost of spellcasting is always excessively high. The PGK is the guild that owns the Krakonia National Institution of Health(KNIH) , a medical research facility, as well as the Krakonia National Hospital(KNH) , the official place to go in case of medical emergency. Those that are talented healers of any variety may find their place in the PGK. The PGK is currently led by Wirith Fenvaris .

The Theologists Guild of Krakonia(TGK) : The TGK is the guild associated with all things divine, with an emphasis on worship. Krakonia officiallly recognizes just about any religion under the sun so long as they aren't blatantly evil, and even then, it has to be verifiably provable that the evil religion in question is actively harming the citizenry. Because of this massive combination of incompatible cultures, the TGK spends most of its time mediating religious disputes while offering safe places to worship any number of deities or undergo hyper-specific rituals. The TGK runs many churches, but the most impressive one is The Krakonia National Omnichurch(KNOC) , a massive temple in the capital that is dedicated to allowing the free worship of any and all deities, offering multiple sermons a day, and often times at the same time, by licensed practitioners of each notable religion. Those that are particularly religious and/or gain divine power from their sheer faith may find their place in the TGK. The TGK is currently led by TBD.

The Merchants Guild of Krakonia(MEGK) : The MEGK is the guild associated with the free market, or as free as it reasonably can be under a monarchy. It observes the minute changes in the domestic and foreign economies, helping merchants set fair rates for their goods and services and mediating disputes between businesses and civilians. It often sends out behests for adventurers to gather resources that it deems needed for the continued prosperity of Krakonia's economy, whatever those resources may be. The MEGK is in control of The Grand Bazaar , a massive shopping district in the capital with just about every kind of shop one can imagine. Those that are talented merchants, appraisers, or crafters may find their place in the MEGK. The MEGK is currently led by TBD.

The Artists Guild of Krakonia(ARGK) : The ARGK is the guild associated with the continued prosperity of Krakonia's fine arts and commercial arts scenes, including, but not limited to, painters, sculptures, potters, playwrights, authors, musicians, and performers. It offers space and funding for talented artists in every field, always looking for new work to put on display as an official part of Krakonia's budding culture. They put an emphasis on the mixed culture of the kingdom, attempting to create a whole image of its many different, confusing parts, in order to define what it truly means to be a Krakonian. Two of the more prominent methods of doing this are seen in their two most significant locations, The Krakonia National Theater(KNTR) , where plays depicting stories of all kinds take place, and The Krakonia National Gallery(KNG) , where art of every kind is put on display from the many Krakonian artisans working tirelessly for the enrichment of their new culture. Those that are talented artists, storytellers, and performers may find their place in the ARGK. The ARGK is currently led by TBD.

The Scientists Guild of Krakonia(SCGK) : The SCGK is the guild associated with the scientific advancement of the kingdom, funding research into any and all possible venues for the development and prosperity of the kingdom. This is an especially important goal for two reasons: The first is that the secrets of The Dawn may be hiding somewhere in the near-infinite knowledge of Krakonia's individual scholars, but more importantly, people from many different planes of existence have all appeared in Requerm with their own experiences and knowledge of their home planes, meaning that technology from each of these planes are theoretically capable of replication here in Requerm, given the right resources and knowledge. In a way, the SCGK is similar to the MGK, the key difference being that no magic is involved with the SCGK's lines of inquiry, it instead relying solely on the nature of Requerm itself to advance its ideas for everyone, not just those gifted in the ways of spellcasting. Those that are talented scholars or researchers, or just happen to be quite knowledgeable on topics of math and science, may find their place in the SCGK. The SCGK is currently led by TBD.

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