Imperial Guild of Foresters Organization in Dragon Crest, The Realms of Urth | World Anvil
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Imperial Guild of Foresters

Overview

The Imperial Guild of Foresters serves the Eternal Empire of Koth by cultivating, cataloging and harvesting the great bounty of flora and fauna of Urth, turning them into useful items for its citizens. The guild runs collectives, preserves and protectorates. They are responsible for managing hunting, husbandry, ensuring the proper harvesting and storing of crops, developing and training alchemical products and skills. The Guild of Foresters trains all the animals used by the Imperial Legions and nobles throughout Koth. They procure exotic creatures of all types across the Urth for use in the Guilds. The Guild of Foresters serves to protect the citizens of the empire from the wild creatures and dangers of the land. Imperial Foresters teach the skills of harvesting, crafting and identifying materials born of Urth and throughout the empire.   The Order of the Chimera wield the weapons of the hunt and war for their guild. These are some of the most accomplished trackers and survivalists in the Empire of Koth. Members of the order are trained to excel in any environment. No terrain is too harsh, not journey to rigorous and no quarry too dangerous for a member of the Order of the Chimera. The huntsmyn of the order are responsible for securing and felling dangerous creatures in all the realms of Urth for the Emperor. Only among the strange creatures of the lands beyond sleep did they find quarry that could confound their skills.

Locations

The main Imperial Guild of Foresters of the Colony of Dupree is in Dupree Proper. This compound is known as High Lodge or Dupree's Demesne. There is a statue depicting the legendary explorer as well as a collection of artifacts from his journeys. Lesser Guildhalls are known as Lodges and exist in areas rich in resources important to the Guild.

Heraldry and Trappings

The motto of the Imperial Guild of Foresters is “Seeking boundless bounty  The heraldry of the guild uses the Leaf of the Green, the Wing of the Eagle and the Horn of the Golden Hart. The trees of Bounty with the Hunting Horn stand sentinel beside the colors.   The motto of the Order of the Chimera is “Beware the beast  The heraldry of the Order of the Chimera uses the Seven Arrows of the seven seeds. Each of the Seven Seeds is a represents a powerful magical element that exists in Koth. These are often made to construct weapons to fell the greatest of and most dangerous creatures that threatened the people of Koth. The Chimera references the ancient beasts of Kentogen that combined three or more different animals into one fearsome creature. These were among the most dangerous creature on Urth and would often use the Tail of the Manticore, a moving landmass that attaches to the southeastern edge of Kentogen, to make their way into Koth.

The Five and One

There are five named masters of each imperial guild also known as the Hand of the Guild. The sixth named master is the head of the guild’s military forces and is generally known as the Sword of the Guild.   Within a territory, be it a Kingdom or Colony, the upper echelon of the Imperial Guild of Foresters consists of the Guildmaster and five other titled Masters:

The Master of the Guild (Guildmaster)

The Master of the Guild is the appointed leader of the Guild in the territory. The Guildmaster is responsible for all operations, all members, all resources and all tribute of the Guild. The Guildmaster sits on the Council of Guilds for his organization, representing its interests across the territory.

The Master of the Fields

The Master of the Fields is the appointed leader of the Guild in the territory who oversees the administration and regulation of farms, crops and alchemy. The Master of the Fields is also responsible for the training of farmers and alchemists.

The Master of the Hunt

The Master of the Hunt is the appointed leader of the Guild in the territory who oversees the administration trapping, furring and hunting. The Master of the Hunt is also responsible for training hunters of all kinds.

The Master of Beasts

The Master of Beasts is the appointed leader of the Guild in the territory who oversees the administration, regulation and training of animal handlers, breeders, ranchers and healers of animals. It is also the duty of the Master of Beasts to gather and certify menageries throughout their territory.

The Master of the Wilds

The Master of the Wilds is the appointed leader of the Guild in the territory who oversees the administration, regulation and training of scouts, explorers, guides, trackers and loggers.

The Master of the Chimera

The Master of the Chimera is the head of the Order of the Chimera within the territory. This position makes him an officer in the Imperial Legions, typically a Lieutenant. The Master of the Chimera is served by three Huntsmyn: The Maned Huntsmyn, The Scaled Huntsmyn and the Horned Huntsmyn.  

The rank and file of the Guild of Foresters:

  • A prospective member must first become an Aspirant.
  • Aspirants who are accepted into the Guild are made an Apprentice.
  • Apprentices who have demonstrated proficiency and loyalty advance to Journeymyn.
  • Journeymyn who show expertise and leadership may be granted the title of Foremyn.
  • Formyn who master their craft and display unswerving dedication may be granted the title of Master or Mistress.
 

The rank and file of the Order of the Chimera:

 
  • A prospective member must first become an Aspirant.
  • Aspirants who are accepted into the Guild are made an Arrow.
  • Arrows who have demonstrated proficiency and loyalty advance to Bow.
  • Bows who show expertise and leadership may be granted the title of Huntsmyn.
  • Huntsmyn who master their craft and display unswerving dedication may be granted one of the special titles of Huntsmyn.
 

Guild members who perform specific functions:

The Master of the Hall

The Master of the Hall is responsible for running a local Guildhall. The Master of the Hall will report to the Guildmaster directly, sending regular reports and ledgers to the main Guildhall.

Venatic or Venator

A traveling guild member who is not attached to a specific guild hall. A venatic travels the land hunting creatures for himself, the people and the Guild.

Pathfinder

A traveling guild member who is not attached to a specific guild hall. A pathfinder travels beyond the reach of Imperial settlements to find new lands for the guild. Pathfinders are self-sufficient guildsmyn and skilled cartographers.

Crofter

A member of the guild who runs a guild farm or ranch supplying food and resources to the guild and local population.

Gleaner or Potter

A low-ranking member of the guild who runs small farming operation.  

Why join the Imperial Guild of Foresters?

  • You enjoy the thrill of the hunt.
  • You prefer the wilds to the city.
  • You want to show people how to thrive in this world and use its’ bounty wisely.
  • You seek the uncharted, unknown, untouched creatures, sites and scapes of Urth for the glory of Koth or your own undying curiosity.
  • The beasts and plants are like your children. You feed then, nurse them, make them grow strong.

Whispers about the Imperial Guild of Foresters?

  • They are breeding and crossbreeding powerful creatures as weapons for the Empire. One day they’ll make something even they can’t control.
  • They claim all the good land and stock for themselves, leaving little for others to work or raise. Ever notice the marks of the Foresters preserves?
  • No matter what they say there is only so much to go around. Boundless bounty? Only the Kothites themselves have that. The rest of us eat scraps from their table.
  • They have been secretly lobbying to make changelings named and beasts so that they will have dominion over them rather than the Guild of Slavers.
  • They care more about their land and animals than the citizens of Koth.

Typical missions of an Imperial Forester

  • Guide an expedition through dangerous or remote lands.
  • Capture or kill beasts that threaten imperial citizens or property.
  • Gather components and other resources from the wilds.
  • Clear or make an area safe from wild threats.
  • Explore new lands or map the wilds of Urth.

Forester Traditions

IMPERIAL VENATORI

  • Discipline of Detection [Physical]
  • Discipline of Ruin
  • Discipline of Damage

TRAILBLAZER

  • Discipline of Passage
  • Discipline of Breaching
  • Discipline of Survival
Common Aspects of members of the Imperial Guild of Foresters
  • TAMER OF THE WILD
  • THE EMPEROR’S HUNTER
  • FRONTIERSMYN
Type
Guild, Professional

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