Character Creation: Guilds

Rule Book

Guilds are essential to your character and give you the ability to obtain higher skills than those at character creation. At character creation one guild or religious order can be selected as one of your guilds. A character can have up to a maximum of three guilds and one sub-guild or specialist guild. You can only join one specialist guild and it does not take up one of your 3 guild slots. After the first guild it costs money and a mission needs to be performed to prove loyalty to the secondary or tertiary guilds that your character wishes to join.

The guilds run independently from each other and from the kingdoms as not to side with any one nation, to prevent unnecessary conflict. All are welcome so long as the rules and the guild are respected. Only people with the potential to become heroes are permitted to join a guild. While you are a amember of a guild you are granted perks from that guild. However if you break guild law you may be expelled from a guild and other guilds may find it hard to accept you as a member. To access guild perks you must reach level 1 and present your guild writ.

**The Guild of Swords**

The Guild of Swords trains those with an affinity for battle and wish to further their combat expertise. They cover all manner of weaponry and help to promote physical fitness. They train in the art of war and take contracts which include bodyguards, hunting, defending and bounty contracts. They are not in the business of mindless assassination but will be hired for law enforcement. There is a guildhall in every major city, which have their own guild master.

**Perk** – any basic personal equipment such as armour and weapons will be replaced free of charge at the end of an event if broken, lost or stolen.

**The Guild of Scrolls**

The Scrolls were founded after almost all books and scrolls were purged by the elven raids. It is their task to adventure, retrieve and scribe any and all information they can about anything they can. These men and women are teachers, doctors and professors in their own fields and strive to learn as much as they can to help better the mortal races. They say that knowledge is power and in this case they are right. Most libraries are now a part of the Scrolls Guild.

**Perk** – You have access to the guilds libraries.

**The Guild of Wands**

The Wands are an organization dedicated to the study, understanding and practice of the magical arts. They focus their time teaching ways of magic to be used to better the mortal races and to help prevent the wild magic that is still running rampant in the world. The Guild of Wands also uses the power of lay lines and circles of power to perform powerful rituals to accomplish great feats of magic. The head of the Wands disappeared a long time ago and is now ruled by the Council of Four, one member residing over each element.

**Perk** – You have acess to the guilds ritual circles and enchanting stations.

**The Artisans Guild**

These masters of the arts can create anything out of nothing. They are the backbone of industry and economy. Founded by the dwarves, the Artisans pride themselves on creating the most beautiful and reliable objects found in all of Lamaria. 40% of trade is conducted through the Artisans Guild in one way or another making them the richest guild in all the kingdoms. However they are also the most targeted guild for thieves and forgeries. Those who wish to study to be great merchants or crafters should receive the best training from these talented masters.

**Perk** – You have access to the guilds various crafting stations for free and can use the guild bank.

**Underhand Guild**

This guild formed independently from the others and is not an official guild when it comes to the political standing. However they have been able to successfully avoid any trouble with local authorities and keep to the shadows dealing with secrets and skullduggery. This guild takes the contracts that all others do not but still prides itself in subtlety and professionalism. No one knows where the guildhalls are, unless they are specifically invited. The Underhand teaches the way of subterfuge and assassination as well as thievery and trap mastery.

**Perk** – You gain some protection from the guild and access to the black market.

**Religious Order**

as the Gods are ever present so are their followers. Each of these followings have their own order, working independantly of any other power except from their deity. Joining one of these orders empowers you with the blessings of your deity and the recognition of the church.

**Perk** – You gain a boon from your God and can claim sanctuary for free.