Guilds and Societies
Life in the True Realms may not be as chaotic as in the Mists, but survival isn't a guarantee. There's an old saying, strength in numbers. This still holds true today; an individual doesn't stand much of a chance on the streets of the cities that dot the landscape of the True Realms. Everybody who's anybody belongs to some sort of guild or society. Aside from the protection and sense of family that it offers, it also gives a philosophy and way of life for the individual.
Most groups are made up of people with similar interests. For example, warriors are often members of the Crimson Brothers, thieves and rogues tend to belong to the Tricksters, and sages usually become Historians. Other societies are based upon religious beliefs and the followings are much more broad.
As a rule, some of these groups get along and some don't, just like the people that make them up. How well or how poorly these groups get along is something entirely different. The Pagan Hunters have been at open war with the Cult of Malus for decades, while other guilds wage more secretive actions against their enemies.
Every player character should choose a guild. It is possible to belong to more than one guild, but beginners are advised to choose just one for now. Once a guild is chosen the player character is pretty much stuck with it. Switching from guild to guild isn't recommended. Former guilds will tend to dislike old members and new guilds may view them with distrust.
The list that follows is only a sample of the many groups that exist in the True Realms. Nearly every occupation has its own guild, but only the biggest, most influential and truly unique are covered here.
Below is how each guild description is organized:
Guild Name: This is the official name of the guild. Any slang or alternate names are listed below in parentheses.
The Why: Why does this guild exist? What is its goal and purpose? These questions and more are answered here.
The Which: Which guilds are allies and which are enemies?
The Where: Where is the main headquarters of the guild?
The Who: Who is the leader?
- Anarchs Guild: A loose collection of people united in their quest for chaos and the removal of government.
- Arbitrators: The police and justice system of the True Realms.
- Armadillo Hunters: Big game hunters and trophy collectors.
- Bands of the Severed Hands: A cult of fanatics, recognizable for the removal of hands.
- Church of He: A monotheistic religious order, descendants of the Catholic Church.
- Collegiate Society of Supernatural Practitioners: The guild of mages.
- Crimson Brotherhood: A fellowship of mercenaries and gladiators.
- Cult of Malus: A notorious death cult, a brotherhood of bloody necromancers.
- Dwellers: A support network for the homeless and destitute.
- Evenstar Warriors: A group of Karanesti terrorists, dedicated to the reunion of Karanesti and Fae.
- Fated: Oracles and seekers of the future.
- Freemen: A federation of refugees and freed slaves.
- Grindmasters: Vultures of society, they feed on the dead to provide the necromantic trade with raw materials.
- Historians Guild: The finest scholars in the True Realms.
- Hunters Guild: An association of assassins and bounty hunters.
- Ironworkers Union: The tough workers of forges and foundries.
- Lifers: Activists dedicated to the preservations of, well, just about anything.
- Midnight Society: The black market of the Realms.
- Miners Guild: Those who seek the treasures of the earth.
- Mistrunners Association: The most powerful of guilds, the Mistrunners control trade between the True Realms.
- Nomads: A federation of nomadic clans and tribes.
- Orchid Preservation Society: A secret society of high-class fences and dealers of stolen goods.
- Pagan Hunters: The Inquisition, dedicated to rooting out and destroying all Fae influences in the Realms.
- Papa Jons Society for the Advancement of Ultimate Happiness: The deranged followers of the Aslonian priest Papa Jon, preaching a warped message of love and happiness.
- Purifiers: A group of fanatics dedicated to the segregation of all the races.
- Reapers: A guild of morticians and undertakers.
- Saviors of the Realms: An army of tyrannical ainurs, bent on conquest.
- Sisterhood of Stevra: The priestesses of the Dark Queen of the Abysmal Pits.
- Techers: Salvagers and technicals historians.
- Tricksters: A guild of thieves, con men, and and catburglars.
- Undersiders: A motley collection of those who have spent too long in the Mists.
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