Historians Guild

Sages, Loremasters, Readers

The Historians Guild is home to notable sages and scholars from all over the True Realms. They help to maintain most of the libraries and archives in the True Realms. Each member is generally specialized in one specific field of study, having spent the majority of their time in pursuit of complete knowledge in their field.

The Historians Guild is a great reference source and is used by many of the other guilds. Members of the Anarchs Guild is often found in their libraries, perusing ancient history tomes, as well as Fated. A very powerful ally is the Collegiate Society of Supernatural Practitioners. Mages can find a lot of useful information in the Historians Guilds archives.

There isn't really a group that would be considered an enemy of the Historians Guild. The members are generally pacifists by nature. Some Anarchs may speak against individual members, but nothing ever really comes of it.

The Library of the Sun located in Wayfarers Way is the base of operations for the Historians guild. The maintain and operate the massive library, which is the largest in all the True Realms.

The soft spoken leader of the Historians Guild is Laiz Farre. This spry psion spends most of his days plodding through the main library in Wayfarers Way. He oversees the main committee meetings which take place once every year in order to share new information and spread it across the True Realms for the benefit of everyone.

"This is interesting, I must study it more. This should just take a minute."

Hunters Guild

Killers, Assassins, Bloods

The Hunters Guild is made up of assassins, bounty hunters, and petty thugs. There is a lot of internal competition between members, each always trying to one up the other. Once they accept a contract they will follow it through to completion, though the price is subject to change depending upon the difficulty of the task and any unseen occurrences.

The Crimson Brothers are often used as muscle and backup for members of the Hunters Guild. The Grindmasters and Reapers also sponsor quite a few jobs for the guild, with special perks guaranteed upon completion. The Mistrunners Association used to hire assassins very often to get rid of renegade runners, but they recently started their own branch of assassins.

No one has been foolish enough to declare themselves an enemy of the Hunters Guild. Seeing as its members seem to be able to get to anyone, even the most powerful magi don't cross their path.

The Arbitrators are on the fence with this guild. They have hired bounty hunters in the past to find escaped criminals, but they are also law bound to catch any assassins.

The Hunters Guild has two unofficial headquarters. The bounty hunters base of operations is in Wayfarers Way, it is a small inn called Tommyruns. The assassins are based out of Mount Cracken in Aerdmoor. They can often be found at Dinkum's Tavern and Brothel.

The leader of the Hunters Guild changes quite frequently as old leaders tend to have accidents from time to time. The true identity is a well kept secret, for the guild's sake as well as the leader's. The leader is simply referred to as the Death Keeper. It is not normally an enviable position for most members because of the relative short life expectancy, about three months.

"You can run, but it's only going to delay the inevitable."

Ironworkers Union

Metals, The Family

This is the union of smiths, smelters, and other metal fabricators. The Ironworkers Union is one of the most powerful guilds in the True Realms because their products are always in such high demand. Entire cities shut down if this guild strikes, and any workers who cross the picket lines one day can't be found the next. The Union works to keep prices fair, or at least not too outlandish and to prevent to much competition in a specific area.

The Miners Guild is a strong ally of the Ironworkers Union, primarily because it was once part of it. They supply the guild with all the ores they process. The Crimson Brothers are used as security and muscle for the union, and they rely heavily upon the continued crafting of steel goods, especially weapons and armor. The Mistrunners Association does a lot of business with the union as well, having total control of all transport of union goods through the Mists.

The only group that has ever stood up to the Ironworkers Union are the Nomads. A tribe is made up of former union members that walked off the job 11 years ago. The Union originally put a bounty on their heads, but recently has let the past be.

The main union office is located in Wayfarers Way, but all the real decisions come out of the Smelting Pot in Cretor's Crag.

Union boss Davias Erincksan is the first leader of this guild in over a century that is said to be above corruption. Having been in charge for only two years that is still to be seen. He has worked hard to make the union stronger and create ties with as many other guilds as possible.

"So we hear that you don't have any union workers on this job. We gotta talk."

Lifers

Tree-Huggers, Faerie Friends

The Lifers are a group of activists that fight for the preservation of just about everything. They only eat synthetic foods, no plants or animals. They use non-organic and non-toxic materials for all their possessions. They are extreme pacifists and shun all forms of violence. At times they are a bit intense and some of their protests are down right ludicrous. But, they have done some good, securing some safe havens for nature in the True Realms.

The Lifers don't have many allies. They do sometimes work with some members of the Collegiate Society of Supernatural Practitioners, but only elementalists. A few members of the Anarchs Guild are also Lifers as well.

While most guilds don't few the Lifers as enemies, they have no love for them. The Ironworkers Union and Miners Guild have the most animosity towards the Lifers. The Lifers are always fighting for sanctions against their work, citing the pollution and environmental damage they cause. The Lifers also oppose the Armadillo Hunters because of their sport hunting. An incident occurred last year when some Lifers protested an Armadillo Hunters chapterhouse and several Lifers were killed. Since then they have backed down a little bit.

The Lifers work out of Wayfarers Way, the "den of all iniquity," as they call it. The reside in a small run down warehouse in the River District.

Drew Grasus, a karanesti with his head in the clouds, is the spokesman for this group. He is arrogant and rude to anyone who doesn't see things his way and is very pushy with his opinions and ideas.

"You've gotta stop and listen to the world man, someday it might be gone."

Midnight Society

Fencers, The Market

The Midnight Society is the name for a group of smugglers, drug traffickers, and black marketers. They specialize in all forms of illegal goods, as well as fencing stolen goods. It isn't exactly easy to make a deal with the Midnight Society, as they have to be careful of the law. Having contacts on the street is the best way to ensure a profitable encounter, not to mention safe, but bring some backup just in case.

The Orchid Preservation Society was once a part of the Midnight Society. Although they broke away, they still handle a lot of minor business through the Midnight Society. The Tricksters rely heavily on the Midnight Society to take hot goods off their hands and eventually sell it after the heat cools down. The Midnight Society has also used the Undersiders to move goods between the True Realms when the normal channels aren't available.

Of course, being a highly illegal organization, has to be wary of the Arbitrators. They have been trying to close down the Midnight Society for years, but with little luck. The Mistrunners Association also has very little love for the Midnight Society, seeing as they don't use the regular trade routes very often. However, certain members of the Mistrunners Association have been linked to rumors about new Midnight Society clients.

No one knows where the Midnight Society bases their operation. It is believed to be broken up so that they won't fall too far behind in the vent of a mishap.

Etymos the All Seeing is the master mind behind this organization. His true identity is unknown, some even suggest that he is not a "he" at all. However, it is known that Etymos has always been able to meet a customers request. It is also known that no one crosses Etymos and lives to enjoy the bragging rights.

"I think I have just what you're looking for, but it's gonna cost a little extra."

Miners Guild

Pikers, Diggers, Rockpunchers

The Miners Guild is an organization of miners and excavators. It was once a part of the Ironworkers Union, but it broke away once its size became too big to manage with independent leadership. The Miners Guild is broken into numerous sects, each in control of its own operation. Although the sects are independent, they do have to answer to the guild leader. There is a lot of internal competition between the sects, and sometimes it gets bloody.

The Ironworkers Union is still a strong ally of the Miners Guild. They rely on each other to stay in business. The Mistrunners Association is another ally, as the Miners Guild uses only sanctioned runners for the transport of ores through the Mists. The Crimson Brothers have a continuing contract with the Miners Guild in order to guarantee security.

Because of their own strength, as well as that of their allies, the Miners Guild has few enemies. The only major thorn in the guilds side are the Lifers. They are always protesting the exploitation of the land, although they have had little effect to date.

The Miners Guild is home in Cretor's Crag and nowhere else. Roughly 70 percent of all the active members can be found working in Cretor's Crag.

Cretor Praetor, the fereg founder of Cretor's Crag, is also the man who broke the Miners Guild away from the Ironworkers Union over four centuries ago. He spends most of his time enjoying the profits that his personal complexes at Cretor's Crag bring in. He rarely interferes with the operation of individual sects, stepping in only when it's absolutely necessary.

"You load 16 tons, and what do you get? About 1200 soverns, that's what!"

Back | Home | Next