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THE
ORDINARY GUILDS
The
Ordinary Guilds are just that...ordinary. They do not test
in skills, nor are there significant guild trials to advance.
They are a roleplaying tool only, for those who wish to be
involved in an organization but do not have the skill or inclination
to test for one of the Elite Guilds. Players may simply claim
to be a member of such a guild and then follow the guilds'
rules; there are some exceptions noted within the description
of the ordinary guild.
The
Church of Telgard:
It
is possible to be a member of the Church of Telgard without
joining the Elite Guild. One becomes a member of a particular
activity, for instance, leader of Scripture Study or helping
to organize various charities. One does not gain a title of
any sort, however, and one's position is voluntary--it is
not paid.
The
Bardic Guild:
Serving
a similar role as an unelite version of the Syrithians, the
Bardic Guild gathers information. Their bent is more towards
performance, however, than the dusty Syrithians and there
are colleges devoted to teaching music, performance, and other
such skills to produce excellent performances. One must pay
dues to the Guild, on the range of twenty gold a year.
The
Merchant Guild:
The
Merchant guild makes profit. They are spread all over Telgard
with its most powerful members being in Korresh. They serve
as money-lenders and insurers as well, and for the most part
determine the market value of each Kingdom's coin. One can
be a Merchant easily enough, but must make application to
be a money-lender or insurer.
The
Mercenaries' Guild:
The
Mercenaries' Guild is rather small; the lasting peace that
has existed between the five Kingdoms for so long has caused
their numbers to diminish. However, there are enough skirmishes
between certain lords, tribes, or otherwise that their services
come in handy. All Mercenaries are part of the guild and pay
25 gold a year for the privilege. The Guild is divided into
Companies; a lord in need will hire a particular company,
whose reputation depends on its leaders and members. Membership
in the guild permits individual mercenaries to surrender peacefully
and without harm, something all lords abide by if they want
the ability to hire future mercenaries, and are entitled to
petitions against their company leader if necessary. They
are also entitled to healing if they fall on the battlefield.
The
Healers' Guild:
The
Healers' Guild has ties with the Phrenions, and serves much
the same purpose. Membership usually is automatic when one
has finished University training as a healer or equivalent
education. Healers pay dues to further the study of medicine
and in return get legal fees reduced or eliminated or reduced
costs for supplies.
Hunters
and Trappers:
This
Guild has very little influence except in very remote areas
where hunters and trappers are the equivalent of the Merchant's
Guild. Otherwise, most hunters and trappers have never even
heard of the Guild. The H&T Guild ensures that hunters
and trappers do not invade each others' lands and lines and
settles disputes of territory.
Guides:
The
Guides are explorers and pathmakers, usually skilled in cartography
and navigation of some sort. They help people get to places
most don't know about, and sometimes to search out a new route
to a common destination. The Guild ensures that there are
no false advertisers and maintains that all guides are fully
capable of what they claim.
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