Guilds

Guilds and groups of Questaris

A word on the Guilds and Groups of Questaris There are three major Guilds in the world of Questaris that span the known world. The Fighters Guild, The Mages Guild, and the Jewlers guild. Though many other guilds do exist, they are mostly contained within kingdom or city bounderies. Secondly there are Various Associations through out the world. Most of these do not exist longer then one or two generations, and all have very exclusive member lists. An example of one of these is the Golden Lily, an asociation of like minded nobles that seek to reform the Anstoria Protectorate to it’s former self. Next are the various Orders of Questaris. These are usually large groups that devote their lives to a particular set of ideas. They usually alow only particular types of people to join, who meet their standards. Most orders do not require fee’s for membership, but some may. An example is the Order of St. Dreland, a knightly order dedicated to protecting travelers. Lastly there are the Societies that exist on wide spread scales that are dedicated to Various persuits. Usualy these societies exist in secret, and have very strict recruiting rules. One of these societies is The Circle of Nine, who’s sole purpose is to bring Vorathrax back into the world.

Guilds of Questaris

Associations of Questaris

Orders of Questaris

Societies of Questaris

Guilds

Guilds in Questaris provide many serivices to their members. A place to sleep when a member is in need of lodging. Training to help learn a new skill, talent or spell. Jobs are provided to those seeking them. They provide, in some cases, medical attention to those that are in good standing. And most importantly they are a place to find help if needed. All guilds require fee’s from their members, and some require a period of service to the guild as well. Guild’s usually have a hall in every major city, and may also have halls built in well traveled areas with out a city nearby. Though on the outside the Fighters Guild and the Mages Guild seem to be international, this is not the case. The truth is that the guilds are national organizations that have an agreement with each other to provide services for each others guild members. But that doesn’t mean they are treated as full members of foreign guilds. In fact they may be denied certian resources that would normally be available. A guild member can gain full status of a forigen guild, for a short time, by paying half of the yearly fee.

Fighters Guild

Mages Guild

Theives Guild

Jewlers Guild

Merchants Guild

The Ebon Hand

The Fighters Guild

The Fighters guild is much like a military orginization that has no master, save for itself. Most halls for the guild are simular to armed training camps. This could be because most members of the guild were once part of Various militaries. In cities they usually look like larged walled villas, and on average they have a dozen buildings in them. In the largest cities some halls have as many as two dozen buildings. And those in capital cities may even resemble a fortress complete with a small keep. In the wild areas guild halls look like small castles. With a large keep, a few towers and possibly a moot.

There are Ten seperate fighters guilds in the known world. Each has it’s own symbol that it uses as a battle standard, and that it emblazens on membership coins. There are two specific coin tolkens that each guild issues to their members based on the payment to the guild. A copper coin, that is for monthy paid members, and a silver coin for yearly payed members. These coins have a small hole punched in their tops so they can be hung from a cord arround the neck. They each have the symbol of the guild that issued them pressed into the front for easy recognition. On the backs they have the date of issue so as to show if the member is active.

  • Golden Order. The symbol of the guild is a Lily. This is the Anstoria Guild of Fighters, which was established over 1000 years ago. When the kingdom of Anstoria broke apart the guild did as well. Over the years the guild has been slowly reformed back to the way it was at it’s height by force of arms, and diplomacy. The Guild covers Ephirim, Ibrum, Ogland, and Anstoria.
  • Order of the Dragon. The symbol of the guild is a coiled dragon. This is the Galadan Guild of Fighters. Since the fall of the Galadan Empire the guild has gained more power then it had before. Since it is no longer the pawn of the Galadan Mages Guild, it has gained some influence in the governments of Bastinal and the Kingdom of Galadan. The guild covers Bastinal, Galadan, and Nalbourne.
  • Order of the Eagle. The symbol of the guild is a eagle in flight. This is the Athenmir Guild of Fighters. This fighters guild differs from it’s counterparts in one major way. Since it’s creation it has held some power in it’s government. The guild offered it’s services in taming the land around the founding colony of the Empire, and was granted rights to govern the lands they protect. Hall Captians wield nearly as much power as the provencial governors in their area. This has caused some conflict between the guild and the Legions of the Empire at times.
  • Northern Drakes. The symbol of the guild is a Dragon with open wings. This is the Nordland Guild of Fighters. This guild is known for sponsoring raids on border towns in Ephirim and Ibrum. This has lead to great tension between Norland and these kingdoms. The Norland government claims to be trying to stop these raids, but it is doubtful that they are serious in their attemps. The reason they may not be serious is that the current Guild Master of the Nordland Guild of Fighters is the cousin of the King.
  • The Wind Riders. The symbol of the guild is a rounded face releasing the wind by blowing. This is the Corsaris Guild of Fighters. Unlike most of the other Fighters Guilds, The Wind Riders are made of lightly armored fighters. Their members are very much the swashbuckling type of warrior, relying more on speed and grace then strength. All local born members of the guild are accomplished sailors as well.
  • The Mailed Fist. The symbol of the guild is a plate mailed fist. This is the Volistheim Guild of Fighters. Most of this guilds halls are below ground. Many of the guild halls teach the use of artillary pieces and seige weapons. The guild has a long standing rivalry with the Order of Spears which is their counterpart in Middenfel.
  • Order of Spears. The guild symbol is two crossed spears. This is the Middenfel Guild of Fighters. They have a great hate for the members of the Mailed Fist. Neither guild will allow members of the other service. The Order of Spears specialize in the use of heavy cavalry, and are know across the world for their great use of them.
  • Rose Order. The guild symbol is a rose. This is the Tristaine Guild of Fighters. Though many members of this guild are heavy armored warriors, the vast majority are specialists in the use of light armor and Longbows. The Rose Order is known for their great use of stealth and tracking.
  • Order of Derfil. The guilds symbol is a gleaming sword. This is the Thalian Guild of Fighters. This is the smallest of all the Fighters Guilds in the known world. The guild is known for it’s distrust of those with elven blood. No elves are full members of the guild, and many of the guilds halls refuse service to those of elven blood.
  • Sun Tigers. The symbol of the guild is a star burst surrounding a tiger. This is the Arimine Guild of Fighters. All of the members of this guild are from lower class families that have served as soldiers in the Arimine Army. It is concidered a barely honorable group by many in the Imperium who believe these men have betrayed the trust of their lords. Still this guild is concidered to have some of the most skilled warriors in the world, and they are in high demand outside of the Imperium.

    o Though Fighters Guild halls may differ in appearance from each other, every hall has the following personel in it. This does not include students or guild members that may be residing there temporarily. + Master of the Hall. This is the person placed in charge of the hall, and is the highest ranking permanent member in the hall. + Master of Arms. This is the second in command of the hall, and is in charge of the halls defenses. + Master of Pupils. This person is in charge of all training that takes place in the hall. + Master Smith. This person is in charge of the smithy within the hall, mostly they maintain the arms and armor of those members who are placed as guards of the hall. + Quartermaster. This person is charged with the sleeping arrangments of the hall, both for those stationed there and those members needing temperary shelter. + 20 – 50 guards. This depends on where the hall is located. In most cities the usual number of guards is 20. In major cities usually there are as many as 35. Halls in capital cities and rural areas have the maximum of 50 guards. # This is one of the many ways service to the guild may be accomplished. See below. + 5 – 10 smiths depending on the hall’s location. + 2 – 5 trainers.

    o All members are required to pay a monthly, or yearly, fee to the guild, as well as donate 2 months of service to the guild. This service can take many forms. It can be guard duty, acting as a trainer, or in special guild assignments. These assignments can be to enforce guild law, guild fee collection, or participating in adventures to benefit the guild. In return the guild offers room and board, weapons training, access to the guild smith's for simple repairs, and job opertunities.
              + Fee's for membership are determined by the rank of the member within the guild. Members have the choice of paying monthly or yearly. Each paying member recieves a token that displays the date of payment, and if it was a mothly or yearly payment. It is cheaper to pay the yearly fee.
                    # Member (1st - 3rd level) 15 gold/month or 120 gold/year
                    # Corporal (4th - 6th level) 25 gold/ month or 240 gold/year
                          * When doing their 2 month service for the guild they are usually placed in charge of a team of 5 guild members.
                    # Sargent (7th - 9th level) 35 gold/month or 360 gold/year
                          * When doing their 2 month service for the guild they are usually placed in charge of a squad of 15 to 30 guild members. Usually this only occurs during guard service.
                    # Lieutenant (10th - 12th level) 55 gold/month or 500 gold/year
                          * When doing their 2 month service for the guild they are usually placed in charge of a platoon of 45 to 90 guild members. Usually this occurs only on guard duty or dangerous missions for the guild.
                    # Hall Captian (13th - 15th level) 85 gold/month or 700 gold/year
                          * When doing their 2 month service for the guild they are usually placed in charge of company of 135 to 270 guild members. This is a rare thing indeed, as it only occurs when there is some kind of threat to the guild itself.
                    # Hall Master (16th - 18th level) 105 gold/month or 900 gold/year
                          * This is mostly an honorary title. During times of great threat to the guild it will give the Hall master command over a battalion of 810 men.
                          * When gaining this title if there is a hall open for new leadership that post is offered to the new Hall Master. Also the oppurtunity to start your own hall is made available. The new Hall Master is required to pay for half the construction of a new hall. The Hall Master recieves 25% of all fees, both memberships and training, collected by the new hall.
                    # Guild Captian (19th level+) 205 gold/month or 1600 gold/year
                          * Guild Captians are second only to the Kingdom/Region Guild Master. In times when the guild is in great need and must arm itself for battle a Guild Captian weill command an army of 2430 men.
                          * You can only gain the title of Guild Captian from the Guild Master of your Kingdom/region. And only then if you have constructed your own guild hall or command one already constructed.
                          * Guild Captians are able to be elected to Guild Master if it is needed. All Guild Captians must vote to elect a new Guild Master.
                          * Guild Captians are placed in charge of 2 or more halls in addition to their own. They collect 10% of all fee's that the halls under them collect.
    + Jobs that the guild will arrange for members are to act as guides, or muscle, to those in need of these services. Mostly this is a service taken by someone who is on an adventure and needs an extra sword. The assignments are not usually fatal, and the guild looks poorly on those that hire it's members if it's members die. The usual arrangement that the guild makes in these jobs is dependant on loot prospects.
                # If there is a high likelihood of loot the guild will insist on it's member recieving at least 10% of it. In return the guild requires that anymember taking one of their arranged jobs to pay 10% of their share to the guild.
                # If the loot may be poor the guild charges the person/s hiring a guild member a fee based on the danger possibility. The guild requires that members undertaking these assignments pay the guild a fee of 10 gold, or 10% of their pay which ever is higher.
                      * Minor Danger (1st - 4th level) 25 gold/level of member hired
                      * Low Danger (5th - 8th level) 50 gold/level of member hired
                      * Moderate Danger (9th - 12th level) 75 gold/level of member hired
                      * Major Danger (13th - 16th level) 100 gold/level of member hired
                      * Heavy Danger (17th level +) 150 gold/level of member hired
    o The Fighters Guild is not a true mercenary guild. They only take small jobs that require no more then 10 members to complete. As a guild they fight only for themselves, and they do not participate in wars unless they are forced to defend themselves or their halls. Guild members are free to do as they wish though.
    o Anyone may get training for the use of any weapon, or armor type, at any of the Fighters Guild halls. But members of the guild recieve a 10% to 30% discount on such training.
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    The Mages Guild
    • The Mages Guild resembles an aligned group of collegiate campus’. Each campus has many buildings, lawns, and gardens. The entire campus is surrounded by walls, more to keep the campus private from the outside world then to defend it. When entering one of the many halls there is a marked silence, save for the sounds of faint chanting coming from the many private studies. Mage campus’ are generally on the outskirts of large cities, but some may be found in rural lands. o Like the Fighters Guild, The Mages guild is not an international body. It is instead a group of alligned national guilds. There are eight Mage Guilds in the known world. Each guild has it’s own symbol that it uses to identify it’s members. When a member joins he recieves a ring that show his membership to the guild and for how long his membership is good. These symbols are placed on rings of copper, for members who pay by the month, and silver, for members that pay by the year. These rings have the date of payment etched on them to show if the member is active or not. + Order of Light. The guild symbol is a Lily surrounded by a sunburst. This is the Anstoria Guild of Mages. For centuries they were viewed with suspecion by those of their own kingdom and held little power within the government. But after the fall of the old Anstoria Kingdoam, and the birth of Magnun, the guild has gained some influence within the kingdoms that fill the region. This guild covers Anstoria, Ephirim, Ibrum, and Nordland. + Order of Fire. The guild symbol is a burning torch. This is the Galadan Guild of Mages. At one time this guild was the most powerful of all the Mage Guilds in the world. When the Empire of Galadan was at it’s height the Order of Fire was the greatest power in the land. The Empire could make no decission with out guild approval. Now it is a shadow of it’s former power. Even the sorceror Kings of Galadan, that once honored it, have turned their backs on the guild. This guild covers Galadan, Bastinal, and Nalbourne. + Order of Sky. The guild symbol is an eagle in flight. This is the Athenmir Guild of Mages. Now the most powerful of all the Mages Guilds in the known world. The Order of Sky is the sight of many internal magical conflicts. Since the fall of the Galadan Empire the Order of Sky has been the target of the Circle of Nine. Magnun realises this and has taken steps to purge the members of the Circle as they are found. So far this has not been easy as Circle members are spread through out the guild in cells, each with out knowledge of the others. + Storm Breakers. The guild symbol is a thunder cloud with a bolt of lightning. This is the Corsaris Guild of Mages. The guild is charged with trying to keep the ports of Corsaris clear for trade. As such they have a great deal of influence within the government. Many Corsarin traders hire mages of the guild to travel with them and keep the seas calm. This is very expensive, and only the most wealthy of traders can afford the seervice. + Runic Order. The guild symbol’s are the gnomish and dwarven runes for the word Magic. This is the Volistheim Guild of Mages. The guild was once part of the Middenfel Guild of Mages, the Spear of Light, but since the Crown Wars has been a guild of it’s own. It is believed, by many men of magic, that the Runic Order has developed a new style of magic. Though many are curious about this rumor, none outside of the guild can confirm it. The guild welcomes all members from all other guilds, except for those of the Spear of Light. + Spear of Light. The guild symbol is a spear inside of a starburst. This is the Middenfel Guild of Mages. The campus’ of the guild are not as they once were. Where once they were beautiful, and calming, they have taken on a sinister look. The walls of their campus’ are now adorned with spikes, and the lawns and guardens have been removed to make room for more buildings. This makes them look like seperate cities to themsleves. The guild still offers the most impressive library, the Hall of Rangol, of any mage guild in the world. The Hall of Rangol is located in the City of Rudgers near the northern border with Volstheim. This Campus was the sight of the many mage battles between the Runic Order and the Spear of Light. + Order of Haziman. The guild symbol is a gem stone in a starburst. This is the Thalian Guild of Mages. This is the smallest of the mages guilds in the known world. But many of the greatest wizards are counted among it’s members. It is said that the Derfils Fist clan of dwarves held in secret many magical tomes from the lost kingdom of Zandora. When the Thalian Kingdom gained it’s independance from Galadan the dwarves were said to have brought out these tomes to help rebuild the libraries of the Guild. Members of the guild will not discuss if this is true or not, and only members born in the kingdom are said to have access to the tomes. + Moon Panthers. The guild symbol is of a cresent moon behind a panther. This is the Arimine Guild of Mages. The members of this guild have great power in the government, as many serve the lords of the Imperium as advisors. Some of the most skilled wizards in the known world come from the ranks of the guild. Every member shaves their head, save for a small naught of hair which they grow to extreme lengths. This guild only serves those of nobel birth, unless they have left the guild to go off into the world for training and experience. Then they may do as they wish. While they are away they are not concidered members of the guild.

      o Mage Guild campus’ look very simular in appearance. The following is the personel that can be found at every Mage Guild campus in the world. This does not include apprentices or members staying there temporarily. + Master of Campus. This is the mage in charge of the campus, and is the highest ranking permanent member there. + Master of Wisdom. This is the mage in charge of the library of the campus. All research resources are watched over carefully by the Master of Wisdom and his staff of librarians. None members may not use any of these resources, unless they have the permission of the Arch Mage of the guild, and the Master of Campus. + Master of Students. Guilds take on the majority of apprentice wizards. It is the Master of Students duty to oversee their studies and to arrange teachers for each group of students. + Master of Housing. It is the duty of this person to see to the housing of Students at the campus, as well as to see to the room and board of visiting members. + 20 – 50 Guards. The number of guards is determined by the location of the campus. In large cities there are usually 20 guards on campus. In major cities there are usually 35 guards on campus. In rural areas and in the capital campus’ there are usually 50 guards. Guards keep the peace within the campus, and are granted high magic resistance items to help with this duty if it is of a magical source. + 5-10 instructers. The number depends on the location of the campus.

      o All members are required to pay a monthly, or yearly, fee to the guild, as well as donate 2 months of service to the guild. This service can take many forms. It can be librarian duty, acting as a teacher, or in special guild assignments. These assignments can be to enforce guild law, guild fee collection, or participating in adventures to benefit the guild. In return the guild offers room and board, weapons training, access to the guild library for research, and job opertunities.
            + Fee's for membership are determined by the rank of the member within the guild. Members have the choice of paying monthly or yearly. Each paying member recieves a token that displays the date of payment, and if it was a mothly or yearly payment. It is cheaper to pay the yearly fee.
                  # Apprentice Member(1st - 3rd level) 50 gold/month or 480 gold/year
                        * Though concidered a member of the guild with all rights, Apprentice Members must be supervised in the use of laboratories, and reasearch materials. They may not take books from the library.
                        * Awarded a White robe with brown triming. Robe has the symbol of the members guild emblazened on the back, and sleeves.
                  # Member (4th - 6th level) 80 gold/month or 840 gold/year
                        * At this rank members are allowed to take books from the library to private studies without supervision, but they may not leave the campus. Of course they are responsible for the return and safty of the books within their care. Plus they must pay a fee for use of the books. 50 gold/level of spell being researched/spell. Or 100 gold for every other kind of research, such as historical, language, etc….
                        * Members are allowed the use of campus laboratories, though they must supply their own ingredients.
                        * Awarded a brown Robe with guild symbol emblazened on the back, and sleeves.
                  # Wanderer (7th - 9th level) 120 gold/month or 1200 gold/year
                        * Members at this rank can request private living quarters, complete with laboratory and study. This may not be available all the time. But if one is the wanderer may stay as long as 6 months, before having to leave or place a second request for it's use. (availability check; rural:60% City:30% Capital:15%)
                        * Awarded yellow hooded robe with symbol emblazened on the back, sleeves, and hood.
                  # Seeker (10th - 12th level) 160 gold/month or 1560 gold/year
                        * Members at this rank can request private living quarters, complete with laboratory and study. This may not be available all the time. But if one is the wanderer may stay as long as 12 months, before having to leave or place a second request for it's use. (availability check; rural:60% City:30% Capital:15%)
                        * Awarded purple hooded robe with symbol emblazened on the back, sleeves, and hood. Along with a matching cloak.
                  # Master (13th - 15th level) 200 gold/month or 1920 gold/year
                        * To gain this rank within the guild the member must have built a personal tower or laboratory.
                        * Awarded blue hooded robe with symbol emblazened on the back, sleeves, and hood. Along with a matching cloak
                  # Campus Master (16th - 18th level) 240 gold/month or 2280 gold/year
                        * To gain this rank the member must have constructed his own magical staff.
                        * When a member gains this rank he may be offered a campus to administrate if one is available. Or they may build one if they choose to do so. They must pay half of the construction cost of building a new campus.
                        * Awarded red hooded robe with symbol emblazened on the back, sleeves, and hood. Along with a matching cloak
                        * Recieves 25% of all fee's from the campus they administrate.
                  # High Master (19th + level) 300 gold/month or 2880 gold/year
                        * To acheive this rank the member must have a campus of their own, weither granted to them or self built.
                        * Awarded black hooded robe with symbol emblazened on the back, sleeves, and hood. Along with a matching cloak
                        * High Masters may hold admistrative control over up to 3 campus'
                        * High Masters may become the Arch-Magi of the guild, and may vote in a new Arch-Magi.
                        * They recieve 10% of all fee's from the campus' they administrate.
      + Jobs that the guild will arrange for members are to act as researchers, or teleporters, to those in need of these services. Mostly this is a service taken by someone who is on an adventure and needs a spell caster. The assignments are not usually fatal, and the guild looks poorly on those that hire it's members if it's members die. The usual arrangement that the guild makes in these jobs is dependant on loot prospects.
            # If there is a high likelihood of loot the guild will insist on it's member recieving at least 10% of it, or 10% of magical items recovered. Or if not enough magical items are recovered, 10% of the value of the total magic items recovered in gold. In return the guild requires that anymember taking one of their arranged jobs to pay 10% of their share to the guild, or 10% of the value of magic items recovered by the member.
            # If the loot may be poor the guild charges the person/s hiring a guild member a fee based on the danger possibility. The guild requires that members undertaking these assignments pay the guild a fee of 10 gold, or 10% of their pay which ever is higher.
                  * Minor Danger (1st - 4th level) 100 gold/level of member hired
                  * Low Danger (5th - 8th level) 200 gold/level of member hired
                  * Moderate Danger (9th - 12th level) 300 gold/level of member hired
                  * Major Danger (13th - 16th level) 400 gold/level of member hired
                  * Heavy Danger (17th level +) 500 gold/level of member hired
      o The Mages Guild never hires out more then 2 members to any single person or group. The Mages Guild has never involved itself in the wars of others unless it had to defend itself. But with the possiblity of war looming in Middenfelia, this trend may soon come to an end.
      o Only members of the Mages guild may recieve training or use the research resources of the guild. The cost of researching for guild members is 10% to 30% less.

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    • The Theives Guild There is no one international theives guild. In reality most theives guilds only cover one city. Even then there may be more then one guild in a city, especially in large cities. To be more clear, some theives guilds are more like international mafia’s who control many cities in many kingdoms. While some theives guilds only control small areas of their own city like local street gangs. These large and small guilds overlap in almost every city. In this way large and small guilds work together to cover all aspects of criminal activities. But not all get along. The major theives guilds may war among each other over large territories, which include cities and possibly large portions of kingdoms. While small guilds may seek to increase their hold over a single area of town or an entire city. It is possible to be a member of a small guild, and then be offered a place in a larger guild. In some cases they may remain as a members of their original guild, while they wrok for the new more powerful one. This type of thing is done quite often, and bonds many small guilds in a sort of service to the greater. o There are to many Theives Guilds to name them all here. But here are the five major guilds in the world of Questaris. Each of these guilds have tattoo’s that their members are marked with, and that show affiliation. Keep in mind that a theif may owe alliegance to more then one guild at a time, and thus have more then one guild tattoo. But they may only be a member of one small and one major guild. Once a person has joined a theives guild they are concidered to be a part of that guild for life. + Geropolis Cartel. Guild tattoo is a panther surrounded in fire. This is the largest theives guild in the world. Based out of Geropolis, this guild controls most of the criminal activities in the Athenmir territory. The cartel has gained a great deal of influence in Galadan, Habistan, Ogland, and Zagrath. Their greatest profits come from the sale of slaves. + Yun’Ang. Guild tattoo is a great coiling serpent, the tattoo is made to cover the entire back of the person. This guild is based in the Arimine Imperium. It’s major criminal activities are smuggling a drug called Tun Ji, a magical hallucinogen, and contract murder. It is known that anyone who is targeted by there assassins is safe no where in the known world. None have ever escaped them. The guild also holds influence in Habistan, Middenfel,and Ephirim. # Tun Ji is a powerful hallucinogen. It is mixed with common mushrooms and then boiled with alchemical fluids. The drug is outlawed in many nations do to the high mortality rates of it’s users (1 in 10). Many users live full lives but enough people die for the drug to be feared by the rational. + Sea Devils. Guild tattoo is of a demon emerging from water. This guild has makes most of it’s money through smuggling goods. Based in Corsaris the guild has many ships that it uses for this operation. It has established many small bases in every nation in the world. + Rustovoi Syndicate. Guild tattoo is of two crossed daggers with blood dripping from the blades. This is the only major syndicate from the Anstoria region. It has made a name for itself through the sheer viciousness of it’s members. Many times in the past the Anstoria government tried to put an end to their reign of terror, but to this day they have survived. The Rustovoi Syndicate is involved with everything, and has no trouble dealing with those that get in their way. They are currently in a war with the Geropolis Cartel for control of the slave trade in Galadan. They have influence in Galadan, Thalian, Middenfel, and Nordland. + Sun Runners. guild tattoo is of a human figure running in the middle of a sunburst. This guild is based in Middenfel. Their main business is smuggling, and drugs. They have been trying to copy the formula for Tun Ji for many years now, but so far have failed to succeed. Though many of the drugs that they produce and sale are near as dangerous, but not as potent. They have influence in Nordland, Middenfel, Keleden, and Zagrath.

      o Thieves guilds don’t follow a pattern in their design. In fact they have no set look about them, save that what ever their appearance they have many secret entrances and exits. Most guilds are built in taverns, though some are built in shops, homes, barns, etc… But they always have the same type of services and staff where ever they are. + Ring Leader. This person is in charge of their guilds activities in the area. WIth small guilds this may be the leader of the guild. + Scribe. This person is actually the master forger for his guild in the area. They may have a few more forgers working for them if in a large guild, but if it is a small guild they are the only one. + Mistic. This is the person that deals with the magic needs of the guild in the area. Sometimes there might be more then one magic user. In small guilds this might be the only one there is, in larger guilds they may be the leader of a small cabal of magic wielding theives. + Tough. This person is in charge of guild muscle and security. Most guilds have as many as 5 skilled warriors that take orders from this person. But larger guilds migh have as many as 15 or more. + Quartermaster. This person makes arrangements for sleeping space for all members that need it. Also this person arranges for safe houses for members that may be on the run. Most guilds hae at least 4 or 5 safe houses that are predetermined, and large guilds may have a dozen or more. + Fence. This person is in charge of getting rid of all stolen properties that pass through the guild. Also this person determines targets for robbery, and extortion. + 2 – 5 Trainers. + 10 – 30 theives. This is based on the size of the guild itself, and it’s location. Large guilds will usually have many members in the area, and many of those will be in the hall at any given moment. Smaller guilds may have fewer then this amount.

      o Guild members are not required to pay a membership fee to the guild. But they are required to share a portion of their loot with their Ring Leader. All guild members are expected to do at least 10 jobs a year for their Ring Leader. Ring Leaders are known for their ill temper when dealing with members who do not hold up to their end.
            + Though members of the guild don't pay monthly or yearly guild fee's, they do have to pay a percentage of all the loot that passes through their fingers. Even if they are now where near their guild they are expected to share what they have earned. If a member is found to have been holding out on their Ring Leader they may be harshly punished with pain or even death. As a member of the guild they may not raise in rank unless they have given a good deal of coin to their Ring Leader.
                  # Cutpurse (1st - 3rd level). This is the absolute lowest member of the guild.
                        * New Guild members recieve their guild tattoos.
                        * They must pay 50% of all their loot to their Ring Leader.
                  # Footpad (4th - 6th level). This member has gained some respect within the guild. Plus they recieve their second tattoo to show their new rank. To gain this rank the member must pay his Ring Leader 200 gold pieces.
                        * Geropolis Cartel members recieve an eye tattoo above the membership tattoo.
                        * Yun'Ang members have their dragon tattoo's lengthened, it now wraps around their torso.
                        * Sea Devils have a sun tattoo'd left and above their guild tattoo.
                        * Rustovoi Syndicate members have a skull tattoo'd above their guild tattoo.
                        * Sun Runners have a black dog figure tattoo'd to the left of their guild tattoo that looks like it is chasing the human figure.
                        * The member must pay 40% of their loot to their Ring Leader.
                        * They may enlist a small crew of 3 lesser ranked to assist in personal schemes.
                  # ThugThe member recieves their third tattoo, and have more room to work in then before. To recieve this rank the member must pay their Ring Leader 400 gold.
                        * Geropolis Cartel members recieve a dagger tattoo under their guilld tattoo.
                        * Yun'Ang members recieve the tattoo of a man that seems to be encoiled by the guild dragon tattoo.
                        * Sea Devils members recieve a moon tattoo above and right of their guild tattoo.
                        * Rustovoi Syndicate members recieve a skull tattoo under their guild tattoo.
                        * Sun Runners members recieve a second dog chasing the human figure.
                        * The member must pay 30% of their loot to their Ring Leader.
                  # EnforcerThe member recieves their fourth tattoo. The member has earned enough respect by this point that they are given a route to collect the guilds extortion money. The member keeps 10% of the money for themselves, this money is not counted towards their owed loot to the Ring Leader. To gain this rank the member must pay his Ring Leader 800 gold.
                        * Geropolis Cartel members recieves a second dagger tattoo beneath the guild tattoo.
                        * Yun'Ang members tattoo now recieves flames all around it.
                        * Sea Devils members recieve an anchor tattoo beneath their guild tattoo.
                        * Rustovoi Syndicate members recieve a skull tattoo to the left of their guild tattoo.
                        * Sun Runners members recieves a third dog chasing the human figure.
                        * The member must pay 20% of their loot to their Ring Leader.
                  # CapoThe member recieves their fifth tattoo. These members have gained the trust of their Ring Leaders and are usually placed in charge of one of the guilds local racket's, such as gambling and blood sports. The member keeps 10% of the money for themselves, this money is not counted towards their owed loot to the Ring Leader. To gain this rank the member must pay his Ring Leader 1600 gold.
                        * Geropolis Cartel members recieves a third dagger tattoo beneath the guild tattoo.
                        * Yun'Ang members have their arms covered with coiled flaming dragons.
                        * Sea Devils members recieve a single star above their guild tattoo.
                        * Rustovoi Syndicate members recieves a skull tattoo to the right of their guild tatoo.
                        * Sun Runners members recieve a fourth dog chasing the human figure.
                        * The member must pay 10% of their loot to their RIng Leader.
                  # Ring Leader. In some guilds this is the highest ranking member. And in order to raise to this rank they must kill the current Ring Leader, or the current Ring Leader must retire. In larger guilds You must pay the Guild Sub-Boss a gift of 5000 gold to recieve this rank. But you may be expected to kill a current Ring Leader in one of the guilds territories. Or they may try and open up a new territory for the guild. But this may anger another guild in the process.
                        * Geropolis Cartel members have their previous tattoos surrounded by a large flame tattoo.
                        * Yun'Ang members have their legs covered in flaming coiled dragons.
                        * Sea Devils members have a large ship tattoo in such a way that their previous tattoo's are made to appear to be on the ships sail.
                        * Rustovoi Syndicate members have an eye tattoo'd in the center of their crossed daggers.
                        * Sun Runners members have a sunburst added that surrounds their other tattoos.
                        * If this is a small guild the Ring Leader recieves loot from all members of the guild from this point on. If part of a large guild he recieves all loot from members of the guild in his territory, but must share 30% of it with his Sub-Boss.
                  # Sub-Boss. To gain this rank the member must prove his loyalty to the guild Boss. Gifts help pay the way, and there is no set standard for this. If the member can do it, he can try to open up more territory for his guild and try to get the permission of the gulids Boss to keep it. But almost always the member seeking this rank has to deal with attempts on his life from the current Sub-Boss in his area. In the end the member seeking this rank must get the permission of his Boss to kill the current Sub-Boss for his place.
                        * Geropolis Cartel members recieves a completed tattoo for each Ring Leader under their command.
                        * Yun'Ang members recieve a magical enhancement to their tatoos that cause them to move on their own.
                        * Sea Devils members recieve a ship tattoo for each Ring Leader under their command, though the other ships are not as detailed as the first.
                        * Rustovoi Syndicate members recieve skull tattoo's for each Ring Leader under their command.
                        * Sun Runners members recieve a single mountian tattoo in the background of their guild tattoo for each Ring Leader under their command.
                        * The member is now in a position to try and take over the guild if he so chooses, but this usually ends in the death of the member.
                        * The member now recieves 30% of all loot from his Ring Leaders, but must in turn pay 50% to the guild Boss.
      + The Theives guild does not hire out it's members, and does not care if they leave the territory, as long as they return to keep their responsiblities. But once a member has reached the status they do not travel outside their territories. One because they can not trust their underlings enough to be able to do that. And two because they can't afford to leave their territories for fear of rival guilds moving in on them.

      These are examples of the other types of guilds that can be found in Questaris. Many other guilds exist in the world, but rarely do they have any power outside of their region or kingdom. Some may not even have any power outside of their own city or town. Those that do have power outside their native kingdom do because of vast wealth.

      o The Jewlers Guild The Jewlers Guild is not a single body. Ever nation has a Jewlers Guild who sends representitives to a yearly council. This council determines the value of all gems for the year based on the estimated amounts mined that year. This council is responsible for the stability of the gem market around the world. Many people use gems as a form of universal money. Becuase the value of every kingdoms coins varies, the value of gems changes versus them. The true value of the gem does not change. But gems may be worth more in one country then in another based on the value of that kingdoms coins. As an example, A gem valued at 300 Gold Arimine Yen would only be worth only 100 Gold Atnemir Librum. As you can see the value of the gem is the same only the value of the coin changed. The Jewlers Guild keeps a very close eye on gem prices as you can see.
      o The Merchants Guild Every kingdom has it's own Merchants Guild. They enforce a base pricing of all items sold within the kingdom. This is to ensure fair trade practices by it's members. Those that do not belong to the guild may find themselves being forced out of business as the guild drops prices in the local area that the lone business can not compete with. Every kingdom is divided into districts by the guild, and districts vary in size. In this way the guild acts as a huge coporation, each district is expected to maintian it's own money reserve. This reserve is to help with forcing non-member businesses out of business, as well as to help the members through tough time. Also member businesses may gain loans from the district to expand their business through the use of this reserve. These national guilds do not work with each other by any means, as they view each other as competition.
      o The Ebon Hand This is one of the most vile guilds to exist in the world. The sole purpose of this guild is enslaving travelers, the homeless, and anyone else that is unfortunate enough to cross their path. No person is safe from them if they are caught alone. This guild has existed in one form or another for nearly one thousand years. Those that lead this guild are among the most wealthy persons in the world, and nothing is out of their reach. There are many tales of this guild where it's lords have sent agents to enslave queens, princes, and princesses.

Guilds

Questaris AberrantOne