Guilds

Introduction

There are innumerable guilds, brotherhoods and secret societies in the world of Sidria. Some are based in specific locales, some are spread widely about the world. Some are open and have public guild halls in major cities. Some are so secret that most people never hear their name. The list below is of societies and guilds that are well known in the Seven Cities region. These organizations will be encountered, possibly frequently, in your wanderings around this area. You will also encounter others not listed here, and you may be able to join some of those other groups - if you even notice they are there. The secret societies in Sidria are often very secret. Sometimes even their probationary members do not know the true name of the group or even their true goals. Keep your eyes open and your mouth firmly shut and you may find them. But in the mean time, peruse these more public groups to see if any hold an attraction for you. Live the adventure!


The Crimson Masks

This organization is steeped in evil, but is far from secret. Brothers of the Crimson Mask wear a bright red mask over their face as they confront victims. Rogues and fighters of evil alignments are welcome to seek membership in this organization. The only requirement is that all members must take the blood oath to support their brothers and avenge them at all costs. It is this oath that protects these blackguards from casual persecution, although a few powerful cities have managed to keep them underground and mostly under control.

Guild of Deceivers

The Guild of Deceivers was originally a guild of gnomes that developed shortly after the fall of the First Laernean Empire. Today, the guild is comprised of many races, all sharing a penchant for the same type of magic - illusion. The ruling council of the guild is, of course, shrouded in layers of mystery, as the guild has been known to work "both sides" of an agreement to their own benefit. Membership is open to all who have at least five levels as an illusionist.

The Emerald Arm

This organization is open to all who seek to adventure in Aeledrea's name. Any class may apply to this guild, and most are accepted if they can espouse the ideals of support for the protection of the weak and downtrodden. Most fighters, rangers and paladins choose to join either the Knights of the Emerald Rose or the Order of the Emerald Fist, but a few work instead with the Emerald Arm.

The Order of the Emerald Fist

The order of the Emerald Fist is an organization of Paladins dedicated to the Lady Aeledrea. They believe in "The rule of law above all, but the rule of love above law." To be a member of this order a paladin must embody the virtues of goodness and love while supporting the cause of protection of the weak and downtrodden. Knights of this order are never haughty or overbearing, but must always be meek except in the defense of others. Probationers to this order undergo a trial of arms and a trial of spirit. They must sit a vigil in which they are tested by Aeledrea herself. Completion of a series of quests may lead to elevation into the ranks of the brothers - at this level they are provided with a symbol of the order which provides power to back up their promise of protection.

Knights of the Emerald Rose

This brotherhood is the counterpart of the Order of the Emerald Fist. This organization is open to all fighters, rangers and paladins who seek to support goodness and virtue, but are not otherwise able to join the elite ranks of the Emerald Fist. There are no tests or requirements for quests to join this brotherhood - only a sincere desire to support the Lady Aeledrea's cause.

Order of the Golden Harp

This order is dedicated to Shandar, and allows any priest of Shandar, Bard, Fighter, Ranger or Arcane spellcaster to join. Members of the guild often refer to themselves as "The Wanderers". There is no quest required to join the order, but a member is required to travel the world seeking to aid others on the road. Wanderers wear the symbol of a golden harp somewhere on their person to indicate their membership in the order. Any member of the order who refuses aid to a traveller in need may be disciplined, including possible expulsion from the order.

The Grey Brothers

This secretive band is open to any who have the capability of casting a form of magic - arcane or divine, and who are not bound by the strictures of good alignments. It was apparently started by a group of powerful sorcerers during the Age of Confusion. These sorcerers discovered the secret of Lycanthropy, and organized their brotherhood to provide the "benefits" of this discovery to themselves and others. Probationers to this brotherhood must perform many quests and survive many tests, but once they attain full brotherhood they are provided with a guildsign which allows them to take the form of a dire wolf.

Hawk Isles Mercenaries

The Hawk Isles have long been a human nation honored for their prowess in battle, and the mercenary troops produced there are some of the finest on Sidria. They have recently been allowing other races into their ranks, and the experiment has produced non-human warriors of considerable talent. There are several mercenary guilds around the Seven Cities, however, the Hawk Isles Mercs are the finest money can buy. The Hawk Isles Mercenaries Guild is elite and entry into the corps is difficult to obtain - Probationary members must pass many tests of courage and loyalty.

The Knights of Eastmarch

This military organization is open to fighters, paladins, rangers and warriors of good alignment. In general, the Knights are organized by strength of arms, such that ranks in the guild are earned by right of combat. The Knights of Eastmarch are headquartered in the nation of Eastmarch, but have guild houses throughout the region, including a large keep in Atalon. Petitioners to the Knights are given a golden brooch which shows their status as a probationary member. Once they have defeated an initiate in single (non-lethal) combat, they are accepted into the order as an initiate. Initiates are given a shield bearing the blazon of the order - a red-gold dragon. The higher ranks are - Brother, Sargeant, Master-at-Arms, Commander and Warlord. To be a Warlord in the Knights of Eastmarch is an honor which can bring noble title and land holdings.

Bards of Melnerithon

This organization is older than the Silver Brotherhood, but is not a true guild in the same sense. The Bards of Melnerithon is an organization that supports the private tutelage of its members, in what it loosely calls "Bardic Colleges". In reality these colleges are small bands of bards clustered about a central figure who passes along tales and histories, and bits of knowledge about various items and magics. Each band changes composition freely and regularly as its members leave to adventure on their own or as wandering bards happen upon them and begin to follow. To become a member of this brotherhood a character must have at least eight ranks in "Perform" and at least eight ranks in each of two separate "Knowledge" areas. They must find a "Bardic College" and stay with it for a time - at the end of which they are presented with an insignia of the Bards of Melnerithon, which provides certain advantages to its bearer.

The Scarlet Hand

The origins of this cruel and powerful guild have been lost through the ages, although many suspect that the guild was started by Schith-Rak himself. While it's true history may remain an enigma, the current day guild is open to all users of arcane magic who follow an evil alignment. Life within the guild is harsh, and those who brave the lower apprentice levels will find considerable power and support from the guild once they pass from initiate to full member. Full members of the guild can be easily recognized in public by their scarlet gloves or gauntlets, given as a symbol of fear by the Guild Council. There are those who say that the gloves have a specific guild power, but at this time, it is nothing more than idle speculation.

The Silver Brotherhood

Arguably the oldest guild in Sidria, this society was started during the first Laernean Empire by elves, humans and dragons who were collectively attempting to provide a framework for supporting good and life through the use of the magical arts. Mages of any sort who espouse and support the cause of good may apply for membership in this ubiquitous organization. Guild apprentices are provided with a silver cloak to show their affiliation. At journeyman rank a guild member is provided with a talisman which carries the emblem of a silver rose. Masters in the brotherhood are given the silver wand - a powerful tool.

Tanader Foresters

This small organization is only open to rangers and rogues of non-evil alignments. They travel the wilderness of the Tanader Jungle and the Tanand Swamp providing aid to those lost in the trackless wastes. Probationers are quested to seek lost items deep in the wilderness. Successful candidates are given full membership and provided with the symbol of the order - a dark green cloak which is rumored to provide some magical aid to the initiate.

The Walking Dead

This organization is among the most feared in Sidria. It draws its members from the most elite and powerful of spellcasters - both divine and arcane. Requirements to enter the society are strict - prospective members must have access to at least seventh level spells. It is said that membership in this organization provides many benefits, not the least of which is access to the rituals which allow powerful casters to become master vampires or liches. Members of this organization often feud with one another, but they will stand together when faced with a threat from outside.


Home
History
Guilds
Atalon
Atalon
Pantheon
FAQ