Introduction
The various sovereign entities that govern Gevadun are not the only groups with power and influence in the world. Independent organizations wield significant power across Gevadun, each with its own structure, ranks, and operational procedures. These groups range from entirely legal and sanctioned to illegal and malevolent. The guilds vie for power in Gevadun, but the definition of power changes with the guilds. For example, a trading guild might see power as financial stability and strong connections with influential individuals. In contrast, a workers' guild views power as the collective will of the people, while an enclave of mages may define power in terms of supreme magical prowess.
The Black Riders
"Silver, steel, and blood, we are nothing without them."
The Black Riders
The Black Riders are a brutal but fair mercenary company that was once based in Zalmin’s Harbor. Their primary goal is to accumulate wealth and fame, and they strive to become exceptionally wealthy and renowned. Their famous black cloaks and jet-black horses make them easily recognizable. The Black Riders' horses are a special breed that are bred in The Ash Cleft. These horses are entirely black with striking red eyes and can thrive in the harshest conditions. The Black Riders are known for their willingness to accept many recruits, but only a few earn full membership in the company. Only the best are chosen to become riders, full members, and representatives of the mercenary band. They are open to taking on any work that aligns with mercenary standards as long as it pays well and does not involve highly illegal activities.
“Do you hear that? The jingling of a coin purse. Such a sound is music to my ears, and it should be music to yours. If you ever want to be a real rider, you better learn to love the sound of silver, and become real comfortable with the clashing of steel.” - A veteran Rider of the Black Riders to a Hound
Beliefs:
Riders always get paid; if a client skimps on coin, make sure you set the ledger straight some other way.
Trust your steel, steed, and the Riders to your right and left.
We work for the highest bidder, get the job done, and never leave a client unhappy.
Never take a job that disgraces the company; a mark of shame on one Rider is a mark of shame on the company.
Ranks:
(Scum) The initiates of The Black Riders get paid nothing and have no say in the company. They do what they're told and hope that they may rise the ranks.
(Hounds) Hounds are essentially the squires of senior Riders. They maintain the riders' equipment and may serve as men-at-arms in large engagements.
(Gargoyles) These members are bodyguards for a Black Rider. A Rider will have a retinue of 2-5 gargoyles whose sole purpose is to protect the Rider. They ride beside Riders but are forbidden from riding atop the Black Coursers.
(Rider) A full-fledged member of the Black Riders, they answer to no one, as the entire mercenary company is egalitarian.
Muse
"Form and function, Pain and pride."
Muse
Muse is the largest Foul hunting guild in Gevadun. While its headquarters was initially based in The Ash Cleft, it now resides in Port Hellstone. The members of Muse view themselves as violent artists, similar to other groups of Foul hunters. Like any group of Foul hunters, Muse attracts individuals from diverse backgrounds, each with their own reasons for engaging in this dangerous and often gruesome profession. Like all Foul hunters, members of Muse believe that the Foul are irredeemable and are committed to destroying them wherever they are found. They show little to no worry about the carnage and collateral damage they cause on their hunts; they only focus on the artful slaying of the Foul. This uncompromising stance has caused issues, particularly since both living people and the Foul inhabit certain cities in The Chasm.
“This canvas, it needs a little more red dont you think? I would venture to say the blood of these cretins will suffice for paint!” - A Composer of Muse commenting on a street filled with Foul
Beliefs:
The Foul are unredeemable, so we will take every effort necessary to eradicate them.
Hunting the Foul is an art form that will be treated with the same reverence as every art.
Casualties happen when hunting the Foul; it is an occupational hazard.
Respect your fellow artists; they are constantly working on their next masterpiece.
If it takes your own blood to cover the canvas, so be it.
Ranks:
(Understudy) The lowest rank of Muse is an Understudy, who performs the menial tasks involved in putting together a Foul hunt.
(Artist) The majority of the members of the Muse are Artists, and they are the ones responsible for slaying the Foul.
(Composer) A composer is a senior member of Muse who answers only to the acting director. While they still go on hunts, they mainly handle critical administrative matters.
The Workmen's Union
"Through our bond in labor, we become stronger."
The Workmen's Union
The Workmen's Union is an independent organization formed of laborers from across Gevadun. It has significant guild halls in Geo'Doore, Cossacks, and Stone Home. The Workmen's Union is dedicated to the well-being of laborers across Gevadun. Throughout history, the poor treatment of peasants and manual laborers necessitated the formation of unions to protect the common man. Union members include carpenters, masons, smiths, cooks, miners, lumberjacks, and virtually any other type of laborer. The union representatives manage pooled resources and leverage the union's political influence to ensure that workers in Gevadun receive fair treatment. The protections of The Workmen's Union are only eligible for those who join and pay their dues. Independent workers are not afforded any of the union’s protections or privileges. When members of The Workmen's Union are mistreated or not compensated entirely, the union will resort to tactics, including running smear campaigns, strikes, and heavily imposed fees, to ensure that union members are treated well.
“Brothers and sisters! The wealthy and rich of this city sit on their velvet cushions while you wallow in the dirt eating stale bread and cold soup! Join The Workmans Union, we promise to negotiate with the wealthy to get you all a better deal!” - A representative of The Workman’s Union to a crowd of non-union members.
Beliefs:
Every man and woman who works hard should be paid and treated fairly.
Those who don't support the union and suffer the ire of the wealthy are enemies of justice.
Members must pay their dues and aid their fellows; the union falls if we don't stand together.
The collective will of the common man is greater than any king or queen.
Charismatic demagogues are the death of decency; one leader should never hold more power than they were elected with.
Ranks:
The Workmen's Union does not have ranks. Instead, members elect representatives from their specific trades. For instance, lumberjacks elect one of their own to represent them on the union council, while they do not influence who represents the carpenters or masons.
The Man-Hunters Guild
"The Code above all."
The Man-Hunters Guild
The Man-Hunters Guild is the premier bounty-hunting guild in Gevadun. Rather than having a primary base of operations, it maintains several small offices throughout Gevadun where bounties can be claimed. Man-hunters are dedicated to bringing loose criminals and dangerous brigands to justice, and they tend to be more accepted by society than Foul hunters, who are often erratic and dangerous. The Man-Hunters Guild runs under a strict code of ethics. This lengthy code includes rules for resolving disputes between hunters and specifies the regulations that a Man-Hunter must follow while on a hunt. Unlike Foul hunters, Man-Hunters prioritize minimizing damage and focus on earning a reward rather than pursuing some type of twisted artistry. The Man-Hunters Guild is often paid for and supported by governments, reflecting its importance in maintaining order in Gevadun.
“Listen “friend”, I can take you back in chains, or in a sack, I get paid either way.” - A man hunter to his target
Beliefs:
We hunt for coin, but if doing good is convenient, we do it.
A hunt is just a job, nothing to get emotionally involved in.
A successful hunter should retire young and rich.
The code separates us from the criminals of this world; to forsake the code is to forsake justice.
Ranks:
(Tracker) The lowest rank of Man-Hunter is a tracker. Trackers are only afforded the easiest and lowest-paying bounties.
(Rover) Rovers are journeymen Man-Hunters. They are allowed to take more lucrative jobs and are usually known by local law enforcement.
(Stalker) Stalkers are the most seasoned Man-Hunters. They bring in the most dangerous targets and earn the most as well. Stalkers are often well-known, whether they are famous or infamous.
(Chain Keeper) Chain Keepers are the most senior Man-Hunters, usually retired from bounty hunting. They run and maintain the many offices and hideouts used by Man-Hunters.
The Verdant Grasp
"We are born from dust, and we shall return to dust."
The Verdant Grasp
The Verdant Grasp is a large group of naturalists and shamans dedicated to protecting and stewarding nature from external and internal influences. They work diligently to prevent human encroachment into wilderness areas and destroying natural habitats. They also manage ecosystems, keeping them from destroying themselves over time. Headquartered in Valehur, The Verdant Grasp operates as an independent enclave but maintains a strong relationship with the Erael Kingdom. Members of The Verdant Grasp spend a great deal of effort unlocking the secrets of natural magic and understanding the essence of life. They starkly believe that nature is sacred above all else, so they pray to Villitrix. They take great offense at any destruction or damage to the environment. While The Verdant Grasp has been known to resort to violence to protect nature, they do not harbor resentment towards society; instead, they believe that the natural world is essential for both spiritual and physical well-being.
“Can you feel it? Mother nature is singing to us. It was over three centuries ago when I first heard her song, and it has become more beautiful ever since. When, my child, will you hear her song?” - A Glade Warden of The Verdant Grasp meditating in a grove with an initiate
Beliefs:
Nature is sacred above all else, and this is not a point of discussion.
Society has done great things for people, but it is nothing compared to the splendor of nature.
Nature must be protected, even if it's from itself.
Remain humble; we shall all return to the soil in time.
Ranks:
(Velvets) Velvets are initiate members of The Verdant Grasp. They work as laborers for Keepers, stewarding nature and healing damaged lands.
(Keepers) The Keepers of The Verdant Grasp are responsible for ensuring nature's health. They don't generally protect nature from external threats; they groom natural areas and protect nature from itself.
(Wild Thorns) The members responsible for protecting nature from external threats are Wild Thorns. Essentially, Wild Thorns are the knights of The Verdant Grasp.
(Bramble Kin) Bramble Kin are senior Wild Thorns dedicated to unlocking Nature Magic's secrets. They use their adept understanding of Natural Magic to heal scarred lands.
(Glade Warden) The highest-ranking members of The Verdant Grasp are Glade Wardens. Glade Wardens are responsible for overseeing the numerous enclaves of the guild. These enclaves often oversee and protect massive tracts of land.
The Cerulean Heart
"Unwind, unleash, and understand."
The Cerulean Heart
The Cerulean Heart is the premier mage guild in Gevadun. While it does not have a central headquarters, it keeps large offices in every major university and places of magical inquiry throughout the realms. The Cerulean Heart accepts all practitioners of magic into its ranks, but most of its members practice arcane magic. The Cerulean Heart seeks to understand the secrets of magic and is willing to face incredible dangers in pursuit of even the slightest insight into the arcane truth. Members firmly believe that magic must be understood and fully harnessed at all costs, often leading them to engage in risky rituals, experiments, and expeditions. Essentially, members of The Cerulean Heart function as researchers, responsible for compiling their findings in the guild's vast library, located in the pocket dimension known as Erudition. This borderline fanatical devotion has left many more calculated mages skeptical of The Cerulean Heart, leading to ongoing debates between members and non-members about the ethics of the guild's actions.
“Do you know how much of Gevadun lives in poverty? How many people who wake up without a scrap to eat or a fire to keep warm? To hell with safety, if we can make their lives better through understanding the arcane, then we will.” - An adept of the Cerulean Heart to a scholar
Beliefs:
Understanding magic comes first, and safety comes second.
Magic should be used and harnessed to change the world; it shouldn't sit dormant.
The masses should be educated and not fear the arcane; it is our salvation.
Silver and crowns pale in comparison to the power of a mage.
Ranks:
(Tyro) Tyros are the initiates of The Cerulean Heart; they have limited privileges within the guild.
(Adept) The majority of guild members are Adepts; they work individually or communally on projects to further the study of magic.
(Counsel) Counsels are senior guild members responsible for handling disputes and allocating research resources.
(Magus) The title Magus is only bestowed upon the most erudite members of the guild. Most Magi spend little time with the guild, only returning to share their research and discoveries.
The Bone Syndicate
"Blood for blood, bone for bone, always get your cut."
The Bone Syndicate
The Bone Syndicate is a prominent criminal organization with a considerable presence in Delilah, Neopolis, Ghast, and Nautilia Deep. Seedy taverns, gambling halls, and other venues of vice often host members of The Bone Syndicate who conduct illicit business. While their activities include the typical enterprises associated with criminal organizations, The Bone Syndicate specializes in dark arts such as necromancy, cursing, and communing with the Foul. The Bone Syndicate utilizes its influence and resources to sway and manipulate the politics and governments of Gevadun covertly. Only a genuinely pious and zealous leader has managed to resist bribery from a syndicate member, illustrating the pervasive reach of The Bone Syndicate. The dark hand of the syndicate moves every needle and has a hand in every jar. This prolific corruption enterprise is why they are reviled across Gevadun. Members of The Bone Syndicate are often individuals who live in morally toxic environments and are frequently downtrodden. The violent and brutal reality of their impoverished and rancid urban environments, which they typically experience from a young age, enables and compels them to act savagely, ruthlessly, and pragmatically.
“Listen Runt, you do what your told when I tell you, or we are going to have some problems. Now be a good little trooper, and move those sodding crates!” - A Tyrant of The Bone Syndicate to a Runt.
Beliefs:
The acts others consider “too wrong” to commit will be the tools we use to rise.
Don't trust yourself; gut instincts are for animals, not thinkers.
Never be denied, get what's yours, and don't ask questions.
It's never too far; in truth, you probably haven't gone far enough. Always escalate the situation.
If you can't sleep because of the things you have done, spend the night counting your coin.
Ranks:
(Runt) Runts are entry-level members of The Bone Syndicate; they are hired muscle and labor for more senior members. They are dangerous individuals who often try to prove themselves to higher-ranking members.
(Cutthroat) Cutthroats are lower-tier members of the syndicate who run small criminal rackets or work with Shadows to operate larger illicit enterprises.
(Shadow) Shadows are senior members of The Bone Syndicate. Shadows run sizable operations to generate the guild wealth. They practice the dark arts and often have pacts with the Foul.
(Tyrant) Tyrants are the most prominent members of the syndicate. They use the syndicate's resources and connections to influence the politics of Gevadun.
Omar’s Spear
"Peace maintained through order."
Omar's Spear
Omar’s Spear is a secretive order with no official headquarters. This quasi-religious organization is dedicated to maintaining the political status quo in Gevadun. Members of Omar's Spear covertly operate to undermine and destroy any force that seeks to topple the existing power structure in the many kingdoms and states that rule Gevadun. The governments of Gevadun often discreetly provide resources or endorse the actions of Omar’s Spear. The organization directly opposes uprisings, coups, invasions, usurpations, and any other actions that could upset the balance of power in Gevadun. Omar's Spear has served covertly and openly in many wars and engagements, and its ranks are filled with decorated warriors. The organization views Gevadun as a delicate political ecosystem; if one humor falls out of balance, the entire thing may become chaotic. This stance leads some to view the organization as perpetuators of despotism, while others see them as virtuous protectors of order. Although publicly acknowledged, Omar’s Spear remains very secretive and admits only a select few members.
“Senator, we understand that you are trying to improve the quality of life of everyone out on the mud flats, but your legislation is risking chaos in Nautilia Deep. If your bill drives the city to madness, we will have to intervene.” - A Sentry of Omar’s Spear to a Senator from the Twitst Marsh
Beliefs:
Order is the only way life in Gevadun will thrive.
The right to rule is divine, and the current rulers are emissaries of the divine.
We are the shield between complete chaos and the good people of Gevadun; they might not understand our mission, but it is for their own good.
Ranks:
(Legion) Members of Omar’s Spear who are either new or part-time agents are referred to as Legion. They only act when called upon and come from many different backgrounds.
(Constable) Constables are permanent fixtures of Omar’s Spear. They monitor threats to Gevadun and supply information to higher-ranking members.
(Sentry) Sentries are the most senior members of Omar’s Spear. Their collective job is to maintain relations with the sovereigns of Gevadun and decide which threats require the organization's attention and intervention.
Rum Runners
"Every man a full cup, every page a story, and every life an adventure."
Rum Runners
The Rum Runners are a gregarious group of misfits who are allegedly based out of The Anchor, Nautila Deep’s largest tavern. Initially, the Rum Runners were bootleggers seeking to sell liquor across the realms without paying taxes. However, they have since evolved into Gevadun’s premier unofficial adventuring guild. While the guild still engages in illegal activities, it will never resort to violence or exploitation. Members of the Rum Runners embark on daring adventures together, exploring ancient tombs, traversing forgotten vistas, and invading the lairs of dangerous villains to amass wealth and weave a good story. There is little, if any, structure in the guild apart from the hidden distilleries that produce the guild's namesake liquor. Members of the Rum Runners are members in name only, but this lack of structure has worked to the guild's advantage. The fondly notorious reputation of the Rum Runners ensures that few would dare to claim the title without being actual members. Similarly, those who genuinely wish to join can simply proclaim themselves members. They are famed for telling stories of their adventures, often embellishing the details of their exploits to form a grander narrative. Very few places officially endorse the Rum Runners, but many taverns and similar venues tolerate their presence. The one thing that grasps a Rum Runner's heart is freedom and adventure, and they have gained a reputation for being Gevadun's most annoying do-gooders.
“There I was, surrounded by at least fifty angry outlaws with nothing but a sack of gold to defend myself with. It was surely over, and I was making peace with the divine. Then, just as I thought it was over, a massive dragon swooped down and lifted me off! We split the loot and now we are pen pals.” - A Rum Runner embellishing the tales of his adventures
Beliefs:
Life is an adventure, and we should all enjoy the ride.
Riches are great, but good friends, cold booze, and a warm fire are better.
There is right and wrong in the world, and we will make sure we do right.
Every day should end with a hot meal and a cold drink.
Ranks:
The amorphous nature of the guild does not allow for proper ranks, but more famous or accomplished members are given more respect and have more pull than newer members.
The Sailor’s Brotherhood
"The sea calls to us, and we shall answer."
The Sailor's Brotherhood
The Sailor’s Brotherhood is a private organization for sailors that welcomes anyone who considers the waves their home. While it lacks a central base of operations, there are notable guild halls located in Nautilia Deep, Dunes Reach, and Ellabore. The Brotherhood embraces all types of seafarers, including pirates, explorers, merchants, and marines. This inclusive approach, however, has led to a negative reputation with the governments of Gevadun, as outlaws often seek refuge within the guild. Within the Brotherhood, all captains are treated equally, regardless of whether they command a massive fleet of warships or a single-masted sloop; theoretically, all captains receive the same level of respect and consideration. The guild also hosts many merchants who contribute significantly to its wealth through donations, bolstering the guild's resources.
“The smell of salt and the open sea, that's why we do what we do. The freedom of the ocean is sacred, and the sea dogs of The Sailor’s Brotherhood are going to keep it that way!” - A sailor explaining why they joined the brotherhood
Beliefs:
Every man is equal on the sea.
The sea is freedom, and the right to sail belongs to all.
If you must take a fellow seafarer's life, do it with honor.
As long as we draw breath, no one will own the seas and oceans.
Ranks:
(Captain) Captains are at the pinnacle of The Sailor’s Brotherhood. Aside from the responsibility they have to their own ships and crew, Captains also meet to give input on the guild and its actions.
(Sailors) Sailors are the crews of the various ships that comprise the brotherhood. Just as all captains in the brotherhood are equal, so are all of the sailors