A guild is a professional association, an enterprise, and a pillar of society economy. It comprises a network of sworn members bound by shared skills, mutual protection, and strict codes of conduct. Guilds regulate their trades or callings, from merchant caravans and shipwrights to monster slayers and mages, setting prices, training apprentices, issuing licenses, and guarding secrets of their craft. Many wield political influence, commanding private militias, sponsoring expeditions, or negotiating directly with rulers. In the city-state of the Trucehold of Embassra, guilds are as powerful as noble houses, shaping commerce, culture, and even diplomacy. At the same time, in the frontier lands, they often act as law, livelihood, and lifeline all at once.
Adventurers' Guild – Assigns exploration, monster hunting, or odd jobs.
Mercenary Guild – Sells military services and bodyguards.
Bounty Hunters' Guild – Tracks and captures wanted individuals.
Monster Slayers' Guild – Specializes in eliminating beasts or magical creatures.
Explorers' Guild – Maps unknown lands, ruins, or other realms.
Cartographers' Guild – Map-makers and explorers.
Treasure Hunters' Guicontld – Focuses on ancient ruins and lost artifacts.
Also known as the Continental Esquiraqui Adventurers' Guild, this organization was founded by Sir Walio Esquiraqui and is currently led by his daughter, Warda Esquiraqui. Closely tied to the interests of the Esquiraqui Trading Company, but doesn't serve as its top operational priority. It stands as one of the most dominant adventuring guilds on the continent, with its headquarters based in the city-state of Trucehold of Embassra.
Blacksmiths' Guild – Handles weapons, armor, and metal forging.
Tailors' Guild – Specializes in clothing and textiles.
Carpenters' Guild – Constructs wooden structures, furniture, or ships.
Masons' Guild – Builds with stone, from temples to fortresses.
Artisans' Guild – Umbrella for artists, sculptors, and jewelers.
Engineers' Guild – Builders of machines and complex structures.
Artificers' Guild – Magic-tech hybrid inventors.
Astronomers' Guild – Skywatchers, stargazers, and cosmic scholars.
Physicians' Guild – Doctors and surgeons in high or low fantasy.
Key guild
TBD
Engineers' Guild – Builders of machines and complex structures.
Artificers' Guild – Magic-tech hybrid inventors.
Astronomers' Guild – Skywatchers, stargazers, and cosmic scholars.
Physicians' Guild – Doctors and surgeons in high or low fantasy.
Mages' Guild – Governs magical research, spell regulation, and training.
Diviners' Circle – Practices prophecy, scrying, or fate magic.
Alchemists' Guild – Specializes in potions, transmutation, and chemical crafting.
Enchanting Guild – Focused on magical item creation.
Historians' Guild – Archivists, chroniclers, and lorekeepers.
Key guild
TBD
Merchants' Guild – Regulates trade, prices, and caravans.
Bankers' Guild – Manages moneylending, currency exchange, and vaults.
Shipping Guild – Controls naval or airship transportation.
Auctioneers' Guild – Hosts sales for rare or valuable items.
Smugglers' Guild – Black-market commerce and illegal trade.
Key guild
TBD
Bards' College / Performers' Guild – Singers, actors, poets, storytellers.
Courtesans' Guild – Professionals in pleasure, diplomacy, or secrets.
Artists' Guild – Painters, sculptors, and illustrators.
Scribes' Guild – Manages documentation, copying, and administration.
Lawyers' Circle – A guild of trained legal professionals who interpret laws, represent clients, and provide counsel in trials and civic disputes.
Key guild
TBD
A state organisation is an independent official body established and sanctioned by a ruling authority to serve the interests of the realm. Unlike guilds, whose loyalties lie with their members, state organisations answer directly to the sovereign power, enforcing laws, collecting taxes, overseeing infrastructure, and safeguarding the state’s stability. They range from advisory courts and standing armies to diplomatic corps, census offices, and arcane regulation bureaus. The weight of law backs their authority, and they can extend their reach into every corner of society, making them both the guardians of order and the instruments of political will in Fromurth.
The Arbitrators are relentless enforcers of imperial will, feared for their unyielding pursuit of heresy, forbidden magic, and threats to the crowns' order. Two distinct orders operate across Fromurth’s empires: The Hardheim Arbitrator of the Northern Empire and the Almuhakamayn Ghüdatani of the Southern Empire.
Hardheim Arbitrators are cold, methodical witch hunters whose methods ( public burnings, arcane torture, and absolute disregard for local laws) have earned them the reputation of a terrorist organisation beyond their homeland’s borders. They show no mercy to any mage, lawful or otherwise, and have even executed Northern Empire court magi without hesitation. In southern lands and neutral states alike, it is common for adventurers’ guilds, mage guilds, and even the Ghüdatani themselves to hunt these northern zealots actively.
Archmage of Ordovinus Mage Guild said to the recruits, "Northern Arbitrators Savages are a shame to the Commonwealth, if they raid your homes, kill them in sight, and burn their corpses."
By contrast, the Almuhakamayn Ghüdatani are equally uncompromising in their mission, yet they act with a degree of diplomacy. They often treat lawful, state-sanctioned mages as allies and work alongside them to root out sorcery, corruption, and cult activity within the Southern Empire.
Wherever they tread, Arbitrators leave behind the scent of burning spellbooks, shattered cults, and the lingering fear that no one, not even Nobles, is beyond their judgment.