Guilds and Military Organizations of Requiem
Guilds, and Military Organizations
Craftsmen's Guild:
The largest of the guilds with the most sub-specialties that fall within their domain, easily the most wealthy guild. While claiming to have no political power other than their seat in Uvira, it does not take a leap of imagination to understand what might happen when one finds oneself on the wrong side of the guild. Hard to fight a war without steel or horseshoes.
Alchemy Guild:
While most would not choose to live next door to the shops controlled by the Alchemical guild, the services they provide are sought by many if not all. Alchemists spend their careers hunting down rare ingredients to try to achieve the pinnacle of their science. Inherently dangerous, the tinkering of these madmen have started and stopped city killing diseases. While not as generally as wealthy as the craftsmen, no price can be put on a vial of health…or death.
Enchanters Guild:
The reclusive Enchanters are as mysterious as the methods they use to impart magic onto mortal goods. Used by many to turn wondrous crafts into something beyond or more their costs not always run the color of gold. The depth of their knowledge is unknown to most, and is as mystical as the enchantments they provide. The master enchanters know one thing, chemics potency fades, swords rust away, magic is forever.
Justicars:
The only large non-national military force within the realms, a highly specialized force dedicated to eliminating evil throughout the realms. The justicars, once a mighty legion, now find their ranks severely depleted after the war with Alguqais. Although not political in nature, the words of the High Justicar are respected and taken into consideration in all matters in need of wise counsel.
● Hammerscale Legion:
A large mercenary guild, formed by those who left their military units, lives, or were forced out of their homelands for one reason or another. Despite the nature of how one comes to join the Hammerscale, while their nature as a mercenary guild dictates that they live within a morally gray area, they are viewed with respect amongst many nations. When the Hammerscale accept a contract they do not accept competing bids, nor do they sell any forces to the opposing side. The Hammerscale took the largest loss in the final battles with Alguqais, taking a contract to hold a pass from the hordes of Alguqais. When the pass was consumed by a massive sinkhole, all but remnants of the Hammerscale were swallowed into the depths below.
Adventurers Guild:
While their economical power falls well below the other guilds, their power lies in the seemingly never ending trove of favors they are owed by powerful peoples including those of the other guilds. While the other guilds trade in craft, gold, and magic, the Adventures Guild trades in secrets, connections, and the ability to get things done. If you have a problem that needs solving the adventures guild is your first and last stop. Joining the ranks of this guild is seen by many as the first step in a dangerous but fruitful career, not many are able to pass the initiation phase but those who do find themselves connected to a tight knit family that while untraditional can always be counted on.
Assassin's Guild
Keep located in the Pitts, called "The Graves".