The Major Guilds of Fardenrule

Nine major guilds form the core of humankind’s civilization in Fardenrule, ruling in an alliance to oversee everything from agriculture, to trade, to crime and punishment. They are distinguished from minor guilds by their significant influence, wealth, and contribution to the realm's success.

The Seekers Guild

The Seekers Guild is a society of explorers and academics dedicated to uncovering the mysteries of Fardenrule. Expeditions organised by the guild often take members to the most dangerous corners of the realm, where they face mythical threats like yetis and storm elementals. Due to the dangerous nature of their work, Seekers have adopted the mantra, ‘No discovery without sacrifice.’

Because of the rarity of Seekers' artifacts, they are an incredibly wealthy guild, second only to the Commerce Guild. However, this wealth makes them a target for the Syndicate, who look to snatch artifacts before they can be safely locked away in the Seekers' impenetrable vaults.

The Syndicate

The Syndicate is a union of families that control organised crime from the shadows of Fardenrule. Extortion, smuggling, illegal betting, and narcotics—the Syndicate has a stake in all these lucrative areas. Lowly criminals are often recruited into the guild's ranks, but few advance into the families that are governed by tradition and blood.

The Justicars Order

The Justicars Order is the youngest major guild in Fardenrule but has rapidly grown into one of the most powerful. Formed by the uniting of independent law councils across the realm, their mission is to oversee law and order, maintain peace between the major guilds, and protect the citizens of Fardenrule from human and non-human threats.

The Justicars are split into two distinct sides: council and enforcement. Enforcement enlists men and women to guard the innocent and uphold the law. A single council Justicar may be present in a small town or village, guiding locally elected leaders on governing within the law. In larger cities, council Justicars endlessly debate on lawmaking. The guild’s highest authority is the Justicars Exalted Council.

The Commerce Guild

The Commerce Guild is the richest and most powerful guild in Fardenrule. It is a conglomerate of many divisions, ranging from land ownership, to banking, to trade routes. This ever-growing, endlessly hungry machine generates wealth on an unimaginable scale. At the head of the guild is Lance Revas, the richest man in the realm.

Some say that the only guild stopping the Commerce Guild from ruling Fardenrule outright is the Justicars Order, which maintains strict laws to limit what the Commerce Guild can take under its umbrella.

The Combatants Guild

The Combatants Guild operates the grandest spectacle in the entertainment industry: duelling. In which, two or more mages fight in an arena. While this is a visual treat for the masses, the true profitability comes from the gambling attached. Lives are made or ruined based on the outcomes of matches and realm-wide tournaments. Although the Combatants Guild works tirelessly to keep the games fair, corruption is an ever-pressing threat.

The Alchemists Guild

The Alchemists Guild oversees the potion industry on a realm-wide scale. They enforce strict standards to maintain safety while rewarding excellence and contribution to education and discovery. Their accessibility to the masses has made the Alchemists Guild one of the wealthiest major guilds. The Alchemists Guild also attracts exceptional talent, whose efforts are often directed towards producing highly complicated, delicate potions that adventurers from other guilds need to achieve their goals.

Experienced members of the Alchemists Guild are called Apothecaries. Alchemists who garner a reputation outside the guild are often witchdoctors, known for brewing necrotic or volatile potions for nefarious purposes.

The Sorcerors Guild

The Sorcerors Guild is a society of mercenaries, ready to assist clients with any magical task they require. Typical jobs include escorting clients through perilous lands, retrieving materials for alchemists and enchanters, bolstering expedition numbers for the Seekers Guild, and guarding valuables for the Commerce Guild.

Rumours suggest certain members of the Sorcerors Guild are willing to help with delicate matters 'off the books' in exchange for a raised fee. However, honourable representatives of the guild dismiss these claims as Syndicate fearmongering.

The Artisans Guild

The Artisans Guild oversees the construction and maintenance of buildings, roads, bridges, and similar structures. They also employ countless skilled craftsmen, including woodworkers, tanners, blacksmiths, and painters. The Artisans Guild works closely with the Commerce Guild, which often contracts artisans to work on their land and buildings.

The Wardens

The Wardens are a secretive guild composed of experienced mages dedicated to protecting Fardenrule from magical threats such as elemental incursions, or the creep of undeath from the Necrotic Scar. Wardens are often considered to have the best diplomatic relations with Fardenrule’s non-human races, although the Justicars sometimes encroach on their domain.

Unlike the other major guilds, the Wardens only have one guildhall, and typically send single envoys to protect regions of land. The talent and knowledge of the Wardens cannot be overstated. Without the Wardens, human civilization would have been destroyed countless times by magical forces.