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Guilds & Organizations of Aernth

Manufacturing Guilds  Specialty Guilds  Underworld Guilds 

This page (when finally finished) will have a complete list (and description) of the various Guilds and Organizations that hold sway within the fantasy world setting of Aernth.  Please check back again to see the progress of this page (slow as it may be).

Manufacturing Guilds

Stonemasons Guild- This guild is the organization that upholds the fair wages and properly trains the upcoming apprentice members of the guild to insure proper respect for its members.

Shipwrights & Boatwrights Guild- handles the training and standardized (as well as high) wages of the builders of ships and boats.

Thatchers Guild- This guild oversees the business of thatching of roofs within the Channel Cites area.

Blacksmiths Guild- This guild oversees the manufacture of iron products (tools, equipment, horse shoes, etc.) in the Channel Cities area.

Armorer & Weaponsmiths Guild- This guild oversees the manufacture of both weapons and armor within the Channel Cites area.

Metalsmiths Guild- This guild is actually comprised of several branches, each specializing in the smithing of a particular type of metal (Goldsmiths, Silversmiths, Coppersmiths, Bronzesmiths, Tinsmiths, Locksmiths, etc.). They handle nearly everything that does not fall under the control of the A&W Guild or the Blacksmiths Guild.

Wheelwright & Wainwright Guild- This guild oversees the manufacture of wagons, carriages, and any other cart type of equipment with the Channel Cities area.

Brick & Tile Makers Guild-

Basket weavers Guild-

Cloth Weavers Guild-

Cobblers Guild- Oversees the manufacture of shoes, boots, and other footwear.

Glass Blowers and Makers Guild-

Millers Guild-

Carpenters Guild-

Furniture Makers Guild-

Coopers & Craters Guild-

Pottery Guild-

Specialty Guilds

Protectorates- This very well defined organization is of a religious nature. They are dedicated to the protection of the "common" folk from the evils that abound within the world. (best defined as Rangers). Roam the countryside seeking out those of evil hearts or minds, then they bring these foul beings to justice (their version of it anyway).

Order of the Thunder Riders- This group is similar in nature to the Protectorates above (although neither group will admit to this). They are in the service of Po Mandok (the primary diety of the World Pantheon religion). (best defined as Paladins).

The Pack- This is a quasi-military/mercenary organization that is comprised of Sibbicai warriors who serve other nations on a short term basis (for a very high price). They return to the Sibbicai homelands when not serving foreign leaders. They are a very proud and honorable group of mercenary soldiers, who live by a very strict code of ethics.

Grenzal Gastov- This is a quasi-military/mercenary force that hails from the Grenzal lands. They will perform military services to rulers of other lands for a price (much as the Sibbicai do). They are relatively small in numbers.

Order of the Light- This exclusive Knighthood is sworn to the service of the Church of the All Father. They will go on ritualistic and military crusades in the name of the Church. They are comprised primarily of Paladins, but there are other professions present among their numbers (especially among the "Extores" or Inquisitors as they are sometimes called).

Order of the Stag- This group is actually the combat/escort/scout arm of the Druidical Order. They are Rangers (although there do exist a few members who are actually of the Rogue or Fighter professions that have access to limited ranger or nature based channeling spell lists). They tend to be found around lands where the Druidical beliefs are present. They go through a limited amount of Druidical traing (similar to most Druids going through limited "Ranger" training), and are thus very familiar with the Druidical ways.

Fili (Banfili)- This is a loosely organized order which comprises of the historians and poets in Druidical society. A Fili is the title given to a Bard that has studied under the Druidical Order, and as such is considered a scholar of sorts within Druidical society. A Banfili is a female of this order (while females hold equal status in Druidical society in most respects, female Bards under the Druidical Order are a rarity, but still maintain the recognition that is due a Fili.

Pilots & Navigators Guild- This guild handles the affairs of Pilots and Navigators of seagoing vessels. They limit the number of member as well as train apprentice Pilots and Navigators (who must serve under and as assistant to a full guild member for a minimum of 10 years before being promoted to a full member). This guild charges 15% of the members income as a guild fee, but in return they will cover basic living expenses for the families of those members lost at sea for two years after the unfortunate event.

Scribes Guild- This guild handles the affairs of most (but not all, which results in a fair amount of trouble) of the Scribes in the Channel Cites area.

Teamsters Guild- This closely knit guild handles the movement of much of the goods in and around the Channel Cities. They do not cover all the Drovers or Carriage Drivers within the Channel Cites, which sometimes results in violence and civil unrest due to the fierce nature of it`s members.

High Tower of Magic- This powerful guild is comprised of a very large portion of the spell casters within the Channel Cities (70%), as well as throughout much of the rest of the known world (55%). They have a huge fortress within the city of Dorgard, which includes sleeping quarters for any visiting members and a vast library covering everything from historical narratives to ancient magical tomes of knowledge. This library is believed the be the second most extensive within the world (after the library on the Isle of Stars, of course (see below)).

The structure of the guild unlike many of the other guilds (who have a Guild master elected from the general membership who runs it), is administered by the High Seat, who is elected by the High Council (36 members representing nearly every variety of spell caster)(usually from within their own numbers). There is also the Warden (who is appointed by the High Seat with a majority approval of the High Council), this is typically a lifetime position, which handles the security of the fortress, and the library, as well as overseeing the day to day operations of the fortress. It is also rumored that he/she also handles the "recruitment" of "renegade" spell casters (the rumors also speak of untimely and strange deaths of those who refuse to join the guild, but no one knows for sure if these stories are true). The members of the High Council are elected by the Lower Council (again, usually from within their own ranks, and having served in such a position for a minimum of 10 years). The Lower Council is elected by the General Membership from any member that has been an "active" member with the guild for a minimum of 10 years. All positions in the High Council and the Lower Council are elected for 10 year terms (or until the person steps down or passes away, at which time a new person is elected to the position).

The educational and affiliation aspect of the Guild is also divided up into 4 individual "Colleges" each representing one of each of the differing realms of power (Essence (the largest "college" (58%), Channeling (27%), Mentalism (12%), and Arcane (the most difficult and smallest (3%)).

Shadow League- This loosely organized group of spell casters includes Essence, Arcane and Hybrid spell casters only. It is headed by the "Council of Five". This guild is very secretive and very small (only about 2% of the worlds spell casters are members, with the majority being within the Channel Cites area).

Society of the Silver Wind- This small (3% of spell casters in the world are members) spell casters guild is comprised entirely of Mentalism wielders only. The leader is a woman who is unable to speak due to having her tongue removed by a large band of orcs that she was taken prisoner by when but a young girl. Her name is Onyx and she has become well known as a fearless and powerful adversary of the High Tower of Magic. She is very outspoken (so to speak [I know, bad pun], she has a bodyguard who is of half-ogre descent that speaks for her, who she can communicate with mentally).

Isle of StarsThis very exclusive organization is not a Guild perse, but is an exclusive educational institution. It is a society of monks that have dedicated their lives to education (Arts of History, Literacy, Philosphy, Education, Knowledge, etc.) and balance as well as the Martial Arts. They reside on a small group of islands that sit in the southern portion fo the "Channel".

Membership is very limited, and musts be initiated by existing members. The only contact that members have with the rest of the world is the "Field Agents" (for lack of a better name, although I am still trying to come up with one). These Field Agents collect knowledge and historical information to be added to the massive and extensive library that has slowly been built up over the several previous millenia. This Library is even more extensive than that hosed in the High Tower of Magic (which is located in the city of Dorgard, nearly overlooking the Isles) (see above).

Underground Guilds

Red Blade Society- This small mercenary guild uses strong arm tactics and espionage to wrench coins from he common folks of the Channel Cities.

The Brotherhood- This group is the foundation of "Organized Crime" within the channel cites. They utilize strong arm (they refer to it as "Protection") techniques to extort money from the common folk and small business owners. They are also involved extensively with many of the smuggling operations that abound within and around the Channel Cities. They are a very dangerous and greedy group.

Hydra- Small and secretive Burglary and Espionage guild operating out of somewhere in the northern part of Martelain. They are recognizable by the Grey and Brown Striped sashes they wear sometimes.

Shadow Clan- This small Burglary and Espionage guild operates out of somewhere in the city of Gorled. They can easily be spotted by the trained eye by the black sashes they occasionally wear around their upper arms or foreheads.

Purple League- This loosely organized thieves guild operates out of South Shore and Martelain. they can often be seen wearing their purple sashes around their waist, head or forearms.

Red Hoods- Loosely organized thieves guild operating out of the streets of Argentum and Martelain. Like so many of the thieves guilds, they wear distinctive clothing, such as red hooded cloaks, red hats, or red sashes around their foreheads or arms.

Night Stalkers- This secretive burglar and espionage guild operates out of Gorled. They will sometimes also perform assassinations.

Pallid Hand- This assassins guild operates out of the city of South Shore. They are very secretive, and little is known about them outside of their organization and clients.

Black Widows- This assassins guild operates out of the city of Argentum, and is one of the most respected and successful of the assassins guilds within the Channel Cities.

Mist Riders- The members of this loosely organized thieves guild can be found plying their trade (if you watch carefully enough) in the streets of Argentum and Gorled. The members wear grey sashes around their waist, forehead, or arm on occasion.

Sea Urchins- This loosely organized (and poorly named) thieves guild operates out of the streets of Dorgard. Its member can be seen wearing brightly striped sashes around their arms, waists, or collars. They will also on occasion conduct "for-hire" burglary operations.

The Scorpion- Very little is known for sure of this organization/person, as it is probably the most secretive of any in the world. The Scorpion is/are the most accomplished assassin(s) in the world of Aernth. Stories too numerous to count abound throughout the Channel Cities as to the details. But these hundreds of stories are all different and almost always conflict with one another. Who/what ever this is, they/he/she is called on for only the most difficult jobs, due to the fee for the services rendered. Rumor has it that all you have to do is spread the word that you need to talk with The Scorpion around the Channel Cities and at some point in time (unexpected and unprepared), you will meet. There is a very high price placed on the head of The Scorpion (or it`s leader if it is an organization), jointly by all the other assassins guilds within the Channel Cities (this reward has been around for over 3 centuries, and The Scorpion has been around for many more). But as of yet, no one has been able to claim the 300 Gold Coin reward (enough to buy a small kingdom if one so desired), although many have tried, often times never to be seen again, or to be found as the next victim.

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