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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

4B. Prominent City Guilds

The Sages Guild

As collectors of knowledge and stewards of the Great Library, the Sages' Guild is one of the oldest institutions in the history of the City State. While there is debate outside the guild about the actual length of their existence, the guild claims to be over 3,000 years old. The present Sages' Guild has some of the oldest texts in Hyperborea. On the surface the guild is simply a source of knowledge at a price and remains neutral in the various politics of the City State. Membership is highly coveted and restricted.

Khromarium Thieves' Guild

The Thieves’ Guild is arguably the most powerful organization in the City State that refuses any oath of fealty to the Oligarchy. Despite knowledge of their guild headquarters, the Oligarchy is unwilling to risk the chaos and loss of life involved in a direct assault. An organized guild, they reason, is probably better for stability than different isolated groups of warring thieves. The reality is that the Thieves'  Guild is deeply entrenched in the fabric of the city and uprooting them would be a costly and pyrrhic endeavour.    

The Thieves' Guild is structured and run like the Mafia, complete with bloodcurdling oaths, strict codes of silence, and absolute ruthlessness. They enjoy considerable influence among the working class of Khromarium and are a constant thorn in the side of the Oligarchy. While steps have been taken to combat them, the Thieves’ Guild still seems to act with relative impunity.   

The Guild influences or outright controls all manner of legitimate enterprises, most notably the Khromarium Commodities Guild. Women cannot be members of the Thieves' Guild. Fees are a percentage of earnings from activities.

The Adventurer's Guild

By far the newest edition to Khromarium Guilds is this one. The guild building was just completed 1 month ago. It is owned and run by an group of close friends and ex-adventurers, who effectively are the guilds seniors (Wardens) and the leader of the party is the nominated Guild Master. they also work in the guildhall performing its day to day functions.

As a paying member of the adventurers’ guild, you gain the benefits listed below:

Dues

These benefits require the monthly contribution of 5gp/person paid to the Adventurers’ Guild, though, adventurers who do at least 3 quest a month (or equivalent and after there first month) for the guild do not have to pay this monthly fee. These dues fund the guild’s services/ activities/ discounts. Upon joining members are given their Guild Medallion (Copper).

Accommodations

Guild members can stay at the guildhall so long as there is room available. There are two types of accommodations, the first being a bed in the dorm room and then there are the twin shared rooms. The dorm room is comparable to one you'd find in a modest soldiers barracks with bunk beds (5sp per day). The twin share room is comparable to one you’d find in a comfortable inn, but at a modest price (1gp per day). All include 3 square meals a day each with a mug of house ale. (Anything else meals or drinks wise is paid for separately.)

General Information

The adventurers’ guild headquarters makes a good place to learn about topics relevant to adventurers’ interests. If you need to find someone who’s knowledgeable about the best armourer in the city, for example, the guild’s headquarters is a good place to ask.

Referrals

The guild can recommend some hired services to its members at a 10% discount, drawing on other guild members’ experiences to provide honest, reliable, and skilful hirelings.

Training

The adventurer's guild has access to scholars, expert swordsmen and other knowledgeable tutors. When you undertake the training downtime activity, the training takes one week less if its under the expertise of senior guild member or associated expert, such as language, weapon and armour, or or you can gain proficiency in the Investigation, Perception, or Survival skills by this method, as if you were learning a language. A character can only learn one of these skills in this way. (remember the max limit for extra skills as well) See LORE: Downtime & Downtime Activities.

The Guilds Code of Ethics is simple and straightforward:

  • All Guild members will act in the Guild's interest.

  • No Guild member shall knowingly harm another Guild member or their possessions. (Occasional none-lethal altercations are overlooked)

  • Local Laws shall be respected always.

  • Surrendered foes will be under the guilds protection until handed over to the local law.

  • The use of lethal force against innocent parties is never an option.

  • The protection of innocent parties supersedes all above rules.

  • Guild members will submit to the will of local law enforcement unless that law enforcement has itself been compromised.

  • The raising of undead and the summoning of fiends is strictly prohibited.

  • Punishment for breaking these rules varies case by case, and is overseen by the Guild Master.

Extra Information:

Ranks:

The guild has a rank progression system (based on the number of quests performed) for members. The system is purely used internally by the guildhall aiding in administration but also as a system for bonuses/perks and such for the individuals registered. Others outside the guild may also realise the significance and treat the player according to the Rank Guild Medallion they display. Ranks are Copper (Guild Medallion), Silver (Guild Medallion) (20 completed quests) and Gold (Guild Medallion) (40 completed Quests). Anyone found to be using counterfeit or stolen Guild Medallions will be hunted down by the Guilds highest level members and either brought to justice (under the city's fraud laws) or killed.

Quests and Job Contracts:

The Guild makes the bulk of its money from taking on Quests and Job Contracts from all over Khromarium and beyond. These contracts can come from individuals to the Oligarchy itself (although that is very rare) and all Guilds/ Institutions in between. The Guild members taking on the Quest or job contract receive the bulk of the payment with the guild taking a percentage.

Quest Completion:

At the completion of a Quest from which all the members return safely it is customary for Elara to toll the bell. This signifies their safe return and the quest's completion and also means that everyone at the tavern area is entitled to a free drink. Needless to say the tolling of the bell is followed by cheers from the tavern area.

Member Death:

Upon the death of a guild member the guild handles associated costs and divides all the members belongings between group members or loved ones and family (if there are any). A ritual is held where their Guild Rank Medallion is engraved with their name and it is hung on the Tree of Heroes which is a petrified tree (Xathoqqua’s Tree) that is planted in a barrel in one of the large martial training rooms on the second floor. It is also a shrine to Xathoqqua. A wake follows in the tavern.

General Guild Information

Guilds

In Khromarium, the right to form guilds is strictly granted by the Oligarchy. Membership requires oath-taking and the payment of dues, offering both professional status and a comprehensive social safety net. Guilds act as insurance policies, providing for a member’s family upon their death, ensuring proper burials, and assisting struggling businesses. Members form tight-knit communities—living, eating, and celebrating together. Public activities and plays sponsored by guilds serve as displays of wealth and influence. While many exist, the Merchant Guild remains the city's most formidable power.

Guildhalls

Guildhalls serve as administrative hubs for meetings, news, and recreation. While the lucrative Merchant Guild maintains a private hall, smaller guilds often lack the finances for independent buildings. Consequently, they frequently pool resources to build communal spaces, such as the Artisans Guild of Khromarium. These halls are central to the guild’s social life, hosting various entertainments throughout the year.

Craft Guilds (Khromarium Artisans Guild)

Craft guilds—encompassing everything from butchers and smiths to toy makers—wield the least relative power among civic centres but maintain absolute control over their specific industries. They dictate production methods, quality, and pricing. Membership has become increasingly exclusive, often requiring exorbitant fees, heredity, or marriage into a guild family. This selectivity ensures that positions remain socially prestigious and financially lucrative for those at the top.

Apprentice

The entry-level stratum of the guild. Apprentices typically live and work in a Master’s home, performing laborious or simple tasks. They cannot sell items without their Master’s approval and receive only a paltry cut of sales and the lowest dues. Promotion to Journeyman requires the Master’s recommendation.

Journeyman

The intermediary level. Journeymen can independently produce and sell items, though many guilds still require a Master’s supervision or implicit permission. Their output and pricing remain strictly regulated by the guild hierarchy.

Master Craftsmen

The ruling class of the guild. Masters receive the highest financial and social returns. They govern the progression of subordinates, set market prices based on craftsmanship levels, and act as ambassadors in civic matters and negotiations with the Merchant Guild.

All other guilds generally use this model of Apprentice - Journeyman - Master.

Other Guild Hierarchy

As guilds are only allowed to be formed under the Oligarchy they tend to only allow those that mirror their power structure/ hierarchy and methodology. So depending on the size of the guild its membership and influence there will usually be only two other positions within the higher echelons and they are:

The Guild Council

Usually the most senior guild members can be guild council members or Guild Wardens and they are normally voted in by guild members.

The Guild Master

Usually a senior guild member and previously a Guild Warden the Guild Master is normally voted in by the Guild Council. FULL