A Guide to the Guilds
From Fools And Heroes Wiki
| Adventuring Guild Members |
|---|
| Alchemists - Blacksmiths - Foresters - Guards Mages - Mercenaries - Physicians - Scouts
~ Short Guide to the Guilds ~ |
Contents |
Guild Of Alchemists
The Alchemists Guild are fine, reputable members of the adventuring community. They are primarily merchants, who aid other adventurers most through their wares of potions which can imbue the drinker with all manner of effects. The potions range further to also include near miraculous healing draughts, highly powerful toxins and also some more specialist potions as well. Despite the merchant basis of the profession, many Alchemists are also noted for their selfless generosity in times of dire need.
Guild Of Blacksmiths
The Blacksmiths Guild was rose to prominance 1002 when a young apprentice smith decided he wanted to go with the local adventurers and help on a more practical level than sitting in a forge all day.
His name was Khuna Maglas and he eventually rose to become Forgemaster of Ithron and founder of the adventuring arm of the smiths guild.
The Blacksmiths Guild now comprises of many members , providing weapons and armour to the adventuring community.
They also provide repairs of both armour and weapons and have several unique abilities in the field to support their comrades. Although the Guild is still called the Guild of Blacksmiths, they encompass much more than simply makers of horseshoes and nails. Smiths are also engineers, weapon crafters, carpenters, bowyers and even engage in fine crafting such as jewelling and goldsmithing.
Guild of Foresters
The Foresters draw their recruits from the Guild of Scouts and are responsible for law enforcement in the rural areas of Ithron, as opposed to the Guards who are responsible for urban areas. The Guild of Foresters is lead by the Huntsmaster who is aided by two Huntsmen, one for the north of Ithron and one for the south. The Huntsmaster holds a place on the Guildscouncil, and therefore holds social rank equal to a Duke, Primate or Guild Head. The Foresters uniform is a green tabard emblazoned with a brown eagles head.
Guild of Guards
The Guild of Guards recruit only from senior members of the guild of Mercenaries. They are responsible for law enforcement in all urban areas. Like the guild of Foresters, guards can arrest anyone anywhere. Each hold jurisdiction in each others territories, as such the guild of Foresters is sometimes classed as a sister guild (both being law guilds).The guild is lead by the Provost Marshall, and his second in command is the Sheriff. At this time there is only one Sheriff, with the hope of one day being more. The Provost Marshall holds a seat in the guilds council and hold social rank equal to a Duke, Primate or Guild head. The Sheriff holds rank above Defenders of the Faith and Guild Protectors, but does not exceed the Marshall. As with all law officers, each lawman is given a monthly stipend as payment for there duties to the crown. The Guards uniform is a red tabard emblazoned with a gold eagles head.
Guild of Mages
The Ithronian Guild of Mages are the only licenced individuals allowed to perform non-religious magic within the country. The Guild use Soulfire to cast their magic and fuel spells rather than Mana from the Gods.
Guild of Mercenaries
Mercenaries are the fighting backbone of the Adventurers. Well armed and armoured they are generally found in the front line of any battle.
A good few adventurers are members of the mercs guild, as membership of the Mercenaries Guild is one of the few ways to gain the permit that is required to carry weapons and armour. People who are in the Guild only for the permit are often referred to as "Six Penny Mercs" a reference to the guild fees payable by the lowest ranking members of the guild.
Higher ranking mercs tend to be members of Merc Units, though that is not always the case. However most mercs find it preferable, a Merc Unit tends to train and adventure together, and as such often work very well together and are a potent force on the Battlefield.
Guild Of Physicians
Physicians, as their name suggests, are the healers of Ithron (especially Crowans). They mix their various drugs together in the field to provide healing for almost any injury or illness. Master Physicians, known by the prefix "Doctor" to their name, are capable of applying more than one bandage to a location, and are therefore highly sought after. It is common for members of the church of Vleybor to be members of the guild as the healing skills taught fit well with their religion. It would be foolish however to assume the reverse as many physicians follow the art of Preventative Physicianing. Many mercenaries and scouts will become "hobby physicians" paying low guild fees in return for minimal healing skills beyond that of a normal person. But these are clearly no real substitute for a career physician.
Guild of Scouts
The wilds of Ithron are full of both natural and supernatural hazards. To ensure survival when travelling outside of cities an adventuring party must know where they are going, what they are about to meet and how best to deal with it. This is the job of the Guild of Scouts.
Scouts fill many roles but mostly they are lightly armoured and armed. Their combat style will usually focus on ambushes and hit and run or they will work to guard the parties flanks. Speed and stealth are the main weapons of a scout, though bows, spears and blades are all popular with members.
Scouting is dangerous work as it often means being separated from the party however the danger is compensated for by the skills that scouts are taught such as tracking and signalling.
The scouts Guild is headed by the Pathfinder who is assisted by the guild enforcer who ensures guild law is followed.

