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Vila
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« on: April 21, 2009, 04:39:31 PM » |
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There are many organizations, guilds and houses of commerce throughout the nations of Trevaelia. These are the only five large enough to be recognized throughout the land.
The Trevaelian Apothecaries Society The predominant ‘healers’ guild of the land, The Apothecaries Society was originally a group of Herbalists & Alchemists. Their numbers were not great but at the end of the Nations War the loose organization of healing devoted alchemists served as a perfect platform for the integration of the various Earth Magic guilds among the nations. The majority of the guild is now comprised of earth casters, but members are accepted from any who can provide first aid. The Society is constantly looking for ways to improve the health and well being of the people. It’s current major project, Dancing Water, is the search for a way through Alchemy and Potion-making, to bottle Life itself.
Rank – Title - Duties and Requirements * Mender – Introductory Rank, Must be able to perform Healing Arts. ** Curer – Must be able to cast ‘Cure Wounds’ from memory ** Tincturer – Must be able to produce a ‘Cure Light Wounds’ Elixir or Potion. *** Reviver – Must be able to cast ‘Life’ from memory. *** Cauldron Master – Must be able to produce a ‘Cure Mortal Wounds’ potion. **** Master Restorer – Oversees an entire Apothecary House, Must be earth formal capable and able to cast four Life spells from memory. ***** Superior Restorer – Oversees and tends to the interests and affairs of the entire society. Currently held by Lista ‘Lifestorm’ Pennyfoot.
The Academy of Elemental Mastery The well-known school for Celestial casters, headquartered in Omar Nadine. The Academy was formed after the nations war by a mismatched group of scholars hunting for components in the marshland of The Delta. The group found that there was a plethora of unfound spell components within the marsh, but didn’t immediately know why. The group stockpiled a huge collection of components with the intent to sell them in Omar Nadine but when they got there they found that they had a very hard time selling them off. While there were some formal casters among the Sarr nobility, they were not numerous, and the large population of Wylderkin who mostly couldn’t read or write didn’t help. Instead they hauled the supplies to the Federation, where they would sell them at great profit, but their leader permanently died along the way. In his honor, they resolved to take their wealth and create a school where folks could learn the Celestial arts. It only seemed appropriate that it be founded in Omar Nadine. Any can attend the Academy who desires to learn how to read and write, but full members must be able to Read Magic. The Academy’s current major research project is the study and application of the Magistarium Element ‘Order’.
Rank – Title - Duties and Requirements * Student - Introductory Rank, Must be able to Read Magic ** Adept – Must be able to cast Flame Bolt from memory. *** Wizard/Wizardess – Must be able to cast Dragons Breath from memory. **** Magi – Responsible for instructing other students, Must be a Teacher and able to cast Magic Storm from memory. **** Master Magi - Oversees a regional school, Must be a Teacher and celestial formal capable. ***** Archmage – One of 11 Magi, elected yearly by vote from the Magi. Directs, in conjunction with the other Archmages, the affairs of entire academy.
The Artificers Guild A conglomerate or craftsman, architects, engineers, artisans and formalists bent on the integration of magick with simple machines and constructs, an art otherwise known as Cognomancy. The Artificers Guild pays its members well for their skills and in turn the guild members are expected to set aside other projects when the Guild’s needs demand their attention. Their current major project is something called a Mist Gate, a device intended to allow fast travel throughout Trevaelia.
Rank – Title - Duties and Requirements * Apprentice – Takes direction from Builders and practices their skills. Must be practiced in at least one Craftsman skill, Blacksmithing, Read Magic, Herbal Lore or Healing Arts. ** Journeyman – Takes direction from Builders, paid better and given more responsibility. Must demonstrate superior skill (5 ranks) in Craftsman, Blacksmithing, Create Scroll, Create Potion, or Alchemy. *** Builder – Responsible for the direction of Apprentices & Journeymen, provides training. Must demonstrate mastery of one skill (10 ranks), or two skills are Journeyman level and be a Teacher. **** Master Builder – Overseas a regional guild house and all of its projects. Mastery of one skill, journeyman in two others, and apprenticeship in at least 5 total crafts. ***** Chief Builder – Director of all guild operations, appointed by consensus of Master Builder’s until retirement. Currently held by Dwarven Foreman Uthar Boltpounder.
The Sanguine Servants A society of guards, spy’s and specialists and other servants of various noble houses. The Sanguine Servants were formed during the Nations War, as a response to the regular slaughter of an enemy house’s servants. In abhorrence to the bloodshed of maids, chamber boys, and other servant staff during the war, the Servants wear a sash of deep crimson so they may be recognized. The Servants swear and oath of secrecy when entering organization, a nobleman who hires Sanguine Servants as his guardsman or spy’s can be guaranteed as to their absolute loyalty and discretion so long as any attack upon another noble house does not target the serving staff. The Sanguine Servants themselves will shed each other’s blood if given an order to attack a house protected by other Sanguine Servants, but they will not lay a hand upon an innocent.
The rank & structure, if any, of the Sanguine Servants is unknown.
**Recently this guild has officially disbanded.**
The Mercenaries Union The newest of the guilds, The Mercenaries Union is an organization of men and women at arms dedicated to one singular purpose, profit. The Mercenaries Union is a well-organized militia without legal tie to any nation. With weak national militaries, the Union often supplements a nation’s forces for special situations. They are frequently hired to protect caravans and travelers, and to explore disused or forgotten properties and clear out any unwelcome squatters. Advancement in the Union tends to favor fighters and rogues over scholars, though all those who can kill are accepted. The Mercenaries Union is growing fast, and seems to be getting the very best contracts of any Mercenary group.
Rank – Title - Duties and Requirements * Hand aka Recruit – Takes orders and collects pay. Must have some sort of combat prowess. ** Hilt aka Soldier – Can accept personal missions. Collects better pay. (50 build of Fighting/Weapons skills, or 80 points of Scholarly Skills). *** Blade aka Sergeant – Directs missions and can accept missions for non-guild-members. Blade receives payment and decides how to divide it among non-guild-members. (100 build of Fighting/Weapon skills, or 140 of Scholarly Skills). **** Edge aka Commander – Overseas a regional mercenary unit accepts and commands ongoing missions for a unit. Most capable combatant in unit. ***** Temper aka General – Organizes and commands guild-wide operations and major contracts. Currently held by union founder, Vyctor Grachen.
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