The Trader Guild
The Trader Guild is one of the more lucrative and powerful guilds within the city of Darmahk. While completely controlled and functioning at the whim of the Overseer, the guild deals in all manner of articles, trading with Jempek and the Kingdom as well as Pirshah. The Traders of Darmahk tend to hold few scruples when it comes to earning coins, actively trading in slaves and other commerce some might view as unethical. Like all guilds in Darmahk, it is difficult to join, as one must prove themselves both capable and loyal to the guild. Traders are not combatative for the most part, so when selecting this guild you make a commitment to roleplaying a creative type character. |
The Warrior Guild
The Warriors of Darmahk are the heart and blood of the city. Once known as the sole purpose of Darmahk, the warriors come from a long line of tradition and honor. Warriors are the epitome of what it means to be Darmahkian as the city was built originally as a fortress to protect against raiders in years past. The Warriors Guild oversees and supports the Militia of Darmahk despensing punishment as called upon by the Militia or Overseer. The Warriors are the right hand of the Overseer and take every opportunity to smite down any who would oppose his rule or law. Warriors are well versed in all types of weapons and armour. They are strong and fast, furious in battle, and slow to forgive those who dishonor them. Entry into the guild is difficult and requires a full understanding of the Militia and commitment to the Overseer and loyalty to the Guild. |
The Dahkoar Clerics Guild
The Clerics of Dahkoar follow the darkness and everything it represents. Although some claim that this is evil, the Clerics of Dahkoar do not subscribe to the notion that darkness is evil, but is rather stronger than light. Many arguments have arose from whether or not this guild promotes bad things, and some speculation as to their own powers lends credibility to this accusation. Following this religion and this guild means a commitment to darkness and those things that shun Waylumi and goodness in the sense that most those of Dahkoar feel that only hypocrites believe themselves all good. The guild is dedicated to returning the power of Dahkoar to the land and basking in the glory from that revival. You cannot join this guild without a sponsor and you are restricted to a limited number of weapons and armour, however your powers are quite interesting and mostly in direct contrast to those of Waylumi Clerics. There is also some rumor that this guild aligns itself with the darker more notorious guilds, but this is pure conjecture. |
The Shaman Guild
The Shaman of Darmahk are a hybrid of magic users, spiritualists, mind readers and monks. They have been called warlocks by some and psionic spell casters by others. The truth lies somewhere in the middle as Shaman hold the power of magic and the mind. They have some powers that could be related to Clerics in a distant fashion, but most of their power stems from the mind and magic. Shaman often are confused with warlocks and witches as they delve into the darker powers of magic, even associating with some of the strange combinations of clerical and natural powers. The guild is a difficult guild to join as all guilds in Darmahk, requiring tests of commitment and loyalty. You must have a sponsor to join and an eye for the mystical. |
The Rogues Guild
This guild is home to the free spirited adventurers who are independent mercenaries, monks, and martial artists and do not see the need for an abundance of rules. Rogues are known to be self-sufficient and resourceful, relying on their own wits and talents to guide them to a prosperous future. The only guild that neither has a Guild Master, nor requires a sponsor in order for you to join it, it has become the topic of both admiration and disdain from the various other guilds - depending on who is doing the talking. While there are certainly advantages to being a rogue, the largest disadvantage is that of comraderie in the form of structure. Rogues lack guild communications, boards, treasuries, and do not have a large sanctuary as enjoyed by more defined and controlled guilds. |
The Druids Guild
Druids are the followers of a Faith that seek all of its teachings from within the depths of Nature. They are attuned with the natural realm and all its creatures. Because of their devotion they have been allowed to call upon the forces of Nature - plant, animal, and elemental, to aid them in their efforts. Druids have become known as the guardians of this world, Ateraan. Druids live a clerical lifestyle, combining the gifts of their faith with research into nature and natural magic. Because of their firm belief in the power of Nature, they are aligned most closely with the Elves. The guild is located somewhere in the forests of the Kingdom of the Elves of Quolinara as they share the same elven belief in nature. |
The Thieves Guild
Although many will claim that this guild exists, you may be hard-pressed to find its members, which seems only appropriate since only a thief could steal into such a guild. |
The Assassins Guild
It is rumored that there is a Guild even more secret than the supposed Thieves Guild, known in legend as the Knights of Darkness. These assassins are said to be like ghosts in the night. While some say they exist -- usually those that have perished recently without explanation -- and others believe it just a tale to scare children. Whatever the case, the Duke has outlawed them so it seems doubtful anyone would proclaim such status or dare to break the law openly. |
The Guild of Retter
These famed Knights of the Land are all but extinct in today's society. Once revered as guardians of the faith, now it is rare to even see one. It is well-known that the Old Keep, an ancient academy of study, is still in existence. However, finding it could prove to be a serious quest. Perhaps, one day these powerful men and women will return under a new leadership. One never knows. |