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Fantasy The Guilds

Vampunk

sʇɐq ןooɔ ǝɥʇ ɥʇıʍ ƃuıƃuɐɥ



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The Everheart
One of the oldest Guilds and the only one to have existed for over two centuries, the Everheart once started as a simple pact between blood brothers and sisters, uniting under one banner to fight for gold, for glory and for those who needed them most.
A proud guild of warriors, fighters, knights and anyone else with the guts to fling themselves into battle and emerge victorious, the Everheart is the most martial guild.

Their ranks are comprised of veteran warriors who teach everything they've learned in their comparatively long lives to those who are still green and naive.
Of squires who follow their superior's every whim and are sent out to fight for glory once they are old enough.
Of Blacksmiths who chase the rarest material and methods of creating the strongest arms a warrior could hope for.
Of heralds who strive to win renown for the Guild's name.

Their contracts seem the most straight forward as the Everheart has a hand in every large scale hunt, every crusade and every yet so mundane monster culling.
They are just as grande as their crest may suggest.
Two golden griffins holding a crowned sword.



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The Allseer's Eye

Whereas the Everheart chases glory, the Allseer's Eye chases knowledge above all else.
One an order of Scholars they have long since expanded their horizons and rose up to become one of the most important guilds in the kingdom.
For they teach the art of the arcane to upstart sorcerers, shaping them into powerful warlocks.

Unlike the Everheart, the Allseer do not have a rigid power structure where one can rise to fame simply through glory and heroic deeds.
They form a close-knit family of mages that share their knowledge and govern what spells and schools of magic can be practiced without facing major consequences.

While the list is ever-changing with each new discovery of arcane knowledge, the current schools of magic are as follows;

-The Elemental Spheres
Dealing with the raw powers of the elements, sorcerers adept in this art are powerful combatants and able to conjure the very powers of the universe to aid them in battle

-The Summoner's Abode
While elemental mages are content with the simpler conjuration of flame, the Summoners are proficient in binding familiars to their will as they summon extra-planar beings into this realm. A very delicate form of magic, it requires rigorous training to bind powerful entities to one's will.

-The Healer's Union
Some may prefer to destroy their enemies, others prefer nurturing and tending to their allies, for that is the way of the Healers.
They weave the threads of life and are able to heal even the most fatal wounds and form their will into deflecting shields of arcane energies.

-The Secret Seekers
The most elusive mages join this order, the oldest of its kind.
Dealing with experimental and highly volatile magic, they are the first to disallow magic, or bend the rules to include new schools to benefit their peers...or mostly their own agenda.




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The Merchant's Union

One would think a Guild of that name might just deal with the transport and trade of rare wares, but they'd be hugely mistaken.
For their main craft is not just the brokering of trade goods, but especially obtaining them.

Treasure hunters, swashbucklers, ex-bandits, there are people of vastly different backgrounds rallying behind the banner of the Merchant's Union.
They are experts at dungeoneering, at survival even in the most hazardous environments and they always manage to find even the most reclusive of abodes and the most valuable treasures!

 

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