Guilds
Guilds are similar to AD&D classes, though a bit more flexible. About 10%-20%
of the population are Guild members. Talent (for most Guilds) is inheirited.
It is possible to have the talents from more than one Guild, depending
on parentage. Some Guilds have "Companion Guilds," Guilds that naturally
complement them. Most Guild members wear their Guild's symbol, either
discretely or openly, either as jewelry or some other form of blazon. In most
Guilds, membership begins with an Apprenticeship, and then a candidate will
progress through the degrees of Journeyman, Master, Adept and Grandmaster
(depending on level of Talent and training). Progression through the ranks
is a combination of experience and ability, dependent upon the level of
Talent possessed by the individual. Adepts are rare in the Shadows
world, and Grandmasters are extremely rare.
Special thanks to Deb Allen for the Guild
structure. If you have any questions, or want to suggest a new Guild, feel
free to email me.
The references to patron dieties are explained in the
Religion page. Abilities are explained
better in the Magic page.
Guilds:
- Academy Mage - Standard AD&D style mage. Instead
of simply "memorizing" spells, Academy Mages have access
to any spells in their repertoire, so long as they still
have the energy to cast them. (Spellwork is, after all,
tiring.)
Symbol: An open book.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Magus).
Patron diety: Augeren's Magic aspect, as well as Ceren.
- Artificer - Artificers create magical artifacts.
Essentially, these are the engineers of the magical
world. They typically work with crystals, jewels, and
precious stone and metals.
Symbol: A gem.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Inventor).
Patron diety: Ynem.
- Bard - Bards are similar to AD&D Bards,
but without the spell-casting ability. However, Bards do
possess an advanced version of the Bardic Influence.
Symbol: A clef.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Harper).
Patron diety: Ynem.
- Cavalier - Companion Guild to Prophets.
Cavaliers are bodyguards. There is no Talent to
inherit for being a Cavalier.
Symbol: A pair of crossed swords over a shield.
Rankings: Page, Squire/Sword, Cavalier, Shield, Defender.
Patron dieties: D'haris' War aspect, as well as Kurig.
- Dreamweaver - Companion Guild to Tricksters.
Dreamweavers can create sound, and, as such, are
similar (in some respects) to bards. They also have
the ability to, through music, enter people's dreams.
Dreamweavers hold somewhat of a psychopomp role, being
able to "sing away" people that are about to die.
(This eases their passing to the afterlife.)
Symbol: A rainbow disk.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Bard of Jovun).
Patron dieties: Augeren's Dreamer aspect, as well as Ynem.
- Gadgeteer - Similar to AD&D Tinker Gnomes.
Gadgeteers are similar to Artificers, except that they
make non-magical creations. There is no Talent to
inherit for this Guild.
Symbol: A gear.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Tinker).
Patron diety: Ynem.
- Healer - Similar to the Clerics of the D&D
world, Healers use prayer and/or magic to cure and heal. There is no
Talent to inherit for membership in this Guild, although members are
usually Priests or Mages.
Symbol: A caduceus.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster.
Patron Diety: Cedaes, or as preferred.
- Knight - Warriors and retainers of the local
lord, they serve as bodyguards, military officers, and
representatives of their employer. Like Cavaliers,
there is no Talent to inheirit.
Symbol: A sword, vertical, behind their lord's crest.
Rankings: Page, Squire, Knight Errant, Knight, Grandmaster (Crusader).
Patron dieties: D'haris' War aspect, as well as Kurig.
- Mercenary - Standard AD&D Fighter. There is no
Talent to inheirit for this Guild.
Symbol: A soldier armed with spear and shield.
Rankings: Private, Corporal, Sargent, Lieutenant, Captain.
Patron diety: D'haris' War aspect.
- Priest - Standard AD&D Clerics. Priests are
trained as clergy for all dieties, but they normally
specialize with a specific diety.
Symbol: Varies, depending on diety.
Rankings: Novice, Acolyte, Priest, High Priest, Hand of (patron god).
Patron diety: Varies by Priest, but overall, Ceren.
- Prophet - Prophets foresee the future, and
possess divination magic. Their Companion Guild is the
Cavaliers.
Symbol: The infinity sign.
Rankings: Novice, Acolyte, Prophet, High Prophet, Voice of Augeren.
Patron diety: The Dreamer and Destiny aspects of Augeren.
- Protector - Companion Guild to Trackers. Similar
to an AD&D Ranger/Druid. Protectors are guardians of the
forest, and have nature/plant and healing magic.
Symbol: A Tree of Life.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Forest Lord).
Patron diety: Tellis, as well as Cedaes' Nature aspect.
- Runelord - Runelords use magic by stringing
together certain runes, and the power phrases that
accompany them. Similar to the magic system in the
Ultima computer game.
Symbol: Two runes (Manaz and Ken).
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Runemaster).
Patron diety: Augeren's Magic aspect, as well as Ynem.
- Thief - Standard AD&D Thieves. There is some
friction between the normal Thieves and the Tricksters.
Symbol: None.
Rankings: None.
Patron diety: Oysesix.
- Tracker - Companion Guild to Protectors.
Similar to AD&D Rangers, without the magic. Trackers
are good at fighting, an unparallelled at tracking.
Trackers are able to speak with animals.
Symbol: A tree with two wolves.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Beastmaster).
Patron diety: Leoden, as well as the Nature aspect of Cedaes.
- Trickster - Companion Guild to Dreamweavers.
Similar to AD&D Illusionist-Thieves.
Symbol: A prism.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Illusionist).
Patron diety: The Change aspect of D'haris, as well as Oysesix.
- Webmaster - A free-form magic user. Webmasters
have the ability to see the threads of magic, and can
manipulate them, weaving (or unweaving) spells. While
they are looking at magic, their eyes turn completely
black.
Symbol: A spiderweb.
Rankings: Apprentice, Journeyman, Master, Adept, Grandmaster (Web Lord).
Patron diety: Augeren's Magic aspect, as well as Ceren.
Sword of the Cavaliers is a special associate
category, roughly equivalent to Journeyman level of other Guilds.
A person may pay a fee to become a Sword Cavalier for a set time
period, usually less than a week. This provides the legal membership
benefits of the Cavalier Guild to more mundane bodyguards in temporarily
dangerous situations.
Return to the main page.