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 Artificer Bard Cavalier
Academy Mage Artificer Bard Cavalier
Dreamweaver Gadgeteer Healer Knight
Dreamweaver Gadgeteer Healer Knight
Mercenary Priest Prophet Protector
Mercenary Varies according to personal patron choice Prophet Protector
Runelord Thief Tracker Trickster
Runelord No acknowledged symbol Tracker Trickster
Webmaster
Webmaster



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.


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