Guilds

=History of the Guilds= "Competition drives down the prices and causes marginal profits. The Merchant does not eat and the business cannot reinvest in employees or product. The creation of guilds can protect commerce and trade while offering a fair price to citizens."

- Senator Giaus Carvilius V Senate Meeting: The Guild-Model Guilds have always been a topic of political contention within The Tawdonian Empire. Some opposed the idea of organizations, fearing monopoly, gouging and fixed prices. Sidram I originally outlawed any form of guild or union in hopes it would quell the general unrest of citizens and workers. Much to the lack of surprise of scholars, the Guilds formed regardless of the will of the Church and the Emperor. The secret meetings happened in dusty corners of libraries and the loud clamor of pubs and bathhouses.

Approximately ten years ago, five guilds have been given provisionary status within the Empire. These guilds pay exorbitant amounts of money for legal protections within the Empire, and in return they control of ebb and flow of trade and other services.

Finally, these traditions have reached The Frontier, opening new opportunities for those on the outskirts of civilization. This far from the Capitol, these guilds offer a looser affiliation with the Imperials, and becoming a member does not necessarily require citizenship or fealty to the Empire.

Currently there are five officially recognized guilds, who amalgamate and purchase all smaller guilds in the area and unite them under one large banner. Often there is little resistance from the smaller guilds due to the opportunities these well operated and well connected organizations offer. Those who resist tend not to remain in business for very long.

The White Roses
"Money and a silver tongue can buy you anything in Tawdic city, including the closed eyes and mouths of the Senate and Church."

- Guildmaster Remeria Pax-Darrion Private Letters: A History of House Pax

History
No one really knows the origins of The White Rose but the most popular folklore places them at the heart of the event known as The Menhaden Incident, where a human named Tariel Lang, leader of the city of Menhaden, tried to claim independence from the empire during The Great Plague. From 351 to 363, Menhaden remained an independent state until the emperor called upon The White Rose to end the notions of succession from Imperial society. The next night the doors, opened and Tariel Lang gave himself up for execution, by laying a white rose at the feet of Emperor Medaka. No one knows what exactly happened, but since then everyone knew the name of The White Rose the assassin’s guild that ‘defeated’ a city in a single day.

Membership
Thieves, Thugs, Loan Collectors, and Assassins make up the bulk of the membership of this guild. They are also rumored to deal with smaller, more illicit professions and trades such as Halfling Herb. While officially recognized by The Empire, they do not hold an official headquarters in Tawdic City, and therefore you must know a person who can vouch and attest for your skill, usefulness and discretion.

The Guild of Tradespeople and Merchants
"The worst crime against any citizen is a business that fails to operate a profit."

- Emeritus Samaiel Gompori In Defense of the Guild-Model

History
Commerce and trade have always been one of the main traditions of the Empire. It was trade that originally brought many of the old city-states together, long before the first leaders of the Empire. Trade was where the laws became common between different civilizations, trade required the same language and similar values. Emperors and citizens alike often speak of the importance of trade for peace and prosperity. It is no surprise that the Tradespeople and Merchants guild were at the forefront of getting provisionary status for guilds, citing their long history of smithing, building, trading, charity, and more. Most recently, this guild has acquired The Messenger’s Guild and The Golden Scale Company

Membership
Merchants, Traders, Smiths, Masons, Farmers, Tradespeople, Slavers, Bankers, Basketweavers, Artists and Skilled Professionals all find home in the Merchant's Guild.

The Mage's Guild
"What was once only imagined to be possible has now been proven. It seems that the world is indeed filled with magical things, just waiting for us to be able to perceive them."

- Archmagus Enatan Agrippa The Pathway to Power: Rituals and New Awareness

History
Originally named The Order of Olt after the second face of NOS, this Guild is now colloquially just called The Mages Guild. It is one of the smaller guilds within the Empire, and often looked upon with suspicion by common citizens perturbed by magic, psychic and esoteric knowledge. However, in recent times these suspicions have been slowly replaced with a sense of elitism and status, but not by all. Originally, the order of Olt studied rituals, deep NOSian lore and kept vast archives of Imperial history for the use of Scholars.

The College of Wizards and Alchemists
This is the official headquarters location for The Order of Olt. One does not have to have attended this College to become a member, but graduates automatically gain a Guild membership and are sent on a pilgrimage to gain field experience.

Members tend to be Imperials, but the Order has allowed a select few elves and other Fae in the ranks recently.

Membership
Mages, Witches, Warlocks, Scholars, Ritualists, Psychics, Travellers, Alchemists, Historians, Scientists, Scroll Makers, Genealogists, Professors, Astral Projectionists, Planar Explorers, Magicians, Occultists, Dreamers, Artificers, Diviners, Researchers, Historians,

Bounty Hunter and Adventurer’s Guild
"You can listen to what the scholarship says, see the sword as it is forged, imagine the battle strength of a shield on a wall but you can never really know unless you've lived the adventure. If you are scared, you are living, learning and adventuring."

- Guildmaster Aventus Longstride - Adventurer's Guide to the Frontier

History
Well known to be the easiest Guild to join, they do not discern between warriors, mages or alchemists. If you can contribute to the greater good for the local area, the Guild wants you. Hunting, Fishing, Warding off monsters or bandits - this guild is the catch all for various tasks.

Payment can be from room and board to golden epochs. It all depends on who is paying for the contract. They do, however, leave the assassinations and black market to The White Roses.

Membership
Soldiers, Scouts, Bounty Hunters, Adventurers, Prospectors, Geologists, Mercenaries, Trackers, Hunters, Splunkers, Monster Slayers, Vampire Hunters, Battle Mages.

History
Healers and Doctors have always been around, but it wasn’t until recently that the infrastructure existed to have an official organization. This guild holds the loosest affiliations to each other, as a Midwife does something very different than a dentist. However, this guild does set standardized prices for medicine, vaccines and other medical services. They also have a codes of conduct that vary from profession to profession.

The Medicus Bellator
This organization is a special contingent made during the rule of the First Empress.

They originally focused on midwifery, public health and compassionate care for victims of The Plague. During the First Contact Wars, they were repurposed to train doctors to fill the ranks in the Imperial military and now serve as the elite doctors to high society.

This organization is well known for pushing forward public health care for workers, plague and medical research. They have a strong anti-magic ideology, and believe magic compromises the immune system.

Bellator members often have very powerful faith healing. The difference between The Medicus Bellator and other sub organizations in this guild is their steadfast vow to remain neutral in all conflicts and offer healing to all regardless of circumstances or means.

Members
Midwives, Doctors, Nurses, Surgeons, Dentists, Alchemists, Botanists, Herbalists, Coroners, Therapists, Military Support Personnel, Mediators, Cosmetic Surgeons, Vets,