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GAME Setting: The Five Guilds

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Guilds Table of Contents
The Five Guilds
      The Cart Users
      The Navigators
      The Plain Folk
      The Glittering
      The Obsidian Association

Secret Societies
      Keep It Simple

A lone player character can have a more significant heroic impact when adventures focus more on intrigue than fighting monsters. Leaders of places troubled by monsters would naturally seek the aid of a large party of adventurers. A solo PC is a sensible hero when discretion is needed.

A lone PC could try to attempt clearing a dungeon of monsters or ridding a forest of bandits, but why? A rare adventure designed with extreme care could offer some excuse. Perhaps an evil curse puts the PC at the bottom of the dungeon and he or she must then escape to the surface, or the PC has a personal grudge against a bandit leader who unites his band by force of personality. But a large number of adventures dominated by combat would either mean the setting's society is so dysfunctional that a lone hero is the only help available or the PC is so overpowered that few fun challenges remain.

So intrigue is important, and thus sources of intrigue are the stepping stones to adventures. Through the five guilds politics becomes much more than law making or succesion struggles.

There is more political intrigue when more activities are political. Through the guilds many otherwise minor crimes gain political importance: a prototype machine on the Launch Slope is sabotaged, a pumpking patch is poisoned, a craftsman's tools are stolen the day before a scheduled parilmentary challenge, a dock worker's sudden disappearance prompts friends to wonder whether he was the victim of crime or was judged for his own hidden crimes, rich jewelers who mock a poor gemcutter too many times receive the unpleasant lesson that she is actually a leader in the criminal underworld.

Furthermore, important political ceremonies are classic settings for the climax of a political intrigue adventure. Villains might want to interrupt the ceremony, assassinate someone attending, secretly replace the beneficiary of an honor with a duplicate, etc. The five guilds provide more opportunities for these fragile political ceremonies and corresponding heroic help.


The Five Guilds

The five guilds are obviously central to a game named Guilddom Adventures Made Easy.

Each guild independently governs its own district within Arlinac City. In many ways the city is effectively five smaller adjacent cities. For example, within each guild district are different zones of governance, trade, entertainment, industry, warehouses, education, parks, residences, and the guard: these zones fit together within the district as would be expected within a distinct city.

Matters that concern the entire city are dealt with by a City Council that consists of one member of each guild and one member of each noble house. Since there are five guilds but only four noble houses, the guilds can out-vote the nobles.

The Cart Users

Membership

The Cart Users is a guild of inventors, heavy industry, and servants. It includes braziers (bronze smiths), copper smiths, iron smiths, armorers, weapon smiths, stone quarriers, carters, and janitors/servants.

Nearly all of its members are Dweorgs. A few are Therions.

The guild derives its name from its heraldic symbol which is worn on tabards by guild members on formal occasions. The symbol is a grid ("table") of four squares, each square representing one of the four elements. In each of the four squares are two symbols: a large, centered symbol that depicts the "raw form" of that element (earth, air, fire, and water) and a small symbol in the lower right corner for the "more useful form" of that element (ore, wind, electricity, steam).

Influence

Most members of the Cart Users see their work as altruistic. They purpose to improve life through crafting, building, and keeping industry going. They desire to help protect the city by supporting the manufacture of arms and armor.

The guild loyally supports research in alchemy, electricity, machinery, and transmutery. Fame and status in the guild are primarily based upon how helpful a member's inventions have proven to be towards improving city life, although a few of the guild's metalsmiths have such skill that they have earned great esteem in the guild even though they are not inventors.

The Cart Users is the only guild with guild-funded education for both youth and adults. Poor members can receive free training in the etiquette and skills needed for servant or janitorial work. Apprenticeships in the more esteemed guild crafts are available for a fee.

The Cart Users makes few formal alliances, believing that it is prudent to avoid antagonizing potential allies. Its current leadership believes that even temporary trade treaties bring as much trouble as help.

History and Land

The guild's land is the district on the northeast slope of the mountain, above the Tournament Grounds. A large number of shops face the main roads along the edges of the district.

The Cart Users, like the other four guilds, does have an "inner district" surrounded by a wall. However, the Cart Users' wall is a thick, low stone wall with many breaks that serves primarily as a symbolic border of private guild space. A large amount of pedestrian and cart traffic crosses between the inner district to the outer district during the workday as ores are brought in to the smiths and their products brought out to the shops.

The guild also has claimed the steep slope north of their district (but south of the Theatre) as its "launch slope". Mechanical siege engines and other elaborate devices are tested on this slope.

Government

The Cart Users governs itself with a council of seven magistrates. The magistrates are appointed annually by a strange process whose origin is debated. Each year the guild holds a contest open to all of its members to grow the largest pumpkin. The three households with the largest pumpkins get to choose the seven magistrates: all seven choices must be unanimously approved among the three households. This system works well despite its oddity, encouraging all guild members to be on good terms with each other and bringing equal opportunity to both the wealthy and impoverished in the guild.

The judicial system of the Cart Users reflects its professions' focus on weapons and armor. Trials are settled by ritual combat, sometimes with proxies ("champions") allowed to fight in someone's place. The conditions of the combat vary: the guild magistrates follow traditional precedents to decide how the combat should be unbalanced to fairly reflect the most probable justice within the situation (including evidence if a formal criminal investigation has occurred). For example, if Dwardit claims Vrughin stole his goat on a certain evening, but Vrughin has a well-supported alibi, Dwardit can force a trial by combat to legally determine Vrughin's guilt but Vrughin would be given an advantage in options for weapons, armor, and use of a champion.

The guild has no systems of punishment: no jails, fines, etc. Instead, the magistrates meet again after a trial to decide upon a specific, sanctioned method of private vengeance or collection of compensation. For example, if Dwardit killed Vrughin's brother then Vrughin might be authorized to hunt down Dwardit and kill him. Or Dwardit stole Vrughin's ring then Vrughin might be authorized to get back the ring or a specified equivalent monetary compensation.

Rumors

There are a handful of Kobalts living in Arlinac who have left their race's way of life and evil behavior and have secretly joined the Cart Users. (false)

If you want to buy a Sthelmi, the Cart Users is as useful a place to ask around as the Obsidian Association--and definitely better than the Grate Family, which might shun you for such an inquiry into Dweorgish history! (true)

The Cart Users has been pressing the Field Family to start including combats between clockwork monsters among the Stadium's attractions. (true)

A notable member of the Cart Users lost his wife to illness, but then build a mechanical wife to replace her! (false)

The Cart Users is having trouble dealing with a rash of recent thefts: someone has been stealing "clockwork golems" both from unguarded machines and by knocking out the person using a golem-powered machine. (true)

A surly group of Dweorgs within the Cart Users only will speak to each other. I've heard they are from the other Dweorg family who occupied Arlinac Mountain during the Age of Dragons, and are part of a scheme to someday recapture the mountain for their family! The other Dweorgs know this but allow them to participate in the guild to better keep an eye on them. (true)

Most stone quarriers excavate stone from within Arlinac Mountain, and sometimes they meet an underground monster that pursues them back towards the surface. (true)

NPCs

"Karz" the Butler was an Ogre impersonating a Therion. For ten months Karz was Lord Ickram's butler. He formed an uneasy alliance with three Kobalts, sneaking them into the city in exchange for their help searching the caverns under the mountain for a certain statue enchanted by Bergtroll musing. Unfortunately for him, he was careless and botched his plans. He kidnapped Lordling Ewux, but the Lordling used Transmutery to leave a trail of icy footsteps that prompted his rescue. Once exposed as a villain, his Kobalt "partners" attacked him since he was only a liability to them. Karz survived the ambush and fled, but was soon killed by Block family soldiers. Two of the Kobalts were also killed fighting the Block soliers; the third, whom Karz had put to sleep with semblancy during their scuffle, was captured by High Lord Oo'Ahxrun for interrogation. The identity and supposed location of the enchanted statue is still a mystery: the captive Kobalt was told very little by Karz.

Rundid the Troubled is a Dweorg who misses his happy life far from Arlinac as his clan's youngest lyric historian. He is now in Arlinac city seeking revenge. Five months ago his older brother, Vrandid, shamed their family jewelry. Vrandid was employed by the Hall family as a painter. He accidentally started a fire that burned down a Hall manor. Vrandid was meekly penitent instead of bold, as his family jewelry requires. When the Hall family punished Vrandid by burning his arms and exiling him from the city, Runded was compelled to start a quest for vengeance to remove the stain on the jewelry's honor. However, Rundid is new to the city, and indeed new to life outside a Dweorgish cavern. He is unsure how to begin his quest. While we ponders and plans, he keeps busy working as a spelunker, searching the ruins beneath the city for enchanted items. He has joined the Cart Users to be around other Dweorgs but does not participate in guild activities. The necklace Rundid wears is enchanted: once and only once it will bedazzle a foe if successfully thrown during combat; Rundid is unaware of this ancient Bergtroll enchantment.

The Plain Folk

Membership

The Plain Folk is a guild of crafters and farmers. It represents house painters, chandlers (candle makers), laundrers, scribes, soap makers, textile workers, barbers, bakers, plumbers, confectioners, limners (painter of signs and heraldic devices), dressmakers, locksmiths, sculptors, midwives, farmers (including beekeepers, vintners, and spicers), leather workers, house builders (of wood and stone), thatchers, and all manner of entertainers.

Therions, Dweorgs, and Bergtrolls are about equally represented. A few members are Pixies.

The Plain Folk rightfully see themselves as the backbone of the city. This guild oversees both farming and the light industry professions. It values keeping Arlinac a large, safe city. It is by far the most populous guild: even though Arlinac imports much of its grain its farmers still outnumber those who live within the city walls.

Influence

The Plain Folk encourage politics at both the city and guild level to be "less squabbling, more shopping".

The Plain Folk say they cooperate with the other guilds, but this "cooperation" often involves deals that favor the Plain Folk. Nevertheless, a lopsided deal with the Plain Folk is often better than no deal. Thus woodcutters from the Navigators harvest lumber for Plain Folk farmers and house-builders, and carters from the Cart Users transport goods for Plain Folk shop owners. Much of the Plain Folk's influence in city politics is from their potential threat of imposing sanctions against upon guild.

Most Plain Folk value an honest and simple life, which they call "down to earth".

History and Land

The guild's land is the district on the west slope of the mountain, below the Glittering and above the Caravan Grounds. A broad street with two long cul-de-sacs allows travelers through the city to make a small detour off the main road and have access to most of the Plain Folk shops.

The district has walls around its inner area. This inner area is mostly residential but also contains guild houses, warehouses, and parks. The walls are high and monitored from several watch towers, for they have proved useful in preventing trespassing from the Caravan Grounds during trade festivals. Only guild members, or visitors escorted by guild members, are allowed within the walls.

Government

The Plain Folk govern themselves with a parliament consisting of the most skilled craftsperson in each of its twenty crafts. During one month each year, anyone living in the Plain Folk district is allowed to challenge the parliament's representative of his or her craft to a contest of skill. The remaining nineteen members of parliament judge which contestant demonstrates the most skill in that craft.

The parliament has established a list of crimes with corresponding punishments: the more preventable the crime, the harsher its consequence. The actual judicial process of investigating crimes and enforcing punishments is handled by the district watch, which also polices the district during trade festivals. Members of the district watch with nothing else to do have been known to help other Plain Folk carry goods from place to place, to the disgruntlement of the Cart Users carters.

Rumors

The Bergtrolls and Dweorgs of the Plain Folk often keep their wealth in the banks, since they worship Speleoth. But the Therions usually keep their wealth at home or in warehouses. This is part of why the guild's walls are high and patrolled. (true)

The farmers are planning to extort the city! Next wheat harvest they will export or burn all the new grain, and charge the city high prices for the warehouses full of stored grain. (false)

The chandlers are very happy that glow moss has become rare and expensive. The lamps built by the Cart Users were hurting their trade. (true)

Some of the Bergtroll soap makers use musing to create enchanted soap. It can clean any mess! (true)

NPCs

Lixa the Liar is a Therion and owner of the Full Kangaroo inn. She often does the inn's bartending. She also earns money as a fence, dealing in unenchanted jewelry and gems. Lixa is skilled as a merchant, cook, saber duelist, archer, and lip reader. Where and how she acquired and mastered these skills becomes the subject of ever-changing and increasingly colorful stories which she tells to the inn's patrons late at night after the bar has closed. Rumor insists that she is actually a princess from a distant Therion kingdom whose key motivatoin for maintaining the inn is to keep an eye out for a suitable husband, who of course must also have royal blood. In truth, Lixa dreams of some day retiring from innkeeping and starting a vineyard near Arlinac. But the land outside the city walls is still too troubled by monsters for her liking.

Gahl the Carpenter is a Therion apprentice house builder who was raised in a village far from Arlinac but forced to flee when framed for a crime: Gahl had inherited an enchanted mace but a supposed friend arranged a fake crime to gain the item. Depressed, he eventually made his way to the slums of Arlinac where he learned that Ogres prey on those who live there. Wanting to protect the destitute whose disappearances usually go unnoticed, he is now convinced his new nemesis (a lunatic and bully who lives deeper into his shack's alleyway) is an Ogre. But Gahl will not make a false accusation and has yet to earn enough money to purchase a True Form potion. Gahl has some skill at Transmutery and is exceptional at Balance.

Blind Leeth is a blind Therion bard who once lived on the border of two distant Therion kingdoms, before their warring prompted him to move to Arlinac. He has written several famous, tragic plays, in which he will occasionally consent to play a supporting role. Leeth was once betrayed by a painter with whom he had a business partnership. Now he is very reluctant to do business negotiations with anyone whose voice he does not recognize. Leeth longs for marriage, but no woman wants him.

The Navigators

Membership

The Navigators is the guild of outdoor professions based on land or water: woodcutters, carpenters, bowyers, fletchers, hunters, herbalists, scouts, pet collectors, shipwrights, sailors, appraisers, fishermen, and divers that collect sponges and oysters.

Almost all of its members are Therions.

Influence

The guild is politically weak, having neither notable numbers nor wealth. The Navigators seem content despite their lack of influence, and prioritize hunting, fishing, and drinking over political involvement.

History and Land

The Navigators are the only guild which existed as a group before becoming a guild of Arlinac. Previous to the reign of Gara Gara they were an association of river-men and boatmen who made a living along the Arlin River.

Their district lies at the southern base of the mountain. Some land north of the main road is surrounded by the official district walls. The land south of the main road has no walls, and goes steeply downhill to the river and a network of floating docks and warehouses.

All of the docks have a thick wall and gate that separate the dock from the rest of the city. These protect the city from slavers and pirates, and protect river merchants from city-dwelling thieves and spies.

Government

The foundation of the Navigators' society is their relationship with a magical being named Old Man River. Many members of the Navigators are deeply distrustful of outsiders since outsiders are not under Old Man River's jurisdiction and thus unaccountable for their secret crimes. On rare occasions a Navigator must travel away from the Arlin River; among the group's traditional songs are laments about separation from Old Man River his beautiful waters.

The Navigators, through experience, have codified the morality enforced by Old Man River. They have named it the Code of Harmony. The Code of Harmony includes as crimes both thefts of property and thefts of honor. Insulting someone is a crime unless the person insulted admits the truth of the slur. Insults about sailing or fishing skill will often provoke a duel.

The guild collects few taxes and has correspondingly scanty services (a pitiful wall, a tiny district watch, etc.). Some people claim that most of the guild's tax money goes to support forestry camps outside the city.

Social standing among the Navigators is based upon renown at hunting and fishing. A small home with an impressive display of trophy heads upon the walls is more esteemed than a large home lacking such trophies.

Every six months Old Man River appoints a new Autocrat to rule the guild. Judicial matters are handled by volunteer teams of eight judges, approved by the Autocrat, who usually keeps his predecessor's judges unless a judge wishes to leave the office.

Rumors

A farmers whose land is troubled by a monster is supposed to go to the Block Family for help. But often it is faster to get paid help from the hunters in the Navigators. (true)

The Navigators do not have a permanent guild hall. Guild business happens aboard a different boat each meeting. (true)

Strange lights have come from a large boat that has sat at the western dock for the past month. A mad scientist owns the boat and is doing dangerous experiments. Why don't the Navigator's send him away? (false)

The largest warehouse in the Navigators district is guarded by a trophy head of a basilisk mounted on a wall. (false)

NPCs

Gurn the Tracker is a Therion who grew up in the Ognost Frontier; his skin is still more dark and leathery than most Therions. As a young adult of two decades he served his village as a scout and guard. During a routine scouting patrol he met a thin, grizzled warrior named Narp who was following a treasure map. Narp told an exciting tale about he had acquired the map and was now sure the treasure was more than one Therion could carry: would Gurn acompany him for the few hours remaining of the journey? Gurn accepted. The treasure, once located and dug up, was revealed to only be a small chest, and Narp turned on Gurn. Gurn defended himself and drove away the betrayer. The treasure chest turned out to be empty except for a map showing identical to Narp's. Gurn took it home as a souvenier of the adventure and discovered the chest was magical (probably taken from the Enchanted Forest) and any time it was opened would contain a map of its current location. Gurn continued to serve his village, growing in skill as a hunter and tracker, for eleven years. Then disaster struck his village: while he was again far from his village scouting and hunting one or more enormous creatures with fiery touch and noxious odor levelled every building and ate every inhabitant. Gurn has not heard of such monsters before or since. Homeless and without family, he immigrated to Arlinac and joined the Navigators as their foremost tracker. His guild knows of and supports his vow to avenge his village if he can ever learn of the type and location of the monsters that destroyed it. Although Gurn has now lived in Arlinac six years, he still avoids the city's busiest and noisiest places unless his job requires it. Aside from his guildmates he has befriended most of the few city dwellers who also have stories of life in the Ognost Frontier.

The Glittering

Membership

The Glittering is the smallest guild, consisting of goldsmiths, silversmiths, illuminators, jewelers, portrait painters, gemcutters, and glass blowers.

Most of its members are Bergtrolls but a few are Dweorgs or Therions.

Influence

As the creator of luxuries for the wealthy, the social structure of the Glittering expects all of its members to have earned or inherited affluence. Thus this guild has great economic influence despite its small population.

The wealthy of Arlinac see the Glittering as a vital source of luxuries. The poor of Arlinac see the Glittering as an abhorrent collection of stuffy, well-to-do snobs famous for violent internal political rivalries. Both cases of stereotyping are more emotional reaction than practical: those with political authority rarely love or hate the Glittering, which happily makes its share of short-term trade treaties.

History and Land

The Glittering district is along the upper south face of Arlinac Mountain. It is the only guild that surrounds all of its district within walls. The Glittering is the only district whose walls are wide enough for a district watch to walk atop them on patrol.

The architecture inside the Glittering district is a great contrast to their blocky, whitewashed, fortified wall. The guild's coffers are funded by a tax on property. Since one of the many unwritten rules of Glittering society is that everyone must be too wealthy to politely talk about how wealthy they are, yet property taxes are public record, fanciful architecture for homes and shops has become the primary method of flaunting wealth. Unlike the Plain Folk, members of the Glittering own a distinct home and shop. Both are ideally in a tall, airy building with sweeping curves and large windows, expressing frivolity through bright colors, extensive ornamentation, and an overall shape that appears to defy gravity.

Government

The Glittering is run by its own council, presided over by a "Borderminister" who also oversees maintenance and defense of the guild's walls and watch. The guild has few laws. Most crimes have punishments that involve heavy fines, with exile from the guild to those not wealthy enough to pay.

Rumors

Anyone alone at night on Glittering streets is probably a thief. People that live in the Glittering don't walk alone after dark, nor do any business schedule deliveries after dark. (perhaps true)

Here's what I think. Gara Gara said he was after wealth, right? And the Glittering folk are all wealthy, right? I bet most of them are Gara Gara's descendants in disguise. Probably not all, one who isn't better watch out! (false)

NPCs

Vrothif the Wanderer is a Dweorg who works as an assistant jeweler in the least prestigious of the Glittering's jewelry shops. He longs to be a watchman and fight, but his days of raiding were cut short when a witch in the Enchanted Forest gave him a drink of cursed wine. Now every wound he inflicts also appears on him. His family jewelry demands displaying wealth, but he has trouble keeping any, so he has humbled himself to work as an shopkeeper's assistant until he discovers how to remove his curse.

"Injrib" the Jeweler is an Ogre who has lived for years in the form of a Bergtroll jeweler whom he killed. He has risen to prominence within the Glittering and enjoys a luxurious life. Both his shop and his home are protected with elaborate traps, built by talented Therions who have since gone missing. He is unique among Ogres in using an enchanted mirror obtained in the Enchanted Forest to physically alter his form. Since he is not using semblancy he has no fear of True Form potions. Like most of the Ogres living in Arlinac, he primarily satisfies his Ogre's Hunger through midnight visits to the slums. Injrib attempts to carefully monitor all the other Ogres in the city and has constructed such a large network of contacts and informants that he is usually successful. Any Ogre that Injrib judges might "act out" and draw attention to the presence of Ogres in the city is sent a stern warning or killed.

The Obsidian Association

Membership

The city's merchants' and bankers' guild has become increasingly involved in organized crime and the black market. Now the Obsidian Association has both an official wing--the guild for legitimate merchants and bankers--and an unofficial wing--the organization for thieves, fences, and hired brutes.

Therions, Dweorgs, and Bergtrolls are about equally represented in both the official and unofficial wings of the Obsidian Association.

Influence

Because the city of Arlinac is so dependent upon imports (including much of its food) the other guilds cannot limit their dealings with the legitimate merchants of the Obsidian Association despite opposition to the criminal wing of the guild.

The Obsidian Association loves to make temporary trade treaties. It is not trusted by the other guilds, but not all of its offers of privileged trade status can be ignored.

History and Land

The legitimate merchants in the Obsidian Association live in their guild's district on the southern slope of the mountain, below the Glittering and above the Navigators. The lower third of the district, along the main road, is outside the district walls and is has the guild's public shops and banks.

The criminal wing of the Obsidian Association evolved slowly, and has always promoted its own kind of law and order. The entire city is unofficially divided into small Wards, each the territory where one Warden oversees any organized crime, discourages other crime, and charges protection money to vulnerable businesses. The number of Wardens and Wards is not known. Needless to say, the Noble Houses and other guilds strongly oppose having the city divided up in a second, criminal layer of governance.

Many Wardens do not promote crime but instead encourage spying and espionage. Collecting information useful for blackmail is valued, especially if the victim is unaware that his or her secrets have been discovered. Simple burglary is frowned upon. For example, entering and leaving a building undetected while leaving a note would bring small esteem; better would be to break into a building only to gimmick its locks and security system to allow easy future access to those who know the right tricks.

Government

The guild is ruled by a council of merchant chiefs named The Ranseur because of a play on words implying both strength and political nonpartisanship.

The Obsidian Association has a literal "underground economy". It is famous for its large, underground meeting halls full of weapons, trade goods, and provisions. These are occasionally discovered and dismantled by another guild watch. The Obsidian Association then retaliates by dishonoring some above-ground buildings (shaming the buildings and/or their owners in a creative and financially damaging manner). The Obsidian Association maintains an extensive black market. Members may purchase nearly anything for the right price, and when on assignment from the guild may be loaned or given all sorts of equipment.

The word "partisan" refers both to a type of polearm similar to the polearm design named "ranseur" and the formation of rival political parties.

Rumors

Careful what you say about the Obsidian Association. The walls have ears, and some Wardens don't like rumors or slander. (false)

At least one Warden is a Therion who spends most of his day as a large flying bug. A beetle, I've heard. I don't believe the walls have ears, but they do have bugs. (partly true: non-Wardens spy as bugs)

NPCs

Altrid Worn-Boots is a Bergtroll merchant, tinker, and tourist. He is exceptional at Build. In his early adulthood he worked as an apprentice painter but then inherited a fortune. Now he travels, carefree and mirthful of demeanor, yet also of cautious eye and ear. He rides a mechanical spider and sails a mechanical turtle. Altrid is one of the older (and thus larger) Bergtrolls to regularly visit Arlinac. He is five meters tall and accomplished as a warrior beyond the advantage of mere size. (He learned the merchant trade by first working as a bodyguard for an experienced merchant.) Currently Altrid is bored of his usual trade routes, and seeks new, safe places to visit.

Kistetz the Clever is the only "good" Kobalt in Arlinac: the only Kobalt allowed to live in the city. Despite his officially legal status he still suffers a tremendous amount of prejudice. Yet being the only Kobalt merchant and tinker in a large city has its advantages. He is quick to make deals that benefit other people even if his own gain is slightly less. Kistetz will freely share the story of how he was exiled from his Superfamily, but to anyone not a Kobalt the tale is confusing to the point of nonsensical.


Secret Societies

Most of the Guilds and Powers are served by one or more secret societies. Some secret societies are directly founded and led by a Guild or Power. Most act on their own initiative and guidance, but see themselves as serving the interests of the Guild or Power, or accruing their favor.

Keep It Simple

KIS (Keep it Simple) is a secret society devoted to hindering technological progress. Its members, who are not supported or

None for Speleoth, Navigators, Plain Folk. Frosty Kostkey: Frostbite (tries to destroy city morale, like the Joker in Batman: Dark Knight) Gnash: Vampires (spider-like) Pooka: Jester-Rogues Kitsunay: Gentleman's Club Griffin: Eagle's Talons Big Blackie: Freedom Lamia: Keep it Simple Old Man River: The Paddle Yarnspinner: Stagehands, the Single-Weapon Gangs Obsidian Association: Blackest Market Glittering: Children of Gara Gara Cart-Users: The Square Table