Guilds

Regardless of Breed, the peoples of the UnderWorld organize themselves by profession, which are regulated by the Guilds. Every Domain respects the rule of the Guilds, regardless of the whims of an individual Lord. The traditions and sacrosanct monopolies maintained by the Guilds allow for a rule of law that maintains a sense of order in the chaos of magic and survival that is the World Below. It is the order of things, and all but a dangerous few obey.


 * Artificers
 * Bravos
 * Librarians
 * Mendicants
 * Navigators
 * Sappers
 * Taggers
 * Traders
 * Guildless

Outcasts
It is possible for an individual to be excommunicated from their Guild for transgressions of one sort or another. A member may be cast out for going against their superiors, by being an accomplice in the fostering of non-Guild employment, or for any number of other reasons. Outlaws with no legal right to perform their trade, Outcasts are also made pariahs by the common UnderWorld belief that they bring misfortune to those around them.


 * A player who is considering playing an Outcast should think twice about this option. You are essentially branding your character as a criminal, with the accompanying stigma. You should expect to be shunned, not only by your old Guild, but by virtually everyone else. To create an Outcast character, please contact Staff to setup your sheet. The basics are all the same, and you get to pick skills and traits from the guild you were once a part of. You can not start the game with any magic, it is stripped when you are excommunicated.