The Ruins of Amidia
Guilds are non-governmental organizations or clubs, usually centering on a certain craft or profession. Each guild has its own unique history, function, and membership requirements. The largest and most visible guilds have guild halls where members may gather.After the Fenlander Wars, most guilds that had previously had multi-city or even multi-national chapters were broken up due to an inability to travel and communicate between branches. A few notable exceptions are the following:
- The Adventurer’s Guild
- The Amalgamated Order of Tradeway Patrols, known colloquially as the Patrols.
- The Weaver’s Alliance
Today, most guilds are restricted to membership and activities within their city-states. Depending on the guild and the city, some guilds may wield significant political power, while others are virtually ignored. Rivalries between guilds with overlapping interests are not uncommon, so care should be taken when working with or becoming an ally to a guild.