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The Guilds

Factionfirst mentioned e00 00:23

The organizations that have historically kept The Forgotten Depths‘s threats under control on Edyrea.

Details

Guilds handle cracks, fissures, and incursions from the Forgotten Depths, including monsters and criminal gangs (e00 00:23). Membership is legally required to delve into the Forgotten Depths or a Pale fissure, and members pay tax on any loot or essence they collect (e00 02:09).

Guild membership breaks down to roughly 50% Beaumondian Metamortals, 30% unaffiliated metamortals or people working for commercial entities, 15% mortals (mostly administrative, occasionally elite athletes), and 5% Transcendents — some guilds are literally run by a god (e00 02:09).

Closing the portals that open in Fissures is guild work (e01 00:04). The GM describes the guilds as Beau Monde’s finest metamortals, some licensed, some independent, some commercial (e01 00:04), and some backed by the God-Queen (e01 00:05); usually they send their best to delve into the Forgotten Depths and close the portals (e01 00:05). Guild members wear their guild’s colors (e01 00:05). The Nightforge guild is one of them. Only the strongest people from the guilds can go deeper than the pit Caspian calls the actual Forgotten Deep (e02 00:28).

In Wriem, the Guild Hall sits at the head of the canal, with weapon- and armorsmiths, essence surveyors, and the loot tax office (e05 00:09, e05 00:09). A guild administrator licenses delvers for each tier of delve; a rich Beaumondian paid one off after his son died on a delve he had no business being licensed for (e05 00:10, e05 00:10). Jobs are posted on a message board at the West market (e05 00:28, e05 00:29).

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