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For
the Glory
of Guildhall!
A Chronicle of Guildsmen in the Age of Order
Introduction
History
The Awakening
The Creation
The First Beings
Greater Beings
The Ages . . .
The Age of Nature
The Age of Life
The Age of Death
The Age of Order
The Age of Chaos
Guildhall
Founding of Guildhall
The Guilds
Alchemists
Artisans
Bards
Clerics
Cavaliers
Druids
Necromancers
Rangers
Rogues
Runecasters
Warlocks
Warriors
Wizards
Members of a Guild
Structure of Guildhall
Governance of Guildsmen
Council of Lore
Community Governance
Meetings
Stipends
Division of Labor
Inn Charters
Justice of Guildhall
History
Jurisdiction
Court Rules
Order of a Criminal Trial
Crimes and Punishments
Crimes of the First Degree
Crimes of the Second Degree
Crimes of the Third Degree
Crimes of the Fourth Degree
Beings of the Realm
Beard'on
Civilian Beard'on
Rager Beard'on
Elf
Deep Elf
High Elf
Low Elf
Sea Elf
Human
Ancient Path
Andorian
Asgarn
Bedouin
Coventry
Dale
Gypsy
Highlander
Holt
Kelt
Lundelle
Mongorian
Plainspeople
Klacton
Minotaur
Orc
Pythian
Rakkarin
Weetle
Geographic Information
Ansaki Fens
Elder Trees Valley
Fertile Valley
Five Kingdoms
Forlorne Mountains
Great Plains
Hollow Hills
High Peak
Isle of Minos
Karthydian Desert
Northern Confederation
Plains of Tharakana
Nobility of the Realm
Gods of the Realm
The Way of the Five
The New Gods
Religions
Conclusion
Introduction
The following contains an excerpt from the speech delivered by Loremaster Al’tar
Shariz to the Council of Lore in 996 of the Age of Order regarding the reopening of
the Inn at Evermoore. This chronicle is reprinted with permission from the Council
of Lore. Some my find it ironic that many of the warnings given by Al’tar Shariz have
come to pass in the decade since the reopening of the Inn at Evermoore.
“And now I shall yield the floor to Loremaster Altar Shariz,” announced the Speaker
of the Crown and Shield. “He is here to provide critical background information
needed to guide our vote on whether to reopen the Inn at Evermoore. A petition I
might add which was brought forth by Loremaster Shariz and is to be voted on this
afternoon.”
Al’tar Shariz rose the podium. He was dressed in traditional Karthydian garb. His
black robes were closed at the waist by a belt that held a battle-worn scimitar. He
wore a black turban, a long hooded cape and the surcoat of the Order of the Ruby
Chalice. His clothes still bore the dust of the road. Altar spent much of his time
traveling the realm. He was eccentric, charismatic and some said slightly insane.
Many saw Al’tar Shariz as an omen of dark times to come ; others hoped his love for
Guildhall would save the realm from destruction. But all knew that so long as Al’tar
Shariz served Guildhall so would the zealots of the desert who followed him. His
position as Loremaster assured world stability.
The world lives in the Age of Order, the fourth Age of the Realm. The next Age is the
dreaded Age of Chaos when the world would be consumed in fire and flame. Al’tar
Shariz is the charismatic leader of the Karthydian Faith. He controls the people of
the desert who serve the god of chaos, Karthis. Each god had their Age and the Age
of Karthis is next to come. It is prophesied that when the realm falls to Chaos,
Karthis will destroy the world so that it will be reborn.
“Our story is the struggle of Order against Chaos, love against hate and peace
against war,” began Al’tar, “I petitioned the Council of Lore to reopen the Inn at
Evermoore, because Evermoore is one of the gathering places of reborn souls.
Throughout our realm there are communities, places of ancient power, that have
been catalysts for the turning of the Ages. Guildhall must establish an Inn at each
of these places to maintain the ideals of peace and prosperity throughout this land.”
Someone cried out from the back of the room, “Enough of this religious nonsense.”
There was some muffled laughter in the Hall, but it was the laugher of men and
women who knew they denied the truth to themselves. It died as quickly as it began
when they saw Al’tar’s frown. Altar continued firmly, “Do not be misled by those
who foolishly disregard the old ways. Chaos is coming! The vengeance of Karthis
will consume this world in fire and flame. The Age of Chaos will be the end of
Order, the end of Guildhall, and the end of all we love.”
The assembled Loremasters shuffled nervously under Al’tar’s gaze. Altar continued.
“The prophesies say that one day those of Guildhall will look around them and see
the crumbled ruin of their dreams. It must be our task to prevent the turning of the
Ages . . . to ensure the Age of Order and the peace of Guildhall continues forever.
I am a child of Chaos, a son of the desert and I promise you that as long as the
brotherhood of Guildhall stands united behind the dream of order the Age of Chaos
will not come.”
“I believe the Age of Chaos will take hold when brother turns on brother and
destroys the fraternity which we hold dear. When Guildsmen place themselves and
their own individual beliefs above the common good, chaos will come. This noble
dream of ours will fall when brother turns on brother for power, greed, glory and
religion. When the members of Guildhall place their culture, their religion or their
personal goals above the fraternity we share Guildhall will fall.”
“I see the past reflected in our actions of the present. The Five old gods ruled a
world of peace and love, much like the world created under the rule of Guildhall.
But remember the Herald of Grotar, Mortis of Noctis, Anaxian of the Pythians, the
Elven civil war and all those who caused the Age of Death so many years ago.
Those souls and their allies destroyed the dream of the Five and those same reborn
souls can destroy our world. . . . they gather at Evermoore and other places of power
throughout the realm spreading discord and sowing the seed of doom.”
“The Way of the Five and the teachings of Guildhall are paths of tolerance,
communication, individual freedom, societal lawfulness and community respect.
They are a noble dreams of peace and prosperity. The kingdom of the Five lasted for
thousands of years, but it ended in bloodshed and ruin. If we are not ever vigilant,
we will make the same mistakes and Guildhall will fall to chaos and ruin. My
brothers and sisters in Guildhall, please vote to open an Inn at Evermoore and work
to establish Inns throughout the realm to prevent the Age of Chaos.”
History
Our world is often called the ‘Realm of the Five’ because it was created by Five Gods to be a place of peace
and prosperity. A world where all persons could fulfill their dreams and live out their life’s ambitions, but
the nature of some people is to covet and to harm. It is easy for some to acquiescence to greed, hate and
other vices, but our story is the struggle of those who would be Heros. . . This history honors those who
choose virtue, when it would have been so much easier to walk a darker path.
The Awakening
In the beginning there were five elements: Earth, Air, Fire, Water and Spirit. These five elements swirled
into individual consciousness. They took individual names and forms, but collectively they were known
simply as the Five.
Natallis: Earth became Natallis. Her form was a human female of plain beauty. She had long
reddish-auburn hair adorned with leaves and flowers. She was curious, inquisitive and playful. Her thoughts
moved the gods to create the realm. She gave the world Nature.
Lumina: Air became Lumina. Her form was a human female of stunning beauty. She had long blond hair,
the color of sunshine, and carried herself with elegance and poise. She was patient, trusting and loving of
all. She was called the goddess of light and day. She gave the world Life.
Noctis: Spirit became Noctis. In his youth, he was a pensive dreamer and poet. His form was a human male
with a slim build, dark hair and intelligent caring eyes, but after the death of Lumina his form became that
of a crooked man shrouded in robes of black. He was called the god of darkness and night. He gave the
world Death.
Solnus: Water became Solnus. His form was a powerful man with chiseled facial features and eyes that
portrayed a serious heart that was true to justice and right. He was solid in his beliefs and dedicated to
honor. He gave the world Order.
Karthis: Fire became Karthis. His form was a handsome human male with an athletic build. In his youth,
he was remembered for his carefree smile and easy-going manner. He was the trickster, the fool, the jester
of the realm, but after the death of his brother his form became burning fire and he was reborn as a god of
vengeance. He gave the world Chaos.
The Creation
After eons of nothingness, Natallis conceived the idea of creating a place to fill the empty void in which the
Five existed. She convinced the others to aid her in the creation of a realm where the Five could give
physical form to all that they had conceived.
She first appealed to the brothers, Solnus and Karthis, who were as different as fire and water, yet connected
by the unbreakable bonds of sibling love. Solnus offered the laws of the universe; physics, mathematics and
gave consistency to her dream. Karthis, offering change, varied the laws enough so that everything was
unique in its own right.
Natallis then appealed to the lovers, Lumina and Noctis. Lumina offered the idea of a sun and day light.
Noctis suggested a period of darkness lit by a silvery moon. Together they designed the sunset and sunrise
making these beautiful to behold so that they would be a special time for lovers.
Together the Five worked to give the realm physical form. Solnus created the oceans and Natallis rose the
earth from its depths. Solnus shaped the majestic white-capped mountains and carved out the lakes and
valleys. Natallis made the land fertile and filled it with minerals, gems and precious metals. Karthis created
a swirling desert of ever-changing sands. He made storms and caused lighting to strike. He let the rain fall
in torrents and made every snowflake different.
All this was done before Lumina and Noctis, working together, gave the world its greatest gift, the cycle of
life and death. It was through their labors that living things were brought into the realm. Natallis created
flowers, forests and grass-covered prairies. She filled the skies with birds and the oceans with fish. The
forests and prairies were filled with animals. The realm was suffused with the sounds of life.
The First Beings
The Five viewed the world with fascination, but each wanted to give more of themselves to the world. They
wanted to create beings in their own image. They desired to create individuals who could feel, reason,
remember and communicate. In time, the Five learned to use their developing powers to create beings
capable of thought.
Noctis was the first to exercise these new powers of creation and he made the first race of truly sentient
beings. Natallis and Karthis also acted individually to created their own beings, the Tibbyrrs and Gremlins
respectively. The Five were not satisfied. It was agreed that the Five acting individually could not create
a race in the image of the Five.
Lumina suggested that they begin working in small groups to created additional beings. Although these
beings appeared more capable than those beings created by a single of the Five, they were each lacking in
some capacity. Collectively, these became know as lesser beings.
Cyclops: Cyclops are easily identified because they possess only a single eye located in the center of their
forehead. They are strong, gentle and very caring, but so lacking in their capacity to reason that they often
hurt those around them by their blundering stupidity and lack of depth perception. Solnus and Natallis
worked to create the Cyclops
Goblins: Goblins are a dark green-skinned race. They are generally sly and sneaky, but are also greedy and
will lie, cheat and steal to gain things which they desire. Goblins often seem cowardly and will generally
avoid a direct physical confrontation. However, as part of a large group they become emboldened. They
are often led by Orcs, who easily force them into servile rolls. Noctis joined with Karthis to created the
Goblins.
Gremlins: These orange-skinned beings have dome-like heads with little mouths and beady eyes. They are
trickster creatures who delight in playing pranks, however, their antics are extremely dangerous. Gremlins
have no understanding of when a joke goes too far and their favorite pranks are falling logs, man-catcher
traps, trip ropes near cliffs, spiked pits dug on common trails and exploding boxes. Karthis created the
Gremlins and they caused much confusion and harm. Even Karthis, who found humor in all things, was not
amused.
Kravynn: Kravynn have brown skin, round, wrinkled faces and thin-lipped mouths with long fangs. Their
ears are too large and their fingernails always seem in need of cutting. Kravynn, like their creator Noctis,
feel emotions deeply. They are an expressive, passionate race. When they are emotionally content Kravynn
can be passive, loving beings, but at the slightest notion of insecurity they have the potential to become
suddenly aggressive. In this state, they are exceedingly dangerous.
Ogres: The Ogres are a light green-skinned race. They are harsh bullies who dominate the weaker beings
around them through force. They are concerned with immediate gratification of their desires, which causes
them to be impulsive and unpredictable. Ogres are not very intelligent and are easily manipulated. They
are often led by Orcs. Noctis and Solnus acted to create the Ogres.
Trolls: Trolls are muscular beings with reddish brown skin and long wild hair. They are extremely strong
and very tough. Trolls are happiest when they are able to use their strength for building. They are hard
workers who enjoy working with their hands, but do not possess the intelligence necessary to design
elaborate structures. Trolls need careful supervision if they are to perform complicated tasks, such as
leveling, measuring and other more precise forms of construction. Trolls were created by Solnus, Noctis and
Natallis and were the last of the lesser races created in the Realm of the Five.
Tibbyrrs: Tibbyrrs possess yellow-skin and large eyes that rise above their low sloping foreheads. Their
mouths are entirely too large for their faces and their noses are far too small. Tibbyrrs are generally lazy
and refuse to perform any kind of work. They hate living in cities or in groups larger than their immediate
family. They often live by themselves near small ponds or river banks where they bask in the sun and live
on fish. Tibbyrrs are territorial and once they establish ownership over a place, they may become violent
if encroached. Natallis, acting alone, created the Tibbyrrs.
Greater Beings
After the Five, acting individually or in small groups, failed to create a race of beings in their image, Lumina
suggested that they share equally of themselves and attempt to forge a perfect being. Under Lumina's
guidance, the Five joined together to create a race of mortal beings having equal parts of all five of the
elements. This race was called the Humans.
The gods were happy and they rejoiced for a time, but each still felt the world was lacking. The realm was
so big and could hold so much more, so the five gods agreed to create additional races which each possessed
varying attributes of each. These new races were vastly different from the Five in both form and
temperament.
Collectively these are called Greater Beings because each of these beings was self sufficient, inventive and
adaptive to their environment. They possessed the ability to reason and develop distinct individual
personalities. Some of the Greater Beings could develop the ability to manipulate mana.
The Garden of the Gods was full and the beings dwelt together, but the Five could see that each was
different and that they could not agree on how best to live in their world. Noctis and Lumina suggested that
they should enter the word to care for their children to ensure that all lived harmoniously in peace and love.
The others agreed, and the Five were born into the world to ensure harmony for all.
Beard'on: The Beard'ons, or Bearded Ones, appear similar to Humans except that both males and females
are distinguished by their long, flowing beards. Beard'ons measure their social standing by the length of
their carefully groomed beards and some Beard'ons have beards that reach down to their waist. Beard'ons
are highly intellectual beings devoted to invention, construction and education. They are excellent engineers,
builders and craftsmen. While most Beard ons are content with their inventive undertakings, there are some
who have little patience for invention and building. These have quick tempers and fly into passionate rages.
Invariably they smash more projects than they finish. These Beard ons often find solace in a military
lifestyle. The Five contributed to the creation of the Beard ons in the following order: Solnus, Natallis,
Lumina, Noctis, Karthis.
Elf: An Elf looks very much like a normal Human with pointed ears. Elven society is full of ancient
heritage and tradition. They value their past, reliving it in the form of stories, dances, games and other social
activities. Their customs are passed from one generation to the next with great reverence and remain
unchanged for hundreds of years. Elves value learning and education. Though their culture is rooted in the
past, their minds are quick to grasp new concepts. The Five contributed to the creation of the Elves in the
following order; Lumina, Solnus, Natallis, Karthis, Noctis
Human: Humans are the most numerous beings in the Realm of the Five. They are adaptable beings and
have varied cultures, traditions and ideologies. Each of the Five contributed equally to the creation of the
Humans.
Klacton: Klactons are insect-beings who possess a hive-oriented society. The hives are ruled by fertile
queens, who lay eggs to populate the hive. Klacton larvae grow into many forms of Klacton which have
specialized duties in the hive. These Klactons do not have independent thought, but perform their hive
duties instinctually as part of the hive mentality. However, some larvae can grow into an independent form
of Klacton which is truly sentient. These rare humanoids are known as evolved Klactons. The Five
contributed to the creation of the Klactons in the following order: Solnus, Natallis, Noctis, Lumina, Karthis
Minotaur: Minotaurs have human facial features, but their skin is dark brown in color. Two sturdy horns
grow from either side of their forehead. Generally the males have larger horns than the females. Minotaurs
have sturdy physiques and make powerful fighters. They also have a thick hide which provides additional
protection from injury. Minotaurs are generally proud, noble, honorable beings; they do not lie, steal or
cheat. The Five contributed to the creation of the Minotaurs in the following order: Noctis, Lumina, Natallis,
Solnus, Karthis
Orc: Orcs have a physique similar to humans except that they are green-skinned and generally more
muscular. They are often seen as barbaric and as having a reputation of being quick to anger and ferocious
in their capacity for violence, but beneath these casual observations one can discern a rich culture filled with
stories of heroism and honor. Life as an Orc has its rules; the strong survive to lead and the weak survive to
serve, if they survive at all. The Five contributed to the creation of the Orcs in the following order: Noctis,
Karthis, Solnus, Natallis, Lumina.
Pythian: Despite their lizard-like appearance, Pythians are warm-blooded humanoids who walk upright as
humans do. Their well-muscled bodies are covered with greenish scales and a fin which crests their heads.
Pythians have a great respect for the elders of their people. They value wisdom and rarely act rashly. Many
Pythians are deeply religious. The Five contributed to the creation of the Pythians in the following order:
Natallis, Solnus, Noctis, Lumina, Karthis.
Rakkarin: Rakkarins are cat humanoids. Their bodies are covered with fur, the color and patterns of which
depend on the particular culture of the Rakkarin. Rakkarin faces appear more catlike than human and also
reflect their culture. Rakkarrins typically live a nomadic lifestyle and tend to be excellent hunters. They
value family and social status. They are well known for their grace and athletic ability. The Five
contributed to the creation of the Rakkarrins in the following order: Natallis, Karthis, Lumina, Noctis,
Solnus.
Weetle: Weetles are nimble and dexterous humanoid beings, with shiny black noses and whiskers on an
otherwise human-looking face. Extending from their lumbar region is a long vestigial tail. Weetles are
inquisitive and intellectual. They are collectors of items of academic interest such as books, maps, writing,
tools and so forth. Weetles are also well known for their fondness for shiny items, which is more an
instinctual attraction than a real desire for wealth. The Five contributed to the creation of the Weetles in
the following order: Karthis, Natallis, Solnus, Lumina and Noctis.
The Ages . . .
After the time of creation, historians of the realm divided time into Ages. The first age predates all recorded
history and information about events is derived primarily from legends and fables. It was called the Age of
Nature and its beginnings were when the five gods were born into the realm. The beginning of the second
age, the Age of Life, began when the races descended from the Garden of the Gods and went out into the
world. Each race of beings chose a part of the world to call their own. The unified realm was filled with
peace for three thousand years as the Five ruled from the city of Evermoore.
The beginning of the third age, the Age of Death, was marked by a great war that consumed the realm. The
Age lasted only one thousand years, but it almost ended all life in the realm. In this time of terror and
unbalanced magic, strange creatures evolved, such as hounds that spit fire or ice, vermin with deadly bites
and a host of other arcane creatures. The teachings of the Five were almost lost. The fourth age, the Age
of Order, was marked by the founding of Guildhall and the rebirth of civilization. The glorious institution
of Guildhall united the world in peace and established order throughout the realm. The prophesied fifth
age, the Age of Chaos, will mark the end of peace and the ultimate destruction of the realm in fire and
flame.
The Age of Nature
In the first age the Five came to live among their children in the Garden of the Gods, which was on the
highest peak in what was later to be called the Forlorne Mountains. During the Age of Nature life was full
and joyous. The races lived as one with each other and the plants and animals. The birth of the Five into
the realm brought the power of mana into the world and with their entrance, the realm was truly alive.
The first age was a time of great learning. The Five wished to share their knowledge and powers with their
children. They preached the Way of the Five, the first religion of the realm which taught all to believe in
balance and to live in love with each other and the world of nature. It mandated that all conflicts be
resolved by verbal discourse with an equitable decision reached by compromise. Violence was forbidden
and crime was nonexistent. It was a time of plenty where all were content.
It was in this age the Five began to teach those who understood and served the ideologies of the Way of the
Five to manipulate the power of mana. These blessed few were called the Sworn Servants of the Five. In
the beginnings of time the Five-Sworn took an oath to the Five to forever guard the realm and to ensure that
it continued in the Way of the Five.
For their oath, the spirits of the Five-Sworn were bound to the realm and would be reborn. These eternal
souls are the guardians of the realm and their actions control the passing of the ages. The Five-Sworn were
grouped according to the god whom they served. The Beaconers served Lumina, the Reavers served Noctis,
the Crusaders served Solnus, the Warders served Natallis and the Jesters served Karthis.
At the end of the Age of Nature, the people of the realm had grown too numerous to remain in the Garden
of the Gods and so it was decided that they should go forth into the realm. One by one the races left the
Garden and each was charged to follow the Ways of the Five, to keep the peace and to exist in harmony with
their neighbors.
The Five led the Five-Sworn to the Valley of the Rainbows. It was here where the first city was created by
the brothers as a wedding gift to Lumina and Noctis. This was the city of Evermoore and its beauty was
never to be equaled. Its walls were built of colored crystal and its spires touched the sky.
The Age of Life
In the Second Age, the races of the realm went out into the world to live and grow. They found places
suitable to their temperament and made their own cities fashioned after the city of Evermoore.
The Humans, the oldest people and most numerous, settled in the plains of the east, the highlands and isles
of the northeast and the western plains. The Elves settled in the forests of the west and the Beard'ons settled
in mountains of the west. The Pythians traveled to the tropical swamps and rainforests of the south. The
Orcs went north into the mountains, bringing the Goblins and Ogres. The Weetles moved into the hills of
the southeast where they lived in small burrows. The Rakkarrins dwelled in the southwest region which
included an expanse of plains, tropical forests, mountains and portions of the great desert. The Klactons,
being the slowest and the least numerous of the races, were forced to travel to the coldest tundra in the far
north, making their homes in the caves of ice and snow.
The lesser beings were given homes amongst the greater beings. The Goblins and Ogres traveled with the
Orcs. The Orcs promised to keep them safe and put them to good use. The Goblins and Ogres started out
as servants, but became more like slaves, working to avoid the whip.
The Kravynn stayed with Noctis in Evermoore. He worked hard to help the Kravynn control their passions.
And give them a purpose in life. The Kravynn became the caretakers of the Crystal City, a task which they
cherished. They happily fulfilled duties such as butlers, maids, messengers, civil servants, street sweepers,
lamp lighters and so forth. They took great pride in their jobs and enthusiastically performed them.
The Tibbyrrs entered the forests and made their homes by small ponds and on river banks, where they
scavenged the remains left by others. Once in a while a friendly Warder would move in and try to teach
them, but most often they were left alone.
The Gremlins were too disorganized to lay claim to any part of the realm and since their pranks caused much
turmoil, no other race allowed the Gremlins to be close. They wandered the realm causing endless problems
for the Sworn Servants of the Five. One day, during the Age of Life, the world suddenly discovered that
the Gremlins were gone. They seemed to have vanished without a trace, but they were not missed by any,
save Karthis. The God of Tricks accused his brother, Solnus, of taking them away. Under his brother's
persistent questioning Solnus would merely shrug his shoulders and say, "And if I did hide them, what a fine
and fun game it will be for you to find them again." Karthis looked for his children across the realm, but
never found them. As the years passed, the Gremlins were forgotten except for a myth which foretold of their
return before the Age of Chaos.
The Trolls labored to build the human cities of the realm. They also traveled with the Sworn Servants of
the Five as porters, but in the latter part of the age when unrest became widespread they were trained as
protectors and then as soldiers.
The first half of the second age was a time of peace and prosperity as the races continued to follow the Way
of the Five. The Five-Sworn traveled the realm helping all those in need. They settled disputes, kept the
laws of the Five and established governments so that all people could continue to live in peace. At the
greatest point of the Age of Life, Noctis and Lumina were crowned the Lord and Lady of the realm. From
Evermoore they ruled the nations of the realm. The Age of Life promised an eternity in a world without
crime, war or needless death.
For a time the dream was a reality, but somehow in the second half of the Age of Life the dream faltered.
The Way of the Five was discarded by many who sought to rule themselves with their own codes, faiths and
ideologies. The peace of the realm could not be kept and the age ended in bloodshed and war.
Many try to blame the fall on the Five, because there is no denying that the Five moved on to live their own
lives. It is true that the Five grew distant from the needs of their peoples, but the people of the realm had
their teachings. They could have followed the Way of the Five forever maintaining a world of life, but
instead choose to discard them.
It may be true that the Five grew divided and distracted from the needs of their people as they dealt with
issues of their own. It was said that a jealousy smouldered between the brothers as both Solnus and Karthis
loved Natallis and she was torn between the two and could never decide which brother would have her heart.
It was also said that Lumina and Noctis experienced troubles of their own, as lovers often do.
A few mortals had dreams of their own and no longer wished to follow the Way of the Five. They began to
rally their peoples and to corrupt them to their own ends. Where the Way of the Five gave power to all
equally, the malcontents wanted to collect power for themselves. They were small and petty of mind and
could not grasp the glory of a peaceful world where all were entitled to an equal share. They wanted to
unseat the Five and re-make the world in their own image. These malcontents became the leaders of their
peoples and preached the downfall of the Five.
Most historians agree that the Five were too concerned with their own affairs to realize that the mortal races
had begun to stray from the Way of the Five. Many of the races decided to create their own paths, but none
more so than the Orcs, Pythians and Klactons who completely abandoned the teachings of the Five.
As these races began to make their own laws which violated the teachings of the Five, the Five-Sworn tried
to stem this tide, but the rulers resisted. Having tasted power, the malcontents were not willing to be swept
aside. Worse was that many of the Five-Sworn were lured away by promises of their own greatness. These
wayward servants of the Five contributed to the fall as they broke their sacred oaths sworn so long ago.
The Five, absorbed in their own problems, did not see the failing of their dream until it was too late. Those
races who turned away from the Five created new gods to better fulfill their own selfish needs. These new
gods were not gods of peace, balance or love. They reflected the feelings of their creators and possessed the
same aspirations and lusts as the peoples who created them. The new gods sought to challenge the Five and
became the catalysts which would move their people to war and shatter the Age of Life.
The new gods were created through the use of a powerful ritual in which thousands gave up their lives and
spirits to form the physical bodies of these avatars. The new gods had tremendous power because they came
from the combined essences of those who created them.
The first, foremost and most powerful of the new gods, was Grotar of the Orcs. This god was brought into
the realm by his Herald, Harog Judnor, a former Sworn Servant of the Five. The impact of this new god was
terrible and would prove the undoing of all that the Five knew, loved and taught.
The next was Tharakana, the goddess of the Klactons. The Klactons, not being able to identify with their
creators, brought into existence through their belief an insect god who was like them. Tharakana had power
over all of the hives and united their society as one. The Hive-Queens and their evolved Klactons lost all
control of their hives.
The Pythians created Ansaki, the Spirit of the Swamp. He embodied all life that came before him and had
the wisdom of the Ages. His form was that of an ancient Pythian, who appeared older then time itself.
Ansaki was wise, but not wise enough to foresee the horrendous effects that the fall of Evermoore would
have on his people and the realm. He never forgave himself or his people for the role they played.
The Elves created Eveya, pregnant goddess of the Harvest. She was to give meaning to the toils of the
working Elves and settle the unrest growing between the ruling castes and those below. Instead she became
the mother of Unity, the child whose death would divide the Elves forever in bloodshed and hate.
With the creation of the new gods, the Age of Life could not be saved. The concept of war was created by
the Orcs and for the first time armies were raised. Both sides turned to violence as both had strong
convictions.
The first major conflict to erupt occurred in the Elven lands. The Elves were divided into a caste system
separating the population into the rulers, the intellectuals, the professionals and the laborers. There were
many Elves at all levels of the caste system who were unhappy with the strict adherence to the system which
developed in the later part of the Age of Life.
The goddess Eveya was created by the Elves of the lower castes who worked the fields and tended the
beasts. The Elven senate, many of whom remained true to the Five and favored the caste system, narrowly
passed an edict which outlawed the worship of the goddess Eveya.
Eveya had a child. This child, named Unity, was to bring all Elves together and abolish the caste system.
The child was murdered in its crib by the dagger of an outspoken Senator who was against the worship of
Eveya. The Senator denied the deed, but was none the less condemned for the crime. The Elven struggle
blossomed into a civil war consuming all of the Elven people, except a few who choose to leave the
homelands on ships in search of a peaceful existence. Blood was shed as the Elves turned on each other.
A schism formed in the Sworn Servants of the Five. The first group was lead by Aradawn, a Beaconer, who
believed that the various peoples of the realm should be allowed to rule themselves as they desired.
Aradawn refused to condemn the creation of new gods as a sacrilege. He felt that as long as these Avatars
did not violate to the peace of the Five, they should be allowed to exist within the realm.
Mortis, a Reaver, who was later to be called the Black Hand of Noctis, saw the creation of Avatars as a
betrayal of the Five. He believed that Noctis and Lumina should be more than the nominal rulers of the
realm and he refused to acknowledge any government that did not derive its power from the Five. He began
a clandestine campaign to destroy any who tried to usurp the power of the Five through the creation of
Avatars or national governments which failed to support the Way of the Five.
The Five taught only helpful lore. However, near the end of the Age of Life, the lore of the Five was
perverted to use for war. The people of the realm learned to create undead and summon beings of power,
such as elementals, archons and spirit beings. Advances were made in the control and use of the elements
to enable the spontaneous creation of fire and ice and their use as a weapon.
The Crystal City became a place of fear as rumors of the training of armies reached it. A guard was raised
for the city of Evermoore and Aradawn, a Beaconer, was chosen over Mortis to lead it. This strained the
relationship between the Sworn Servants of Lumina and Noctis, who thereafter had difficulty working
together.
As tensions continued to grow the city Guard was transformed into a militia. In time, Sir Aradawn, using
lore newly created by Solnus, founded the Order of the Five to lead the militia of Evermoore. The Order
of the Five was created for defense and its motto was "Defending the Dream." The leadership of the Order
came from those Sworn Servants still loyal to the Five.
The Age of Life ended when the combined armies of Orcs, Pythians and Klactons destroyed the Crystal City
and ended the dream of peace.
The Age of Death
The beginning of the third age is marked by the fall of Evermoore. It was a time of tremulous upheaval and
world change for the worst. Grotar had a plan to rule the realm and dispensing of the Five was merely the
first step. It was not until the Fist of Grotar smashed the realm and plunged it into the Seven Days of
Darkness that this horror was truly realized.
The Klactons desired the Valley of the Rainbows as their home now that the Minotaurs were driven from
it. Grotar refused to yield Evermoore to them and placed one of his own generals as ruler of the valley as
the Orcs hoped to benefit from pastureland of the valley. The Klactons under the iron fisted rule of their
goddess Tharakana threatened war against the Orcs. Before the Klacton armies could march against the
Orcs, the great Fist of Grotar, a meteor, struck the plains of Tharakana, sending clouds of dust and debris
across the sky that blocked out the light for seven whole days.
The Klacton homeland was in ruins and the survivors started their war against Grotar, but they were soundly
defeated in almost every battle. Tharakana became obsessed with the destruction of Grotar. Her madness
was destroying the Klacton people by keeping them in a war they could not win. This eventually caused her
demise as the Hive-Queens and evolved Klactons slew her for the good of their race. Shortly thereafter, the
Klactons made peace with the Orcs and acknowledged Grotar as ruler of the Plains of Tharakana. The
Klactons were a broken people and would not recover for more than a thousand years.
A great Troll uprising occurred in the Five Kingdoms. Trolls were commonly used as laborers and guards,
but during the uprising they fled the Five Kingdoms to dwell in the East Range of the Forlorn Mountains.
The Orcs took the Seven Days of Darkness as a sign that Grotar should rule the realm. During the darkness
the Orc Dreadlords betrayed their treaty with the Five Kingdoms and led their armies against the Humans.
The Dale was quick to fall as it had no army to defend itself. The remaining Five Kingdoms offered stern
resistance, but a surprise attack on Andor by the Pythians doomed them. The Orcs conquered the northern
four kingdoms and the Pythians seized Andor.
The wandering Gypsies of the Five Kingdoms, who still followed the Way of the Five, were captured by the
Orcs and forced to live in camps. Seeing the fate of the Five Kingdoms, the Beard'ons and Weetles accepted
the rule of Grotar rather than fight his armies.
The Rakkarins and Plainspeople refused to surrender and were conquered by the Orcs. Their decentralized
natures made it impossible for them to unite and put up organized resistance. They were forced to conduct
guerilla style raids. The Orcs responded by placing the Plainspeople onto reservations where they were
forced to labor for the Orcs. The Rakkarins who refused to live in captivity were slain. By the end of the
Age of Life there were few Rakkarrins left in the world. The largest was a group who fled into the
Karthydian desert to escape the Orcs.
The civil war continued in the land of the Elves. Those who remained loyal to the Way of the Five and
favored the caste system fought against those who favored religious freedom and the abolishment of the caste
system. After a decade of bloody fighting the latter group was beaten by the traditionalists.
The defeated Elves were given a choice; serve the victors as a working class or leave the Elven homelands.
Because of this ultimatum the Elven race broke into cultural factions. Each of the factions adopted colored
tattoos which were placed on all children at birth to mark their culture. All Elves must have these tattoos.
The group of Elves who had refused to participate in the war against their brethren became known as the Sea
Elves. They traveled the oceans of the realm in a vast armada of ships. They lived as traders and vowed
not to return to the Elder Trees Forest until wounds of war had healed and the Elves could live as one people
again.
The victorious Elves in the homeland became known as High Elves. They were the ruling class, the
educators, the military officers and respected professionals.
Those defeated in the Elven homeland broke into two factions. The first group unable to bear separation
from their forest home, agreed to remain in the homelands and become the working classes who were the
bakers, farmers, soldiers and laborers of the society. They became known as the Low Elves.
The Elves who refused High Elf rule accepted banishment, but the goddess Eveya interceded. She could
not bear to see her worshipers cast out into the shattered realm. She offered to voluntarily give up her life
if the Elves who refused to accept High Elf rule, would be allowed to live under the roots of the trees they
loved so dearly. These Elves became known as the Deep Elves and they dwelled in a vast network of
tunnels under the roots of the forest.
The Minotaurs who were driven from the Valley of the Rainbows spent years wandering the realm searching
for a new home. They were lead by their own new god, Minos, who came to them during the fall of
Evermoore. Minos had a vision of a perfect place where the Minotaur people would forever be safe. His
obscure vision revealed that when the Minotaur people were ready the mists would part and reveal their new
home. After many years of sojourn he led them to the Isle of Minos which became their home.
The remainder of the Age of Death was characterized by the Orcs' struggle to expand their Empire. It was
a terrible time for the realm, thousands died in war and famine. The Orc Dreadlords were ruthless. They
sought nothing less than total domination of the realm.
During this time the forces of magic were used in hatred and anger. Thousands died and the realm was
warped. Magic faded from the world and then burst back mutating and changing the beasts and creatures
which existed in the realm. Hounds became capable of breathing fire and ice, insects grew to enormous
sizes, new beings formed or came from other realms. The forests and other remote areas became places of
fear and horror as these strange beasts lurked in the remote areas.
Alliances were made and broken as wars were waged against every race. By the middle of the age the only
free areas were portions of the deepest Underrealm, the heart of the Ansaki Swamp, the Karthydian desert,
and the Isle of Minos. All other races were ruled by the Orcs and their iron-fist empire.
The single greatest step toward ending the Age of Death occurred when a group of adventurers gathered in
Evermoore to research and reorganize the teachings of the Five. It is said that these were the Sworn Servants
of the Five reborn to help turn the Age from Death.
These adventurers grew in number and divided the recovered lore into specialized groups, or guilds. The
members of the five original guilds called themselves Clerics, Druids, Warlocks, Wizards, and Cavaliers
depending on the types of skills they possessed. In time more lore was recovered and additional guilds were
formed. These individual guilds were united into the League of Guilds which later became Guildhall.
At the same time the League of Guilds was being organized, the Humans of Holt created a new god of their
own. His name was Eldin and he was formed by resistance forces who had fought against Orc occupation
throughout the Age of Death. His symbol was the symbol of Holt, the Iron Cross, but covered in blood. The
Blood Cross, as it was known, became a symbol to rally the Human race.
After one thousand years of war, famine, and death, a renaissance began with the founding of Guildhall and
the introduction of thirteen Guilds into the realm.
The Age of Order
The founding of Guildhall marked the beginning of the Age of Order. Thirteen Guilds signed the charter and
Guildhall was built on a large island in the great inland sea which was later named the Sea of Lore. The
purpose of Guildhall was to recover and organize the lore which had been taught by the Five on the highest
peak of the Forlorne Mountains during the Age of Life. The Humans, Elves, Weetles, Minotaurs and
Rakkarrins were the original founders of Guildhall.
In the beginning the founders of Guildhall portrayed themselves as merchants, healers and teachers. The
Orcs paid little attention to their activities. The building of a school on the Sea of Lore was allowed by the
local Dreadlord, Bumgar Narr. On the surface the school taught basic subjects, but in special classes
students learned guild skills, such as healing, runic lore, elemental magic and the fashioning of items. The
members of Guildhall were careful to keep weapons and weapon training confined to secrete bases in the
Karthydian desert and on the Isle of Minos. Bumgar Narr had no idea that the school was teaching skills
which would later form the basis of the armies that would end the Orc Empire.
A group of Humans created, Xanadu, the slayer of gods. Xanadu systematically seduced and killed those
with the knowledge to create new gods, among them the most powerful Orc religious leaders. It is even
rumored that she went after gods themselves trying to give the world back to the mortals. Xanadu preached
that each person should place their faith in themself. She saw the new gods as usurpers who destroyed the
Age of Life for their own goals. She believed that in a world without gods mortals could more easily find
their own path in life. Xanadu was served by the militant Order of the Rack. It was an order dedicated to
the destruction of new gods and of all those capable of creating them.
Guildhall began training the men and women who would organize and lead the armies of the realm. Under
the guise of traders, the Guildsmen traveled the realm selling their wares. In actuality they were recruiting
a rebellion. The wealth earned from their trading funded the war effort clandestinely developing throughout
the realm.
Suddenly the Orc Empire was under siege. The armies of Guildhall marched from the south, while the
armies Eldin came from the north. These armies were supported in almost every nation by resistance groups
and independent military units, such as the Order of the Rack and the Knights of the Black Hand. The
Karthydians sent soldiers to aid Guildhall, as did the Klactons and Phythians. The world raged in battle as
the Orcs would not surrender meekly.
After years of war, the armies of Guildhall and their allies had driven back the Orcs and freed the world.
Grotar and Eldin killed each other in the last decisive battle in the foothills of the Forlorne Mountains near
the ancient town of Evermoore.
Guildhall helped to reestablish the territories, which had existed before the Age of Death and dispersed
peace throughout the world. With the spread of peace came increased trade. The masters of the guilds, as
they predicted, became wealthy beyond their dreams. As the realm was ordered, other races were allowed
to join the guilds. The last to be admitted were the Orcs.
By the middle of the Age of Order the new gods had been slain or vanished and the world was delivered to
the hands of mortals. The followers of Xanadu deserve much credit in ensuring that gods could not be
returned to the realm by slaying those with knowledge to create them.
The Guildsmen breathed a sigh of relief. The gods no longer had physical form and religion would not be
used to motivate the armies of the world as the Clerics, Druids and Necromancers controlled religious power.
Leadership would fall to Guildhall and the mundane rulers of each land and not to devote fanatics.
The Age of Chaos
The prophets say that the Age of Chaos will not be marked by any great event. It is said that one day the
Guildsmen will look around and realized that the world they ordered had been wiped away. They will look
around and see that there are few loyal Guildsmen in their world. They will wonder why people do not visit
their towns anymore and the same old faces is all they see. They will wonder why the great dream died and
only then will they realize that they were the ones who destroyed it.
The prophets have seen that the Age of Chaos will be heralded by the Guildsmen themselves for they will
forget that they are brothers and they will cast aside their laws. They will turn on each other and covet
power to themselves at the expense of others. They will no longer meet and discuss their differences with
words, but turn to violence and then to hate. They will become full of themselves and they will stop teaching
the initiates the fraternity and laws of Guildhall. They will harm each other for reasons of race, religion,
avarice or power. Their world will fall to chaos and the end will be near.
The magic will fade from the world and lore will be lost. The amassed armies of commoners will march and
in this maelstrom there will be no place for the arcane. One by one the towns of the realm will falter and fall.
The world will be consumed in entropy and the dream that was will be no more, leaving nothing but a
mundane world devoid of the magic that once existed.
In the final days of the realm, Karthis, the god of chaos will return to wreak his vengeance. The realm will
be consumed in fire and flame and all that was will be but a distant memory.
Guildhall
The Oath of Guildhall
I swear the oath of blood, life and soul
My loyalty shall be to my Guild
and to Guildhall first, above all else.
I shall serve my brother and
sister Guildsmen in both life and death.
The Laws of Guildhall shall be the laws of my heart and mind.
For now and through all eternity
I pledge this blood, this life and this soul
to the greater glory of Guildhall
And all that we represent in
Love, Truth, Honor and Eternal Fraternity.
At its height of power in the Realm of the Five, Guildhall was a powerful, fraternal organization of
Guildsmen who fought to maintain the Age of Order. Guildhall was a bulwark against the Age of Chaos and
the Guildsmen were champions of right and defenders of morality. Guildhall was the dream that represented
the rebuilding of a shattered world and the end hatred, prejudice and animosity which existed in the Age
of Death.
It was said in the Age of Order that all roads lead to Guildhall. Guildhall was more than a fortress on an
island in the Sea of Lore. It was a way of life that valued cooperation, fraternity and mutual respect.
Though Guildhall was built of granite and layered with silver and gold, it stood for so much more than power
and wealth. Its foundation was of brotherhood and its mortar was of love. There was no evil that Guildhall
could not overcome as long as its members held true to the dream.
Guildhall is a democratic entity where majority rules, but all voices are heard. Matters are discussed before
general assemblies and a unified course of action is chosen by open vote. Once a determination is made the
members of Guildhall act together for the good of all, even if they do not agree with the majority. This unity
is how Guildhall maintains itself in the face of impossible odds.
The members of Guildhall are bound to each other by ceremonies which run deeper than obligations of blood
and pledges of marriage. The vows that a Guildsmen makes to the Hall are stronger than any imaginable
to the mundane person.
Guildhall seeks out the bravest, strongest and most intelligent persons in the realm. Only the best will
become members of Guildhall. To be a part of Guildhall, to learn the lore it offers, is the greatest
achievement of a lifetime, but with it comes great moral responsibility.
The thirteen guilds of Guildhall in the Realm of the Five, during the Age of Order are: the Guild of
Artisans, the Guild of Alchemists, the Guild of Bards, the Guild of Cavaliers, the Guild of Clerics, the Guild
of Druids, the Guild of Necromancers, the Guild of Rangers, the Guild of Rogues, the Guild of Runecasters,
the Guild of Warlocks, the Guild of Warriors and the Guild of Wizards.
Founding of Guildhall
Guildhall was founded in the Realm of the Five at the beginning of the Age of Order. It began as a gathering
of those who remembered the old ways and who traded to each other knowledge of the Five. This
knowledge had either been passed down in their family or rediscovered in ancient ruins. This knowledge
was the Lore taught by the Five in the Age of Life.
The group, led by the Black Knight and others, gathered in Evermoore. These persons were believed to be
the descendant reborn souls devoted to the Five. The Black Knight claimed that he was given the idea of
Guildhall from the spirit of Lumina who came to him amid the ruins of old Evermoore. He revealed to the
group a plan to organize the learning of lore skills into systematic Guilds. The Guilds would be organized
into a league and when they were strong enough they would create an institution to be called Guildhall.
The initial group was mainly Humans, Elves, Minotaurs and Weetles, with some Rakkarrin. In the year 990
of the Age of Death they formed the League of Guilds. In the beginning, there were only five Guilds which
were modeled after the teachings of Lumina, Natallis, Karthis, and Solnus. They called themselves Clerics,
Druids, Warlocks, Wizards, and Cavaliers. The first four used the force of mana to cast spells and prayers,
whereas the last used force of arms.
In time, others came with knowledge and their skills were grouped into additional Guilds. The Van Dorn
family, famous entertainers of the Age of Life, taught the lore of ballads and helped found the Bard's Guild.
The Cavalier's Guild split, dividing into those who wanted to train soldiers and concentrate on individual
combat and those who wanted to concentrate less on weapon use and specialize into strategy and tactics used
to lead armies in battle. The former became known as the Warriors, where the latter retained the name of
Cavaliers. The Rangers broke of from the Warriors because they saw a need for scouting units which
specialized in woodland craft.
Over the next three years the Artisans, Runecasters and Alchemists formed Guilds of their own. The need
for intelligence gathering and political espionage allowed the Rogues Guild to enter the league as
professionals with very particular skills.
The last guild to be admitted were the Necromancers. They had perverted the teachings of Noctis and
created a dreadful lore which was hated in all the civilized realm. However, it was out of necessity that they
were admitted. The Necromancers had vowed that if they were not given equal standing and recognized as
a legitimate institution, they would side against the League and offer their services to the Orcs. Practicality
carried the vote, because all saw that the alternative was to fight every enemy twice.
The League, with its full complement of thirteen guilds, moved its headquarters to a more defensible position
on an island in the Sea of Lore and created a school where they taught mundane subjects openly, but in
secrete they taught ancient lore to those dedicated to destroying the Orc Empire.
They formally named their institution Guildhall and hundreds came to learn what it meant to be a
Guildsman. In a few years Guildhall was strong enough to challenge the Orc Empire and began openly
teaching lore. With the aid of the Eldinites and the followers of Xanadu, the Guildsmen implemented their
plan to bring the realm out of the Age of Death.
The Guilds
The following are the thirteen Guilds of the Realm of the Five in the Age of Order.
Alchemists
Alchemists are devoted to the creation of compounds and the brewing of poisons. Their studies in anatomy
and physiology allow them to replace body parts, graft extra organs, enhance muscles and resuscitate corpses.
Alchemists have perfected their knowledge of physiology in the summoning of the golem, whereby they
return true life to the dead. The crowning achievement of the alchemist is the transmutation of one element
into another. In battle, the alchemist uses poisons and compounds to confuse and destroy the enemy or to
enhance and augment their allies.
Artisans
Artisans work with raw materials, such as wood and iron ore, using the power of mana to fashion items in
a short time period. They can create simple tools, weapons and armor in minutes. Their studies in
construction and engineering allow them to fashion doors and machinery. In technologically advanced
realms, the artisan can make computers and other complex electronic equipment. Their rituals allow them
to protect and enhance items. In battle, they remain behind the lines fashioning weapons and equipment for
those who have lost them. However, if the front line falls, the artisans are formidable fighters.
Bards
Bards are entertainers. They manipulate the world through song and create spectacular effects with their
voice. Flamboyant and talented, they can make subtle poisons and perform rituals to amuse and delight.
They are handy with a weapon, but much more skilled in just getting away. In battle, bards act in support.
Their songs inspire others and often mean the difference between victory and defeat.
Clerics
Clerics lead the worshipers. They baptize and provide religious services and guidance for the followers of
their faith. They have rituals to provide protection, restore injured limbs and resurrect corpses. They also
have powerful prayers to destroy undead, demons and summoned beings. In battles, they are the primary
healer whose services, though often underappreciated, are indispensable to victory.
Cavaliers
Cavaliers are the leaders of the armies. They specialize in the tactics and strategy that mean the difference
between victory and death. The focus of the cavalier is on developing effective leadership skills. Though
they have powerful rituals that unify and protect fighting forces, true success in this trade does not depend
on swinging a sword, but on developing into a charismatic individual. Cavaliers plan the battle. They give
assignments to the units and help the units to execute these assignments.
Druids
Druids are skilled in dealing with the natural world. They have powerful prayers to speak with and
command the flora and fauna. They can heal, restore injured limbs and resurrect corpses. In battle, they are
secondary healers, but their specialty skills are often required to save the day. They have powerful rituals
to turn captured enemies into beasts to use as allies. Their unique prayers are of a more offensive nature and
their rituals conceal strategic points.
Necromancers
Necromancers are skilled in dealing with death. Their admission into Guildhall was of necessity, for they
have the power to raise corpses into undead servants. They also have offensive prayers that wither limbs and
organs. Their rituals can spread pestilence and disease. The Necromancers of Guildhall are fond of saying,
"if the armies of Guildhall fail in life, then they will triumph in death." In battle, it is the traditional task
of the necromancer to raise and control the corpses of both friend and foe to fight for the cause. In these
more civilized and less desperate times, the corpses of allied Guildsmen are not raised without permission.
Rangers
Rangers are woodsmen who develop extraordinary skills in dealing with nature. They have the ability to
command animals and powerful rituals to conceal themselves and others. They can silence a sentry with a
single strike and escape from areas where no one else could go. They are also excellent fighters. In battle,
they are the scouts who gather information and report it back to the leaders. They are the eyes and ears of
the army. They often work with small units to ambush and harass the flanks. They use their skills with
distance weapons to strike down the enemy scouts before they can report.
Rogues
Rogues are the stealthy agents of Guildhall. They are not thieves or murderers and vehemently resent such
accusations. They are highly skilled, well-connected individuals whose aptitude for espionage enable them
to gather influence and broker power. Rogues have varied skills. In battle, they most often work alone or
in small groups. They mix with the enemy forces in an attempt to kill the opposing leaders. More than one
battle has been won by the single stoke of a rogue's blade.
Runecasters
Runecasters deal with fate and destiny. They scribe runes that provide protection from many dangers. They
also have rituals that can tell the future, discover secrets and communicate with those who have passed on.
They are also quite adept at using weapons. In battle, there is equal chance they may be found in the rear,
drawing runes, or in the front, fighting.
Warlocks
Warlocks are the preeminent battle-mages. They have substantial skill in weapons and combat oriented
spells which injure and destroy. In battle, they are on the front lines fighting side by side with the troops.
Warriors
Warriors concentrate their skills on weapon use. Their combat prowess is unmatched by any. They have
numerous weapon skills and powerful combat abilities. In battle, they are the ones who actually carry the
day. Rarely getting the glory, they are the first to fight and the first to die, but on their backs every victory
is born.
Wizards
Wizards are the all purpose spellcasters. Their spells enable persons to levitate, breath water and a host of
other things. They also have rituals that enchant weapons and shields. They can animate items and transfer
abilities between individuals. In battle, the wizards may use their spells against their enemies, but their true
power is their ability to summon powerful entities, such as elementals and animated objects to aid their side
in victory.
Members of a Guild
There is a hierarchy in the membership of each guild. At the bottom are the apprentices, then initiates, then
the journeyman level, and finally one reaches the high rank of master.
The hierarchy denotes a level of learning and does not necessarily provide privilege. Once a person becomes
a Guildsman, one has joined the brotherhood and is entitled to all its benefits. All Guildsmen are considered
equal, no matter what their status, rank or position. While a master may have learned more skills than an
initiate, his standing in Guildhall is not greater because of his rank.
Apprenticing: All Guildsmen must apprentice to their particular Guild. To become an apprentice, one must
pass through the Ceremony of Apprenticeship. After passing through the ceremony, the apprentice is
considered a Guildsman. However, only the best can be Guildsmen and often the apprenticeship period is
used to remove those who do not make the grade.
During the apprenticeship, a person is taught the basic skills and theories of the Guild. The apprenticeship
gives the student a foundation on which all other lore is taught. The reason why Guildsmen can learn so
much more than the average mundane is because of the foundations taught during the apprenticeship. The
Guilds have broken their teachings down into a hierarchal system, in which all later skills build on
previously learned skills.
Apprentices often find it difficult to understand why they have to learn skills in a specific order, but, in time,
they see that it is this strict ordering of skills that allows them to learn the more powerful abilities. Without
the orderly learning of skills, Guildsmen would not advance as quickly or ever reach the upper ranks. In the
early days, people burned out their powers by overtaxing their abilities. The Guild syllabi were designed
to enable Guildsmen to maximize the skills they can learn in the shortest amount of time, while protecting
them from destroying the connection between the body and spirit which allow the manipulation of mana.
Initiate Rank: After an apprentice learns to manipulate mana in accordance with the methods of his guild,
he is promoted to the initiate level of the guild and may begin learning lore of the first rank. As the initiate
gains status within the guild, he will be taught more lore skills. When he is able to perform ten skills in the
initiate rank, he may be promoted to the next level through the Ceremony of Advancement.
Journeyman Ranks: The next three ranks are generically called the journeyman ranks within the guild. The
Guildsman has proven himself competent, but has a long journey before he becomes a master.
Master Rank: After a Guildsman has passed through each of the journeyman ranks, he may then become
a master. There are very few masters in each realm, as it takes a tremendous amount of commitment and
work to achieve such status. To become a master, one must show a devotion to the guild and must follow its
ideologies and beliefs. Masters are the only persons in a Guild who are able to teach. They are the
caretakers of the Guild and zealously guard Guild lore and other secrets.
Structure of Guildhall
The headquarters of Guildhall is located on an island in the Sea of Lore. During the first week of each
month the Loremaster of each Guild meet in a general assembly to discuss the business of Guildhall.
The Isle of Lore contains the best schools which Guildhall has to offer. To be accepted as an apprentice on
the Isle of Lore was a great honor and usually meant that the person was destined to go far in the politics of
Guildhall.
Great Halls: Every large city has a local hall of guilds and its own local Community Council of
Guildmasters. The local meeting places are called Great Halls and are beautifully crafted with high vaulted
ceilings and a rich elegance which inspired envy in all. Within the large cites the individual Guilds control
the universities and act as institutions of higher learning. Each Guild erects its own Guild building within
the walls of the city. These immense fortified structure are grand displays of wealth and power with each
Guild trying to build bigger than the others. No Guildsmen may harm another within the sanctity of a Great
Hall.
Inns: In the smaller towns there is often a lack of resources. Small town Guilds do not have the finances
to support their own individual structures or a Hall of Guilds. Guildhall, sensitive to the plight of small town
Guildsmen, erects and maintains structures called Inns.
These Inns are owned by Guildhall and act as centers of commerce and education for those in remote areas.
The Inns are run by Innkeepers who are hired by Guildhall on the recommendations of a Charter Sponsor.
Inns serve as a gathering point for the Guildsmen in the local community who often attend monthly Markey
Days with adventuring, feasting and entertainment. The laws of Guildhall protect the sanctity of the Inn and
no Guildsman may harm another within the sanctity of an Inn.
Governance of Guildsmen
Guildhall is run by a democratic process where majority rules. The principles of democracy and freedom
were created by the Five as a compromise between the governments proposed by Solnus and the absence
proposed by Karthis. The system of governance was never instituted in the Age of Life as Evermoore was
destroyed by the Orcs and the dreams of the Five died with their age.
Leadership in Guildhall is derived from popular vote and is not a matter of rank. All Guildsmen are
considered equal, no matter what their status, rank or position. The ideology of Guildhall gives freedom to
every Guildsman, so long as he does not harm his neighbor.
Sadly, Guildhall is often seen by some, as a large bureaucracy devoted to economic gain. While a few
Guildsmen may abuse the noble teachings of Guildhall for their own gain, the majority of Guildsmen are
trying to do the right thing.
Council of Lore
Guildhall is governed by a ruling council composed of elected representatives from each of the guilds within
the realm. The elected body is called the Council of Lore and its members are referred to as Loremasters.
All of the representatives are considered equal and have an equal vote. The Council of Lore Meets regularly
in Guildhall on the Isle of Lore.
Keeper of the Crown and Shield: The Keeper presides over the Council of Lore. He has no vote. The
Keeper of the Crown and Shield is elected from general membership of all the guilds. He does not need to
be a master. It is only required that he be a Guildsman or an apprentice, of good standing, in one of the
guilds. The Keeper holds his office for three years. Elections are held in the late fall for the following
calendar year.
Loremaster: In each guild, there are five persons elected to the Council of Lore. They are the leaders of
their respective guilds and represent the interests of their Guild. They are elected for five year terms by
democratic elections. Elections are staggered so that one leader is replaced each year. During their term,
it is their duty to uphold the principles of Guildhall.
Community Governance
Every community no matter how small has a group of Guildsmen who meet regularly to discuss important
matters.
Community Councils: Community Councils serve to organize the efforts of Guildsmen within a city or
county. Community Councils are composed of locally elected officials called Guildmasters. If there are
not enough Guilds in a location to warrant representation through a Guildmaster Council, then the Guildsmen
organize into a democratic council where everyone has a single vote and majority rules.
A Community Council holds regular meetings at which they discuss current events and set policy for their
community. Elections are held yearly in late fall for the upcoming year or when necessary to fill vacancies.
Guildhall expects that local Guildsmen have the experience and dedication to handle their local concerns.
Guildhall should not be contacted and Guildsmen must solve local concerns within themselves. Guildhall
has learned from experience that it is harmful to meddle in local politics.
The one exception to this is that if local Guildsmen are breaking Guildhall law by harming Guildsmen and
the local Community Council is unable to deal with them. The Council as a last effort may request help
from Guildhall through the Innkeeper and Charter Sponsor. There is no crime more against the spirit of
Guildhall than when brother turns against brother outside the democracy of Guildhall. This crime is still
punished with the ferocity of old. The Justices and their terrible Inquisitors and Enforcers can be summoned
to arrest and try the offenders. If the problem rests with the leaders of the community, then their town charter
will be revoked and Guildhall shipments will cease.
Charter Sponsor: Every Inn has a charter sponsor who helps to maintain and insure that all of the laws of
Guildhall are followed. He may overrule decisions of the Mayor and the Community Council when they
conflict with the edicts of Guildhall, impede the governance of the Inn or threaten the safety of the
community.
He works very closely with the Innkeeper to ensure that the Inn runs smoothly. It is his job to ensure that
service requirements are being followed. He must also ensure that there is a Community Council meeting
and that proper protocol is followed. He encourages a healthy relationship with the mundanes and he ensures
Guildsmen have access to teaching during market days.
The charter sponsor is the town's liaison to Guildhall. However, a charter sponsor's main duty is to encourage
the Inn to resolve issues without involving Guildhall. The Charter Sponsor may never speak for Guildhall,
but he may interpret its laws and give his own opinions as to what course of action would be best for the town
in light of the goals of Guildhall. He should facilitate a solution which is congruous with the spirit of
Guildhall and which promotes the common good.
To enforce the laws and charters, a charter sponsor has control over the shipments of supplies to the Inn.
Supplies will not be shipped to a town which does not follow and enforce the laws of Guildhall. If cessation
of shipments to the town does not return lawfulness, he may summon the judicial powers of Guildhall.
Should this fail, the Inn must be closed.
Innkeeper: The Innkeeper, or Hallmaster in larger cities, is entrusted by Guildhall with the care and
maintenance of the local meeting place. This person represents the interests of the Inn or Hall. He is the
single most powerful individual in the community as he is directly responsible for ensuring the laws and
ideologies of Guildhall are followed by all those who make use of the facilities over which he has been
entrusted.
An Innkeeper has the full authority of Guildhall and may overrule decisions of the Mayor and the
Community Council when they conflict with the edicts of Guildhall, impede the governance of the Inn or
threaten the safety of the community. An Innkeeper is appointed or removed by Guildhall on the
recommendation of the Charter Sponsor.
An important task of the Innkeeper is welcoming new persons to the town. Innkeepers must approach visitors
and introduce them to their Guildmasters and to other important town persons. A visitor to a town will return
only if he is made to feel welcome. It is the task of the Innkeeper to facilitate the return of these visitors.
The Innkeepers are running a business and their task is to ensure that Inns run at a profit. New persons must
be made to feel welcome.
Guildmasters: Each guild will have a democratically elected Guildmaster whose primary duty is to represent
that Guild in the Community Council. The secondary duty is to welcome new members into the community
and help them with understanding local events. Guildmasters must be outgoing friendly persons who are
devoted to fostering strong unity in their Guild.
The Guildmaster is elected by the local members of that guild. Every member is entitled to vote in the
election. An apprentice cannot be a Guildmaster. The Guildmaster is responsible for the day to day
operation of the guild in that town. They also take an active role in the ceremonies of advancement,
coaching their members through the tests given before the ceremonies.
A Guildmaster must get to know every member of his guild and must keep them appraised of what is
happening in the community. It is very important that a Guildmaster approach new persons in town.
Guildmasters are the leaders of the community and their efforts will do much to ensuring that new persons
return to the town.
Mayor: The mayor is elected by the Community Council to preside over the inhabitants within the local area
and to handle the day to day operations of the town. He is the liaison between the mundanes and Guildsmen.
He has no vote on the Council and is merely a coordinator.
Scribe: The scribe shall write down all the happenings of the meeting and shall distribute them at the next
meeting to members and also to Guildhall. The scribe will also publish a monthly newspaper to inform all
of events happening in the local community. The minutes of all meetings shall be kept and submitted to
Guildhall each year. The scribe is elected by the Community Council.
Warlord: Some towns located in frontier locations or on crossroads, may find it necessary to provide a
military leader. The warlord must be a Cavalier, chosen by the Cavalier's Guild and presented to the
Community Council. The warlord has no vote on the council, but he serves in an advisory capacity on
military matters.
A warlord shall facilitate military actions by consulting with the local Guild leaders and other influential
Guildsmen. The warlord shall develop a plan based on these consultations and brief all persons involved
before conducting any military engagement. No organized group of Guildsmen may march into an armed
engagement without being completely informed as to the cause of the conflict.
The warlord's powers are limited to commanding those Guildsmen who wish to join in the common defense.
Conscription of Guildsmen into a fighting force is unlawful.
The warlord does not have a vote on the community council. A Cavalier must assume the role of warlord.
If there is no Cavalier present at the Market Days, the position of Warlord shall be left vacant and the
Community Council shall establish a committee of at least three Guildsmen for the common defense.
Magistrate: The magistrate is elected by the Community Council to interpret law, to try cases and sentence
the guilty. His authority comes directly from the laws of Guildhall. Magistrates have full control over the
community court system. They may name acting prosecutors and sheriffs, but these positions must be ratified
by the community council.
When a complaint is filed with the magistrate, he must act on it expediently and ensure that the laws are
followed. Failure to impartially try a crime and to ensure that the guilty is punished is a crime against the
sanctity of Guildhall and is considered treason. He has no vote on the Community Council, but serves in
an advisory capacity on legal matters.
Prosecutor: The community prosecutor is responsible for pressing complaints against persons who perform
criminal acts. Prosecutors help victims draft complaints and represent them in legal proceedings.
Prosecutors work closely with the magistrate and the sheriff. Large communities elect prosecutors, but any
member of the community skilled in law can act as a prosecutor. He has no vote on the Community Council.
Sheriff: The sheriff is the strong arm of the law. He acts on warrants issued by the magistrate to bring alleged
criminals before the court. A sheriff is empowered to deputize persons to aid him in the arresting of a
criminal. He has no vote on the Community Council.
Masters of the Kitchen and Supply: The Inn has two assistant positions who are appointed by the Innkeeper.
These persons are responsible for supervising the kitchen and supply respectively. The work with the
Innkeeper to ensure that at least one of them is present in the Inn at all times. When the Innkeeper is not
present, these persons have full authority. They do not have a vote on the Community Council.
Meetings
Community Council must conduct a meeting before the feast at every market day in which the Guildsmen
meet in that month. All members of the council are expected to attend or send a representative if they
cannot. A special meeting of the Community Council may be called but notice must be given to all
members.
Community Council meeti |