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GUILDS OF DOROVAR AND THE TRADE LANDS

The guilds trade in many items.  So many that they argue about the actual numbers, information, slaves, weapons, magic, travel and more.

 

Common Guild Registration:

Adventurer’s Company           50gp year

Merchant’s License                 400gp

Mercenary License                  200gp

Bounty Hunters License          250gp + fees

Guild of the Blade                   10gp/year

 

Cartographer’s Guild: Members include the best scribes, scholars and artists in Dorovar and several from foreign countries.  They provide the best maps in the known world.  City maps, countries, roads and the like.  Accuracy is their life.  Prices start at 200gp for small simple maps (for members).  Reputable members for can sell information on unknown areas to the guild (100-1000gp).  Members must have excellent mapping skills.

 

Scribe’s Guild: Members of the scribe’s guild control and operate the library of Blackwater-Port. Almost any known language can be looked up here or is spoken by one of the members.  Books are never allowed to leave the premises and viewing is always done with a robed guide present.  Only the most trusted members may use the library in privacy.  Services can be contracted here through the Sages Union.

 

Mason’s Guild: All buildings built in Dorovar are supposed to have the seal of approval from the Mason’s guild.  Laborers for these tasks are contracted through the guildhall.  They have engineers, draftsmen, and their own mines for the various ores needed.  They require permits from the local seat of government when building any building larger than 100’x100’.  Castles and the like require a note of writs from the Emperor’s Grand Vizier as well.

 

Butcher’s Guild: The butcher’s buy, process and sell all the meats in the Empire.  All animals must pass inspection by Clerics of Midra that belong to the guild.  Meats are sold at markets and door to door.  Auctions for live animals are conducted in the mornings before quarter sun.

 

Tax collector’s Guild: One of the most influential guilds in the land.  They set the taxes levied on the other guilds as well as the common worker and peasants, every living sole in the Empire other than the Nobility.  They often trade items for monetary value to allow citizens to pay off their taxes.  Non-citizens do not get this option.  Failure to pay, results in confinement as determined by the courts. All members of this guild are hand picked and appointed by the Emperor.  This is why they wear the royal insignia ring of the court.

 

Brewer’s Guild: Led by the great Brewmeister of Blackwater.  The only source of legal ale, porter, stout mead, malts and the like in the empire are from members of this revered guild.  They contract out various brewers’ who have passed the guilds standards of quality.  Anyone who wishes to sell beer must buy a license (10gp a year).  Members of this guild must brew beer, drink them and share their ideas with the other members.  20gp. membership fee.

 

Herald’s Guild: Members here must be knowledgeable of heraldry in Dorovar and all the known trade lands (Heraldry Skill of three or higher). They control all guild insignias, company marks; merchant chops etc and set all fees for these marks.  This is a very political guild and often uses their power to gain favors from those who seek to rise in the nobility.

 

Thieves Guild: There are many thieves’ guilds in the city and all throughout the lands.  The most noted in Blackwater-Port is the Silver Crescent Thieves Guild located near the wharf district.  Some say there are over 20 such guilds in the city area of Blackwater alone.  Many other guilds exist all over the empire.  They are illegal and members when caught are beheaded in the King’s Pavilion in Blackwater-Port.

 

Tanner’s Guild: The members of this guild prepare all the leather that they buy from the butcher’s guild.  The boil it, cure it, tan it, etc.  If you need something made of leather you must go to a licensed tanner for the raw products.  Members must have at least some skill or interest in tanning.  Fee 2gp. year.

 

Chef’s Guild: The Emperor’s Master Chef runs this guild.  The finest cooks and chefs work in the palace itself.  Preparing the vast assortment of fabulous dishes that pass the table of the royals on a daily basis.  Intensive apprenticeship in the kitchens of Nobility or large inns is a prerequisite to joining the guild. Members enjoy status of being able to enter the palace kitchen when they want to.  Fee 10gp year.

 

Cooper’s Guild: The barrel and cask makers for the Empire they prepare the oaken barrels for the vintner’s and ash for the brewers.  Other woods are available.  These two main standards are readily available.  They also prepare the coffins for those dead that will be buried in wood or burned atop high pillars.

 

Shipwright’s Guild: This guild controls all the factors in the construction, maintenance and continued improvement of the Royal Fleet.  The Emperor must commission all ships.  Only guild ships are allowed to dock in the inner ward of the bay.  All military ships of the empire are made in the great shipyards of Blackwater.  Temporary guild membership is available to foreign captains for 25gp a week.  This guild also produces all the fishing vessels that are legally used on the Ganz Flow, below Lake Ruathyn.

 

Adventurer’s Guild: the adventurer’s guild of Dorovar is the largest and greatest in the known trade lands.  Whether and individual or group this is where the legends end up or are from.  Such greats as Sir Guis don Giorggo, the slayer of the hill giant clan Barsort-kan in the east district in the year 2241 W.D.  The Iron Legion once reputed as Dorovar’s best-liked company of Adventurer’s are now considered traitors and live near Caer Allwyn.  The legends abound in the taverns of the Immense Guildhall.  50gp a year is the fee for membership.  This allows passage through the front gates of the guildhall complex.  It does not cover other fees for various services found here.  Purchases inside the guild are tax-free.  Money exchange is a mere 2%. Current prices are a mere 5% over Player’s Handbook pricing. Outside the guild, items can range up to 50% over book cost.  Rooms are available to members at the low cost of 4cp for a common room, 1gp for a private cubicle 4’x8’ and a cot with a bamboo door. 5gp for private room 10’x10’ and an iron reinforced door. (see guildhall map and key for further details on room and board.) Other benefits are special discount rates at the library and scribes guild.  (10% off fees.)  In addition, the sage’s guild offers 100gp discount on all work done. (Minimum one-week employment. 500gp+).  The greatest benefit is the tales and lore that are passed around.  Here is where treasure and glory can be found if one joins in the right adventure.  Maps, scrolls, and various keys have passed through the guilds pawnshop over the years only to bring riches and power, or death and despair.  May the Wings of Feline guide your choice!  A special license may be obtained through the guild magistrate for a fee of 500gp that allows the member to bear arms or minor magic’s in the city under the red tag rule.

 

Botanical Guild: This guild is responsible for the upkeep and maintenance of the zoo and parks in Blackwater-Port.  They sponsor many expeditions to bring back new exotics.  They work together with some of the wizard’s of Black’s Academy, the Druid’s of Moonwood, and Clerics of Midra, to catalog and maintain accurate records of the flora and fauna of the known worlds.

 

Vintner’s Guild: The only legal source of purchase and sales of wine, grapes or any supplies linked to this art must pass through the guild and receive inspection and grading.  They have evolved their ecology to a fine art second only to the great wines of Atros.  The main varieties of grape grown in Dorovar are Carsers; in Amber, Salearnn; in the east district and Malbone in the rimward districts.  These are blended with several lesser grapes or kept pure to form the many wines of Dorovar.  No plantings of other vintage grapes are allowed in the land of Dorovar.

 

Miner’s Guild: The miner’s control production of all ores, minerals and gems in Dorovar.  They regulate the ratings used by the gem cutters and jewelers.  The governing body is composed of members from the jeweler’s guild, the Forger’s guild and the Royal house (Tax Collector’s Guild).  Citizens requesting claims to mine gems and ore must obtain them here as well as have their ores inspected on a regular basis to establish the level of production of the mine.  Abandoned mines that are discovered and cleared of dangerous inhabitants and repaired to working order may be mined if the proper steps are taken.

 

Forger’s Guild: The smithies forge all the raw ores into refined metals and minor items from the ore.  Many items are made in the forges of Blackwater and beyond.  The smithies are limited in the production of items based on their ranking in the guild.  The basic entry-level smiths can make all manner of basic item, pots, pans, hinges, latches, and refined metal blends.  Smiths that make items out of their respective rankings will be kicked from the guild and severely punished.

 

Furriers: These smiths have advanced to the next level of guild ranking.  Working with all items related to horses and other transportation.  From wheels and horseshoes to flying air ships.

 

Armorers:  The next specialized ranking of the guild is the armor.  They forge all metal armor from parts for chain and leather to full plate and advanced war gear. 


Weapon Smiths: This branch and highest in the guild of Forgers has the sole responsibility to construct and repair all the weapons used by the Legions of Dorovar.  They also sell and trade used and foreign weapons, but at a very low price as all are considered inferior even if they are not.  New Weapons are sent to the Royal armory for examination.  Only citizens of Dorovar may purchase weapons from guildsmen unless they have a merchant’s license.

 

Transportation Guild: This guilds main responsibility is in Blackwater-Port operating the great sky trolleys, the people mover, the canals and the way houses. All the mass transit systems are under the oversight of this guild, coaches, Taxi (rickshaws) and cart rentals.  They also operate all maintenance and repair needs to service their operations.  Security is not very high here as the militia and military often have higher concerns.  Violence is relative to the various districts.  Breakdowns occur 20% per day.  Repairs often take as long as 1-4 days.  Prices change depending on the availability of the various systems.  A complete failure of all the systems is a fear of many citizens and they are pleading for a better road system.

 

Enforcer’s Guild: This is the city-watch or Police of Blackwater-Port.  They also patrol the caravan routes in the Central district.  They are connected to the military in various ways as well as the magic user’s society at Black’s Academy.  (For more details, see Laws and Justice in Blackwater).

 

Bounty Hunter’s Guild: This guild was established in Blackwater to curb the escape of wanted convicts.  It has since spread throughout the empire.  Members must be a minimum of level 4, be any class; and a citizen of Dorovar. In addition, a 250gp lifetime fee gains the signet ring of the guild.  The new member also receives a charter allowing them to carry the necessary arms and armor that is normally forbidden.  Several rules of thumb apply to keep this license.  When a kill is registered, a warrant must also be presented, (A letter of authenticity signed by the local law officials). Sargothia is one of the few countries that does not honor the guild.  Most bounty hunters are beaten and thrown in the sea.  Any person who lifts up arms against a bounty hunter is “Excessive encumbrance” and is assumed forfeit.  Only the military or Nobility may go above these laws.  Each year a maintenance fee must is assessed totaling 25% of the past years reward monies.  Taxes of 15% on rewards are paid at the end of each year.

First developed for 1st Edition Advanced D&D,

Revised for 3rd and 3.5 Editions; under current revision for

5th Edition Rules.

©

Written by R. Shawn Dickensheets CEC

Copyright 2014, 2010, and1989

Dragonwing Publishing.

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