The Guilds of Nexus

History of the Guilds

Nexus' rise as a central hub of trade and power did not happen overnight. In the early days, Nexus was a mercantile city founded by a collection of enterprising individuals. As the city’s wealth grew, the first guilds began to form around trade, craftsmanship, and magic. Over time, the guilds evolved from small cooperative organizations into powerful, almost autonomous factions that controlled nearly every aspect of life in Nexus.

The Twelve Great Guilds were established to meet the growing needs of the city’s diverse population, as well as the needs of foreign clients, patrons, and governments. These guilds formed alliances and rivalries, often leading to conflicts that would determine the economic, political, and military strength of Nexus.

Each guild expanded from Nexus to other major cities, spreading their influence and operations. For instance, the Guild of Engineers has branches in every major city with a significant industrial presence, while the Guild of Assassins has contacts and agents embedded in the courts of multiple kingdoms. These guilds are far more than local institutions; they are global players, with complex interguild dynamics and strategic alliances that reach across continents.

In Nexus, the Guild Council, composed of the most powerful guild heads, wields influence that rivals the Justiciars themselves. It is said that the Guild Council is the true seat of power in Nexus, with Mistress Justiciar Gea's role being more of a mediator and figurehead than a ruler.

The Twelve Great Guilds of Nexus

1. The Guild of Commerce and Trade (The Trade Masters)

· Leader of Nexus Branch: Master Belgrave Thelorr

· Guild Council Members:

o High Merchant Lady Mirael Skar, Master Almont Brissard

· Area of Influence: Commercial activities across Nexus, Virelia, Ryokuzan, and Thal’marok; control of import/export and black market trade.

· Global Influence: This guild is the backbone of Nexus' economy. They control trade routes, regulate prices, and ensure that goods flow smoothly between Nexus and other regions. Their alliances include strategic partnerships with merchant nations in Virelia and Ryokuzan, where they manage ports, warehouses, and markets.

· Branches: The guild has branches in almost every major city in the world, including Raider’s Haven in the desert regions, Ironclad Port in Thal’marok, and Ashwood in the heart of Lymeria. Each branch is led by a master merchant or trade lord who reports to the Guild Council.

· Role in Nexus: As the oldest and most established guild, the Trade Masters are critical in maintaining Nexus' wealth. They also provide essential resources to the other guilds, including the supply of raw materials, technology, and even magic-infused goods.

· Key City Impact: In Rainecourt, their branch provides the infrastructure for trade between the human kingdoms, bolstering the relationship with the Kray and Lyrians who also trade through Nexus.

2. The Guild of Scholars and Mages (The Arcane Fellowship)

· Leader of Nexus Branch: Archmage Sylvira Dreel

· Guild Council Members:

o Magister Varien Korr, Sage Lirael Tenebris

· Area of Influence: Magical research, training, and spells; control of alchemical products; magical policing.

· Global Influence: The guild oversees magical academia across several continents, particularly in areas where magic plays a central role in politics and warfare. They have close ties with the Maston Protectorate and Elondor, where magic is both revered and feared.

· Branches: The Fellowship’s influence extends across major arcane academies and research institutions in Virelia, Ryokuzan, and Tanzahar, with special emphasis on the Veiled Vale. They have subbranches in key magical hubs, such as Gorash's Keep in Thal’marok and Liria’s Arcane Academy in the Misty Hills of Lymeria.

· Role in Nexus: The Fellowship’s control over magic gives them immense leverage. They often act as mediators in conflicts involving magical threats and have been instrumental in suppressing magical uprisings in various kingdoms.

· Key City Impact: In Kang Sovereignty, the Fellowship’s influence keeps the region in check, as they monitor and regulate magical use in military applications.

3. The Guild of Assassins (The Veiled Hand)

· Leader of Nexus Branch: Sybia Vethar

· Guild Council Members:

o Lukhan Solis, Thyra Calfaer

· Area of Influence: Political assassination, covert operations, espionage, sabotage.

· Global Influence: Operating in the shadows, the Veiled Hand is present in virtually every major city and court across the continent. They have infiltrated the ruling classes of several nations, using assassination as a tool to maintain balance or eliminate potential threats.

· Branches: The guild’s agents are embedded in the Maston Protectorate, Komu Empire, and Onishi Empire, where they act as covert operatives for powerful figures. The guild has also formed alliances with local crime syndicates in cities such as Blackwater Bay in Tanzahar.

· Role in Nexus: The guild’s hold on Nexus is a delicate one. While they provide valuable services to the other guilds, they are constantly in a power struggle with the Guild of Spies and Justiciars, who keep a close watch on their activities.

· Key City Impact: The Veiled Hand maintains a strong presence in Onishi, providing covert operations and internal politics for the Onishi Empire, keeping the ruling family secure and their enemies in check.

4. The Guild of Warriors and Mercenaries (The Crimson Order)

· Leader of Nexus Branch: Commander Kaelen Rathor

· Guild Council Members:

o Warlord Durn Stonemantle, Sergeant Argael Corwin

· Area of Influence: Military forces, mercenary contracts, elite combat training.

· Global Influence: The Crimson Order has mercenary forces stationed across Virelia, offering protection services to kingdoms, nobility, and merchants. They are contracted by several factions, including Lymeria, Rainecourt, and Elondor. Their influence has also reached Ryokuzan, where they help maintain the delicate balance between the Kray and the other forces of the region.

· Branches: Branches in Kelian Guard, Maston Protectorate, and Tanzahar act as hired muscle for various political factions. Their services are frequently sought by kingdoms involved in territorial disputes or civil wars.

· Role in Nexus: As Nexus' military guild, the Crimson Order is involved in policing, controlling riots, and maintaining order in the more chaotic parts of the city. They also provide private protection for high-profile individuals and guilds.

5. The Guild of Spies and Information (The Eyes of Nexus)

· Leader of Nexus Branch: Viren Vos

· Guild Council Members:

o Sparrow Nader, Fenn Orlok

· Area of Influence: Espionage, intelligence gathering, political maneuvering, blackmail.

· Global Influence: The Eyes are one of the most influential guilds across the continents, maintaining spies and informants in every major city, especially within the Onishi Empire, the Komu Empire, and Rainecourt. They are the unseen hands that control global politics, and their webs of espionage often determine the outcomes of wars and treaties.

· Branches: Their branches are primarily focused on political centers, including Virelia, Ryokuzan, and the Forsaken Realm in Tanzahar, where they serve as intelligence brokers to various factions.

· Role in Nexus: The Eyes are integral in gathering information for the Nexus Council, keeping an eye on other guilds and ensuring the balance of power is maintained. They often act as neutral parties, using their information to broker deals or control factions from the shadows.

6. The Guild of Engineers and Artifice (The Brass Forge)

· Leader of Nexus Branch: Tessa Ironhart

· Guild Council Members:

o Almon Grithar, Vashna Voltar

· Area of Influence: Steam-powered technology, engineering, invention, and weaponry.

· Global Influence: The Brass Forge controls the cutting-edge steam and clockwork technology that powers much of the known world. They are the designers and engineers behind the immense airships that float above Nexus, the mechanical devices used in warfare, and the machinery that fuels the industrial revolution. The guild’s influence stretches to the Komu Empire, where they have established an engineering academy, and the Lymerian territories, where they provide advanced tools for both artisans and military forces.

· Branches: The Brass Forge maintains branches in Virelia, including Verden Keep in the heart of the Rainecourt kingdom, where their steam technology is incorporated into military forces. They also have a stronghold in Ryokuzan’s mountain cities, where they develop advanced mining equipment.

· Role in Nexus: Nexus owes much of its technological and industrial prowess to the Brass Forge. Their engineers have designed the city’s incredible infrastructure, from the clockwork lifts to the massive steam-driven factories. The guild also runs several black-market operations where they sell weapons and technology to mercenaries and smaller, lesser-known factions.

· Key City Impact: The Elondor Empire is deeply reliant on the Brass Forge’s machinery for their ancient defenses and magical constructs. The Brass Forge has established itself as the main supplier of steam-powered war machines, which gives them considerable influence over the Elondor monarchy.

7. The Guild of Thieves (The Black Hand)

· Leader of Nexus Branch: Luca "The Shadow" Morro

· Guild Council Members:

o Corinna Swiftfoot, Vialius Cax

· Area of Influence: Theft, smuggling, illegal trade, and underground operations.

· Global Influence: The Black Hand operates in the shadows, controlling the black market, smuggling routes, and a variety of illicit activities across the known world. Their influence reaches far beyond Nexus, with significant operations in Blackwater Bay in Tanzahar, where they control pirate ships that smuggle goods across the seas, and the Maston Protectorate, where they manipulate trade laws and avoid taxes.

· Branches: The guild has strongholds in major port cities such as Ashford Port and Harrow Bay. They also have secret networks in the Veiled Vale, where they control the flow of illicit resources into the black market.

· Role in Nexus: Nexus' underworld would collapse without the Black Hand. They run most of the underground economy, controlling everything from drugs to forbidden magical artifacts. Their spies infiltrate various guilds and political factions, ensuring that no matter what, the Black Hand is always ahead of the game.

· Key City Impact: In Rainecourt, the Black Hand provides support to the nobility by smuggling contraband and performing covert operations, including manipulating rival political factions. Their agents are embedded in both the city’s government and the Komu Empire, where they use influence to extract information and assets.

8. The Guild of Healers and Alchemists (The Crimson Remedy)

· Leader of Nexus Branch: High Alchemist Diona Veld

· Guild Council Members:

o Mirius Glen, Seris Vandew

· Area of Influence: Healing, medicine, alchemy, and potions.

· Global Influence: The Crimson Remedy operates not only as the primary healthcare system within Nexus but as the leading producer of alchemical products. They have branches in many cities, including Raider’s Haven in the desert, where they supply crucial alchemical remedies to miners and nomadic tribes, and in Lymeria, where they support the healing practices of Lyrian shamans with powerful restorative potions.

· Branches: With strongholds in the major cities, including Kelian Guard and Komu Empire, the guild’s alchemists provide everything from healing elixirs to powerful combat potions for those willing to pay the price.

· Role in Nexus: The guild is a critical component of Nexus’ population health, providing remedies to the wealthy elite and the struggling lower classes alike. They also hold a monopoly on many rare and highly sought-after alchemical products, including anti-magic brews and enhancements for warriors.

· Key City Impact: The Crimson Remedy is well-established in the Onishi Empire, where it supplies magic-resistant antidotes and healing potions for their elite warriors. They also provide specialized care for the Maston Protectorate's soldiers, ensuring they have access to the best medical attention in exchange for political favors.

9. The Guild of Diplomats (The Silver Tongue)

· Leader of Nexus Branch: Ambassador Rhea Lucielle

· Guild Council Members:

o Lord Elrian Vale, Sorin Keltner

· Area of Influence: Diplomacy, negotiations, political maneuvering, and managing international relations.

· Global Influence: The Silver Tongue controls diplomacy across major nations and plays a pivotal role in organizing treaties and agreements between powerful entities. Their reach spans not only Nexus but includes major political hubs such as Maston Protectorate, Komu Empire, and Raider’s Haven.

· Branches: Their branches are mostly based in the capital cities of nations—Raider's Haven, Komu Capital, and Rainecourt. They act as neutral mediators in trade deals, peace negotiations, and in some cases, political hostage situations.

· Role in Nexus: The Silver Tongue operates out of the Hall of Accord and serves as the primary intermediary between Nexus and foreign powers. Their influence is crucial to the city’s survival, as they negotiate key trade agreements and political alliances, ensuring that Nexus remains a neutral player in global conflicts.

· Key City Impact: The Veiled Vale relies heavily on the guild for mediation between the warring factions within their borders, while the Maston Protectorate turns to the Silver Tongue for matters of diplomacy when they want to keep peace without compromising power.

10. The Guild of Architects (The Towered Hand)

· Leader of Nexus Branch: Jorin Kairos

· Guild Council Members:

o Vita Dran, Thalar Wess

· Area of Influence: City planning, architecture, and construction.

· Global Influence: The Towered Hand’s influence extends across the known world, as they have designed some of the most significant architectural structures ever built. Their designs can be seen in the Komu Empire, where they are responsible for the creation of the famed Mountain Fortress; in the Lymerian cities, where they have helped integrate nature and structure; and in Tanzahar, where their designs serve the military purposes of the Elondor Empire.

· Branches: With branches in the most prosperous cities across Virelia and beyond, the Towered Hand is deeply involved in city planning, urban development, and creating defensive structures. Their headquarters is a prestigious institution in Nexus, known for its groundbreaking research in architectural innovation.

· Role in Nexus: The Towered Hand is responsible for the stunning skyline of Nexus, where towering spires and massive underground chambers are meticulously designed and crafted. They are integral in maintaining the city’s infrastructure and adapting to the constant growth of the population.

· Key City Impact: In Elondor, their blueprints for high-tech fortifications have fortified the empire against foreign invaders. In Rainecourt, they are tasked with the construction of royal palaces and military fortifications, as well as engineering advancements that support steam-powered technologies.

11. The Guild of Entertainers (The Silver Mask)

· Leader of Nexus Branch: Mariana Serenade

· Guild Council Members:

o Lioran Hylus, Emelya Ardian

· Area of Influence: Theatre, music, circus arts, and public spectacle.

· Global Influence: The Silver Mask guild's influence spans the entertainment world, with their performances gracing cities across the continents. From the bustling streets of Lymeria to the opulent courts of Komu Empire, their entertainers are beloved by the masses.

· Branches: Their guild branches are dotted across major cultural hubs like Rainecourt, Lymeria, and the Kang Sovereignty, where their performers bring joy to both commoners and aristocrats alike.

· Role in Nexus: The guild provides entertainment for the elite of Nexus, staging grand theatre performances, concerts, and carnivals. They also function as social connectors, where individuals from various factions mingle under the guise of enjoying a performance.

· Key City Impact: The Komu Empire looks to the Silver Mask for performances that serve to elevate the status of their leaders. Their events in the capital city provide cultural status while maintaining political stability through celebration.

12. The Guild of Religion (The Order of the Shining Light)

· Leader of Nexus Branch: High Priestess Erama Lothar

· Guild Council Members:

o Brother Darnan Forse, Sister Orla Vaen

· Area of Influence: Religious influence, spiritual guidance, charity, and sacred rituals.

· Global Influence: The Order of the Shining Light holds considerable sway over the spiritual lives of many in Nexus and beyond. They maintain branches in key cities and are particularly influential in Tanzahar and Thal’marok, where their faith provides both comfort and political control.

· Branches: Their main branch in Nexus is a central force for political and spiritual power, while they operate churches and temples in cities such as Raider’s Haven, Thal’marok, and Elondor.

· Role in Nexus: In Nexus, the Order serves as both a moral and spiritual guide for the populace. Their influence is far-reaching, with their priests and followers often acting as a powerful lobby to ensure the stability of Nexus' leadership.

· Key City Impact: In Thal’marok, the Order of the Shining Light provides religious and healing services to the cold and remote settlements, using their presence to mediate conflicts and promote unity.