Guilds

Guilds are the rising social force in Akriton, and it’s all because of the dungeons. When the dungeons started appearing, and it became evident that they were a source of great power, the nobles tried sending large companies of troops in to conquer them. But the presence of the Caul meant that a large group of interlopers would inevitably go mad and turn on one another — only a smaller group of professionals stood a chance of making it to the dungeon’s heart, pacting with the archon, and gaining control of the dungeon itself. Now the noble families are losing power and influence by the day as their citizens head to the promise of guild-towns, and they’re not happy about it.

Guild facts:

  • All proper guilds have a pact with the archon of the dungeon they bested. The archon becomes the guild’s patron, and the dungeon becomes their headquarters.
  • Truly powerful guilds can conquer multiple dungeons, using cornerstones to “graft” secondary dungeons onto their guildhall like extra wings. It gets weird.
  • To be formally recognized as a guild, the conquerors of a dungeon take a pact-stone and set it into the wall at Arvis Minor. They are then registered as a proper guild, with name and heraldry, and the authorities over their prospective guild-town.
  • Guilds are forbidden from openly fighting one another. Early battles between guilds went very badly, with archons committing suicide and taking everyone with them. There are essentially haunted craters and ruins where guild-towns used to be.
  • There are a number of established guilds already — perhaps 20 or so. Five of them are truly significant, with 100 members or more apiece.

Guilds

The Infinite Labyrinth Barastrondo