Divine Cults

Most of the organizations that form a person’s life are wrapped up in the god or gods that they worship. The worship of those gods is done at temples or shrines run by members of the priesthood. Every decent sized temple also boasts a guildhall of some sort where the cult skills and spells are taught. For example, Salar is the god of overland trade, so his temple would also contain a hall for the Merchant’s Guild. One must be a lay member in good standing with the cult to participate in the guild.

Sorcery Colleges

In general, the sorcery colleges form themselves into sorcery guilds or sorcery circles. While not really a guild in the sense of supporting craftsmen, most large cities will boast a sorcerer’s guild hall. At the sorcerer’s guild one may apply to become a sorcerer, research spells, get training and have magic items identified or appraised.

The one exception is the College of Inner Workings. This college is sanctioned by the Emancia Sorcery University system, but not officially part of it. When Teral was slain in the Chaos war, the dwarven race went without a spiritual center for over 2000 years. They mainly worshiped Nyan, Garathis, Peral, and Raranar and sharpened their skills of construction, craftsmanship, scholarship, mineralogy and combat. With the discovery of sorcery and the subsequent outreach programs opening the lore up to any who wanted to learn, the dwarves found themselves to be apt pupils. They quickly mastered the 5 elemental colleges and set to combining them in new ways with the mundane skills they had built up over the centuries. The dwarves called this new combination of powers Technology, and they quickly made it the centerpiece of their culture, coming to worship the machines they created as strongly as the fiercest religious fanatic.

The dwarves built a vast technical school buried deep within the Serpentine Mountains and called it the College of Inner Workings. Dwarves and men come from all over Shadora to learn of alchemy, chemistry, metallurgy, mechanics, and construction. Graduates of the school are highly regarded in their society and are known as Mechanicians, Alchemists, and Engineers. They are sought after by large civilizations and besieging armies.

Men that come to study the basic arts are required to swear draconian secrecy oaths and agree to pay 30% of their earnings back to the college for the rest of their lives. Much of the “true” inner workings ( gunpowder, steam power, etc ) are always kept from outsiders. Most of these “under” graduates sit as guildmasters in the mechanics or alchemy guilds beside the Nyan and Garathis priests in large cities.


While the chaotic guilds don’t openly advertise, they can be sought out to provide assistance for the more evil acts like assassinations, spreading disease, inflicting pestilence, starting wars, or inciting crowds into rioting mobs. Their orderly counterparts usually maintain good records on the last known whereabouts or contacts for their chaotic foes. The right amount of money in the right hands can usually get the desperate the contacts they need.

Guilds and Associations

Guild Type Associated Order Cults/Colleges Associated Chaos Cults/Colleges
Adventurers Guha  
Agricultural/Natural Peral, Simkim, Dagaral Hyalorm, Argaring
Artistic/Performance Bandar  
Chemical/Alchemical Garathis Drith
Combative/War Kilwin, Kasharos, Lazur, Raranar Kargob
Crafts/Trades Nyan  
Criminal/Espionage Ratrona, Salar Malamorph
Ethnic/Cultural Peral, Mawl, Simkim, Aguala,
Kilwin, Vorthod, Lazur, Bandar
Hospitality/Lodging Mawl  
Knowledge/Lore Garathis Sinooth
Magic/Sorcery Elemental Universities University of Chaos
Medicine/Health Xarandar Drith
Mercantile/Commerce Salar, Demelna  
Nautical/Sailing Kasharos, Demelna Gargoreep
Political/Diplomatic Vorthod, Kasharos, Salar Malamorph
Technical/Mechanical College of Inner Workings  
Transportation/Travel Kilwin, Kasharos Gargoreep


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