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Guilds of Novus

Guilds in Novus are respectively NEUTRAL GROUND meaning: Guilds will grant entry to any and all so long as they do not create problems for the guild. The guild as a single entity does not take sides while individuals within may. Some guilds may ask you leave your personal matters at the door, others may allow for IC debating of matters. Point is all in all, remember it is RP.

Mastervale Bastion - Commerce

The Mastervale Bastion is the commerce association, an unbiased and neutral union of traders and artisans, stretching across the realm. All traders, business and shop owners are expected to join the Commerce Guild. Skillful in the art of buying and selling, this guild provides advice for young entrepreneurs, and has a loan system for those who would like to venture into business. They are guardians of the economic order across kingdoms, and regulate taxation for those who are making coin out of the land. Their members offer discounts, classes on their particular skill set, and have the capacity for creating new jobs for those in need. They oversee all the comings and goings of Port Valcos. Membership includes a 10% reduction on (IC) store/stall rent and import tax. If you pay your quotas, they'll make you rich.

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The Circle - Mages Guild

The Circle is an organization dedicated to preserve arcane knowledge, and kindle the glorious fires of magic. It is their duty as keepers of the arcane, to survey the land for energetic surges, and broaden our horizons of comprehension, refining the capacity to bend reality and the laws of nature at will. Based upon the concept of timelessness and wholeness, the Circle taps on the eternal and cyclic movements of cosmos, and as such, welcomes all. They can help you reach a level of mastery in what drives you, yet they know one never really stop learning. Aware of this, The Circle has founded a formal institute of education and magical study in the region, based in the Obsidian Tower, across the bridge, in Port Valcos.

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Thieves Guild

Among dark rumors are whispers of a guild that takes outcasts and criminals in , in return for information, coin and loyalty. It began as a group of beggars and homeless. Young orphan's were taken in , hired to gather rumors and information for food and shelter. Over time, word spread. Now, pickpockets, whisperers, assassins and all other criminals are under the banner of ' The Devoted'.

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The Merciful Hand - Healers Guild

The Merciful Hand is the local Healers Guild, versed in the arts of mending wounds, mixing healing salves, balms, and unguents, setting bones to mend, fending off infections, and tending to the wounded, sick, and dying. They are the guardians of life, tasked with its preservation and improving the quality of life by doing whatever is necessary to keep everyone as healthy as possible and teaching its members the value of mundane healing arts, as well as educating them in the use of those arts. The Healers Guild has a long-standing agreement with the Mages Guild to not use magic in its day-to-day healing practices UNLESS the patient is on the brink of death and there is no other way to keep them from crossing the threshold. The Merciful Hand hospital is located before the gates of Port Valcos, in front of the bay.

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The Steelfist Company - Fighters Guild

The Steelfist Company is a professional organization originally chartered by the Ogma patriarch, in order to regulate the hiring and training of mercenaries and skilled warriors across the land. Citizens from all nations depend on this guild for protection and combat assistance. The Steelfist Company will accept almost any contract, pertaining to the fighting class, provided it does not conflict with the laws or customs of the region. These may include the killing of monster infestations, drive away beasts, dealing with troublesome bandits, delivering precious cargo, escorting high-ranking nobles, and similar security duties. If fighting is your skill, this is your place to be. The guild hall, which contains an arena where most tournaments take place, is located outside the gates of Port Valcos, a few meters away from the bay.

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The Order of the Twelve - Clerics Guild

The Order of the Twelve is a voluntary society of people, joining themselves together of their own accord in order to worship the 12 main deities of the land, in such a manner as they judge acceptable to them. They dedicate their lives to preserve and transmit the lore and folktales of Novus. They run seasonal festivities, and they offer moral support for your career progression. Members of this guild work closely with other guilds to compliment their skills, in order to be courageous protectors of the people. The Temple attracts not only believers and worshipers, it also welcomes fighters who wish to become Paladins, Mages whose source of mana is faith, Healers with cleric potential, and Whisperers in the need of shadows. The Temple provides food for the starving, shelter for the needy, and companionship for the outcasts. The Shrine is located at the end of Port Valcos, and the Priory can be found just right next to it.

Guild Dual-Enrollment

Did you know that you can belong to as many guilds as you like? While we don't necessarily suggest that you go out of your way to join ALL of the guilds, we do highly encourage that you join more than one so as to add credibility to your character's chosen profession. For example, a paladin or other type of holy warrior would believably be a part of both the Steelfist Company and the Order of the Twelve. A battlemage would be part of the Circle and the Steelfist Company. A cleric would be part of the Merciful Hand and the Order of the Twelve. But these are just suggestions; you're welcome to join any combination of guilds necessary to suit your character's unique class and personality!

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