Great Guilds of Khaldun

Stub-class article · First seen: pre-campaign brief · Last seen: pre-campaign brief

The Great Guilds of Khaldun are the three fortress-orders, the Smiths, the Miners and the Rune-Smiths, that govern daily life in Khaldun Forgehold beneath Thane Durak Embermantle and the Embermantle Clan. Their decisions shape trade, resource allocation and the strict apprenticeship paths every Khaldun child must follow, and a Khaldun-born adult is, by definition, a Guild adult. It is world-brief canon only. The Guilds have not been named in play, but in session 15 Althea’s player said that she once wanted to be a runesmith “but it didn’t work out” [3].

Overview

The Great Guilds of Khaldun are the institutions that shape ordinary life in Khaldun Forgehold. The world brief names three, the Smiths, the Miners and the Rune-Smiths, whose fortress-halls tower within the city’s cavernous streets and whose decisions govern trade, resource allocation and the strict apprenticeship paths that every Khaldun child must follow. A Khaldun-born adult is, by definition, a Guild adult.

They sit beneath the Thane, Thane Durak Embermantle, not beside him. The Guilds have not appeared in play, and the party has not visited Khaldun.

Known traits

  • The three Guilds. The Smiths, the Miners and the Rune-Smiths (world brief). The brief gives each no separate description. It does describe the city’s industry: the Everflame Forges, fed by channels of molten emberite, and the Runeworks, where runesmiths whisper binding and warding into hot steel before quenching it in blessed oil. The Smiths, Miners and Rune-Smiths presumably work the forges, the emberite veins and the Runeworks respectively, but the brief does not say so.
  • Powers. They decide trade, the allocation of resources, and the apprenticeship paths (world brief).
  • Apprenticeship. Every Khaldun child must follow one of the strict paths, and a Khaldun-born adult is, by definition, a Guild adult (world brief).
  • Not stated. The brief names no Guild master and gives no sizes, rivalries or rules of entry.

Relationships

  • Embermantle Clan and Thane Durak Embermantle. The Guilds sit beneath the Thane (world brief).
  • Flameguard. The city’s enforcement; the brief gives the Guilds no policing role.
  • Vasquez and Althea. The DM said in session 15 that they alone knew an Aurelian signal “because they’re from Khaldun” [2]. Later in that session Althea’s player said that before she met the party she “wanted to be a runesmith but it didn’t work out” [3]. Neither remark names a Guild.

Notable named figures

None. The brief names no Guild officer.

History in the campaign

Not yet seen in play.

Status

As of session 23. Presumed governing Khaldun’s daily life, off-screen. No Guild member has appeared, and the party has not been to the Emberpeaks. Both characters with a Khaldun link have left the story.

See also

References

  1. ^ : DM world brief only; not yet appeared in any recap.
  2. ^ Session 15, line 211: Inline citation.
  3. ^ Session 15, line 1474: Inline citation.
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