Do you wish you could make your petty theft, like, official? Do you wish there was an organisation you could approach for things like murder, medicine, or hunting down monsters? Or maybe you and a few like-minded individuals want to put cartography on the map? (...Get it?)

Sounds like you need to join - or start - a guild!

Guilds are in-character organisations with a focus on a specific purpose, be it based on a craft, a skill, or even an interest. Below you can find a list of current guilds, their guildmasters, descriptions and locations. In order to join a guild, it's best to approach the guildmaster IC.

If none of those tickle your fancy and you'd like to start your own, the following rules apply:

  • Each guild must have 5 or more members (guildmaster included).
  • Members can be based anywhere in Caido, but the guildhall (the organisation's headquarters) must be located in the same region as the guildmaster.
  • A PQ establishing the guildhall must be completed prior to a guild becoming official.
Once the above is in place, guildmasters must write a board description for their guildhall and submit it - along with the names of the guild's members - to their admin chat.

Please note: You may be members of no more than 2 guilds at a time, and may only ever be the leader of one.

Guild Records

Monster Hunter's Guild

Guildmaster: Deimos
Board: Monster Hunter's Guild
Members: Kiada, Sah, Hotaru, Evie, Noah, Colt
A lively inn turned guildhall for the Monster Hunters stands among the streets of the Citadel, anyone who enters is welcomed by the crackling in the fireplace, a radiant hearth that fills the room with warmth and light. The main floor is full of tables for big gatherings and meetings, a pantry, and a storeroom for armor and weapons. Upstairs there’s a library and artifact room for the monster hunter’s finds, spare bedrooms, and the guildmaster’s study.

Thieves Guild

Guildmaster: Flora
Board: Thieves Guild
Members: Jack, Mateo, Dantalion, Astaroth, Melita, Thalassa, Vesper, Calypso
Behind a locked door at the back of the Hanged Man you'll find the Thieves Guild. A discreet canal winds its way through the back allowing entry for merfolk and a quick exit should one be required. The worn terracotta floor bears witness to countless whispered confessions and illicit transactions while cozy couches and lively card tables play host to mirthful camaraderie, all within reach of a secondary bar boasting the best liquor Caido has to offer. Upon book-laden shelves lies a treasure trove of local know-how, cunningly disguised as a collection of ancient tomes. And those botanical plants on the walls and seemingly placed as mere decoration? Oh, they may seem innocent enough, but trust me, many a would-be adventurer has learned the hard way that their charm is matched only by their toxic tricks.


RPG-D