Eldriloch Player's Reference

Chapter V · Organizations

Guilds and Companies


Not every power in Eldriloch carries a sword or a holy symbol. Some carry a guild seal, a ledger or a stage name, and they get further than either.

Tinkerer Guild

A tinker in a head wrap and green-lensed goggles working with a soldering tool in a smoky workshop full of machines and goggled workers.
Tinkers at work in an Adryaen foundry.

A guild of humans and runekar who work together to advance technology. Tinkers build with engineering and the aether, making everything from trains and firearms to vehicles and mechanoids. Most live in Adryae, close to its universities and libraries, but they can be found anywhere. Mirakis, a legend of the guild, is credited as the master tinker who created the souldriven with his pupil Oloven. Oloven was killed in an accident while the first souldriven was being made. At least, that's how the story is told. The guild still builds and trains every souldriven, and it doesn't discuss how.

Requirements
Craft (engineering) 4 ranks, and a piece of original work presented to a guild master.
Associate
Use of guild workshops in any city with a guildhall. Craft checks there gain a +2 circumstance bonus.
Member
Buy fibrolite shards and firearm ammunition at listed price, even where supply is short.
Trusted
Craft magic items and constructs at guild workshops at 10% less glim cost.
Duties
Share one new design a year with the guild, and never teach engineering to a fleshgrafter.

Curators

Specialists in communications and history. The Curators run courier services, renderer exchanges and archives in every major city, and they keep the records nations would rather forget. A Curator's archive is neutral ground. Even the Wardens knock first.

Requirements
Knowledge (history) or Decipher Script 4 ranks.
Associate
Send a message by courier or renderer exchange between any two cities at half price.
Member
Access to Curator archives: +4 on Knowledge checks made with a day of research.
Trusted
A personal renderer linked to the Curators' exchange, and one favor of information a month.
Duties
Report anything of historical note you witness, and never destroy a record.

Ebony Eye

Spies and entertainment, often at the same time. The Ebony Eye runs theaters, circuses, gambling airships and traveling troupes, and every one of them is listening. It sells what it learns to whoever pays best, and most of its agents are entertainers.

Requirements
Perform 4 ranks, and one secret worth selling.
Associate
Work and lodging with any Ebony Eye troupe or venue.
Member
Gather Information checks gain +4 in any city with an Ebony Eye venue.
Trusted
A new identity with papers once per year, and a safehouse in any major city.
Duties
Report what you hear. The Ebony Eye takes a tenth of anything you earn from its secrets.

Chromatic Orb

Specialists in magic items and training. The Chromatic Orb went into hiding after the Arcanum Order began claiming all its artifacts, and most people believe it has been disbanded. Its emblem still turns up from time to time. Survivors of the Orb trade artifacts in secret and teach aetherians who can't afford, or can't get, Usmon's permission.

Requirements
Spellcraft 6 ranks, and finding the Orb, which is the real test.
Associate
Buy and sell magic items through the Orb without questions.
Member
Learn one aetherian pattern of any level you can cast for free each level.
Trusted
Access to the Orb's hidden vault of artifacts, under strict terms.
Duties
Never reveal a member's identity to the Arcanum Order, and recover any artifact the Order seizes.