Guilds

Guilds are sects of like minded adventures working together toward accomplishing their goal.  Some are large and multi region encompassing, others community based, and some are simply a small group. Historically, the first guild ever founded was a group known as Primus. They set about creating and enforcing a set of simple laws to benefit all citizens of the world back at the start of the settlement era (Prime Rights). Time and rapid expansion eventually collapsed this 'super guild.'

Post Primus Agreement
In the wake of Primus's collapse, its founders created a set of bylaws so that other guilds could be created. These laws governing the establishment of a Guild were set in SE (Settlement Era) 40, Officially titled as the Post Primus Agreement, they are as follows:


 * 1) To be considered a Guild, there must be at least 12 members at all times.
 * 2) A guild charter outlaying the goals and purpose of the Guild must be signed by all twelve founders.
 * 3) The Guild must have headquarters within at least one city state, preferably the Capital.
 * 4) Though a guild may govern itself, it is to obey the rules of the Prime Rights
 * 5) Each guild is to send a representative to an annual Gathering of all Guilds held within the capital.  There they shall battle against one another to the death until a single champion emerges.  Wait, you're still reading this?  Well okay, there is a Yearly Gathering held at the capital.  Unfortunately it's way more boring, and mostly to advertise all Guilds to newer adventures whom may be seeking a group to join.
 * 6) Should two Guilds be in opposition of one another, they are not to engage in battle within the city states or capital.

Though simplistic, these rules have been followed (for the most part) by all past and current Guilds for the 210 years since their signing. A monument of the Guild Laws has been built within the Gathering grounds. There are groups whom refer to themselves as Guilds which operate outside of these laws, but they are not officially recognized.