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  • The populaces of many nations divide themselves through circumstances of birth: the Alor into fiefdoms, the Selukkites into tribes and castes, and the Vrovonics into clans. The Vori, however, define themselves by professions and, more directly, by Guild membership. In the same way that people of other nations show devotion to their caste, clan or fiefdom, Guild devotion often runs just as strong as any kind of familial love for the Vori.

    The Guilds act as a natural progression of traditional Atvoren craft and trade ethics. Master craftsmen accept apprentices, usually adolescents, and carry out their tutelage anywhere from two to seven years. The apprentices are put to trial once they have established the basics of their craft, at their master’s discretion. These trials can be anything from the creation of a unique piece of work to the performance of a certain duty, based on the Guild. If the task is completed to the satisfaction of a panel of masters, the apprentice rises to the level of journeyman, and the approval is documented within the Guild’s records.

    Since the days of The Quest, each Guild has had a single figurehead, the Premier, serving as the public face and first choice for the journey. Today, the Premiers continue to serve as the official face of the Guild, including over seventy-five smaller guilds that branch from it and the hundreds of members that support them. Most Guilds elect their Premier, while some rely on inherited positions appointed by a retiring Premier. The primary exception is The Manslayer, who is chosen within the Gorge and is never represented upon the Tridecon Council. The Twelve Guilds are listed in this section, organized by Role in the Quest.

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