Heroes of Greyhawk
- Guilds and Unions
Guild of Apothecaries and Herbalists
Guild of Architects and Stonemasons
Guild of Assassins
Guild of Bakers, Cooks and Millers
Guild of Barbers and Dentists
Union of Beggars
United Guild of Blacksmiths, Armorers, Shieldmakers and Ironworkers
Guild of Butchers
Guild of Carpenters, Furniture makers and Barrel makers
Guild of Cartographers
Guild of Clothworkers
Union of Couriers and Messengers
Union of Dockers and Wharfmen
Alliance of Drovers, Teamsters and Overland Freighters
Guild of Embalmers and Gravediggers
Guild of Gladiators, Wrestlers and Professional Combatants
Guild of Goldsmiths and Silversmiths
Guild of Jewelers and Genicutters
Union of Laborers
Guild of Lamplighters
Guild of Lawyers, Scribes and Accountants
Guild of Leatherworkers and Tanners
Guild of Locksmiths
Union of Lumbermen and Woodcutters
Guild of Mercenaries
Union of Merchants and Traders
Allied Brotherhood of Miners and Quarriers
Guild of Mintworkers
Union of Moneychangers and Pawnbrokers
Guild of Nightwatchmen
Guild of Ostlers and Brewers
Guild of Performing Artistes
Association of Rafters, Freighters and Bargemen
Union of Sages and Academics
Union of Sewermen and Streetcleaners
Federation of Smiths of Pragmatic Metals and Alloys
Guild of Thieves
Guild of Translators
Guild of Weaponsmiths
Guild of Wizards
- Mail Riders
Furyondy has some 80 lightly armored Mail Riders, who use the network of primary and secondary roads to convey letters between major towns and cities. They ride tough light warhorses, and usually travel in groups of two or three riders. It is common knowledge that they do not carry valuables. Most are war veterans, some work as trainers of village militias on Freedays, and all wear Belvor’s coat of arms with pride. Fees for ordinary letters dispatched are 3 sp per map hex traveled by road, plus 15 cp per map hex traveled by river. Riverboats are used where possible. The most important Mail Rider networks are along the roads out of Chendl, Libernen and Willip, where river traffic doesn’t follow alternative routes.
- Rangers of the Gnarley Forest
This “little” group consists of more than two hundred rangers. They come from all over to protect the vast expanse of the Gnarley Forest. There is no set order of command except for several Ranger Knights that gather every two to three months to exchange information. Young rangers are taken in under one of these Knights and trained although rangers of any level may join by finding one one of these Ranger Knights, be interviewed and pass several woodland tests.
The rangers are a close group and will come to one another’s aid as soon as possible. Even the animals of the Gnarley Forest seem to cooperate with them by dragging wounded rangers to safety or alerting to possible dangers. Their main goal is to control lumbering in the wood, flush out bandits and protect the people of the Gnarley Forest.
They also must stay close the the forest. Any extended leave of over six months must be approved by a Ranger Knight and long journeys away without good cause will usually result in the ranger being asked to turn in his/her insignia of oak leaves.
- Knights of Holy Shielding
These knights are the backbone of the army of the Shield Lands. The Knights of Holy Shielding are paladins and young men hoping to join their ranks usually start as squires. A paladin must be of at least seventh level and be capable of proclaiming some heroic deed. They are well respected in their homeland but have become hated and despised by Iuz and his following with whom they battle.
- Knights of the Watch
These were the best of the best from the armies of Bissel, Gran March, Geoff and Keoland. They were there to protect from Baklunish threats from the west. Once their number was 6,500 but now due to the giant invasion of Geoff and the attack from Ket into Bissel their number is now only 2,500. They use traditional warfare techniques that cost them dearly when dealing with the humanoids, giants, and groups from Ket.
The Knights of the Watch are divided into two groups. The first is referred to as the Watchers. They stand on their traditions and see no reason for changing them. The second is called the Dispatchers. They tend to split into scouting parties and ambush humanoids in Geoff that shouldn’t be there.
They both fight to protect Gran March and Keoland, but while the Knights of the Watch wait for enemies to come, the Knights of Dispatch actively go out and attack them.
This group of knights was designed to make sure that Furyondy, Veluna and High Folk kept their freedom. The nobles and lords of these areas kept their own men-at-arms and guards but to gather them together took time and this problem was solved with the Knights of the Order of the Hart who vow to always be battle ready. They are divided into three branches.
The Knights of Furyondy that hold 170 men to their 200 before the war. These guys aren’t really trusted by Dyvers and Verbobonc even though the Knights are trying to protect their trade. They feel that the knights would be happy to see them become a part of Furyondy.
The Knights of Veluna number at 120 and used to house nothing but seasoned veterans of seventh level or higher, but have begun accepting war clerics, human paladins of at least fifth level and human and half-elven priests of at least sixth level.
The Knights of the High Forest consists completely of elves and has only 45 members. They fight in the Vesve forest and also trade, although they aren’t merchants they need the money.
The Knights of the Order of the Hart spend their time drilling, protecting the strongholds and are well respected by the people of their nations. They do have a bit of a rivalry going on between themselves and the Knights of Shielding.
- Horned Society
No one knows the true age of the Horned Society. Most scholars perceive them as opportunists who emerged earlier this century to fill the void left by the retreat of the luz from the city of Molag, and then were swept away after his return. Some think of them as pretentious bandits with delusions of grandeur. More ominous speculation gives the organization ancient roots. In fact, some druids speak of the dreaded “Horned Ones,” cultists who stalked the night in ancient times. It is not certain whether the modern Horned Society is a descendant of these predators. Conflicting reports place the Horned Society as worshipers of the god Nerull, or of devils. Both seem likely, since the organization is made of many factions. Their thirteen leaders are drawn from many classes, including powerful fighters, clerics, and wizards. The philosophy of the Horned Society is to rule through fear and might. Overtones of human supremacy also factor in.
- The Scarlet Brotherhood*
This group makes it’s home on the Tilvanot Peninsula. Their one driving goal since it’s founding a thousand years ago is to have the Suel recognized as the master race throughout the Flanaess. Apparently there was a premonition of doom right before the Rain of Colorless Fire descended upon the Suel Empire. One man named Kevelli Mauk that had founded the Brotherhood three years prior had enough time to gather ten of his students along with their slaves, the Tome of the Scarlet Sign (the Brotherhood’s manifesto) and use a now lost artifact called Lendor’s Matrix to teleport them all to the western side of Hellfurnaces just before the fall of the Rain of Colorless Fire.
They, over time, eventually made there way down into the Tilvanot Peninsula where they reside. They believe that by their physical perfection, the early birth of their empire and their mastery of magic that they are the superior race. They are a people where assassins and thieves are as common place as farmers and merchants on the main land.