Guild Fact Sheet

Everything you want to know about the Cat's Haven Guilds

For those of you who are wondering about these guilds which have been mentioned recently, do not fret, for I am going to tell about them. There are several guilds from which to choose from should you wish to join, or want to lead. The guilds are as follows- Healers, Thieves, Mage, Smith, Teamster, Artist, Fisher, Tanner, Glassblower, Stonemason, and Carpenter.
You are free to join as many guilds as you want, if they go along with your character's concept. If you wish to lead a guild, you *must* audition for the right. There could be several, or there could be just you, but either way, you have to audition for the spot. This is just to show us, the wiz corps, that you can handle the position responsibly. There will be a page added to the Cat's Haven website giving information about these guilds.
For now, three guilds have leaders, the Mage Guild-headed by Maya and Paeoin, the Healer's Guild, headed by Nep, and the Theive's Guild headed by Davey. The rest of the guild leaders are open for audition. If you want to try out for one, just page, p #mail, or email us at chaven_muck@hotmail.com telling us why you want the spot. We will set up a date for an audition ASAP. Make sure you are familiar with the AUP, paladins, town leaders, and magic news files before requesting an audition.

Healer's Guild
The Healer's Guild was established some 300 years ago to take over the sections of the Temple dedicated to preserving life and finding new cures for those illnesses that crop up every once in a while. Founded by Hirram Guthram, Master Healer of both magical and herbal ways, the guild has since prospered and flourished(see also >history ** history being written**). The complex housing the school and gardens is self containing. This comes in very handy for contagious diseases. All who come to the guild are treated equally, for no rank is recognized among the various sections, except for those over the departments or the Master Healer him/herself.
Your basic healer, whether a novice or or master, tends to be quiet and observant, but when it comes to taking care of a patient, they take charge of the situation and expect their orders to followed to the letter and as quickly as possible. The healer's creed, '...to help and serve all in crisis and peace...' is what they live by. To go against a healer's orders while they are working could result in death of the patient, or worse injuries.
There are four basic levels within the guild itself- novice, apprentice, journeyman, and master. Each one has a set of guidelines per section to follow, but all have these basic few.
-Novice-
The novice is the beginner, generally a young person sent from their respective families and towns when they show an aptitude for healing, whether magical or herbal. Novices do most of the dirty work around the complex, kitchen work, gardening, and the like until they learn the basics and choose which field of healing they want to go into.
-Apprentice-
The apprentice works directly under the master(s) of their chosen field of study. They'll help with the gardening and detail work around the complex, but only if it pertains to what they are learning, such as herbal medicines, surgery, record keeping. The age range for apprentices is varied widely because some learn faster than others or choose their field of study quickly.
-Journeyman-
The journeymen are the equivalent to a hospital intern. These young healers spend most of their time stationed in the many towns, manors, Temples and the like, learning hands on and learning how to work with the public and report in on a quarterly basis unless in time of crisis. This is when every healer, no matter which section they work in, learn their leadership skills and how to give an order and enforce it. Within this level of the healer guild, there are three sections, novice, apprentice and master, each one marked with a style of intricate knots on their shoulders. Only the master healer for their section, or the Master Healer of the guild itself can promote a journeyman to the next level within this level.
-Master-
This is the highest level anyone can get within the guild. Most master healers will choose a town to work out of and help the journeyman learn their leadership skills. Others stay at the guild to teach or stay on as extra personnel for when they will be needed. There will always be at least one master healer(NPC or puppet) of each section on duty at all times in the guild.
There are three basic rolls for a master healer, usually the ones who will tending to those brought in for medical help, should know. The first roll belongs to the player who is needing the medical help. This is called a health roll to determine exactly how badly they are hurt. 'roll 2d6+3' This roll gives you two tosses of a six-sided die with a +3 bonus to help keep the it consistent. The lower the number, the better off the patient will be.
The next roll belongs to the attending physician. This determines how well he/she will be able to heal the patient. 'roll 4d6+0' This gives four tosses of the six-sided die with a +0 bonus to keep it consistent. With this roll, the higher it is, the better.
The final roll can be rolled by either the healer or the patient. All this does is tell how long the patient will be staying in bed due to injuries. 'roll' This just gives a basic roll of a six-sided die without bonus.
example: Patient rolls 4 and 3, add those together and you get 7, then add 3 to that number, getting 10. This means, the patient has suffered moderate damage.
Doctor rolls 6, 6, 3, and 1, and gets 16, then add 0, which still leaves the roll at 16. This means the doctor will have some difficulty healing the patient, but not much.
The final roll gives a 3, this means, the patient will be staying for three days tops then will be allowed to leave.
Most won't stay long with a healer unless the rolls are bad enough that the patient dies. When this happens, the healer should contact the Temple of which ever deity the patient looks too to have them revived, which takes anywhere from one to seven days. If the patient doesn't look to a deity, then there is nothing much that can be done unless one finds out and takes pity on them.
(Healers' Guild Leader spot is currently open. Please fill out the Audition Request form if you are interested in playing.)

Thieves' Guild
There is no real history or order to the Thieves' guild. The only reason anyone knows it exists is because someone has to teach the young furs that wish to join. Most come from middle class families or are orphans trying to feed themselves. Either way, there is little to no hierarchy within the guild. The one that the thieves look up too can be considered a crime boss and he/she defends their territory against all others who with to try and take over. Generally, there is one crime boss per town to keep watch. Sometimes, the thieves can be helpful, by passing word along to those who need to know about certain activities going on. Within this guild, there are several other sects, such as the Mercenaries, Free Traders, Pirates, and Smugglers.
-Thieves-
These are your basic robber types, ranging from pickpockets to catburglars. Most, if not all can pick locks, have excellent stealth abilities, and be able to keep a straight face when questioned. All thieves can run and know the fastest and shortest ways to their hideouts and to the best places in town to ply their trade.
-Mercenaries-
Your basic mercenary is usually an ex-military type. They can be hired to hunt someone down to either kill or bring in. Some kingdoms, in time of crisis, will hire mercenaries into the armies for guerrilla warfare because of their extensive knowledge of the forests and surrounding country side.
-Pirates-
Pirates are your sea faring types, usually commanding ships they have stolen or on rare occasions, bought. All merchant ships are considered reasonable prey for these rough and ragged guys. There are some brave enough to take on a military vessel, but only if they know they have the fire power to go up against one.
-Smugglers-
To put it simply, a smuggler is the pawn broker for the entire Thieves' Guild. These are the people with the most contacts to get rid of all contraband or sell what ever was stolen. Usually, your basic smuggler is a merchant of sorts, but almost always their prices are too good to be true. The smart smuggler will sell information, as well as goods brought to them by pirates and thieves, they are also the go betweens for each section of the guild
Contact Davey via page or p #mail if you wish to join the Theives Guild

Mage Guild
This guild consists of wizards, warlocks, witches, sorcerers, simple magicians, and those whose professions deal with magic of some kind. Because each field of magic is used differently, there is no real way to classify each member of the guild, except in personal strength and ability. What would be a master in one field, could easily be an apprentice in another. So the different types of magic for mages' will be seen here. There is no one mage over the rest, so this leaves a committee to keep everything running smoothly.
Each mage has their own way of teaching novices and apprentices. While some advertise when they are ready to take on a new student, some let their students find them. Some will teach several at a time, while others teach just one. There are one or two that will refuse to teach any student unless they have been a novice for another or show a strong aptitude for their particular field.
The list of the different areas a mage can be associated with is fairly complex, but it does not mean you have to stick with just one. A mage can be associated with more than one, such an enviromage, a mage that can work all elements of nature. Remember, these are just basic guidelines. To become a master in any field, you must pass an audition('news audition'). For more information about the different schools of magic, please see our page on Magic.
Contact Maya and/or Paeoin via page or p #mail if you are interested in joining the Mage Guild

Smith Guild
The Smith Guild is comprised of several different types together. These being the iron smiths, silver smiths, gold smith, bronzesmiths, and your basic laborer. These people make the basic everyday things everyone needs, such as pots, pans, cups, plates, and horseshoes. Possibly, of all the guilds, those belonging to this one are the most physically strong because of the equipment they must work with. Many do their jobs according to traditions set down by their ancestors, but some will implement magic to help make their wares stronger and more appealing.
The different levels to this guild are similar to the Healer's Guild. Your average smith can create many serviceable objects, but usually, the most prized are those created by gnomes and dwarves for their natural talents with metals and their physical strength.
-Ironsmith-
The ironsmith, also known as a blacksmith, is the one that creates armor, weapons, horseshoes, and basic necessities. These are the ones who can fix your broken pots, weapons and such as well. These hard workers can purify and work all types of iron, making it into sturdy steel.
-Goldsmith-
The goldsmith is the one make the ceremonial equipment and other special items. Though most of their prices are high, they are well worth it. An average goldsmith has a good eye for detail and is capable of making very delicate and intricate detail on the smallest of pins and chains.
-Silversmith-
The silversmith is much like the goldsmith in making ceremonial equipment and special items. These furs also create the elaborate expensive items most royal families keep for generations. A silversmith being known as a artisain for generations after they have long since died is not unusual.
-Bronzesmith-
The bronzesmith doesn't work with just bronze as their name implies, but all combination metals. Though mostly for utilitairn uses only, the bronzesmith's ware are well made and can last for as long as any other smith's wares. You can always find items from this smith in every household, no matter how poor they are.
-Laborer-
Your basic laborer is the all purpose worker in this guild. They are the ones who do most of the lifting. detail, ordering, and such for each section of the guild. Short of hauling things from site to site, the laborer will do what the rest won't or can't.
Note: The position for the head of the Smith Guild is currently open. To apply, please us the audition request form on this site.

Teamster Guild
A teamster, in this MUCK, is the equivalent of the modern day truck driver. These people haul everything from stone and logs for building projects, to moving furniture and delicate materials for those that want to change residences. There are two basic types of teamsters, the land based, and the merchant marine(sea faring haulers). The land based teamsters run some of the caravans for long distance hauling, and they can move materials from the quarries and forests to the building sites close by. The merchant marines are just like the land based haulers, except they must haul their cargo across the oceans and seas to island nations and continents. Many are familiar with the lay of the land and are known to have some of the most up to date maps and charts.
Note: The position for the head of the Teamster Guild is currently open. To apply, please use the audition request form on this site.

Artist's Guild
This guild contains a variety of different types of workers. Anything from painters, to jewelers are associated with this guild. Most artists are a little on the neurotic side, and they take their work very seriously. Its not unusual for one to become famous after they have died. Also, to find a rich artist is rare, but not out of the ordinary. To be trained by any of the masters from this guild, is considered an honor, for no one chooses them, but they choose who they want to train. Most, if not all, furs in this guild will not use magic of any sort, as they think it spoils the work being done, but if asked nicely and paid well enough, an artist could make a charm or other item for a mage to use.
Note: The position for the head of the Artist Guild is currently open. To apply, please use the audition request for on this site.

Fisher Guild
Just as the name implies, this guild is for the fisherfolk. These furs aren't just your basic fishermen, they make the nets, poles, lines, lures, and know the waterways and oceans better than anyone else. A well trained fisherman should be able to not only tell where the best catches can be found, but they should also be able to help determine the weather as well. Shipbuilders can also be found in this guild as well. They can build anything from simple canoes, to large oceanfaring ships made to haul passengers and goods.
-Fisherman-
These are the all purpose folk, who know where and when the best fish can be found, as well as other edible ocean life. Though many are simple folk, they probably have the richest lives with their family unity and traditions.
-Weavers-
Don't let the name fool you. This part of the guild does more than make baskets and nets, they can also make mats, hats, and other usable items like sturdy cloth for sails or clothing.
-Shipbuilder-
Just as the name says, these furs build the ships needed for deep sea fishing. They can also create smaller watercraft for rivers and lakes.
-Weatherfurs-
These are your basic lighthouse keepers. They watch the weather, and like modern weathermen, try to predict what it'll be like for the coming days. Nothing says they can't try. Most weatherfurs in this guild, do have some natural talent to be able to read the signs of coming storms so that outgoing ships have fair warning.
Note: The position for the head of the Fisher Guild is currently open. To apply, please use the audition request form on this site.

Tanner's Guild
The Tanner's Guild is the place where those who process all the hides and furs brought in by the many hunters, trappers and ranchers around Haven. This is also the guild that keeps track and runs the clothiers, the ones who make clothing for sale. Like any guild, these people are highly skilled, but not just anyone can join. The standards are quite high and must meet a strict criteria before any seamstress, or tanner, can join. Only the very best can join, but the members can take on apprentices to train to become future members. It is rare to find a family line belonging to this guild.
-Tanner-
Those belonging to this part of the guild primarily process the the raw and unclean hides and furs brought in by the hunters, trappers, and ranchers. Many of the secrets to making such high quality leathers and soft pelts are closely guarded. Very few are passed on to the next generation of tanner. Sometimes, depending on the skill of the tanner, things such as belts and scabbards can be made.
-Clothier-
As the name implies, this part of the guild makes the clothing for everyday use. These people take the finished hides and furs and make them into vests, breeches(pants), shirts, cloaks, coats, and what ever else that can be worn, including things to hold and protect weapons. Also within this part of the guild, the weavers can be found, making the best cloths from the finest silks and satins to the toughest cotton and linens. The higher skilled the people are, the more intricate their work becomes and definitely highly prized.
-Cobbler-
This part of the guild creates, of course, shoes, everything from a simple lady's slipper, to the tough boots of the warrior and laborer. The expected high quality from this guild gives their work a long life of constant use. It is safe to bet, these people aren't among the the richest, but they have the most repeat customers among all the guilds. Along with making shoes, these people can make fine belts, harnesses and saddles for horses, as well as scabbards, sheaths, and bracers for those who order them. It is not surprising to find a master shoemaker stationed in a castle with the guards, where they can work their trade by repairing as well as making new, boots, shoes, belts, and other things needed by the guards.
Note: the position for the head of the Tanner's guild is currently open. To apply, please use the audition request for on this site.

Glassblower's Guild
The glassblowers guild probably has some of the most delicate and intricate works coming from it out of all the guilds. These people do not use magic of any kind in their work, its all done by traditions set down well over a thousand years ago. In this guild, everything from delicate crystal goblets to sturdy thick plate glass windows. The skilled artisans from this guild can tint the glass to any color just by adding certain minerals to the mix before setting the shape. Some of the highest skilled glassblowers can create special lenses for those people that need aid to be able to see clearly, but, they need specific measurements and instructions from the healer that has inspected the person's eyes. Out of all the guilds, this is probably the only one that really uses an alchemist to come up with the different mineral mixtures for the rainbow of colors for vases, glasses and other glass products, even the tiny intricate figurines some tend to make.
Note: The position for the head of the Glassblower's Guild is currently open. If you wish to apply, please use the audition request form on this site.

Stonemason's Guild
The stonemasons are the ones who work with all types of rock, such as sandstone, limestone, marble and granite. They usually run the rock quarries as well as work with the stone itself for building or artistic work. The journeyman and master stonemason are the ones who know the best quality of stone to work with and can tell if rock from a specific quarry can be used for building or just as paving gravel for local streets.
Note: The position for the head of the Stonemason's Guild is currently open. To apply, please use the audition request form on this site.

Carpenter's Guild
The carpenter's guild pretty much works with all the other guilds in some form or another. These are also the ones who help preserve the forest, so that there is little wasted. Within this guild, you can find foresters, the ones who replant the forests as the trees are cut down for use in building and making the many things needed in life. Also, most master carpenters can tell good quality wood for making frames, tables and houses no matter what type of tree it comes from. Your basic carpenter is just as picky about the type and quality of wood as any master stonemason or glassblower. The standards in this guild are just as high as some of the other guilds, with as many years of practice and training for a single master as there is for a master glassblower. Very little, if any, magic is used to make the different items from this guild.
Note: The head of the Carpenter's Guild is currently open. If you wish to apply, please use the audition request form on this site.

A side note for all the guilds, whether it is mentioned or not, have the same four basic levels. Novice, Apprentice, Journeyman, and Master. These levels help determine the quality of their work, and sometimes their duties within the guild itself. Also, there are many sub-guilds within each major guild, and so on down the line. What are listed here are the major ones which will be dealt with. The minor guilds within each won't used as often, but are there to help distinguish themselves among the rest. There could be many others which have not been mentioned here, but because of time and space, just these are mentioned. If you would like to see one which has not been mentioned on this page, please write up a brief explanation, and possibly a history of you'd like then email it to us at bast@zor.zor.com and it'll be took into consideration. This could take some time, but we will get to it as needed. Also, watch this page for updates as to which guild gains its leader.

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