Character Directory (1. Guild)
The Guild is a relatively young organisation located in the northwestern lands of Kestane, bordering the Demonic Mainlands. Originally unionised thieves, they swiftly grew into a strong organisation that not only left a mark on their lands, but that also seized political control over a small region and over their seventy active years forcefully gained possession of a large chunk of land.
Joining is easy and free, but many people can't pay for their training over the years and fall into debts they have to work for years later to get to pay them off correctly. Many of its new trainees are younger people who are recruited by people all over the continent, even overseas. The Guild's entry level is low, but keeps increasing the longer trainees are in and they become incapable of leaving. Its principles include a zero tolerance for almost all types of magic, a strong persecution of any type of slavery, and an appeal to create unity amongst Northerners.
Their hatred for magic as well as the fact that they kidnapped a prominent member of the Royal Mavomaruan College has made them mortal enemies of the learning institution, and as a result of the Bloodlands. Their pivotal strategic location as a barrier between the dragons and many demon lands is the only reason no full on war has been possible between the Guild and the College, but individual and small scale attacks on each other aren't unheard of. A lot of blood has been spilled in this petty conflict.
What started out as a good fifteen friends in the navy evolved into those same friends being transferred to the mainlands due to overpopulation and eventually split off A and Wes when they met Garry there and the three became a much closer clique for the rest of their Guild training. Ever since, they have been inseparable as friends, but physically they currently couldn't be apart any further. With Wes regularly travelling for war, A working as the guard of a high ranking political figure, and Garry working as an archery instructor for new Guild trainees, they don't get a lot of time amongst each other anymore.
Frustration over not just their separation, but also its individual members' willingness to be so separated have slowly been rising, and it's noticeable amongst its members that they crave more closeness from each other than they are currently getting, even if they have a hard time letting each other know. It's about time they talked among each other to resolve their social issues.
Garry is an archer who works for the Kestane Guild as a low ranking soldier, mostly taking on jobs that deal with guarding duty and teaching younger members the basics and more advanced techniques of archery. He only finished his trainig a few years ago, and is now building up experience.
Though he was once excited about his position, the monotony of the job once he finished his training and the way the Guild handles their moral questions and thir interaction with other factions got him to pose questions about what its true intentions are. He keeps his mistrust to himself as his friends wouldn't be excited to hear it and he wouldn't leave behind these tight friendships he built up.
He stands before a large choice: leave the Guild and the few friends he made behind with the threat of persecution, or stay there and risk seeing his friends leave him.
A is a Guild mercenary who started out in the navy but ended up going to the mainlands instead to finish his training.
He's friends with Garry and Wes, the latter an old friend from the navy when their friend group was much larger, but lately the three have been separate more often than not and they've been drifting apart. With Wes going off to fight an honourable war and Garry choosing to teach instead of work together, A has felt a bit left behind.
These days he works for the Altari family, a family of great political prowess, hoping to get their approval and request a transfer as a favour. He works as the bodyguard for the sheltered youngest son, Tanu Altari. In his usual fashion, being just a bodyguard didn't cut it and he managed to befriend the man.
Wes is a cheerful swordsman with big plans to help his Guild win a war and become one of its renowned central heroes. He's a social butterfly with a desire to resolve conflict like no one had ever seen before, and despite his own ambitious goals he still yearns for his friends to find the peace and safety they deserve in their life.
He gladly took the job to support his siblings back at home and had the plans to become the hero who thwarted the dragons and once and for all drove them out of demon lands. He's an idealist who likes to dream big, maybe a little too far above his own possibilities.
Despite noble goals, he's still knee deep in prejudices and has a harder time seeing the larger picture. He can exhibit a dislike or even hatred for people based on nothing but stereotypes and the idea that people won't change. Good will always be good and forgiven, and evil always evil and defeated.
Archery may be a less popular weapon specialisation for young Guild trainees to pick, but thanks to its niche you'll also meet interesting people similar to yourself during your training sessions. Training under Garry Shilling are several archery students, and among them Levi and Sane built up a solid friendship based on their mutual interest. Originally Sane's crushing led him to approach Levi, and although no confessions were made the two started a nice friendship.
Levi is a young archery trainee at the Guild directly under Garry's tutilage. He was born in the east, where particularly harsh winters and continuous economic tragedy led his parents to sell him to the slavers of the west.
Luck had it that on the way towards his destination, the caravan he was transported with was ambushed by the Guild and all of its captives were freed. The Guild offered to bring Levi home or to allow him to stay with them and train to become a Guild member, and having had enough of cold and hunger, Levi chose the latter.
No longer limited by resources, Levi swiftly grew to be a strong combatant. He's one of Garry's star trainees, and that definitely didn't go unnoticed by the other archers.
The Maston-Altaris weren't always the powerful family they are today. Helena and Rovares had to build up their legacy from scratch, but were very successful in doing so through their effective political ideas, as well as their willingness to take fate into their own hands and find glory for the Guild. Nowadays they form solid leaders, a household name in all of Kestane.
Raising excellent heirs wasn't easy, daunting at times, but by the day they come closer to supplying the next generation of fierce warriors and powerful political speakers.
The only son of the Maston-Altari family, Tanu is the youngest of the four children and one of the most promising ones. Perhaps because of the favouritism from his mother, he's a capable fighter and a physical force to be reckoned with even when unarmed. He's a mountain and can break through anything by sheer power.
His physique isn't everything, though, as he has been plagued by excruciating migraines around the clock for years now. Despite his power, he became sheltered and now even requires supervision from guards to keep him safe in his down periods. After so much time, he doesn't think there's a cure anymore.
Despite the rough few years he's suffered through, the future is looking brighter thanks to his new bodyguard. Skeptical at first, he made continuous efforts to befriend Tanu and eventually got close enough to him to assist him out of the monotony his parents' sheltering have forced upon him. Tanu's starting to see the value in having a close friend amidst chaos.
Helena serves as the matriarch of the Maston-Altari family, holding the most political power and strength in the household. She's a proud mother, always having opted to train her children to become capable fighters and members of the Guild, but she is also remorseless enough to banish one of her daughters for conflicting with the Guild's morals.
She has a favour for Tanu and Myrthe, hoping to make them her star warriors. Regardless, she isn't neglectful of her other children, but she is colder and more apathetic towards them.
Rovares is the husband of Helena Maston and like her is a high ranking political official in the Guild. While also involved into politics, he's more concerned with the military aspect of the Guild and is regularly absent.
Myrthe is the youngest Maston-Altari daughter, and the second youngest child. She's a force to be reckoned with and is definitely what her parents expected from their child, her and Tanu stealing the spotlight from their other children.
Daughter of Helena Maston and Rovares Altari, Emara is the second daughter of the family. She takes a more simple role in the family, uninvolved in any of the Guild's politics but still enjoying a rich status thanks to her family. Her parents are more involved with Myrthe's and Tanu's training and development.
Where every organisation needs its defenders, these three stand at the top of the ranking of most effective defenders. Originally started out by Sameri as a personal vendetta against all copycat organisations that only harmed the Guild's image and weakened its position, experience and friendship built this resistance out into a large group of people who systematically tracked down every Guild imitator and took them down one by one through bloody violence and cunning.
The resistance was so effective it strengthened the Guild's position and quelled nearly all imitator organisations. A lack of new targets led to Sameri and his friends splitting away from the main resistance and looking for more delicate work in the east, effectively changing their target from Guild imitators to the College.
Sameri is a Guild rebel whose goal is to take down enemies of the Guild and recruit as many potential allies in the process. In his time he stood at the base of a large organisation that searched and destroyed Guild imitators, and he's been successful in this quest.
These days, he operates with closer friends instead of large organisations to find potentially dangerous individuals and take them out before they can cause any harm.
Desi has always been involved in averse slavery culture; first as a leatherworker, then as a spy among slavers, and lastly as a force actively opposing it. After he suffered treason by a young slaver he was working together with to destroy slavery in his area and the organisation falling, he was found by Sameri, who recruited him to work for the Guild instead.
Like Magali, Desi isn't a Guild member either, but his involvement in dismantling oppressive structures made him an honorary member. He knows higher-up culture through and through, offering a valuable insight to anyone opposing them and easily infiltrating any structures if necessary. His knowledge is pivotal to the group's mission.
Not strictly a Guild member, Magali has assisted the Guild so often that she might as well be one. As a younger girl she ended up assisting Sameri and Desi, and as she grew into adulthood she just kept up her assistance. She branched off to become a blademaster and hone her combat skills, and now she's back together with the gang!
She's been a strong leading force along with Sameri and Desi, attesting of her potential as a future leader herself. Only amplified after becoming a blademaster, she aims for greatness and often gets the opportunity from Sameri to act upon this goal under the safety of his supervision.
Some join the Guild for a combat training, others join it to fight in the war, and yet others try to find a stable income there. Then you have the type of person that joins because the Guild condones its members stealing lots and lots of stuff from the enemy and trespassing wherever humanly possible. Kia and Olivier are thrill seekers, having started out young but eventually growing the crime into their only way to find their proper thrill anymore. They joined the Guild to indulge on that habit, and they are constantly challenging each other to be the best at what they're doing.
They may be an asset to the Guild in terms of sneaking and infiltration capacity, but like with anything in the Guild, pay is bad and debts are worse. When you hire two slippery and discreet lowlifes who will resort to sneaking around the place without being caught to get their thrill, don't be surprised when they're unhappy with their pay and start escorting the people who want out to the border for a good price behind your back.
Kia's the one who started this whole ordeal, always challenging Olivier from a young age and pulling him into her shenanigans. She's an impulsive and highly active woman whose strengths in infiltration and thieving come from her iron nerves and her ability to laugh in the face of danger. On the downside, she has a tendency to rush into things.
She was also the one who got fed up with the Guild and who started selling tickets out of there. She won over Olivier and still takes a great amount of pride in her work. She's shooting straight for her goal, not looking behind or around her trail on her way there.
Olivier is the milder of the two, but he should not be underestimated. Somewhere between a stubbornness that led to lifelong rivalry and a burning passion to surpass Kia and gain admiration from peers, Olivier is the driven thinking force behind the duo. He's a persistent man who'll fight just as hard to get to the top, even if he follows behind right before he strikes.
It's not unseen for him to keep Kia back, prompting her to think twice about her lack of plans and him making the effort to come up with something on the spot right then and there. If you've seen a dog's owner wrestle something inedible out of his dog's jaws, you've seen the dynamic between these two play out.
One of the downsides of an organisation that bans a majority of magic use is that it becomes much harder to track down infiltrating mages, as that tracking process requires magic in and off itself. The solution? A mutually beneficial cooperation between the Guild and investigative mages who track down and persecute any mages they can find in Kestane and the surrounding lands the Guild operates in.
The fact that these are mages already causes suspicion, so these are some of the most heavily regulated employees of the Guild yet. No mages can work without the supervision of another Guild member, and so far this cooperation has proven to be quite fruitful in sniffing out and ending the lives of mages who simply do not belong in a sophisticated country. The only question is what will happen to these investigators should the Guild succeed in extending its policies to the rest of the world.