Adventurers' Guild
The least powerful of the City of Dyvers' trade guilds, the Adventurers' Guild is a general catch-all guild that allows in just about anybody willing to fork over the 50 gp in annual dues. The guild offers basic training, a guild hall in which to hang out with other guild members and a posting board beside the exit where those in need of adventurers can post advertisements.
PC Memberships: Damoth Spiritlore (Growfest 591 to Growfest 592), Mathias of Hookhill (Growfest 591 to Growfest 592)Assassins' Guild
The Assassins' Guild isn't officially recognized by the City of Dyvers, and many citizens believe it's nothing more than a myth. Unfortunately, they couldn't be more wrong. The Assassins' Guild not only exists, but it's also a fairly powerful mover and shaker in the underworld. Its members are quite secretive and its membership list is of unknown size. For those who want or need someone killed, if they want it done right, they go to the Assassins' Guild.
PC Memberships: noneCarters' Union
While the Longshoremen's Union monopolizes the handling of water-borne cargo, the Carters' Union similarly monopolizes overland transportation. Members of the Carters' Union are responsible for transporting merchandise throughout the city, with the exception of merchant caravans entering and exiting the city.
PC Memberships: noneFree Army
The Free Army of Dyvers consists of about 3000 soldiers equipped with polearms or shortspears and shields. Magister Larissa Hunter commanded the Free Army before being appointed magister.
PC Memberships: noneFree Marines
The Free Marines of Dyvers consists of about 1500 well-equipped and trained mariners. All are able to double as cavalry and infantry during crises.
PC Memberships: noneLongshoremen's Union
Due to the City of Dyvers' important trade location on the Velverdyva River, the Longshoremen's Union has become a very strong and influential guild in the city. With approximately 500 members of dock workers, sailors and general labourers, no cargo is loaded or unloaded without the Longshoremen's Union's say-so.
PC Memberships: noneThieves' Guild
Similar to the Assassins' Guild, the Thieves' Guild is not officially recognized as a guild by the City of Dyvers. While not as powerful as the Thieves' Guild of the City of Greyhawk, the Dyvers Thieves' Guild still controls the majority of organized crime in the City of Dyvers. While there are rogues that somehow escape the notice of the Thieves' Guild, anyone caught working in the business without being a member is looking to get roughed up or worse. For its 50 gp per year dues, the Thieves' Guild offers training, a guild headquarters, various safehouses throughout the city (for an additional fee per night of use, of course), a selection of thieves' tools for sale and the aid of the guild when and where it can be of service to its members.
PC Memberships: Aramil Xiloscient (Growfest 591 to Growfest 592)Wizards' Guild
The Wizards' Guild of the City of Dyvers is the best place to go for adventurers and scholars that study the arcane arts. However, its membership is reserved for those who can prove they are indeed wizards. With the emergence of sorcerers in recent years, the Wizards' Guild has found the need to raise its standards to avoid letting non-scholarly types into its ranks. For 50 gp per year, a member has access to the guild library (which also serves as its guild hall), training, easy access to tools of the trade and an official licence to practice magic within the confines of the city. Arcane spellcasters not possessing a licence and practicing the craft within the city are subject to fine and imprisonment (the latter is for repeat and dangerous offenders).
PC Memberships: Ander Spellweaver (Growfest 591 to present -- paid until Growfest 593)
Knights of Luna
As an elven order dedicated to protecting and preserving Celene and its monarchy, the Knights of Luna have been at odds with the isolationist policies of Queen Yolande. Numbering about two hundred knights in mid-CY 591, the Knights of Luna suffered heavy losses during the Celene/Pomarj war of CY 591 and 592, reducing their number to less than fifty. Although based in Celene, Knights of Luna can sometimes be found in the Free Town of Highfolk and the Duchy of Ulek.
PC Memberships: none
Circle of Eight, The
The Circle of Eight is a very powerful group of wizards that tries to maintain a certain balance all over the Flanaess. The mages generally acts not out in the open, but behind the scenes (although occasional direct involvement has taken place). The Circle of Eight is made up of eight members. A ninth acts as a "shadow leader," dictating agenda and influencing various matters across the Flanaess throughout a well-placed network of agents. Mordenkainen maintains the position of leader, and he is known for his philosophy of "enforced neutrality." The members of the Circle are Bigby of Mitrik, Otto, Jallarzi Sallavarian of Greyhawk, Drawmij, Nystul, Warnes Starcoat of Urnst, Alhamazad the Wise of Zeif and Theodain Eriason. While Bigby, Jallarzi and Otto operate in the open and are liked by the Flan, others, such as Drawmij, Nystul and Theodain, operate in the shadows.
PC Memberships: noneKnights of the Hart: Knights of High Forest
Information to come...
PC Memberships: noneKnights of the Hart: Knights of Furyondy
Information to come...
PC Memberships: noneKnights of the Hart: Knights of Veluna
Information to come...
PC Memberships: noneKnights of Holy Shielding
Information to come...
PC Memberships: noneKnights of the Watch
Information to come...
PC Memberships: noneMouqollad Consortium, The
Information to come...
PC Memberships: none
Knight Protectors of the Great Kingdom
Information to come...
PC Memberships: none