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Red Guild of Cortos Printable version

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The Red Guild of Cortos, often referred to as simply the Red Guild, is a loose collection of individuals and small organizations, most of which are engaged in varying degrees of commercial, criminal, and generally unscrupulous activity. Despite its name, the Guild has not been active in mainland Cortos for close to a decade now, having been driven out after a brutal crackdown.

They are active in some parts of civilized Arethil, with outposts located in Amol-Kalit, Falwood, the Black Bay, the Allir Reach, and most predominantly, along the Cortosi Coast.

Overview

Purpose

There is no singular purpose driving the Red Guild. It is a rather informal association without any strict hierarchy. Some would perhaps say that the purpose of the Red Guild is to simply make money in whatever way - scrupulous or not - they desire.​
The random guildhalls scattered throughout the world all cater to different areas of interest. Some are simply unscrupulous merchants and moneylenders, some peddle occult artifacts and traffic in dark magic. Another might be an alliance of brothel keepers within a city. The vast majority are composed of the standard criminal faire - smugglers, fencers, bandits, mercenaries, and so on.​
No two guildhalls are ever exactly alike.​

Structure

There is no unifying structure of the Red Guild and it often varies according to the guildhall one happens to be visiting. It is not a very centralized organization. The head (or heads, in some cases) of a guildhall are generally referred to as Guildmaster, while those under them might go by any number of titles, or none at all.​
Still, there is some method to the guild's general madness.​
The signature dye of the Red Guild is a still a closely kept secret, and they are known to still produce it and color garments with it. But they can still only be found among its closely associated members. Some might only be given a guild-red patch of cloth to sew into their garments, others might be given cowls or armbands.​
Those rare few who know the means of making guild-red dye are simply called Dyers, and they are usually the ones who establish new branches of the guild. Dyers are a secretive bunch, often keeping their identity a secret. Not every Guildmaster is a Dyer, and some Dyers are Guildmasters.​
Members of the guild are obligated to follow a sometimes written "Red Code." The most generally accepted precepts of the Red Code are to stay out of one another's business unless invited, offer assistance in times of need if asked, and offer favorable deals to guildmates when able. How seriously this code is taken depends on the guildhall or the member in question, but it usually keeps them from murdering one another outright.​
Usually.​

History

Background

The Red Guild was originally a prosperous association of weavers, dyers, and textile merchants headquartered in the southern region of mainland Cortos. The Guild grew in size and influence, establishing enclaves along the Cortosi Coast and Falwood. They eventually came to be known as the Red Guild due to the signature red-shaded dye they used, which competing merchants were not able to replicate.​
But Cortos changed around the Red Guild, and they did not adapt to it. Trade with the Falwood elves and the coastline Cortosi put the guild in poor political standing and laid the groundwork for its downfall. It was declared a heretical institution by the Radiant Church and forced underground.​
Once made illegal, the Red Guild slowly became a loose alliance of smugglers and fencers. It did not take long for the remaining, obstinate guildhalls to expand into other illicit activities. Banditry was especially common among these now unemployed artisans, who took to wearing cowls and scarves in their signature shade of red as an act of pointed defiance.​
The Red Guild prospered in the criminal atmosphere of Cortos for some time, becoming a dominant force. That was until the foundation of the Solar Choir, which deftly dismantled its operations in mainland Cortos over the course of several years.​
Despite that development, the Red Guild continues to remain operational in several regions. It is most active along the Cortosi Coast, but maintains outposts within the Falwood, Cerak At'Thul, and even the Allir Reach.​

References