The Athkatlan Slaver's Guild
| Rank | 1 |
|---|---|
| Allies | Mages Guild, Metalworkers Guild, Farmers Guild, Cattleman's Guild |
| Enemies | Merchant Seaman's Guild, Alchemists Guild, Bard's Guild |
| Guildmaster | Currently Unknown |
The most powerful guild within Athkatla has to be the Slaver's Guild. The influence nearly every other guilds need for bulk labor. Through careful manipulation, there are precious few guilds that will stand with or against them. Most simply take the stance that it's better to just stay out of their way, The guild is organized into a rigid caste system designated by colored stripes on their uniform. The castes are:
Enforcers (Blue Stripes) - The most powerful slavers. It takes years of loyal service to the guild to be gifted with a Blue stripe. These are the most ruthless, efficient people in the organization. In general, they are powerful fighters who have won their position by dominating all who've stood in their way. Generally one Enforcer will be assigned as a leader to every 20 men in a unit. They also undertake the more dangerous jobs within the Guild.
Casters (Red Stripes) - The arcane and holy magic branch of the guild. Mages and Clerics are the mainstay here. Casters are coveted within the Guild and spend much of their time North of the Slavers guild within the Mages quarter of Athkatla. In return for a minimum of service, they are allowed to pursue research and private ends with the backing and resources of the guild.
Scouts (Green Stripes) - These are the forward recon elements of the Slaver's Guild. Trained in information gathering, stealth and reconnaissance, they are seldom seen within the city. They spend their time researching anything that may be of interest to the guild. They will only been seen in uniform if they are in the field with a Slaver caravan or have need of being recognized by other Slavers. Just wearing the Slaver uniform will get them a modicum of respect anywhere they go so it's not unusual to see a Scout working outside of Athkatla in uniform. Within Athkatla, they must protect their identities in case they are called upon to research or infiltrate a rival guild. It's rumored that the Slaver's have spies and infiltrators in nearly every major guild and organization within the city. Even churches.
Administrative (Yellow Stripes) - These are the gears that make up the great slaving machine. Grunts from Accountants to Slave Handlers to simple camp guards are yellow stripes. Given only a minimum of training, they seek to earn a living within the machine that is the Slaver's Guild.
Ostensibly, the Slaver's Guild does not take Slaves within population centers. Instead, they collect criminals and prisoners of war and geas them to provide and service to mankind. In reality, the Slaver's Guild will enslave anyone that they feel they can get away with enslaving. This is very seldom done within the city for fear of tarnishing their reputation. Instead, the Guild is quite fond of framing their enemies so the puppet city council can convict them of crimes. Then the guild can legally take them and sell them into slavery. Oftentimes a high ranking guild member will purchase the offender and make a show of releasing them. This serves as a warning to those who would oppose the guild. Very seldom are they troubled twice.
The Slaver's Guild is headquartered in a 8 city block square area near the sea docks within the North part of Athkatla.