Clubs and Guilds
All-That-Is inhabitants frequently like to join up into clubs. No one is quite sure why, but most of these clubs have clear rungs - starting from "Novice" (or equivalent), a traveller can generally work their way up to "Assistant Guildmaster", or even "Guildmaster" (or equivalent) itself.
Guildmasters, however, are expected to work full-time managing the guild. As such, the average adventurer may be tempted by this position, but unable to dedicate the required time. When adventurer after adventurer would work their way up the ranks to "Guildmaster" and then bugger off to work their way up to "Guildmaster" in a different club or guild, most clubs and guilds have created a position equal in rank without the required effort.
This is nice for adventurers, as they can feel important without having ongoing duties, and even better for guildmasters, as they find themselves being assassinated much less.
Guilds generally fall into one of three categories: Job-related, God-related, and Race-related.
Contents
Organisations in All-That-Is
- The Adventurer's Guild
- The Entertainers
- The Gladiator Association
- The Genius Club
- Truckie Drivers
- Ninjitsu, the Ninja Guild.
- BOY: The Bank of Yashel
- The Sillan Hospices
- Mildred's Librarians
- Sexlia's Brothels
- Simon's Hairdressing
- The Colk Foundation
- The religious extremists of All-That-Is
- Worshippers of the God-of-all-Gods, who call themselves Monotheists, but are known colloquially as "Oners", or "Truers".
- The Evolutionists
- The Establishment, any worshippers of Norbi. (mostly Angels)
- The Five Dwarven Clans
- Undercover Halflings
- The Ogre Tribes
- The Orc Tribes
- Werewolves Anonymous
- The Anti-PARA Foundation
- The Guild of Vampires
- The mermaid tribes
- The Humane Dragon Hunters
- The Dragon Slayers