1. Overview

Guild Venator is a prestigious and highly disciplined hunting organisation, regarded across Siar’Morrin as a benchmark of professionalism in the craft. Established centuries ago by master hunters and artisans, the guild is known for its meticulous standards, elite training, and strong ethical code. A significant portion of its membership is made up of Tenebrim elves, whose unrivalled senses and deep connection to nature make them invaluable trackers and guides.

  • Type: Guild
  • Base of Operations: Flown, Agroma
  • Core Purpose/Focus: To uphold the highest standards in hunting, tracking, and wildlife management across Siar’Morrin.
  • Reputation: Widely respected for professionalism and skill, though sometimes criticised as elitist.
  • Symbol:

2. History

Guild Venator was founded by a coalition of renowned hunters seeking to standardise and elevate their profession. From its earliest days, the guild implemented strict codes of conduct, ensuring that members operated with skill, efficiency, and respect for the natural world. Over the centuries, it survived the challenges of shifting political climates, dangerous wilderness territories, and rival organisations.

Its longstanding ties to the Tenebrim elves and House Aurorus have been both a strength and a liability. Their skills and cultural knowledge are a cornerstone of the guild’s success, yet in recent years, prejudice and political tension in Western Siar’Morrin have made operations increasingly difficult. Despite this, Guild Venator has maintained its reputation as the foremost authority in professional hunting.

3. Structure & Organization

Guild Venator is directed by a Council of Huntsmen, composed of senior members elected from among the guild’s most accomplished hunters. Leadership is rotational, with each council member serving a set term to ensure a variety of perspectives in decision-making.

  • Council of Huntsmen: Oversees strategy, major contracts, and the enforcement of the guild’s code.
  • Regional Masters: Experienced hunters who lead specific bases and wilderness operations.
  • Training Wardens: Instructors responsible for preparing apprentices in tracking, survival, and ethical hunting.
  • Members: Professional hunters who must pass rigorous entry trials to join, demonstrating both skill and adherence to guild principles.

4. Culture and Beliefs

Guild Venator prides itself on discipline, structure, and ethical conduct, even in the unpredictable environments of the wild. Hunts are meticulously planned, and members are expected to treat wildlife and the environment with respect, taking only what is necessary and ensuring minimal disruption to the balance of nature.

An unspoken social hierarchy exists, with veteran members—especially those with long service records or historic contributions—commanding great respect. Tenebrim elves play a central role in shaping the guild’s identity, bringing with them cultural traditions that honour the forest and its creatures. Their influence has instilled a sense of reverence for the hunt as both a skill and a responsibility, setting Guild Venator apart from less disciplined competitors.

While professionalism is paramount, camaraderie among members is strong, reinforced by shared hardship and mutual reliance in the wilderness. Breaching the guild’s code is one of the few unforgivable acts, often resulting in expulsion and lasting disgrace.

5. Key Figures

  • (Tie into Aurorus)

6. Geographic Influence

  • Areas of Operation: Primarily active in the western regions of Siar’Morrin, with a network of bases in forests, mountains, and other wilderness areas. Headquarters are located in Flown, Agroma, serving primarily as an administrative and political hub.
  • Allies & Enemies:
    • Ally: Agroma – values the guild’s structured approach to wildlife management and resource control.
    • Rival: The Ascended Church – views the guild as elitist and critical of its close association with Tenebrim elves.
    • Rival: Lone Wolf Pack Guild – regarded as undisciplined and unprofessional.

7. Resources & Capabilities

  • Military Strength: Highly skilled hunters and trackers, capable of operating in dangerous terrain and hostile conditions.
  • Economic Power: Funded through high-paying hunting contracts, wildlife management work, and the trade of rare animal goods obtained ethically.
  • Special Assets: Expert tracking teams, wilderness survival knowledge, and deep cultural integration with Tenebrim elf traditions.