It’s 11 days until we open up the #MystheaRPG kickstarter! Last week, I talked about the different heroes you might play in this game. This week, I’ll talk about the factions those heroes might come from.

While I’m talking about these, Legacy 2e fans might spot some changes. First, we’ve streamlined: every Guild has a core move that they must take, and offers their Hero one of two character moves. This ensures your Guild always does what they say on the tin.

Second, we’ve expanded the political system, while removing the bean-counting of Treaty. Now there’s four states: Influence, Alliance, Dominion and Conflict. Each Guild has ways of getting Influence, and ways to twist the knife in wartime.

You decide how much you’re in thrall to your parent guild back home, gaining more bonuses as you accept more of their control. If you want self-determination, you’ll lose those bonuses one by one, until the scales tip and you’re in charge.

But enough about politics! Time for Guilds. First up we have Lusma, the Guild of Faith. In a world as weird and screwed-up as Mysthea, why not worship the source of the cataclysm? All the better if that faith lets you protect others.

Next there’s Kaetur, Guild of Soldiers. The Guilds were given power as the conquerer-King Ahatis grew bored of governing, and Kaetur share his verve for battle. They’re intimidating, brutal, and well-equipped, but vulnerable to politics.

Magista is the Guild of Scholars, and the source of the Qoam technology that revitalised Mysthean civilisation in the wake of the cataclysm. They’re obsessive, eccentric and even blasphemous, but their creations are miraculous.

If Kaetur provides security and Magista provides technology, Varorin provides bureacracy. The Guild of Merchants keep the Kingdom’s economy moving, while their artisans, musicians and artists provide the upper classes with beauty.

The last of these Guilds is Volarees, Guild of Nobles. The first true Guild, Volarees formed to maintain the status and fame of the noble houses of Ilvash. These days, they draw on that fame for power, but must take care not to overreach.

So that’s the ancient Guilds of Ilvash. But remember: our story is in the borderlands, far from their shining city. Next time I’ll tell you about the Houses who make their home here, who may not be happy to welcome the Guild’s ventureā€¦