The Jewelers Guild of Wyndmoore
Type: Craft guild. Base: Wyndmoore, Osan. Reach: Osan, with exports to Volaxia.
The Jewelers Guild is one of Wyndmoore’s founding institutions—established when the village was still a trading post, built entirely around the Glowstone deposits in the Jade River and surrounding area. For centuries, the Guild’s master craftsmen processed raw Glowstone into decorative gemstones, producing jewelry, ornamental pieces, and luxury goods that were exported across Osan and, via the Sea of Lament, to Volaxia.
The Guild operated on the assumption that Glowstone was a beautiful but inert mineral. The reactivation has shattered that assumption. Guild members were among the first to notice the change—stones in their workshops began glowing with renewed intensity, and pieces already sold to customers across the continent reported similar behavior. The Guild’s Administrator is now fielding questions he cannot answer, managing a supply chain for a material whose properties have fundamentally changed, and dealing with the uncomfortable realization that Wyndmoore’s most profitable export may also be its most dangerous.
The Ironbound Smiths of Nin’Durahl
Type: Craft guild. Base: Nin’Durahl, Osan. Reach: Both continents (via exports).
The Ironbound Smiths are the most prestigious metalworking guild on Voxana. Operating from the forges of Nin’Durahl, their smiths produce weapons, armor, tools, and fine metalwork that is considered the standard against which all other craftsmanship is measured. Membership in the Ironbound Smiths requires decades of apprenticeship, and the guild’s master mark—a stylized hammer within a mountain—is a guarantee of quality recognized on both continents.
The Smiths are closely tied to Nin’Durahl’s dwarven monarchy and serve as both an economic engine and a cultural institution. Their work is practical as well as artistic: the Smiths equip Nin’Durahl’s militia, maintain the city’s infrastructure, and produce the mining tools that sustain the Iron Mountains’ extraction operations. In recent years, the Guild has begun collaborating with Tinker Town’s artificers—a gnome-goblin partnership that has produced experimental alloys and mechanical components neither group could have developed alone.
The Merchant Houses
Type: Trade consortiums. Base: Major port cities on both continents. Reach: Intercontinental.
The intercontinental trade that flows across the Sea of Lament is not managed by governments. It is managed by the Merchant Houses—wealthy trading families and commercial partnerships that operate fleets, maintain warehouses, negotiate trade agreements, and bear the financial risk of maritime commerce. The largest Houses maintain offices in both Runeswick and Runewick, with secondary operations in Eastharbor, Westhaven, Whitesand Harbor, and the Crossroads Settlement.
The Houses compete fiercely with one another, but they also cooperate when their shared interests demand it—particularly on matters of piracy, tariff negotiation, and the maintenance of shipping lanes. An informal council of House representatives convenes irregularly in Runewick to address common concerns, though its decisions are advisory rather than binding. Individual Houses are known for regional specializations: some dominate the Glowstone trade, others focus on agricultural exports, and a few have built their fortunes on luxury goods from the Golden Shores.
The Glowstone reactivation has upended the Merchant Houses’ calculations. A commodity that was once a predictable luxury export has become strategically significant overnight. Houses that control Glowstone supply chains suddenly find themselves dealing with government interest, pirate attention, and ethical questions about trading a material whose properties are not fully understood.
The Tinker Town Guild Network
Type: Decentralized craft and innovation guilds. Base: Tinker Town, Golden Shores, Osan. Reach: Growing.
Tinker Town is governed not by a mayor or council but by a decentralized network of guilds, each specializing in a field of innovation: mechanics, alchemy, clockwork, enchantment, and experimental design. The guilds cooperate through a system of shared workshops, communal forges, and an annual Innovation Fair that serves as both marketplace and competition.
Notable members include Grizbit, a goblin artificer working on experimental flight technology with the gnome Lariel Gearspark, and Zinnia Gearsworth, inventor of the Arcane Condenser and the Dune Skimmer—a vehicle that uses ambient arcane energy for propulsion. The guild network’s collaborative culture, where gnome precision meets goblin improvisation, has produced innovations that neither tradition could achieve alone. Tinker Town’s growing reputation is attracting talent and investment from across Osan.