Silver Age Beyond
Guild Shofar (Horn blowers)
Pilots and travelers, Shofar are heavily involved in the starship industry. They hold a monopoly on the manufacture of ingress keys which are used to open the jump gates. Without the Shofar, the Empire’s transportation system would grind to a horrific halt. In their time they have been accused of both worship of the space between and republicanism. As well as interplanetary trade they also supply all kinds of drivers, flyers, riders and transport requirements. They are viewed as the extrovert and dashing face of the Guilds.
Guild Ingenium (Engineers)
Science and technology are the fortes of the Ingenium engineers, who repair, invent, and maintain what is left of technology everywhere. They also deal in more biological sciences, such as longevity serums and cybernetics. Not only are their scientific ways viewed with suspicion but their taste for cyber implants also puts them beyond decency and is seen as sacrilegious in the opinions of serfs and devout Sectus priests. Yet it started as a religious order itself and some members maintain a faith that combines experimental science with rare theological concepts.
The Mōnstrum: (Slavers)
When those in the Imperium need manpower, whether it be temporary laborers, bodyguards, or slaves, one can always count on the Mōnstrum to provide only the best. The Mōnstrum are labour for hire with an emphasis on force. Their activities include slavery, supplying highly skilled workers or elite troops. Their slaver activity has given them the nickname the ‘slavers.’ They can trace their linage back to a mercenary unit active during the Second Republic.
Mahyah Nostra: (Scavers)
The Mahyah Nostra are much like the Japanese Yakuza on many levels, providing protection to merchants in exchange for payment. The Mahyah Nostra are mostly a front for shady black market sales, crime lords, prostitution rings, drug smuggling, etc… Almost like self-regulating crime, sorta. This guild handles all that is of dubious legality in the Imperium. They may occasionally deal in contraband artifacts of forbidden technologies and alien designs, as well as protection rackets and gambling. When it comes to drugs the have also dealt in drugs both medicinal and narcotic. Their fingers are generally in every line of business trying to undercut the honest trader with a knock off product.
Guild Arius (Money Dealers)
Moneylenders and lawyers, the Arius hold the power of currency. They run banks, move money, interpret the law, manage debts, and perform many other duties vital to the economy, as well as provide experienced judges and lawyers in legal matters. Arius ‘gilders’ are always seen lending money, exchanging currencies, or offering investments. They also regularly travel, offering legal services across the many arcane legals systems across the Empire, which may differ from world to world. Their money lending and legal interventions can put them in conflict with the Sectus in some cases as well.
Many non-aligned Guildsmen have their own personal edge for making a living. Freelancers aren’t a guild per se, but are usually involved in similar activities as the other Guilds.
Apart from the top five guild their are countless other small and local guilds operating around the Imperium, usually related to individual planetary systems or sectors.