Born a free trading port upon the banks of the Pirate Bay, but losing its independence after several brutal wars and then enduring centuries of vassalage, Haven has long savored the taste of freedom. When it eventually did regain autonomy a little over two centuries ago, it did so from the cash-strapped Duke of Bree by right of coin, not blood. By this time its rigid system of guildpacts and tributes was already developing at pace, and with the final dissolution of its obligations to the Dukedom, the Guildwright system took over full administrative authority of the city and syndicalism became the one and only law of the City of Guilds.
After gaining freedom two hundred years ago, Haven proceeded to outgrow its neighbors on the bay and become a powerful, but remote, economic player on the world stage through a series of economic, technological, and magical innovations. First, it embraced money-lending and established its own currency. It hired mercenaries to guard its holdings and financed the ambitions of several successful peaceful merchant convoys, violent but profitable pirate raiders, and favorable noble rebellions throughout the region. Second, it spared no expense building great defensive walls topped with dwarven ballistae and financed the artificers within the Guild of War to develop whatever weapons and tools of violence it deemed appropriate and profitable, ultimately including several prototype flying balloons. Lastly, the Binder's Guild was formed to study and harness the essences of pact magic in order to broker binding agreements between parties. The surprising success of such efforts allowed Haven unrivaled reassurances for keeping even their notoriously unreliable pirate and mercenary allies in line.
And they would need them. The City of Guilds, always having been more apt to buy its way out of a problem than fight its way out, came to rely entirely on mercenaries and paid defenders all the way up to the arrival of the Dark Lord on its doorstep. Now, in the new era of opportunity, the City of Guilds has become the central rallying point for displaced refugees to retake their lands and the setting-off point for exploration into the deep unknowns below the surface. An expanded and re-chartered Explorer's Guild manages the latter and has quickly become one of the most popular and prosperous guilds in the city. With the guildwright system straining under the weight and variance of such a newcomer, the Explorer's Guild quickly declared its intention to subdivide its parts and arrange open working relationships with existing guilds in order to maintain the balance of power.
The Guilds rule Haven. Though individual guilds manage their own affairs, the City does provide services that benefit all guilds, such as maintaining the walls and managing the sewers (though often simply by paying an Association to handle such tasks). When a question arises pertaining the city as a whole, the guilds vote, each sending a number of representatives proportional to their membership, seniority, and holdings within the city. In order to be recognized, a guild must have at least one Master, one Apprentice, and one Holding (or permanent place of operations). Guilds pay taxes to the city in order to fund city projects on a yearly basis determined on the size of their holdings and the receipts of their transactions from the year. Two or more guilds can work together to form an Association, or voting block, which allows them to share resources and political sway. Though a citizen of Haven may only register to join one guild at a time, most are members of one or more Societies which organize people from many guilds together for common purposes, be they mercantile, magical, personal, or religious in nature. Finally, Haven maintains a small number of Free Agents, organizations independent from the guild system, which oversee that it remains free and fair to all. The Counters are one such group of free agents, who handle counting guild membership and auditing finances.
The Explorer's Guild maintains good relationships with the other guilds in Haven, freely accepting members of the other guilds as associates. It funds several societies dedicated to sharing the knowledge, materials, and skills acquired from expeditions into the Verdant Hollow and supplies many guilds with new recruits from the underside who are journeying to the surface for the first time. Though the number and prevalence of these societies (or Houses) has varied over time, three main houses (and one secret society) exist currently within the Explorer's Guild: the Houses of Memory, Discovery, Swords, (and Shadow). Those seeking guild membership within the Explorer's Guild often join one of these societies first in order to make friends and learn the skills they need to survive in the world below. After becoming guild members, representatives of these societies often work together on missions, augmenting each others resources and skills and subtly competing for prestige or bragging rights. Not every member of the Explorer's Guild joins a House, but those that do often find connecting with other members of the guild much easier because of their shared background and experience.
House of Memory (Archivists, Skalds, and Seers) - The Library; the Reliquary Tower; The Opera College
House of Discovery (Artificers, Arcanists, and Archeologists) - The Institute; The Wizard Livings; The Orphanage
House of Swords (Mercenaries, Soldiers, and Gladiators) - The Barracks; The Arena; The Forge
House of Shadows (Assassins, Thieves, and Sewer-Rats) - The Drain; the Skanky Skeever Tavern