The Guilds

Sometimes, I will forgo the Guilds entirely if the party doesn’t have enough guild members. Remember that I have run the guilds option before with other groups, but only when more than one person belongs to a certain guild. If everyone is doing their own thing, then the guild history is just fluff for character development.

The Guilds of Isaldor are very important to all aspects of the economy. Guilds are groups, generally of artisans or other skilled servicemen. They standardize the cost of their services in order to prevent unhealthy competition and underbidding by charlatans. Guilds are also where patents have to be submitted. They control the ability of workers to be certified in their line of work.

Some people have the idea that guilds are corrupt, while others believe that guilds are a way of making fair the competition of business. There are many rival guilds who offer similar services. This prevents monopolization. Although, in some parts of the world, monopolies are exclusive to the guilds. In order to be part of a guild, one pays dues like one would pay a union. They will support their members if they are ripped off by a customer or another businessperson as well. Guilds do not protect independent practices, though. Often, they work to put them out of business.

This all sounds very complicated, but the truth is that guilds are very bureaucratic in their methods and it is meant to be so. Most of you will have characters that belong to one guild or another because they offer bonuses that are generally useful. They also give you the ability to have contact with guild leaders who will have work for you. This is controlled by a ranking system, eventually giving you priority when it comes to bigger and better missions.

Here’s how guild reputation works. You have to have a high enough reputation to progress to each tier. The first tier is reputation 10, which is average. Each subsequent tier is 10 reputation points higher. At least 2 reputation points of each tier must be obtained by completing jobs of your current rank in the guild.

You will find greater benefits as your character completes jobs of your current reputation level. This is very similar to the Eberron campaign setting for 3.5 Edition D&D. If you are leveling a character in a guild, LET ME KNOW. I will get you started. If you are wondering why you would do this, it may help to have some personal goals for your character to attain. Not only that, but there are guild-specific rewards in each setting.

Guild missions tend to pay allot more than plot missions… because capitalism is fun. In real life, saving the world doesn’t exactly pay well. You may be asking yourself why I would go through all this trouble to create a “work” system. It means cool stuff to use that makes interacting with the world more fun. I do somewhat cater the loot to my party members, so keep that in mind. I don’t directly cater, though. If I’ve set up a kind of loot that doesn’t fit your character, you can always sell it or something and add it to the pay for the mission. Gold is always nice, of course.

You will see that I’ve set up the guild charters like the Backgrounds and Occupations part of the PFSRD. This is intentional, as it replaces that aspect for people who want to be part of a guild.

Guilds don’t necessarily have anything to do with your class. If you are a fighter, you may be in the Fighter’s Guild, but that does not mean that that is the only kind of guild you can be in. Each Guild has prerequisites, of course. You may be in the merchants guild as a guard, or in the thief’s guild as a knee-breaker. There are seriously allot of options, but you need to explain to me what you want to do and why. Remember that you need to build your reputation in game, it isn’t simply a background thing.

Here is the list of guild types. Click on them to learn their details. It’s pretty well nested, so you’ll see that I’ve put allot of work into this. You really don’t need to know all this stuff, just the one pertaining to you.

Culinary Guilds (hunting, acquisitions, crafting food)
Fighter’s Guilds (mercenary work)
Thief’s Guilds (acquisitions, deception, and turf wars)
The Academy (archaeology, history, scholarly studies)
Necropolis University (think, Hogwarts for adults, most members are also Academy members)
Political Groups (resistance, espionage, campaigning)
Merchant’s Guilds (competitive trading, guarding, re-acquisitions)
Sports Guilds (tourneys, olympians, gladiatorial, hunting)
Scientific Communities (research and development, crafting)
Trade Guilds (most common type of guild, pretty much the “other” kind of guild)

If you have an idea and it isn’t listed here, we can work together and make it happen.

The Guilds

Legends in Isaldor wgcoats wgcoats