Custom Player Guilds Organization in Ah'shi'berö | World Anvil
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Custom Player Guilds

-Guild Stats-

  (These stats can also be increase by choices and achievements done during game.)   Durability: A measure of the Physical Strength of your Guild buildings. Not just the outer walls, but the inside of it as well. Increase the building’s AC by 1 and Hit Points by 10 for every 5 points of Durability. Guild Officers increase their Hit Points by 1 for every 5 points of Durability. Full Guild Members increase their Hit Points by 1 for every 10 points in Durability.
  Security: A measure of how safe your Guild is both mechanically and how difficult it looks to get into. Warding off lesser thieves from even trying. Increase the Lock DC by 1 for every 5 points of Security.
  Wards: A measure of how magically protected your Guild Buildings and grounds are. Increase Hit Points by 2 and Teleporting DC by 1 for every 5 points in Wards. While in the Guild or on the grounds increase all rolls by Full Guild Members vs spell DC of 3rd level or lower by 1 for every 10 points in Wards. For Guild Officers this benefit affects spells of 5th level and below.
  Sanitation: A measure of how clean your Guild is if regular cleaning is performed. Increase Constitution Saving Throws of all Full Members by 1, and Officers by 2, while in the Guild or on the grounds for every 10 points in Sanitation. Guests gain half this bonus round down (min 1). This bonus lasts for 7 days after leaving the Guild for Full Members and 14 days for Officers, but only for sickness-based Constitution Saving Throws.
  Comfort: A measure of how comfortable your Guild is to live in. When leaving the Guild gain an Extra Temporary Hit Point Pool that stays until damage is taken. Hit Points from this pool are separate from magical temp Hit Points and thus can stack. Full Members gain 1 Hit Point for every 10 points in Comfort and Officers gain 1 for every 5. Hit Points from this pool are always the first to be deducted when damage has been taken.
  Prestige: A measure of how “wealthy and powerful” the Guild is and looks. Increase Persuasion rolls related to Guild negotiations by 1 for every 10 points of Prestige. Increase Social Standing, when appropriate, by 1 Tier for every 20 points of Prestige. The higher your Social Standing the more valuable quests and jobs will be offered to your Guild.
    Talent: A measure of how good the average member of your Guild is. Increase the tier of High-Ranking Guild members by 1 for every 20 points in talent. Officers gain increased monthly gold dues for every 10 points in talent. Increase Prestige and Resources by 1 for every 5 points in Talent.   (Tier 1: Level 1-2 characters. Tier 2: Level 3-4 characters. Tier 3: Level 5-6 characters. Tier 4: Level 7-8 characters.)
    Manpower: A measure of how many “faceless” NPC members your Guild has. Increase Prestige and Resources by 1 for every 10 points in Manpower. Officers gain increased monthly gold dues for every 10 points in Manpower.
    Resources: A measure of quality of material you have at your Guild shop(‘s) or can get through Guild contacts. Increase the tier of items which can be available by 1 for every 20 points in Resources. Officers gain increased monthly gold dues for every 10 points in Resources.   (Tier 1: Lesser Items. Tier 2: Minor Items. Tier 3: Greater Items. Tier 4: Major Items.)
     

-Guild Officer Positions-

  All Guilds need a Guild Master. Additionally, all Guilds can have the following Officer Positions. A person can only fill one Officer role at a time though the Guild Master can fill one Officer role along with being the Guild Master if they wish. When the Officer role is filled additional bonuses based on the one filling the role are unlocked for the Guild. Officer roles with a “R” by their title are the bare minimum required for the Guild to run. They must be filled at all times.   R-Head of Administration: Runs the day-to-day aspects of the Guild and are the most important person below the Guild Master.   R-Head of Jobs: Runs the finding, planning, and legal aspects of jobs found on the questing board.   R-Head of Security: Keeps the place safe.   R-Head of Finance: This person handles the money of the Guild.   Head of Commerce: Handles the buying and selling of adventurer items.   Head (Type) Magus: Handles the magical side of the Guild such as its Wards and items that members might bring back. Larger Guilds have additional Head Magus’s with each specializing in one of the common types of magic. Arcane, Divine, Eldritch, Nature.   Head of Marketing: This person takes care of getting the word out so people know about your Guild and what it can do for them.   Head of Legal: This person is in charge of handling all the Legal aspects of running a Guild. They tend to be one of the higher paid positions.   Head of Divines: This person is in charge of handling relations with the churches in the area and over see the care of any shrines or temples on the Guild. Much like the Head Magus if more than one shrine or temple is in the Guild the larger ones tend to have more than one Head of Divines.   Head of Localities: This person acts as a representative of the local culture to the Guild rather than the other way around, such as the Head of Marketing. Their job is to aid the Guild with adapting and understanding the people around them. This position is normally only used for the first few years of a new Guild or for one founded by an immigrant.   Head of Medical: This person serves as the overseer for any medical staff the Guild has.   Head of Resources: This person handles the cataloging of the rare resources of the Guild.   Head Chef: This person runs the kitchens, plans the meals, and looks over the food supplies.   Master of Arms: This person handles the training given to members. Either as a paid service or as a member benefit. Larger Guilds tend to have several of these who master specific weapons or magic types.   Head Mason: This person is in charge with overseeing the buildings on Guild grounds.   Head of Entertainment: This person is in charge of keeping the members happy and entertained by scheduling shows, events, and other such things.   Head of Information: These people tend to serve as information brokers for the Guild or outright spy masters for the more shady ones.   Head of Crown Relations: This person handles relations with the nobility. Normally only the largest and/or most influential Guilds bother with this position.
   

-Room Pricing-

  Additional rooms have a base cost of 100 gold and the cost increases with the Durability of the Guild as the resources to build the new walls must be of higher quality. For every 5 points in Durability increase the cost of a new room by 10%. A new floor has a base cost of 500 gold and the price increases by 20% per 5 points durability.
  Tier 0- 100 gold
Tier 1- 500 gold
Tier 2- 1,500 gold
Tier 3- 2,500 gold
   

-Room Selection-

  Room Tiers do not stack. If you had a total Prestige of 5 and then upgrade a room that gave you 2 Prestige to 4 Prestige your Prestige score would only increase by 2 not 4 giving you a new total Prestige of 7. If something affects “Full Members” Officers also get the benefit.   1-Kitchen   • Tier 0-It has a sink, stove, and oven. Running Water. Heated or Cold.
• Tier 1-Basic kitchen furnishings. +1 on all cooking related rolls and increase Guild Sanitation, Prestige, Manpower, Talent, Resources, and Comfort by 1.
• Tier 2-Advanced Kitchen Furnishings. +2 on all cooking related rolls and increase Guild Sanitation, Prestige, Manpower, Talent, Resources, and Comfort by 3. Each cooking staff rerolls the first 1 on cooking rolls each day but must keep the second result.
• Tier 3-Gourmet Chef Furnishings. +3 on all cooking related rolls and increase Guild Sanitation, Prestige, Manpower, Talent, Resources, and Comfort by 5. Each cooking staff rerolls the first 1 and 2 on cooking rolls each day but must keep the second result.

  2-Dining Area
  • Tier 0-It has tables and chairs.
• Tier 1-Basic Furnishings. Increase Prestige and Comfort by 1.
• Tier 2-Fine Furnishings. Increase Prestige and Comfort by 3.
• Tier 3- Extravagant Furnishings. Increase Prestige and Comfort by 5.

  3-Rec Room
  • Tier 0-It has a couch.
  • Tier 1-Basic Furnishings. Increase Comfort by 2.
• Tier 2- Fine Furnishings. Increase Comfort by 4 and Prestige by 1. Increase Manpower by 1.
• Tier 3-Extravagant Furnishings. Increase Comfort by 6 and Prestige by 2. Increase Manpower by 2 and Talent by 1.

  4-Formal Parlor
  • Tier 0-There is a nice cloth on the table.
• Tier 1-Basic Furnishings. Increase Comfort and Prestige by 1. Full Members reroll the first 1 on Charisma based skill checks per day while in the Guild.
• Tier 2-Fine Furnishings. Increase Comfort and Prestige by 2. Full Members reroll the first two 1s on Charisma based skill checks per day while in the Guild.
• Tier 3-Extravagant Furnishings. Increase Comfort and Prestige by 3. Full Members reroll the first three 1s on Charisma based skill checks per day while in the Guild.

  5-Outdoor Lounge
  • Tier 0-You have some cut grass and a few lawn chairs.
• Tier 1-Basic Furnishings. Full Members gain 2 additional Temp Hit Points. Increase Comfort and Prestige by 2.
• Tier 2-Fine Furnishings. Full Members gain 4 additional Temp Hit Points. Increase Comfort and Prestige by 4.
• Tier 3-Extravagant Furnishings. Full Members gain 6 additional Temp Hit Points. Increase Comfort and Prestige by 6.

  6-Guild Office
  • Tier 0-A desk and a chair.
• Tier 1-Basic Furnishings. Increase All Guild Stats by 1. Full Members gain +1 on rolls related to upkeep with the Guild and land.
• Tier 2-Fine Furnishings. Increase All Guild Stats by 3. Full Members gain +2 on rolls related to upkeep with the Guild and land.
• Tier 3- Extravagant Furnishings. Increase All Guild Stats by 5. Full Members gain +3 on rolls related to upkeep with the Guild and land.  
7-Questing Station
  • Tier 0-A wooden board with some pins.
• Tier 1-Stamp System. When a quest is accepted a stamped copy of the quest is left in a drop box for later cataloging by someone in the Guild. Increase Resources and Manpower by 1.
• Tier 2-Quest Assistant. You have someone whose fulltime job is to manage the acceptance/completion of quests and the giving of rewards. Increase Prestige, Resources and Manpower by 3.
• Tier 3-Quest Staff. You have a team of 5 or so whose job it is to manage quests, establish connections, and increase turn over time of quests. Increase Prestige, Resources and Manpower by 5. Increase Talent by 2. Additionally, increase the monthly “Rare Quest Roll” by 2.  
  8-Bar
  • Tier 0-A shelf and a long table with some bar stools.
• Tier 1-A treated bar counter and some nice shelving stocked with decent drinks. Increase Manpower and Resources by 1. Increase the gold Officers earn from dues by 3%.
• Tier 2-A dedicated barkeep with some good drinks. Increase Manpower, Sanitation, Comfort, and Resources by 3. Increase the gold Officers earn from dues by 5%.
• Tier 3- You have a trained barkeep and a few wenches to serve high quality drinks on a finely furnished bar counter and luxury stools. Increase Manpower, Sanitation, Comfort, and Resources by 5. Increase Talent by 2. Increase the gold Officers earn from dues by 10%.  
  9-Library
  • Tier 0-You have a shelf with a few books.
• Tier 1-Basic Books. Choose General or Specialized. If general, Full Members and Guests gain a +1 on all Intelligence based skill checks to find information. If specialized choose one specific area of information. Full Members and Guests gain +2 on all Intelligence based skill checks to find Information specifically related to the chosen area. Increase Prestige, Manpower, and Talent by 1.
• Tier 2- Scholarly Books. Choose General or Specialized. If general, Full Members and Guests gain a +2 on all Intelligence based skill checks to find information. If specialized choose one specific area of information. Full Members and Guests gain +4 on all Intelligence based skill checks to find Information specifically related to the chosen area. Increase Prestige, Manpower, and Talent by 2.
• Tier 3-Exotic Books. Choose General or Specialized. If general, Full Members and Guests gain a +3 on all Intelligence based skill checks to find information. If specialized choose one specific area of information. Full Members and Guests gain +6 on all Intelligence based skill checks to find Information specifically related to the chosen area. Increase Prestige, Manpower, and Talent by 3.
  (Specialized Libraries only have information for a narrow field. For Instance, Mythology would be too large. Japanese Mythology would also be too large. Mythology on Japanese Oni would also be too large. Mythology on Japanese Oni from this region during the reign of this dynasty would be specific enough.)

  10-Bathroom
  • Tier 0-You have a tub and a bucket.
• Tier 1-Tub, sink, toilet, and soap. Running Water. Increase Comfort and Sanitation by 2.
• Tier 2-Brass Tub, Toilet, Sink, Running Water. Increase Comfort and Sanitation by 4. Can choose between hot and cold water. Increase Prestige and Talent by 1.
• Tier 3-Ajudicator Brass Tub, Adjudicator Brass Toilet, Adjudicator Brass Sink, Running Water. Increase Comfort and Sanitation by 6. Can choose between hot and cold water. Increase Prestige and Talent by 2.

  11-Bedrooms
  • Tier 0-You have a mattress and sheet.
• Tier 1-Basic Furnishings. Gain the max amount of Hit Points when using Hit Dice during a short rest if done in the bed. Increase Comfort, Prestige, and Manpower by 1.
• Tier 2-Fine Furnishings. Gain the max amount of Hit Points when using Hit Dice during a short rest if done in the bed. You need 1 less hour of sleep for a long rest. Increase Comfort, Prestige, and Manpower by 2.
• Tier 3- Gain the max amount of Hit Points when using Hit Dice during a short rest if done in the bed. You need 2 less hours of sleep for a long rest. If you complete a long-rest by sleeping in the bed remove 2 points of Exhaustion. Increase Comfort, Prestige, and Manpower by 3.

  12-Guest Room
  • Tier 0-Bed, chair, and table.
• Tier 1-Basic Furnishings. Increase Prestige and Comfort by 1.
• Tier 2-Fine Furnishings. Guests double their Constitution Modifier when determining how many Hit Points they recover during a short rest. Increase Prestige and Comfort by 2.
• Tier 3-Extravagantly Furnished. Guests need 1 less hour of sleep to get a long-rest and double their Constitution Modifier when determining how many Hit Points they recover during a short rest. Increase Prestige and Comfort by 3.

  13-Specialized Lab
  • Tier 0-Some vials, a table, and ink for note taking. Basic items of the chosen tool can be made. None-magical.
• Tier 1-Basic lab equipment. Choose one tool/instrument-based proficiency. Reroll the first 1 rolled with that tool proficiency per day. Basic and Lesser items of the chosen tool can be created. Increase Prestige, Wards, and Manpower by 1.
• Tier 2-Advanced Lab Equipment. Choose one tool/instrument-based proficiency. Reroll the first 1 and 2 rolled with that tool per day. Basic, Lesser, and Minor items of the chosen tool can be created. Prestige, Wards, and Manpower by 2. +1 on the chosen tool rolls.
• Tier 3-Cutting Edge Lab Equipment. Choose one tool/instrument-based proficiency. Reroll the first 1, 2, and 3 rolled with that tool per day. Basic, Lesser, Minor, and Greater items of the chosen tool can be created. Prestige, Wards, and Manpower by 3. Increase Talent by 1. +1 on the chosen tool rolls.
    14-Armory
  • Tier 0-You have some spears and wooden shields.
• Tier 1-Arming swords, axes, spears, simple armor, and other basics. Increase Security, Resources, and Prestige by 1.
• Tier 2-Higher tier non-magical weapons and armor including platemail. Additionally, you now have enough arms and armor to rent them out to full guild members for a small fee. Increase Security, Resources, and Prestige by 3 and Manpower by 1. Also, increase the amount officers and above get from monthly dues by 3%.
• Tier 3-You have high end non-magical equipment and some magical equipment that has caught the eye of more powerful adventurers. Your guild has such a stockpile of weapons that you can offer to rent them out to non-members as well. Increase Security, Resources, and Prestige by 5, Manpower by 3, and Talent by 1. Also, increase the amount officers and above get from monthly dues by 5%.
      15-Medical Staff
  • Tier 0-You have a room with some first aid kits.
• Tier 1-Herbalist. You have someone who isn’t a trained medical professional but understands the basics of medicine and what plants tend to help with the sniffles or pain from injuries. Increase Comfort and Sanitation by 3.
• Tier 2- Certified Cleric/Alchemist. You have a trained healer, through magic or alchemy, which can handle common and many uncommon ailments which your members might come across. Increase Comfort and Sanitation by 5 and Prestige and Talent by 1.
• Tier 3-Trained Team. You have a team of 3-5 full time medical staff which are all certified healers in one way or another. They can handle any common or uncommon ailment your members might have and some of the rarer stuff. Increase Comfort and Sanitation by 10 and Prestige and Talent by 3.  
16-Guild Store

• Tier 0-Fundamentals. You have the basics you could find anywhere else.
• Tier 1-Adventuring Supplies. You also carry more uncommon and useful items for those who seek adventure and exploration. Increase Manpower by 1 and Resources by 4. Increase the gold Officers earn from dues by 10%.
• Tier 2-Esoteric Supplies. You also carry items that can be hard to find and those in high demand for the members of your Guild. Increase Manpower by 2, Talent by 1, and Resources by 6. Increase the gold Officers earn from dues by 15%.
• Tier 3-Specialty Supplies. You also carry items that can normally only be found in high end specialty stores. Choose one of the below options for the type of items carried. Increase Manpower by 4, Talent by 3, and Resources by 10. Increase the gold Officers earn from dues by 20%.
  Item Type List: Anti-(Creature Type), Pro-(Creature Type), Holy, Necromantic, Arcane, Nature, Eldritch, Dragonic, Metal, Gemstones, Summoning, Military, Scholarly, Alchemical, Archeological, Race Based (Human, Orc, Elf, etc),

 
  17-Security
  • Tier 0-Basic Locks. You have a key.
• Tier 1-Advanced Locks. Increase the DC to get into your Guild by 1. Increase Security by 3.
• Tier 2-Dwarven Locks. Increase the DC to get into your Guild by 2. Increase Security by 6.
• Tier 3-Gnomish Locks. Increase the DC to get into your Guild by 3. These locks are physical and magical. Attempts to get into your Guild with non-masterwork and/or non-magical tools have disadvantage. Increase Security by 9.  
    18-Vault
  • Tier 0-Reinforced Walls. Your vault is more or less just a room you added a bit more too. Maybe there are some planks over the windows. Increase Prestige, Comfort, Durability, Security by 1.
• Tier 1- Dwarven Dual System. Your vault is now designed to only open by having two different style locks unlocked at the same time. Increase Prestige, Comfort, Durability, Security by 3 and the DC to get into this room by an additional 1.
• Tier 2- Gnomish Runic Sequence. Your vault will now remain locked until the proper pass code of runes is activated in the proper order. The order can be randomized each day with the code given to the master and Officers. Increase Prestige, Comfort, Durability, Security by 3 and the DC to get into this room by an additional 3.
• Tier 3-Deminsional Lining. Your vault, while locked, is now, technically, in its own pocket dimension. This prevents all non-eldritch teleportation spells into/out of your vault of 7th level and below, or 5th level and below for eldritch spells. Additionally, this prevents most magical effects from entering or exiting the vault which may or may not be coming from the items stored there. Increase Prestige, Comfort, Durability, Security by 5 and the DC to get into this room by an additional 5.
 
  19-Wards
  • Tier 0-Minimal Warding.
• Tier 1-Basic Warding. Ignore the first 10 points of damage done to the Guild each day. Increase Durability and Wards by 4.
• Tier 2-Elven Warding. Ignore the first 10 points of physical damage and 20 points of magical damage done each day. Increase Durability and Wards by 8. Increase Comfort, Security, Sanitation, and Prestige by 1.
• Tier 3-Gnomish Warding. Ignore the first 20 points of physical damage and 40 points of magical damage done each day. Increase Durability and Wards by 12. Increase Comfort, Security, Sanitation, and Prestige by 2.  
 
20-Perimeter Wall (Limited 1):
  • Tier 0-It’s a fence. The wall has 10 Hit Points.
• Tier 1-Casual Defenses. You have a hardened wooden wall or a tall metal fence. The wall has 30 Hit Points. Increase Durability by 5. Increase Prestige, Security, and Comfort by 2.
• Tier 2-Military Defenses. You have a true wall around your Guild made of stone, or associated material, which would be right at home at any of the kingdom’s forts. The wall has 60 Hit Points. Increase Durability by 7. Increase Prestige, Security, and Comfort by 4.
• Tier 3-Specialised Defenses. Choose Physical or Magical. Your wall is enhanced further by using rare and/or mystical materials to provide protection against a type of attacker. The walls ignore the first 30 points of the choice type of damage per day. The wall has 100 Hit Points. Increase Durability by 10. Increase Prestige, Security, and Comfort by 6.
    21-Stables
  • Tier 0-Simple Exterior. You have basic external wooden stables which are little more than a room missing one of its walls. Increase Prestige, Manpower, and Sanitation by 1.
• Tier 1-Dedicated Exterior. Your stables, while not indoors, have gates, locks, and sections to keep the animals from getting too close to each other. Increase Prestige, Manpower, and Sanitation by 3.
• Tier 2- Dedicated Interior. Your stables are in their own designated building with amenities for the creatures. Increase Prestige, Manpower, and Sanitation by 5. Increase Security by 1.
  • Tier 3- Warded Interior. Your stables have been upgraded with druid materials and spell craft allowing safe and reliable housing for most creatures mundane and magical. Additionally, choose Land, Water, Sky, or Spirit. Your stables have been designed to be calming to those types of creatures. All animal handling rolls by Full Members of your Guild, and the owner of the creature, have advantage. Increase Prestige, Manpower, and Sanitation by 5. Increase Security and Wards by 2.  
  22-Land

  • Tier 0-Clean dirt. Outdoor gardens can handle Tier 0 plants.
• Tier 1-Basic Lawn Care. Outdoor gardens can handle Tier 1 plants.
• Tier 2-Advanced Lawncare. Outdoor gardens can handle Tier 1 and 2 Plants. Increase the number of “lots” gained for each plant, if the plant gives more than 1 lot, when harvested by 1. Increase Comfort by 1 and Prestige by 2. +1 on nature checks.
• Tier 3-Specialized Lawn Care. Outdoor gardens can handle Tier 1, 2, and 3 Plants. Increase the number of “lots” gained for each plant, if the plant gives more than 1 lot, when harvested by 2. Increase Comfort by 2 and Prestige by 3. +2 on nature checks. +1 on medicine checks when using medicinal plants grown on your land.

  23-Water
  • Tier 0-There is a well with a bucket.
• Tier 1-Basic Well Water. Full Members gain +1 on constitution saving throws against negative Heat based effects. Increase Comfort, Sanitation, and Prestige by 2.
• Tier 2-Purified Well Water. Full Members gain +2 on constitution saving throws against negative Heat based effects. +1 on rolls related to putting out fires. Increase Comfort, Sanitation, and Prestige by 4. Increase Security by 1.
• Tier 3-Magically Treated Well Water. Full Members gain +3 on constitution saving throws against negative Heat based effects. +2 on rolls related to putting out fires. Increase the number of “lots” gained for each plant, if the plant gives more than 1 lot, when harvested by 2. Increase Comfort, Sanitation, and Prestige by 6. Increase Security by 2.  
24-Trees
  • Tier 0-They have leaves.
• Tier 1-Sparse Fruit Trees. You gain 2 lots of one type of fruit each year.
• Tier 2-Comon Fruit Trees. You gain 4 lots of one type of fruit or 2 lots of two types of fruits each year. Increase Comfort and Prestige by 1.
• Tier 3-Bountiful Fruit Trees. You gain 6 lots of one type of fruit, 4 lots of two types of fruit, or 2 lots of one exotic type of fruit each year. Increase Comfort and Prestige by 2.
  25-Storage
  • Tier 0-Some barrels.
• Tier 1-Basic Storage. Watertight barrels, boxes, and locked chests to store things in. Increase Sanitation, Comfort, and Security by 2.
• Tier 2-Advanced Storage. Sigiled barrels, boxes, and locked chests. Double non-magical perishables time. Increase Sanitation, Comfort, and Security by 4.
• Tier 3-Alchemical Spiritualism Storage. Magic circled barrels, boxes, and locked chests. Triple magical and non-magical perishables time. Increase Sanitation, Comfort, and Security by 6.
  26-Temple room

  • Tier 0-A table with a holy symbol.
• Tier 1-Small shrine. Increase Comfort, Prestige, and Sanitation by 1. Must be dedicated to a divine or religion. +2 to religion checks regarding that specific religion. Increase Comfort, Sanitation, and Prestige by 1.
• Tier 2-Decorated shrine. Increase Comfort, Prestige, and Sanitation by 2. Increase 1 Guild Stat of choice by 1. Must be dedicated to a divine or religion. +4 to religion checks regarding that specific religion. Increase Comfort, Sanitation, and Prestige by 2.
• Tier 3-Extravagant and decorated holy area. Increase Comfort, Prestige, and Sanitation by 3. Increase 1 Guild stat by 2 or 2 stats by 1 each. Must be dedicated to a divine or religion. +6 to religion checks regarding that specific religion. Increase Comfort, Sanitation, and Prestige by 3.
    27-Layline Integration (Limit 1): If your Guild is close enough to one of the Main or Subbranches of the Laylines increase your Prestige by 5 and gain the associated effects. 2,000 Gold
  • Fire: The grounds and buildings of your Guild can be set to never go below 60*F reducing the effects of winter and increasing the comfort and sanitation by 10. Increase all Fire related magic rolls by 1 and reduce damage from Cold magics on your buildings by half (Min 0). You may also call upon lesser fire elementals to aid in the goings on of your Guild.

  • Water: The water in/on your Guild grounds and Buildings is increased to the next tier. Any magical effects below 7th level that attempt to alter the water in a negative way has Disadvantage. If the attempt requires a DC increase the DC bonus given by the Guild’s Ward stat by 5. Increase Sanitation by 10. You may also call upon lesser water elementals to aid in the goings on of your Guild.

• Wind: The air quality in and around your Guild increases. Sound travels farther and sounds clearer. Increase performance and speech related rolls by 2 and increase the Comfort, Sanitation, and Prestige by 3. All Full Members of the Guild, while on Guild grounds, speak through the wind to any other full member on the grounds as if they had cast the Message spell. (This can’t go through walls or closed windows.) You may also call upon lesser wind elementals to aid in the goings on of your Guild.

• Earth: The walls and structure of your Guild are strengthened. Increase the Durability of your Guild by 10. While on Guild grounds you and your Officers can “see” through the earth/floor down to 50ft letting you see all things connected with the “ground.” Increase Security by 10. While on Guild grounds all Full Members and structures have Resistance to Lightning damage from sources below 7th level. You may turn this on and off as an action. You may also call upon lesser earth elementals to aid in the goings on of your Guild.

• Nature: The land and trees/plant life on your grounds are increased to the next tier. Your land is magically potent enough to house a single nature spirit, like a dryad, should you have a vessel, such as a great tree, which they can reside in. The dryad is not your pet or slave, but will serve the master and Officers of the Guild so long as the land is taken care of. The dryad will fight back if it is not. Increase Prestige and Sanitation by 10, Security by 5, and Talent by 1. You may also call upon lesser nature elementals to aid in the goings on of your Guild.

• Lightning: The grounds of your Guild become protected by a domed cage of lightning. The barrier can be turned off and on as an action by the master and Officers of the Guild. The cage has an AC of 20, is magical, has 200 Hit Points, and is Healed by Lightning magics. The cage is large enough to let tiny creatures through. Any creature other than the Guild master that tries to cross/breach the cage makes a Dexterity Saving Throw vs the Ward DC of the Guild. On a failed save they take 3d6 Lightning damage and then make a Constitution Saving Throw of the same DC. If they fail, they become Stunned until the start of their next turn. Or half as much damage and no stun on a successful save. If physical contact is made with the cage no save is needed, the negative effect just happens. Increase Prestige by 5 and Security by 10. You may also call upon lesser lightning elementals to aid in the goings on of your Guild.

• Ice: The grounds of your Guild can be covered in a layer of preserving ice. Increase the “shelf life” of perishables on Guild grounds to 3 times their normal amount. Additionally, the master and Officers age at 3/4ths the normal rate while on Guild grounds. Full Members age at 9/10ths the normal rate while on the grounds. Increase Prestige, Comfort, and Sanitation by 5. You may also call upon lesser ice elementals to aid in the goings on of your Guild.

• Life: The grounds of your Guild are blessed with the energies of life. All holy magical healing on the grounds is doubled. The master and Officers are immune to most natural and many magical sicknesses while on Guild grounds. Full Members are treated as having a Constitution score 18 while on the grounds if their score is below 18. Increase Prestige and Sanitation by 10. You may also call upon lesser healing elementals to aid in the goings on of your Guild.

• Death: The grounds of your Guild are imbued with energies of Death. All necromancy spells/rituals have their DC reduced by 2. Additionally, a small piece of every full member’s spirit remains upon their death (baring a Divine or other being of such power not allowing it). The master and Officers may, as an action, summon a Shade of fallen members to aid in the protection of the Guild’s grounds. You may also call upon lesser necrotic elementals to aid in the goings on of your Guild.

  28-Guild Guardian (Limited 1)
  (The guardians can be designated as “Officers” for the purposes of activating/deactivating and Locking/Unlocking aspects of the Guild. These creatures are not pets or slaves and are not recommended to be treated as such. While the Guardians are compelled to follow the orders of the Guild Master they are not for the Officers.)
  • Tier 0-Simple unmanifested spirit which can send messages to others in the Guild. Increase all Guild stats except for Talent by 2. 1,000 gold.
• Tier 1-Partially Manifested Spirit which can send messages and move up to 10 pounds and perform simple tasks. Increase all Guild stats except for Talent by 4. 2,000 gold.
• Tier 2-Fully Manifested Spirit which can send messages, preform moderate tasks, and defend the Guild. Increase all Guild stats except for Talent by 6. Increase Talent by 1. 4,000 gold.
• Tier 3-Advanced Fully Manifested Spirit which can send messages, teleport around the Guild, preform complex tasks, defend the Guild, and is trained in one tool and weapon of your choice. Increase all Guild stats except for Talent by 8. Increase Talent by 2. 8,000 gold.
More information on building your Guardian at the bottom of the page.
   

-Misc Additions to Your Guild-


• Guild Uniform (Limit 1): You have decided that full members get a uniform. Some Guilds have something simple like a sigiled cap or cape while others make full outfits. Increase Prestige by 3, Manpower and Comfort by 2, Talent by 1. Increase all “Guild Wide Event/Operation” Rolls by 1. 1,000 gold.

  • Animal Pin (Limited 2): You have a pig pen, chicken coup, beehive, or other such addition. Gain small passive food income. Increase Comfort, Prestige, Security, and Sanitation, by 1. 100 gold.

  • Magical Sentry (Limited 1): Should anyone cross into your property during an allotted time all Full Members currently on the Grounds are sent a notification by way of a Sending spell that someone has crossed onto your land. Increase Security by 2. Increase Comfort, Wards, and Prestige by 1. 500 gold.
  • Pool (Limit 2): You have a pool used by members and guests to relax, unwind, or show off. Can be an indoor pool as well for 20% more gold. Increase Prestige, Comfort, and Manpower by 2. 500 gold.
  • Dance Floor (Limit 1): You have added a dance floor to one of your rooms. Increase Prestige and Comfort by 2 and Manpower by 1. 500 gold.
  • Security Golems (Limit 1): You have basic golems which aid in protecting your Guild. Increase Security by 3 and Comfort and Prestige by 1. 1,000 gold.
  • Watchtower (Limit 2): You have a tower built to help keep a bird’s eye view over your Guild lands and the area around it. Increase Security by 3, Manpower by 2, and Comfort by 1. If you have purchased Walls for your Guild reduce the cost of Watchtower by 50%. 1,000 gold.
  • Clocktower (Limit 1): Spender and power radiate from this expensive tower. Not only does it keep the time for you and your Guild it lets everyone who sees it know your Guild is wealthy. Increase Prestige by 10 and Talent by 5. 10,000 gold.
  • Additional Staff (Limit 5): You have hired on additional “Faceless” NPC staff. Increase Manpower by 3 for each purchase. 1,000 gold.
  • Sanctified Grounds (Limit 1): You have paid for high-ranking members of one of the greater Divines to come and bless your lands. Necromancy, Demons, and other “evil” things have all rolls Reduced by 1 and DCs related to their effects are reduced by 1 while on Guild Grounds. Full Members gain an additional +1 on rolls vs their effects while on Guild grounds. Increase all Guild Stats by 1. 2,000 Gold.
  • Brothel (Limit 1): You have a small staff of folk whose job is to handle the stresses of your Guild members. Increase Comfort, Prestige, and Manpower by 2. Increase Talent by 1. 1.000 gold.
  • Stage (Limit 1): You have a well-made stage somewhere on/in your Guild grounds for announcements and shows. Increase Prestige, Comfort, Manpower, Resources by 2. 300 gold.
  • Surgery Room (Limit 3): You have a designated room(s) away from others which handle the most serious of injuries. Increase Comfort and Sanitation by 3, if you have bought the Trained Team for the Medical Staff option increase the bonus given by Surgery Rooms to 6. 800 gold.

  • Fanciful Adornments (Limited 3): Increase Comfort and Prestige by 1. 100 gold.

  • Reinforcements (Limited 3): Increase Durability and Wards by 5. 250 gold.
  • Misc Member Benefits (Limit 1): Simple things like small discounts based on rank in the Guild, free coffee in the morning, small birthday gifts, etc etc. Increase Comfort 5, Manpower by 3, and Prestige by 1. 1,000 gold.

  • Anti-Scrying Wards (Limit 3): Increase the DC on attempts to locate the Full Members through scrying while they are in the Guild or on the grounds by 1 for each purchase. 300 gold.

  • Escape Route (limited 1): You have a secret underground tunnel for getting into and out of your Guild unnoticed. Increase Security 3 and Comfort by 1. 1,500 gold.

  • Designated Butler/Maid: You have a live-in butler/maid that will handle basic day to day tasks like cooking, cleaning, or managing the Guild Officers. They require a monthly salary and a room of their own in the Guild or in a guest house on the grounds.
  Level 2 Butler/Maid: 100 gold a month.   Level 4 Butler/Maid: 150 gold a month.   Level 6 Butler/Maid: 250 gold a month.   Level 8 Butler/Maid: 500 gold a month.   Level 10 Butler/Maid: 1,000 gold a month.

  • Designated Grounds Worker: As above, but for the land and animals on the Guild grounds which are used/owned by the Officers. Does not need a room, but costs more if they don’t have one.
  Level 2 Grounds Keeper: 100 gold a month. Or half if they have a room.   Level 4 Grounds Keeper: 150 gold a month. Or half if they have a room.   Level 6 Grounds Keeper: 250 gold a month. Or half if they have a room.   Level 8 Grounds Keeper: 500 gold a month. Or half if they have a room.   Level 10 Grounds Keeper: 1,000 gold a month. Or half if they have a room.  
• Designated Personal Vault (Limit 1 per Officer): You have a small room built for the Master, Officers, or both to store their items away from the general vault for the members. Use the pricing guide and stats for the Guild Vault but double the price.

  • Magical Alarms: Your Guild is warded with magical alarms that will go off when someone breaks into, or attempts to break into, your Guild. The Alarm’s DC is equal to the DC to get into your Guild but is a separate roll to disable from the magical locks. The alarm can be loud or just go off in the Officers minds. Increase Security by 1. 150 gold.

  • Magical Lighting: Your Guild has magical lighting. Increase Comfort, Sanitation, Security, by 3. Increase Prestige by 1. 200 gold.
• Crystal Ball “Radio” (Limited to city, magical, and town locations): You have access to the growing crystal ball network. You can listen to music, news, and weather reports. Increase Comfort and Prestige by 5. Increase Security and Sanitation by 1. 500 gold.
  • Teleportation Circle (Limit 1): You have a designated one-way Arcane or Eldritch Teleportation Circle. This can be used by Magus, and those with teleportation items, to teleport into your Guild if they have the appropriate magical Sigil Key. Eldritch Circles cost more but are harder to “hack into” than Arcane ones. Increase Prestige by 10 and Talent by 1. 10,000 Gold for Arcane 20,000 Gold for Eldritch. The Master of the Guild gets a free key. Each new key costs 1,000 Gold for Arcane or 2,000 for Eldritch.

  • Teleporting Scrambler (Limited 3): Increase difficulty of teleporting into the Guild by 1 for each purchase. Only works on Divine and Arcane teleportation means. Does not protect against Eldritch teleportation spells or those using the Key of your own Circle. 500 Gold.
 

-GUILD GUARDIAN-


  Guild Guardians are small or Medium sized spirits. They are created through eastern ritual magics to summon forth an extraplanar being to defend the Guild and those who live there. Choose Elemental, Fae, Eldritch or Celestial. The Guild Guardian manifests as that type of creature. When a Resident in the Guild or on the grounds would make a Death Saving Throw they may instead sacrifice the Guild Spirit to succeed on the roll. Those that have fully manifested are considerably more powerful.

 

-Tier 2 Partially Manifested Spirit Stats-


Attributes to Assign:13, 12, 10, 8, 7, 6
Base Movement Speed 30ft
25 Hit Points + Constitution Modifier.
AC 8 + Dexterity Modifier.
Proficient in 1 Saving Throw.
Knows common.
Proficient in Simple Weapons.
Knows any 1 non-exclusive cantrip.
Takes 1+1d6 days to respawn.

 

-Tier 3 Fully Manifested Spirit Stats-


Attributes to Assign:15, 13, 11, 10, 9, 7
Base Movement Speed 30ft. The Guardian may, as a move action, teleport to any other location within the Guild. It can, while touching one of the Full Members, as a full round action teleport itself and the touched Resident to another location within the Guild.
50 Hit Points + Constitution Modifier.
AC 10 + Dexterity Modifier.
Proficient in 2 Saving Throws.
Proficient in 1 skill of your choice.
Proficient in 1 Tool of your choice.
Knowns all languages known by all Full Members.
Proficient in Simple Weapons
Proficient in 1 Martial Weapon of your choice.
Knows any 3 non-exclusive cantrips. Knows any 2 non-exclusive 1st level and 1 2nd level spell.
Proficient in light armor of its size.
Takes 24 hours to respawn.

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