Building a Guild in Kunrai - The Strangling City | World Anvil

Building a Guild

Mechanically speaking, guilds are very similar to player characters. They have the same ability scores, choose classes, possess hit points, can perform actions, and may even know spells. Guilds operate on a much larger scale, however, and are able to act much less frequently than characters. A key difference is that guilds are not managed by a single player. All the players who belong to a guild have a say in the actions it takes, what abilities it gains, and how it will be supported. In many ways, the guild is the central character in this campaign. While other characters may join, die, or leave, the campaign continues as long as the guild exists. If the guild is destroyed, however, the campaign ends unless its founders can quickly create a new one from the ashes of the old. To create a guild, follow these steps:
  1. Choose the Guild's Purpose.
  2. Choose the Guild's Class.
  3. Assign Guild ability points
  4. Choose Guild features
  5. Assemble Guild members
  6. Generate rumors
  7. Choose Guild strategic actions

Guild Purpose

Every guild is founded with a purpose. This is a concrete goal the guild hopes to achieve

The Guild Classes

While there are a plethora of classes and subclasses available for player characters, there are only a handful for guilds. Within each class, however, are several choices that can change how a guild grows and operates. Each guild is associated with one of the ability scores, as shown below.

Cutthroat (Strength)

This guild class focuses on violence in all its many forms. The cutthroat guild specializes in expansion at sword's point, murder for hire, extortion, and other activities involving bodily harm. While its reputation is widely feared, a cutthroat guild is rarely respected or trusted. Those who live by the sword die by the sword, and the members of this type of guild are no exception.

Smuggler (Intelligence)

The smuggler guild is interested in making money by moving goods and bodies (living or dead) under the noses of the law. They make their profit by avoiding the exorbitant taxes paid by legitimate businesses, which makes them highly sought after targets from both sides of the law.

Burglar (Dexterity)

When you need something stolen, quietly and discreetly, the members of a Burglar guild are there to help. This guild focuses on stealing items with as little fuss or violence as possible. This type of guild is often small in numbers, but large in ambition.

Gatherer (Wisdom)

Sometimes the most valuable stolen goods are secrets, and the Gatherers are the best at ferreting them out. The members of this type of guild are always on the lookout for valuable information. They maintain a network of spies that gives them insight into Kunrai's secrets. These tidbits are then put to use in blackmail schemes, to find the lost Arks, or are sold to other guilds for princely sums.

Operatives (Charisma)

Politics and clandestine dealings keep Kunrai running. Operatives specialize in facilitating or interfering in these important meetings. The members of this guild have become adept at worming their way into organizations, noble households, or other guilds where they can put their skills to work.

Diggers (Constitution)

Kunrai is a city built on the ruins of a much older, much stranger metropolis. As the Strangling Sea rose, those ruins were covered in new construction and many of their wonders were lost. The diggers make it their business to burrow deep beneath the city streets in search of those forbidden treasures. Such exploration is expressly forbidden by the Night Lords, making the diggers' job very, very dangerous.

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