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pathfinder:campaign_systems:organisations:guilds

Table of Contents

Guilds

Overview

Guilds are societies for people who share common interests or skills. For example a Town might have a Crafts Guild that all of the towns Craftsmen belong to - a city might have different guilds for each trade (or group of trades). A stronghold might have a Miners' Guild, a Merchant-Venturer guild or a Wizards' Guild - they all come into this category. The Guild does a number of things. First it tries to regulate trades in its catchment area, some say this is to protect its members from competition, other say that it helps ensure good quality work. It also acts as a meeting place, a place for discussions, sharing and learning - so long as you are a member. Larger guilds provide a small pension for sick members, or their dependents and 'children of the guild' are often apprenticed or employed within the guild.

Note

Buildings

Unlike other businesses and organisations where buildings follow an 'upgrade system', a guild hall is a single building that you add to as it develops. Every guild halls starts with a hall, and you add extras to improve it. You should note that Lodgings can only be added once you have offices and a kitchen.

Remember the larger it grows, the more space it takes up.

Religious Developments
ClassificationNameCost BPEconomyLoyaltyStabilityMinorMediumMajorDefence
GuildGuild Hall21110000
GuildOffices10110000
GuildLibrary10110000
GuildMuseum10110000
GuildShrine0.50100000
GuildKitchens0.50100000
GuildClubroom0.50100000
GuildLodgings {★★★} 21110000

Descriptions

  • Guild Hall – The basic hall that provides a meeting space for Guild Members. Initially it is little more than a meeting space, but it has the advantage that it can be rented out for functions and similar activities.
  • Offices – Somewhere for the guild officers and staff to work from. Staff will include administrators, caretakers and servants.
  • Library – Contains information on guild practices and techniques. Generally only available to guild members who want to develop skills - and then for a fee. For a Wizards Guild, this is probably a spell library - adds +2 to skill rolls associated with the puropose of the guild (Ie a merchant guilds library can add +2 to Profession Merchant - for decisions taken in the guild hall).
  • Museum – A collection of artefacts associated with the guild, its practices and its members.
  • Shrine – Sometimes it is good to have the gods on your side. (See Note-1)
  • Club Room - A comfortable room for members to relax, supported by a small kitchen and servants.
  • Lodgings {★★★} – Either as long term accommodation for members or those who want to stay overnight. It contains a mixture of small rooms and suites. Pre-requisite: Offices for the administration.

Note-1: Shrines

See Residential Classifications for a description of the ★ rating system.

pathfinder/campaign_systems/organisations/guilds.txt · Last modified: 2020/02/22 09:18 by johnb