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[D&D] Guild Dues and Benefits

Started by RedFox, February 06, 2007, 06:57:28 PM

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RedFox

As I stated in another thread, I'm currently running a D&D campaign.  I have very little experience behind the DM's screen, so expect a few more threads asking for help like this one.  :o

One of my players is an elven Wizard from a prestigious magical university in the prosperous elven kingdom in my game world.  On a lark, I threw him the idea of being part of a Sorcerers' Guild, and gave him a special cloak clasp to indicate membership.

Now I'd like to pick ya'll's brains for ideas on what sort of dues I should charge him and (more importantly) what sort of benefits he should and could receive from being a member of the guild.  I'm thinking maybe discounts for certain goods (dunno how much of a discount), or special services provided exclusively for Guild members (planar transportation?  Access to rare components?)

So throw me ideas!  I also wouldn't mind similar ideas for other guilds.  The group has an almost bog-standard party at this point:

Lorana Starfire: LG Elf Fighter (2), focused on archery
Lucien Silverleaf: LG Elf Wizard (2)
Liam Dorne: NG Human Cleric of Velar (2), a CG halfling god of journeys and good fortune
Himian Mithuin: CG Elf Rogue (1) Half-Gold Dragon (1), from the WotC website Savage Progressions template class (I gave a d8 HD for the half-dragon level. Hope I did that right)

So the standard types of guilds would probably work well.
 

HinterWelt

As far as the Sorcerer's Guild goes, secret or public? It would make a difference on the types of benefits they could offer.

Also, regardless, remember to keep in mind the duties of a guild member. They can be a powerful plot point and story motivator. For example, secret goal of acquiring all diamonds the party finds but this comes into conflict when the party finds the Eye of Eternity, an ancient and magical diamond. Another would be when the guild calls on the Sorceror to aid them on a special mission. Yes, your friends must help out! Maybe we will pay them but you do it for the guild.

So, always keep in mind that it is not all benefits. Also, I would suggest coming up with a name for the guild and initiation criteria and rites. Maybe only elves are allowed to join (or whatever race the character is) or it has to be of a family. Rites might include retrieving a rare component for a binding spell that will bind the member to the guild.

Just some stuff off the tip of my head.

Bill
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RockViper

-A yearly membership fee in gold and/or magic with the amount depending on how rich your campaign world is.
-Copies of spells found while adventuring in exchange for access to a research  library and dorm space.
-a donation of magical items found while adventuring in exchange for access to a research lab and any magic items the guild/university might make available for loans.
-Tutoring or mentoring a lower level magic user in exchange for a fancy title or office space.
"Sometimes it's better to light a flamethrower than curse the darkness."

Terry Pratchett (Men at Arms)

RedFox

Hmm, definitely good ideas for fleshing it out with flavor.  I was thinking it's a rather public, but exclusive Guild.  Like the Masonic Lodge or such.  There would be Chapter houses in most major cities where elves have a strong presence, and maybe a secret safehouse or two in other places.

I like the idea of using them as adventure fodder, particularly for rites and initiations.  Perhaps a tiered membership, with greater benefits and responsibilities given to those of higher rank but only after they prove themselves worthy.  Maybe even a Prestige Class or two associated with the higher levels of membership.

Any ideas on specific dues and benefits?  Particularly for a new member (2nd Level Wizard)?
 

mrlost

Perhaps he would be obligated to lend his magical services to the Guild, in the form of 100gp worth of spell casting per level of the character per month, look to the guides at buying a spell casters services.

Alternatively, he could pay the difference in monthly dues, or perform other services such as acquiring rare spell components or missions for the Guildmasters (such as Guard this ancient seal of the People or Conduct the gorgons head to Aesthoth Stormsummer in Evermeet before the rising of the blood moon).

Benefits would include access to uncommon spells, libraries of spell books, and occassionally the loan of magical items when operating in the service of the guild. As well as free room and board at Guild operated facilities, and free identification of mystical stuff as provided by diviners and such as their donated magical services.

He might also be able to procure other magical services at a discount, as well as possibly recieving the occassional tutoring in magic (mechanically this could be access to variant feats or class abilities see Unearthed Arcana or the d20 srd for more info). http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm

As the PC gains levels he may be requested to train apprentices or something.

Also it would be cool to come up with a suitably interesting name for the guild such as the Guild of Watchwizards, The Arcane Order of the Emerald Eye, The Gleaners (a d&d guild from Epic level book), the Cabal Obscura etc.


EDIT: as the character gains levels perhaps the Guild could intiate him in the deeper mysteries of magic though strange trials or rituals, perhaps they have special Elven forest catacombs of the Ancient ones, or a portal to the Shadow plane or something really weird.
 

RockViper

Entry Level Membership: 1st Rank, 6 month probationary period

-Enrollment Dues: 200gp or minor magical item
-Nomination Dues: 100-500gp

Requirements:
-Wizard or Sorcerer
-Must be Nominated by an existing member of 5th rank or higher.
-Must perform one or more deeds for the guild to advance in rank.
-Cannot refuse any reasonable request from higher ranking guild members.


Benefits:
-Allowed to wear broach, cloak or symbol of Guild.
-Discounts on meals, room, and board at selected merchants.
-Limited access to a standard library.
-Limited dorm access (no more than 2 nights in a row for any dorm).
-Free Evening-feast meals at Guild Hall on weekends.
-Free admission to parties, balls, or galas held by the guild.
-Access to social circles above his station as long as the proper attire and  
  etiquette is followed.
"Sometimes it's better to light a flamethrower than curse the darkness."

Terry Pratchett (Men at Arms)

Blackleaf

Ritual Magic / Multi-caster Spells.  

Mighty Empires has that -- at certain times of the year a group of wizards can cast *big* spells.  Powerful, long-range magic.  Here are some of the titles for inspiration:

ABUNDANCE.
CHAOS VOID.
HOLD RIVER.
MAGICAL PROTECTION.
PORTENTS OF TERROR.
QUAKE.
RAISE DEAD.
ROT.
STORM.
BLIGHT CROP.
DELUGE.
TRAIL OF HOWLING DOOM.
INUNDATION OF BLOOD.
BUMPER CROP.
PROSPER.
REIGN OF MADNESS.
SHROUDING MISTS.
TORNADO OF PERIL.

J Arcane

It think it's PHB2 that has some cool guidelines for different guilds and organizations and rules for them and such.

Might offer some further ideas and inspiration if you can get hold of it to peek through.  

Provided I'm remembering which book right.  I'm sure someone here will be able to correct me.
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MGray

I think you seriously need to come up with a rival guild. Not so much an enemy as one that has similar goals but goes about getting to those goals by slightly dissimilar means. Every protagonist needs a rival.

So if say there is a particular magical material that sorcerers want/need floating around in a comet somewheres in the heavens his guild would be The Order of the Flying Comet, dedicated to procuring the material by travelling to the comet, whereas the rival guild would be the Brotherhood of the Falling Stars, who chip small chunks off of the comet to make them fall to earth for harvesting. Both sides would have reasons why the other is wrong.

"The heavens are the province of the Gods. Your hubris will get you killed."

"You fools will bring the comet crashing down on our heads."

Same goal, differing means.

Is that meandering enough for my first post?

-babbling, Mike
 

mrlost

DMGII is indeed the book with rules for guilds, its damn cool but alas I have enough trouble with D&D before buying more books.


Anyway a quick search of the WOTC site yielded this
Cabal of Shadows
http://www.wizards.com/default.asp?x=dnd/ebxe/20060808a

Quote from: Greg Marks, of WOTC
Joining An Obscura
  • Each Cabal of Shadows PC may join any one, and only one, Obscura.
  • To join an Obscura, simply print the appropriate certificate, and place it with your character sheet.
  • As a member of an Obscura, you receive a +2 circumstance bonus to all Charisma related ability and skill checks made to influence fellow members of the same Obscura who are aware of your affiliation.
  • A member of an Obscura is not required to disclose their membership in an Obscura to other players. Indeed it is likely to your benefit to lie about it. However for obvious reasons, the DM must be told of your membership so that you might receive any special orders for your Obscura pertinent to the current adventure. Often one Obscura may give its members orders diametrically opposed to the wishes of another Obscura, or even the Cabal. Generally loyalty to one’s Obscura trumps loyalty to members of an adventuring party, or the Cabal, though as a PC you may act as you wish.
  • You may leave an Obscura at any time, but once you have done so, you may not join a new one – ever.
specific example: http://www.wizards.com/default.asp?x=dnd/ebxe/20060808a&page=3

Quote from: Ed GreenwoodBrawl Erupts after Guild Hikes Dues
Waterdeep -- The Old Guildhall on Gaustus Street, Trades Ward, was the scene of a wild fight this morning, when Master Turnstone of the Cellarers' and Plumbers' Guild announced a stiff hike in guild dues. Guildmembers formerly paid dues of 7 sp/month, but dues will now be levied at 4 gp/month for the remainder of the year, and 5 gp/month thereafter.

 *snip*
Exclusive  Guild spellbook of the Watchful Order of Magisters and Protectors
http://www.wizards.com/default.asp?x=dnd/mb/20041020a


Finally, if you've still got that copy of Monte Cooks Arcana Unearthed, some of the ritual feats might sweeten the membership a little, maybe replace the feat progression of the character with a variant one to reflect the Guild's training.
 

Pete

As already stated, the DMG2 does provide some very nice details and tips on creating and running organizations (PC run or otherwise).  However the PHB2 expands on that and provides mechanical bennies to joining organizations (or affiliations as I think they're called).

For instance, to take RockViper's example:

Quote-Enrollment Dues: 200gp or minor magical item
-Nomination Dues: 100-500gp

Requirements:
-Wizard or Sorcerer
-Must be Nominated by an existing member of 5th rank or higher.
-Must perform one or more deeds for the guild to advance in rank.
-Cannot refuse any reasonable request from higher ranking guild members.

This will get you in the door.  Now the more things you do that benefits the organization, the more bennies you'll get.  This is tracked on a points level.  So say:

- Researching a new spell: 5 pts.
- Finding a lost tome of knowledge: 8 pts.
- Spending a month with the organization helping out (no adventuring here): 2pts.
- And so on...

For the benefits:

- 10-20 pts. : Free access to the library.
- 30-50 pts : +2 on Spellcraft and Knowledge(arcana) checks.
- And so on...

Now this might be too mechanical and rulesy for you -- I wouldn't blame you if you said so.  But if you want a little more punch to character affiliations and organizations, the DMG2 and PHB2 are excellent.  In fact I think the new WotC stuff coming out are including more and more affiliations to use.  I think these are way WAY neater than the usual more spells 'n feats 'stuff.