Guild Membership

It is far easier to join a guild than to gain the patronage of a noble house. In fact, in some cities, people of a certain profession might be required to join the local guild. Guild membership can be an attractive prospect, though most guilds appeal only to characters who stand to gain from belonging, rather than the party as a whole.

That said, many guilds will be of no interest to PCs. It is unlikely that an adventurer has much interest in joining a butchers or bakers guild in his spare time, even if he possesses some skill at butchery or cooking. Adventuring-oriented guilds might attract his interest, however, and some characters might indeed seek to join a more mundane guild, if only for a way to earn some money or to practice their skills.

JOINING A GUILD

Joining a guild is a simple enough prospect; one simply approaches it and petitions for membership. Finding the guildhouse of a particular guild typically requires a DC 10 Gather Information or Knowledge (local) check. A more covert association, such as a thieves or assassins guild, might require a DC 20 or even a DC 25 check. Some secret societies are so well hidden that the party must seek out clues through investigation and adventuring before attempting a supremely difficult (DC 30) skill check. This check can also reveal other information about the guild, such as its general membership requirements, operating procedures, and so on.

It is also possible that, if someone has obtained fame or notoriety for a certain skill, the relevant guild might approach him directly. This is a relatively rare occurrence, however; once someone has mastered a skill to such an extent, he is more likely to form his own guild than to join a preexisting one. Additionally, an established master is not only far less easily influenced, but far more likely to seek a position of leadership in any organization to which he belongs . . . possibly displacing one of the current guildmasters in the process. Still, some guilds do approach famous practitioners of their selected craft, especially if they believe the benefits outweigh the risks.

The various guild types each have associated classes and associated skills. In most cases, a petitioner must either belong to one of these classes or possess 4 ranks in at least one skill to be accepted for membership. Exceptions to this rule are possible, however, if a character has abilities that the guild can clearly use. For instance, a mercenary guild might accept a sorcerer or warmage into its ranks, if his or her spells would be of particular use on the battlefield.

Some guilds have additional requirements, such as passing initiation rites or belonging to a certain race or religion.

Finally, most guilds gain the bulk of their income through entry fees and membership dues. The average guild requires a one-time entrance fee of 25 gp from a new member, and monthly dues equal to 5 gp per level. (These fees might be higher in richer cities or campaigns, or lower in poorer cities or less economically infl ated campaigns.)

BENEFITS OF MEMBERSHIP

Most guilds provide a standard set of benefits, available to all members. While they might vary slightly in specifics, they are generally the same from one guild to the next.

Most guildhouses include barracks and kitchens, guaranteeing members food and a safe place to sleep if needed.

Guild members help one another out. The initial attitude (PH 72) of a fellow member is always one step closer to helpful than normal. Additionally, a character gains a +2 circumstance bonus on Diplomacy and Gather Information checks made when dealing with a fellow member.

A guild subsidizes the cost of goods, supplies, and services related to its chosen field, reducing the price to a member by 10%.

A guild can provide monetary loans to members who have fallen on hard times. Successfully requesting a loan requires a Diplomacy check, with a cumulative –2 penalty for each previous such request made by that individual to that guild. The DC depends on the amount requested.

Success indicates that the borrower receives the money, and has one month to pay it back. Should he or she fail to meet the deadline, he or she is (at the very least) expelled from the guild. Some guilds—particularly criminal organizations—have much sterner penalties.

Table 3–2: Guild Loans

Desired Loan Amount Diplomacy DC
Up to the member’s monthly dues 15
Up to the member’s monthly dues × 10 20
Up to the member’s monthly dues × 100 25

Every guild member gains a contact specific to his or her guild.

In addition to the above benefits, particularly active guild members gain additional benefi ts, depending on the type of guild. This requires the PC to gain the Favored feat (see page 61).

DRAWBACKS OF MEMBERSHIP

The most obvious drawback to guild membership is, of course, the monthly dues. While most adventurers should have little problem earning this much money, a slow month can cause problems. A member in good standing might be given one month’s leeway, but if she fails to pay her dues (including back-dues) by then, she is expelled.

Additionally, many guilds have enemies or rivals among the other guilds of the city. The starting attitude of a member of a rival guild is one step closer to hostile than it would normally be.

Guild members have certain responsibilities which they must perform in order to maintain their standing. In some cases, these are fairly minor, such as keeping the guild apprised of certain topics. In others, this responsibility might involve donating a percentage of earnings, or seeking guild permission to undertake certain actions.

An individual who fails to pay her dues or perform her duties for more than two consecutive months is expelled from the guild. Similarly, a member who compromises the guild in some manner, such as providing information to rival guilds, is also expelled. Expulsion results in the immediate loss of all benefi ts gained from the guild, as well as from the Favored feat (if applicable). If the individual was expelled for failure to perform her duties, all attitudes of guild members return to normal. If she was expelled for betraying the guild, the attitudes of guild members are one step closer to hostile than they would normally be. Some guilds, particularly criminal organizations, might enact steeper penalties—up to and including attempted assassination—in the face of betrayal.


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