Guild ideas needed


Advice


I am wanting some general ideas for different types of guilds that would exist in Golarian. These things would exist but there are not a lot of examples of them. My group is rather insane and so am I, which is why they work well together.

Different types of crafters guilds. From mundane crafting like tanners to magical crafting.
Mage guild. Different styles of guilds for the various magics maybe? I have no clue here by my whole group consists of some kind of magic user.
Martial types of guilds.
Maybe some actual adventuring guilds that are not the Pathfinders.
Mercenary guilds.
Any other kind that I am not thinking of.

Thank you in advance
DAA

Grand Lodge

If you're using firearms, I'd assume that Gunsmiths' Guilds exist - there's a lot of skill involved in creating and maintaining them, and travelers looking to have their rare guns serviced would almost certainly want the security of knowing that the work is being performed by some kind of accredited professional.

Assassins' Guilds, most notably the Red Mantis, are definitely known to exist on Golarion.

Mages' Guilds probably exist as well - you definitely don't want to go to some back- alley mage claiming he knows Stone to Flesh and can give you a discount, only to cast Soften Earth and Stone instead. Likewise, I wouldn't be surprised if there were a Technologists' Guild for anyone outside of Numeria with access to technologies from the Silver Mount or similar sites like the Red Redoubt of Karamoss, though in that case it might be more about banding together for protection against the Technic League in case they decide they don't like the competition.


Thieves and assassins are classics, merchants and various types of businessfolk, bounty hunters, animal trainer/ breeders, slavers, cartographers, bankers/ lenders/ money changers.


What's something everyone needs?

Stone.

I could totally see the Dwarves starting a Stonemason's Guild that becomes worldwide. Even though they work in something that seems innocent, it is everywhere, and they are incredibly powerful. They dabble in money and magic alike to control everyone.


I'd consult Inner Sea Magic and Inner Sea Combat. The schools, academies, monasteries, and miscellaneous organizations can all be reflavored as guilds easily enough (and some are called out as guilds already).


There is a ton of organizations throughout the 3.5 Complete book series. Also I think Dungeon Masters Guide II had some

Metris secret society. Like the illuminati but their leader tattoos their symbol on his forehead. When asked if hes a member he denies vehemently and is very upset that they stole his tattoo to use as their symbol(maxed out bluff of course). Their Moto. "Any conspiracy must be organized such that any description of it sounds like the ravings of a lunatic"

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