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East March
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=== i) Slayers Guilds=== Most human characters will belong to a Slayer's Guild. Slayers have been freed by dispensation from their status as peasants or artisans, and live free, dangerous lives as outsiders. They are paid generous bounties to kill the more dangerous beasts that threaten the borders. Slayers can be men or women, but guilds rarely accept non-humans. There are two types of guild: <br/> '''The Universal Guild'''. Based in the far-off City of Gold, the Confederation’s bustling capital. The UG has arrangements with inns in larger towns and even some smaller settlements. It also has smaller guild houses in the capital town of each Province (in East March, Silver Spires). Through these the UG provides its members with basic lodging and (at guild houses) services like weapon smithing. <br/> '''Specialist guilds''': offer training and equipping of particular specialists (archer heroes, furious fists [=monks], two handed swordsmen, etc). Are generally based in the City of Gold or a provincial capital and have few or no branches. In East March one such guild is the Silver Spires Sword School (two-handed sword fighting guild). <br/> Characters gain levels within a particular guild/class identity. Training must occur at the start of each new level within a specific guild to gain a class level. Membership of a new guild is usually free but may be based on selection, and carry obligations. <br/> '''Important guilds/classes:''' '''Universal Guild'''. Use ranger class but: * gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions * gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis). * loses wild empathy and animal companion * Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type. UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls. '''Wilders’ Lodge''': use Ranger class as per core rules. '''[Various Weapons] Guilds''' :use Fighter class. Players start with a free +1 magic weapon. Examples: * Fellowship of the Quarterstaff * Archers’ Company * Axeman’s Union, etc... '''Breakers Guild''': use rogue class '''Ghostslayer’s Guild''': Use cleric class but: * healing spells cannot be selected from the character’s highest spell level * lose aura. Not always the holiest of men, they use the theurges' own charms and religio-magical paraphernalia to instrumental effect. * Are proficient in all martial weapons '''Tomb robbers Guild''': use rogue but : * Loses Sneak Attack * Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day: ** Turn Undead. As level I cleric with no cha bonus. ** Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. ** Detect Undead: Reveals undead within 60 ft. ** Hide from Undead: Undead can’t perceive one subject/level. ** Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. '''Order of Fists''': use Monk class, naginata-like glaive is counted as a monk’s weapon. *Guild HQ is in the capital city of the known world, The City of Gold, far from East March *martial arts of the 'Fists' variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them *The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts weapon. *You have no Universal Guild membership, and may be regarded as an "exotic" by the UG folk *Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art *Start with max hps and gold '''Knife-juggler’s Guild''' : use bard class, plus extra feat. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame. (Maybe:) The Knife Jugglers' guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control. '''Outsider' Guilds''' : 'Outsider' guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like 'native' companies in a colonial force) but also have some cachet and mystique. OTHER GUILDS CAN BE INVENTED BY PLAYERS TO SUIT A NEW CONCEPT....
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