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100 Fantasy Guilds
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100 Fantasy Guilds

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Guilds are a staple of societies in our games, and for good reason. Individuals only have so much power, especially when the lands are ruled by lords and kings. By organizing as a body, guilds allow people making common cause to challenge a power structure, and to carve out a niche for themselves. And, in some cases, it allows laborers, traders, and craftsmen to rise far above the station they would have had... particularly if a guild controls a unique skill or resource that is a necessity for a society to continue operating smoothly.

From the Pestilence Surgeons, who ensure treatments and medicines are not just snake oil quackery, to the Dweomers who put their guild's seal of approval on enchanted items, this collection boasts guilds who take an interest in everything from the strange and fantastical, to the mundane but necessary, and all of it with a flair that make your setting just a little deeper for you and your players.

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  • Word Binders: Book binding is a serious craft in Kalph, and for good reason. The city is home to philosophers, academies and major centers of learning, and the books that it produces need to last for years once they've been completed. Everything involved in the process, from the glue, to the thread, to the ink, and even the quality of the paper is laid out by the Word Binders. And while they won't force printers and binders to follow the strictures they've laid out, the guild's seal must be present on all items purchased for use in the city's colleges. This enforces their grip on the market, and gives the red-robed parchment-thumbers an inordinate amount of power.
  • Manhunters: A guild with a dangerous reputation, the Manhunters bear a badge with manacles beneath a headsman's sword. Their members are trusted agents who will deliver once they've accepted a job to bring someone to justice, or their fee is forfeit. However, rumors persist that some of the more dangerous criminals to slip the noose have taken on new names, and they now work for the guild in exchange for the Manhunters staying silent about their true identities. Send a thief to catch a thief, as the saying goes. The Manhunters deny that such a thing has ever happened, and there's rarely a faster way to start a fight with a guild member than to insist these rumors are true.
  • Miremen: The city is filled with midden heaps, and these refuse humps are stacked with every sort of rotten garbage people can produce. And if left to their own devices, people would just let it rot in the streets, turning the city into an offal pit within the week. The Miremen, with their slop carts and wheelbarrows, are what keep people from falling sick from the fumes of their own waste. They haul the city's filth away, tossing it out into the wilderness, or hauling it downriver on barges. It's a thankless job, but one that all agree needs to be done. There are some who say the Miremen haul away more than scraps, though, and that more than half the murders in the city remain undiscovered thanks to these hooded figures, and their ubiquitous carts that no gate guard would ever think to inspect for the body of someone who's gone missing.
  • Quill Grinders: Writing is a more common art than it once was, but most folk still need to seek out lettered men and women to turn their wind into words. The Quill Grinders, marked by the small, black feather worn on their lapels to symbolize guild membership, have cornered this small but vital market. It's gotten to the point that court documents, business agreements and even certificates of land ownership must be stamped by one of the guild's notaries in order to be considered valid. And since every notary stamp comes with a fee, it's made the guild members into plump birds, indeed.
  • Law Speakers: All men, whether they be kings or commoners, are beholden to the law. This was decided centuries ago to ensure that no ruler ever became a despot. And while anyone can step into a court to argue a case, most who need to do so will have the aid of a Law Speaker. This guild certifies that representatives have a mastery of the law, and that their confidences are unbreakable. It's true that the guild's fees are a heavy toll to pay, but losing gold is better than wearing irons, as so many of these black-coated scholars say.


One page is the front cover and one the front matter.

Click on an image to check out other NPC supplements

More fantasy NPCs to meet

100 Cults to Encounter 100 Fantasy Bands 100 Fantasy Guilds 100 Gangs for Your Urban Campaigns 100 Knightly Orders 100 Merchants to Encounter 100 Nobles to Encounter 100 NPCs You Might Meet At The Tavern 100 Pirates to Encounter 100 Prisoners for a Fantasy Jail 100 Random Bandits to Meet 100 Prisoners to Find in a Fantasy Dungeon 100 Secret Societies 100 Tieflings to Meet in Your Travels 100 Unusual Aasimar A Baker's Dozen of Noble Families

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20
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AGNPC0019
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File Last Updated:
April 15, 2020
This title was added to our catalog on April 18, 2020.
Publisher
Azukail Games
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