Building a Guild
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Crab Island, home of Torchlight in Anminster. Art by S.Armstrong |
One homebrew supplement I read in my search for guildish things was The Guildhall, by David Dias. Inside there's pricing for building the guild, construction costs, days to build it, and the types of rooms that would be necessary for the money put into it. As well, it goes over the maintenance costs and the kinds of workers that would be hired to tend to the guild, both skilled and untrained. In addition, if you wish to build add-ons at a later date there's guildhall upgrades, where you can add things like a jail, smithy, tavern, stable, library or laboratory and the benefits that come with the addition (for example a stable gives you lodgings for your mounts for free). There's also a section in the Dungeon Master's Guide on pg. 128 on building your stronghold, as well as Fortresses, Temples & Strongholds, from Warlock Homebrew.
It's also good to sketch out what you want your guild to look like, with a map, room locations, and so forth, bringing your guild to life for both you and the players.
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Torchlight Map. Art by S.Armstrong |
Perhaps after a great battle and defence of the town they are established in, the town mayor invites them to have a seat on the current decision making circle and they can start influencing the direction of the town itself.
Whatever your reason for building a guild, or for the players to want one, it gives your players a place to call home, to refresh, to regroup and fulfill their downtime activities or... of course, build a secret sorcerer's lair in the basement.
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