Here's my pitch for a guild in your next campaign: "You want us to be hosts?" "We prefer the term Guild Members." Roll a wisdom save... 1 "You know, these mind flayer guys seem pretty ok to me."
I have a guild in our world that consists of werewolves that serve in the name of Selune. "The Order of Selune", protectors of the night, who look at lycanthropy as a gift rather than a curse. It's been a fun addition to our show. They also have taco Tuesdays with the party.
Did a quick check, using the d100 tables to create your own guild randomly in the Forgotten Realms website, to use as a base to flesh out, got an small Wizard's College, used a random name generator "Akoyce academy of Scrolls", random motto generator ""With Pen and Sword". Lastly I used a random PC generator to give me a guild Master, 1d6 to establish how many teachers were (randomly generated too)...even the emblem I got from a Guild Wars emblem geneeator online. Suffice to say, it gave me a lot of work to implement, creating the NPC backstories, the academy's backstory as well and so on. Funny thing is that, I'll probably never use it.
Now that's a coincidence, in our session yesterday my players asked me about a guild and I had none so far. Luckily I could come up with "Simons Gefunkel" (translates to "Simon's sparkling things") for a guild of gemcutters. And now this guide! Perfect timing
Secret societies work great for this purpose. Here's one of mine: The Order of the Iron Ward. Founded in secret by a bunch of Wizards, who remembered well the Burning Times. When people - spellcaster or not - were put to the pyre as witches, because the common people hated and feared magic. While many levels of initiation exist within the Iron Ward, for Wizards to pool their resources and advance their knowledge of magical theory, the big preoccupation of the order is to protect the world from magic...and to protect magic from the world. To this end, they recruit folk of many sorts - Wizards, Sorcerers, Fighters, Rogues, even Arcane Clerics - to go out into the world and covertly deal with errant and hostile magic. Many Sorcerers were recruited by the Iron Ward when its agents saved them from persecution. Meanwhile, more than a few evil magic users, capricious fae beings, magical monstrosities, and things from Elsewhere have had their malign intentions thwarted by Iron Ward agents. Of course, the Iron Ward also snatches up magic items and spellbooks (even ones currently in the possession of Wizards, evil or otherwise), and a magician who cannot be controlled is just as often a target for death as recruitment. The Iron Ward is an ambiguous organization, in that regard. As members of the Iron Ward often say, Magic is beautiful, sublime, and supremely _dangerous._ It can elevate the soul, or be a weapon. Just as you wouldn't hand a loaded crossbow to a child, you don't let just anyone have magic. That would be irresponsible. If it were up to the Order of the Iron Ward, magic would only be available to those willing to go to the arduous and lengthy process of mastering it properly; a process meant to weed out the stupid, the impulsive, the wicked, the lazy, and the insane. Only those wise, dedicated, and responsible enough should have it. That the Order of the Iron Ward presume to say THEY fit those qualifications is part of the hubris. Again, the Iron Ward are a morally gray force. A great deal of debate and argument goes on within its ranks. Who knows what sort of conspiracies exist, secret societies _within_ the secret society? If the player characters are members of the organization, how will their navigate the competing forces of the order's mission statement, dictates from higher ranks, and their own ethics?
I know this is super late, just call me a necromancer, but: What does the Iron Ward make of Warlocks, you know, the people who by rights shouldn't be spellcasters, but made a pact with/stole the power from otherworldly beings to become spellcasters anyways?
@@gingermcgingin4106 Depends on what beings they got the magic from, their relationship to them, and what they're using their magic for. A Celestial Warlock can probably be trusted to be on the side of good. An Archfiend, Old One, Undying, or Undead Warlock probably less so, even if they insist they aren't loyal to their patron. Archfey and Hexblade Warlocks could go either way. The Iron Ward probably have a few Warlocks among their ranks. Some of them even _openly_ Warlocks. As a whole, though, the Order looks askance at those who forge pacts, because their loyalties and motivations cannot always be counted on. A man cannot serve two masters, after all. Do they have the best interests of mortals and the Iron Ward in mind? Or do they serve primarily the interests of their patron, whose motivations one can only guess at, but which are rarely wholly good for people? Plus, there's something galling, to a person who spent years studying magic, about someone who was willing to cut a deal for easy power.
Runesmith I’m not complaining, your Lich video finally got me to go back and finish the series...since then I’ve rewatched it from the beginning to end at least twice.
Due to the centralized state control of a major empire in my setting, most human guilds are artisans or worker’s unions. Mages, alchemists, monster hunters, witch hunters, and warriors are either: working for a lord or noble, working for the state, or attached to a state guard (professional army) unit. The closest thing to an adventurer’s guild is a branch of the military called the people’s guard, which works to protect towns who don’t have large guard forces or provide specialists to monster hunting parties
Awesome vid- In one of my campaigns we had a a really cool guild for sexworkers which ended up being integral to the whole plot. Essentially it was this network of sexworkers which spanned the continent, from brothel workers to dancers to high end escorts- their mission statement was to protect their own originally, but they ended up (through a partnership with our monk's monastery) offering martial training to their guild members, and actually became a considerable force of vigilante's protecting vulnerable members of their respective towns- in our campaign setting halflings were pretty looked down upon so they were often protected by this guild. It was super cool, they higher end escorts had like, political secrets and sometimes assaniation requests, the local brothels knew crazy combat skills, it was an amazing part of that world.by the end of it they ended having a guild rep in nearly every major town. So cool!
I have an anarcho-Syndicalist guild based on the IWW called the Guild of Toil that seeks to organize everyone who toils into one big guild that will abolish the feudal system as well as all other oppressive hierarchies. The guild has to remain mostly covert since it’s been labeled a terrorist organization by the feudal lords who see the guild’s existence as a threat to their power and authority
While watching I had a idea for anyone planning a eberron game connect the clifftop adventures guild to the chamber of dragons and deathsgate to the lords of dust play it more like the two are being used by the larger factions to progress the dragonic prophecy in their favor that way you can expand the campaign to a larger scale.
The most important thing is that you don't really need to flesh out every bit of every guild you make. Formulate the goal, create the key members and the ones your party is going to meet and figure out how they are going to approach their goals as a group and how they are going to react to the parties actions when they meet.
The Militant Guilds of Meitsen: From largest to smallest. The Merchant Guilds: one large guild that has many bureaucratic subdivisions. Essentially controls a monopoly on trade in the city. The city that is central to the trade on the continent. Most members do not play an active role in the guild, instead paying dues for things like protection from other militant guilds and access to the greater reputation that guild affiliated merchants enjoy. The Mercenary's Guid: the most militarised of the militant guilds, they act as a police force for hire, or as an army for hire. All members are highly trained combatants and can attack effectively anyone without running afoul of the law, though are kept in tight control by the guild itself. The Thieve's Guild: significantly smaller than the mercenarys guild, the thieves guild serve as the accepted method of engaging in crime in the city. Like the mercenarys guild, guild affiliated thieves are protected from the law, though are quite strict in which laws they will break. They do offer other services apart from thievery, however they don't engage in violent crime. The Asassin's Guild: the smallest and most secretive of the militant guilds. They offer to assassinate anyone named, with prices being set as a function of accessibility to the target, and the targets level of political opposition to the guilds. Their contracts are anonymous, and can be public or private. Public contracts are made common knowledge, while private contracts are made out to be accidents, or else can be blamed on someone else. Together three four guilds work to undermine the power of the throne and exert political control over the city. They outnumber the city guard, they collect more taxes than the crown, and if you publicly oppose them you tend to go missing, lose everything, have all your secrets revealed, or are publicly executed. The guilds all are extremely politically active, working to ensure laws are passed that favour them and their activities, and that any potential competitors are wiped out immediately. They also work together very tightly. Refusing to cooperate with one guild makes you a target of the others. The crown, you can understand, is not too happy with the situation, but what can they do?
Runesmith, i'm truly grateful for your guides, it's hard to organize a living world and it's so much easier when you explain all these concepts, thank you for your hard work.
Oh man this video comes when I really need it. In my new campaign I have a player who is a tabaxi fighter with the guild artisan background, and in the future when they reach a bigger city I'll have to think on how the guild actually works.
My dyslexia read this as "guide to making guides". I thought, weird concept but I'll try it. This was a better video than my stupid brain initially thought
Guilds were the original monopolies. They were to keep other people in their place in off their territory. For example in England the button making guild, controlled all the button making. That meant you were not allowed to make your own buttons. Guilds are less about rising all boats, and more about protecting one's interests, whatever those interest may be.
I consistently use a mafia like violent occupational group caller Blood Of The Red Sun, who raids, and works kind of like The Saviors from the walking dead. They are not always the main villains in my games, but they are ever present in my world
Hey man! You're gonna be interested in this upcoming project called Soulbound! This project aims to collate the best players and give them access to epic guilds that in return a win-win situation for players and guild leaders
Runesmith: A guild is a group of people who have the same goal and gather together to become like a person. The Supreme Court: Corporations are people USSR: People are corporations
Just a suggestion, but how about making a video about nobles, the royal court and the sorts in detail? That would be very, very much appreciated, thank you~
I have three different types of Not Religion/Not Government Orgs in fantasy games: I have collective bargainers, like the the traditional trade guilds. They fund themselves by membership dues and by economic manipulation of a trade or resource. They wield power by control of the labor that brings that power. They provide their members wage protections and rights as workers and apprenticeship and training. I have Crowd-scourers, like knightly orders or in most games. They fund themselves by the patronage of wealthy supporters who benefit symbiotically from the activity of the org and sometimes have direct investment payouts if the org has a profitable purpose. Crowd-Scourers usually fill a role that isn't supported by a trade or economic driver or an activity that needs regulation from people who are vested in a society economically. They provide resources and agency for people who couldn't serve the organization's aims otherwise and they create agency for their member's endevors with the support of people of status. Lastly I have Cults, mystery orders or elder god worshipers. They fund themselves parasitically through contributions of their members or through fund-raising carried out by lower members. They can have a patron but that's not usually the purpose of such organizations so Patron's rarely give more than enough to gain some measure of control of the cult. Cults bind together people who are usually marginalized and organize them to maximize their power. They provide their members with the support and security of numbers and usually a guarantee of privacy in addition to that. Any organization could be a combination of these. For instance, most Adventuring Guilds would be Crowd-Sourcers and Collective Bargainers, in that they are mostly supported through membership dues and focus on giving members training and employment rights, but they also receive patronage from local nobility in exchange for keeping the armed adventuring miscreants organized and out of trouble.
You could make a world based on guilds, with hippies, cultist, mob churches, crazy scientist, etc... and like 9 of them, ONLY 9. There is not need for a 10th.
In a campaign I run (currently on hiatus due to grown-up stuff), my players are recently-joined members of a monster hunting guild. I spent some time fleshing out the system behind how it works, both game mechanic wise and in-game lore wise, there's a guild motto and membership rules, I made plenty of character sheets for the NPCs whom the players can invite along for missions if they need additional skills etc, some services and facilities at the guild hall itself, and so on. When they want to choose a new job, there's a notice board at the entrance behind the secretary's desk, and there's some bureaucracy to it to make it somewhat believable. I guess you could say the biggest inspiration sources are the various Fighter's Guilds (Companions included) in The Elder Scrolls, as well as Fairy Tail, even though I don't particularily like Fairy Tail. It's the first campaign I run as a DM, but my players, one of whom has DMd since a few years and, all have fun with it. And so do I.
And for those of you who wonder about the difference between a guild and an union: guilds are the haves against the have-nots, and unions are the have-nots against the haves.
While these guide videos provide the traits of the topic with examples, I want to see a companion video that elks through your creative process. What led you to design a faction of undead bent on rebuilding their creator?(Are they a driving force in the narrative?) I haven’t had time to watch/listen to Tesseract.
Ran a campaign in which all of the various sapient races were pretty xenophobic but at an uneasy peace. Each race formed a guild/order to assist their own race traveling in other lands, sort of embassies. Elves had the Order of the Shadowed Leaves(Druids/rangers mostly), dwarves mining/smithing guild, pretty usual stereotype stuff. Ran out of ideas for gnomes and didn't plan on really fleshing one out...until half the party decided to roll gnomes and it became very important. Thus was born the Order of the Margins, champions of the magics, faiths, technologies and philosophies that no one else cared about. They allowed members of other races to join freely as anyone other than a gnome would be marginalized within the Order by default. I don't think the party ever realized they were in a guild of liberal hipsters.
I like how Guild Wars is named after an obscure conflict that happened in the past of the games, and has essentially no relevancy to the actual content of the games.
Here's my pitch for a guild in your next campaign:
"You want us to be hosts?"
"We prefer the term Guild Members."
Roll a wisdom save...
1
"You know, these mind flayer guys seem pretty ok to me."
You know what, when Baldur's Gate III comes out I want this to be a possible dialogue
Add 1 inspiration to your character sheet.
"Here me out mom and dad. Just here me out. They have good benefits, solid pay, plus a 401k. Pretty solid deal compared to the Tailers Guild."
I imagine a mind flayer guild to have a functional structure like an MLM.
I love how Logan literally makes a living making videos about Dungeons and Dragons and he still calls /us/ nerds
bruh
"Nerd" is a term of endearment here.
Shut up "nerd" :)
You're only a nerd until you start getting payed for it.
I think he’s kidding.
I have a guild in our world that consists of werewolves that serve in the name of Selune. "The Order of Selune", protectors of the night, who look at lycanthropy as a gift rather than a curse. It's been a fun addition to our show.
They also have taco Tuesdays with the party.
The Cantrip Cast that’s a great idea. I’m gonna steal it.
@@Robocrafter-bq9bq You're more than welcome to! I'm glad to have people use my ideas in their games. Pretty much why I made my own channel 😅
Thats just Diet Companion Guild from Skyrim... Todd Howard, I knew you play DnD!
@@jakestavinsky3480 I couldn't make an entire homebrew realm with at least one small call back to Skyrim 😅
@@TheCantripCast "Everything is at least a little Skyrim"- Todd Howards, probably
4:27 WAR FOR THE WAR GOD
BLOOD FOR THE BLOOD GOD
SKULLS FOR THE SKULL THRONE
LET THE BLOOD FLOW AAAAAAAAAAAAAAAAAAAAAAAHHHHHHH-
DO YOU HEAR THE VOICES TOO?!
@@Jadenyoung1 I FEEL THE WARP OVERTAKING ME! *IT IS A GOOD PAIN*
*It matters not where the blood comes!*
@@troublewakingup I AM DESTRUCTION INCARNATE!
MILK FOR THE KHORNE FLAAAAAAAAAKES!
When I saw the notification I thought it was "Guide to creating guides"
That's next week's video
Just wait after you kill wall of flesh, if your world has a free house a new one will appear
Guildmakers' Guild
Did a quick check, using the d100 tables to create your own guild randomly in the Forgotten Realms website, to use as a base to flesh out, got an small Wizard's College, used a random name generator "Akoyce academy of Scrolls", random motto generator ""With Pen and Sword". Lastly I used a random PC generator to give me a guild Master, 1d6 to establish how many teachers were (randomly generated too)...even the emblem I got from a Guild Wars emblem geneeator online.
Suffice to say, it gave me a lot of work to implement, creating the NPC backstories, the academy's backstory as well and so on. Funny thing is that, I'll probably never use it.
This right here is a proper tutorial! Organized, simple, straight to the point and leaves room for customization. Subbed!
Now that's a coincidence, in our session yesterday my players asked me about a guild and I had none so far. Luckily I could come up with "Simons Gefunkel" (translates to "Simon's sparkling things") for a guild of gemcutters. And now this guide! Perfect timing
Simons gefunkel? hallo dunkelheit mein alter freund
Secret societies work great for this purpose. Here's one of mine: The Order of the Iron Ward.
Founded in secret by a bunch of Wizards, who remembered well the Burning Times. When people - spellcaster or not - were put to the pyre as witches, because the common people hated and feared magic. While many levels of initiation exist within the Iron Ward, for Wizards to pool their resources and advance their knowledge of magical theory, the big preoccupation of the order is to protect the world from magic...and to protect magic from the world.
To this end, they recruit folk of many sorts - Wizards, Sorcerers, Fighters, Rogues, even Arcane Clerics - to go out into the world and covertly deal with errant and hostile magic. Many Sorcerers were recruited by the Iron Ward when its agents saved them from persecution. Meanwhile, more than a few evil magic users, capricious fae beings, magical monstrosities, and things from Elsewhere have had their malign intentions thwarted by Iron Ward agents. Of course, the Iron Ward also snatches up magic items and spellbooks (even ones currently in the possession of Wizards, evil or otherwise), and a magician who cannot be controlled is just as often a target for death as recruitment. The Iron Ward is an ambiguous organization, in that regard.
As members of the Iron Ward often say, Magic is beautiful, sublime, and supremely _dangerous._ It can elevate the soul, or be a weapon. Just as you wouldn't hand a loaded crossbow to a child, you don't let just anyone have magic. That would be irresponsible. If it were up to the Order of the Iron Ward, magic would only be available to those willing to go to the arduous and lengthy process of mastering it properly; a process meant to weed out the stupid, the impulsive, the wicked, the lazy, and the insane. Only those wise, dedicated, and responsible enough should have it.
That the Order of the Iron Ward presume to say THEY fit those qualifications is part of the hubris. Again, the Iron Ward are a morally gray force. A great deal of debate and argument goes on within its ranks. Who knows what sort of conspiracies exist, secret societies _within_ the secret society? If the player characters are members of the organization, how will their navigate the competing forces of the order's mission statement, dictates from higher ranks, and their own ethics?
I know this is super late, just call me a necromancer, but:
What does the Iron Ward make of Warlocks, you know, the people who by rights shouldn't be spellcasters, but made a pact with/stole the power from otherworldly beings to become spellcasters anyways?
@@gingermcgingin4106 Depends on what beings they got the magic from, their relationship to them, and what they're using their magic for. A Celestial Warlock can probably be trusted to be on the side of good. An Archfiend, Old One, Undying, or Undead Warlock probably less so, even if they insist they aren't loyal to their patron. Archfey and Hexblade Warlocks could go either way.
The Iron Ward probably have a few Warlocks among their ranks. Some of them even _openly_ Warlocks.
As a whole, though, the Order looks askance at those who forge pacts, because their loyalties and motivations cannot always be counted on. A man cannot serve two masters, after all. Do they have the best interests of mortals and the Iron Ward in mind? Or do they serve primarily the interests of their patron, whose motivations one can only guess at, but which are rarely wholly good for people?
Plus, there's something galling, to a person who spent years studying magic, about someone who was willing to cut a deal for easy power.
Time to play “Will the new Runesmith video make me wanna watch Adventure Time again” tune in to find the results.
Edit: It did.
Do tell later
I did rewatch Adventure Time while editing... odd
Runesmith I’m not complaining, your Lich video finally got me to go back and finish the series...since then I’ve rewatched it from the beginning to end at least twice.
*Guide to create your own:*
Cult, Government, Syndicate, Pyramid Scheme and many other great organization !
*BE A LEADER!*
Enroll Now for 50% Off
How many elf pelts do I need?
@@wert1234576 Enough to make armor for 500 people
>7 minute video
>Released 3 minutes ago, already twenty-three comments.
Seems about right.
Well.. You're here. So..
First
Due to the centralized state control of a major empire in my setting, most human guilds are artisans or worker’s unions. Mages, alchemists, monster hunters, witch hunters, and warriors are either: working for a lord or noble, working for the state, or attached to a state guard (professional army) unit. The closest thing to an adventurer’s guild is a branch of the military called the people’s guard, which works to protect towns who don’t have large guard forces or provide specialists to monster hunting parties
I (personally) cannot believe there isn't an entire book dedicated to this specific subject. This was very informative.
I enjoy factions so much. I have way to many. This is a great help, thank you
Awesome vid- In one of my campaigns we had a a really cool guild for sexworkers which ended up being integral to the whole plot.
Essentially it was this network of sexworkers which spanned the continent, from brothel workers to dancers to high end escorts- their mission statement was to protect their own originally, but they ended up (through a partnership with our monk's monastery) offering martial training to their guild members, and actually became a considerable force of vigilante's protecting vulnerable members of their respective towns- in our campaign setting halflings were pretty looked down upon so they were often protected by this guild. It was super cool, they higher end escorts had like, political secrets and sometimes assaniation requests, the local brothels knew crazy combat skills, it was an amazing part of that world.by the end of it they ended having a guild rep in nearly every major town. So cool!
I'm stealing that necromancer guild.
Runesmith: "Religions with oral traditions"
Brain: sex cult
At 5:10 (FATHER_S POWER), does your typeset not have apostrophes?
It does, but he prefers it this way. Obviously.
I have an anarcho-Syndicalist guild based on the IWW called the Guild of Toil that seeks to organize everyone who toils into one big guild that will abolish the feudal system as well as all other oppressive hierarchies. The guild has to remain mostly covert since it’s been labeled a terrorist organization by the feudal lords who see the guild’s existence as a threat to their power and authority
Why create guildes when i can create friendship
The real guilds were the friends we made along the way!
The real guilds are the friends we made along the way.
That Bonsai Treant looks cool, I’m hoping for something akin to a Leaf Leshy in this as well. Can’t wait.
Let's all get it out.
"FOR THE WAR CHIEF!"
But that undead guild, I freakin love that. I want that in my game.
The timing of this video coming out was perfect. Because I'm creating guilds for my works rn
In which game you're creating? Can you please tell me more details?
Oh Runesmith, you make me do a chuckle with every video.
Those Tesseract's Guilds descriptions make me feel none-imaginative :(
Hey, your twists are either better than you give credit for. OR you can create new guilds. We believe in you.
I like how the very last bit can be interpreted as you saying no player will ever interact with someone important in the guild.
While watching I had a idea for anyone planning a eberron game connect the clifftop adventures guild to the chamber of dragons and deathsgate to the lords of dust play it more like the two are being used by the larger factions to progress the dragonic prophecy in their favor that way you can expand the campaign to a larger scale.
The most important thing is that you don't really need to flesh out every bit of every guild you make. Formulate the goal, create the key members and the ones your party is going to meet and figure out how they are going to approach their goals as a group and how they are going to react to the parties actions when they meet.
The Militant Guilds of Meitsen:
From largest to smallest.
The Merchant Guilds: one large guild that has many bureaucratic subdivisions. Essentially controls a monopoly on trade in the city. The city that is central to the trade on the continent. Most members do not play an active role in the guild, instead paying dues for things like protection from other militant guilds and access to the greater reputation that guild affiliated merchants enjoy.
The Mercenary's Guid: the most militarised of the militant guilds, they act as a police force for hire, or as an army for hire. All members are highly trained combatants and can attack effectively anyone without running afoul of the law, though are kept in tight control by the guild itself.
The Thieve's Guild: significantly smaller than the mercenarys guild, the thieves guild serve as the accepted method of engaging in crime in the city. Like the mercenarys guild, guild affiliated thieves are protected from the law, though are quite strict in which laws they will break. They do offer other services apart from thievery, however they don't engage in violent crime.
The Asassin's Guild: the smallest and most secretive of the militant guilds. They offer to assassinate anyone named, with prices being set as a function of accessibility to the target, and the targets level of political opposition to the guilds. Their contracts are anonymous, and can be public or private. Public contracts are made common knowledge, while private contracts are made out to be accidents, or else can be blamed on someone else.
Together three four guilds work to undermine the power of the throne and exert political control over the city. They outnumber the city guard, they collect more taxes than the crown, and if you publicly oppose them you tend to go missing, lose everything, have all your secrets revealed, or are publicly executed. The guilds all are extremely politically active, working to ensure laws are passed that favour them and their activities, and that any potential competitors are wiped out immediately. They also work together very tightly. Refusing to cooperate with one guild makes you a target of the others.
The crown, you can understand, is not too happy with the situation, but what can they do?
Runesmith, i'm truly grateful for your guides, it's hard to organize a living world and it's so much easier when you explain all these concepts, thank you for your hard work.
I need to make a mercenary guild, a lumberjack "guild" and fey faction by next week. This video couldn't have been better timed!
Hell yeah, exactly when I needed it.
Thank you!
I just discovered your channel, now I’m binging what have you DONE
Oh man this video comes when I really need it. In my new campaign I have a player who is a tabaxi fighter with the guild artisan background, and in the future when they reach a bigger city I'll have to think on how the guild actually works.
My dyslexia read this as "guide to making guides". I thought, weird concept but I'll try it. This was a better video than my stupid brain initially thought
6:00 Hahah yeah that does feel a bit new, but I'm glad you managed to do it in this video. I like how well rounded this is.
"Abstract Pinterest Board" Yeesh, wasn't expecting a callout today.
FACTSSS
I can't wait to use this idea for my campaigns
I love the way you do your "how to build" vids
Guilds were the original monopolies. They were to keep other people in their place in off their territory. For example in England the button making guild, controlled all the button making. That meant you were not allowed to make your own buttons.
Guilds are less about rising all boats, and more about protecting one's interests, whatever those interest may be.
Best part of my week
Mannn the aesthetic of your videos are unlike any other.
I LOVE THEM 💚🎊🎉🍑
I consistently use a mafia like violent occupational group caller Blood Of The Red Sun, who raids, and works kind of like The Saviors from the walking dead. They are not always the main villains in my games, but they are ever present in my world
Oh wow, this Kickstarter seems amazing! Thank you for sharing Runesmith. I no longer need to make my own character portrait battlemap tokens.
The Degolect sounds cool. I love necromancers/undead who aren’t automatically pure evil.
ok i have to say i absolutely love your vids. they're fantastic.
Excellent the news goblin has arrived.
i love this!! please don’t stop making these videos
”War for the war god“
Sounds like Blood for the blood god skulls for the skull throne
This channel is screenshot gold, thanks Logan 👌
I knew it was only a matter of time before Portrait Workshop was gonna show up on your channel.
Yes time to make my own overlord guild
Hey man! You're gonna be interested in this upcoming project called Soulbound! This project aims to collate the best players and give them access to epic guilds that in return a win-win situation for players and guild leaders
I'mma start a brothel.
Thank you for all these awsome videos man. I really love to learn from you with each new video that you upload.
Yes guilds are needed in the game
that pintrest joke hit to close to home lol
4:28 *skulls for the skull throne!*
This, like all of your other stuff, is great! Thank you!
Runesmith: A guild is a group of people who have the same goal and gather together to become like a person.
The Supreme Court: Corporations are people
USSR: People are corporations
Gabe N
In law this means a world of difference saying corporations are people vs people are corporations
That was the worst decision of the court when it ruled that a corporation was a person
Thanks, was looking for this
Just a suggestion, but how about making a video about nobles, the royal court and the sorts in detail? That would be very, very much appreciated, thank you~
Looks like one of your fonts doesn't have apostrophes. Also, I really enjoy your content.
I have three different types of Not Religion/Not Government Orgs in fantasy games:
I have collective bargainers, like the the traditional trade guilds. They fund themselves by membership dues and by economic manipulation of a trade or resource. They wield power by control of the labor that brings that power. They provide their members wage protections and rights as workers and apprenticeship and training.
I have Crowd-scourers, like knightly orders or in most games. They fund themselves by the patronage of wealthy supporters who benefit symbiotically from the activity of the org and sometimes have direct investment payouts if the org has a profitable purpose. Crowd-Scourers usually fill a role that isn't supported by a trade or economic driver or an activity that needs regulation from people who are vested in a society economically. They provide resources and agency for people who couldn't serve the organization's aims otherwise and they create agency for their member's endevors with the support of people of status.
Lastly I have Cults, mystery orders or elder god worshipers. They fund themselves parasitically through contributions of their members or through fund-raising carried out by lower members. They can have a patron but that's not usually the purpose of such organizations so Patron's rarely give more than enough to gain some measure of control of the cult. Cults bind together people who are usually marginalized and organize them to maximize their power. They provide their members with the support and security of numbers and usually a guarantee of privacy in addition to that.
Any organization could be a combination of these. For instance, most Adventuring Guilds would be Crowd-Sourcers and Collective Bargainers, in that they are mostly supported through membership dues and focus on giving members training and employment rights, but they also receive patronage from local nobility in exchange for keeping the armed adventuring miscreants organized and out of trouble.
Good stuff as usual
This is incredibly helpful!
Looooved this keep up the great work man
Blood for the Blood God!
Damm, this Golden Gathering guild its so cool that now I am angry I didnt come up with that idea!
Like the group patrons from Tash's Cauldron Of Everything.
All the adventurers guilds I try to make in my games end up being declared terrorist organizations
"Organizations are just big ass people" I think I like Organizations better than before.
You could make a world based on guilds, with hippies, cultist, mob churches, crazy scientist, etc... and like 9 of them, ONLY 9. There is not need for a 10th.
In a campaign I run (currently on hiatus due to grown-up stuff), my players are recently-joined members of a monster hunting guild. I spent some time fleshing out the system behind how it works, both game mechanic wise and in-game lore wise, there's a guild motto and membership rules, I made plenty of character sheets for the NPCs whom the players can invite along for missions if they need additional skills etc, some services and facilities at the guild hall itself, and so on. When they want to choose a new job, there's a notice board at the entrance behind the secretary's desk, and there's some bureaucracy to it to make it somewhat believable.
I guess you could say the biggest inspiration sources are the various Fighter's Guilds (Companions included) in The Elder Scrolls, as well as Fairy Tail, even though I don't particularily like Fairy Tail. It's the first campaign I run as a DM, but my players, one of whom has DMd since a few years and, all have fun with it. And so do I.
"I am become google" comedy gold
Guild halls are usually are just quest hubs
guilds be either spooky boys, greedy boys, or brave boys (otherwise known as fighting boys), and bully boys
3:40 So Wigglytuff's Guild from Pokemon Mystery Dungeon Explorers of Time/Darkness
O'Doyle rules
At least the Golden Gathering aren’t trying to pay you in EXPOSURE
Ancient knowledge YAY!
BLOOD FOR THE BLOOD GOD
And for those of you who wonder about the difference between a guild and an union: guilds are the haves against the have-nots, and unions are the have-nots against the haves.
You are only allowed to work if you join a union for union controlled industries. Better hope they let you in
While these guide videos provide the traits of the topic with examples, I want to see a companion video that elks through your creative process. What led you to design a faction of undead bent on rebuilding their creator?(Are they a driving force in the narrative?) I haven’t had time to watch/listen to Tesseract.
i think i just watched your entire 'help for writing and D&D' playlist, as of it having 24 video's....
Ran a campaign in which all of the various sapient races were pretty xenophobic but at an uneasy peace. Each race formed a guild/order to assist their own race traveling in other lands, sort of embassies. Elves had the Order of the Shadowed Leaves(Druids/rangers mostly), dwarves mining/smithing guild, pretty usual stereotype stuff. Ran out of ideas for gnomes and didn't plan on really fleshing one out...until half the party decided to roll gnomes and it became very important.
Thus was born the Order of the Margins, champions of the magics, faiths, technologies and philosophies that no one else cared about. They allowed members of other races to join freely as anyone other than a gnome would be marginalized within the Order by default.
I don't think the party ever realized they were in a guild of liberal hipsters.
2:28 ooh.... Half of these are the same thing.
I'm going to leave it to the comments to interpret this in the most offensive way possible
The black Knights of the hollow realm:
Skulls for the skull throne!!!
Blood for the blood god!!!
Blood for the Blood God
You forgot the most important guild: THe Lollipop Guild. Never fuck with those guys.
I like how Guild Wars is named after an obscure conflict that happened in the past of the games, and has essentially no relevancy to the actual content of the games.
1:50
Me: laughs in Lich
BLOOD FOR THE BLOOD GOD!!!!!
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I just started making 6 guilds yesterday 🙃
Fuck now I need a Bonsai treant.
I could listen to this man read the phonebook tbh
"War for the war God" Khorne? is that you?
my merchant guild was so sucessfully made that my players started a company