Master * Journeyman * Apprentice
Having given my decree, I sat back and watched as my guildsmen made their way from the hall. My advisors crowded around me, waiting for privacy before speaking. Gerus Duhrg was the last man out, he always was, and gave me his trademark second-glance and knowing smile.
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I just wish I knew what it is I'm supposed to be in the know about.
I listened subconsciously as my advisors and master craftsmen gave their opinions, reports, and plans. Everything passed my danger threshold and I nodded my approval in turn. All that remained was the dues collector.
And he was smiling
It's good to be the Guild master. Jerron McClurg, Guildmaster of the Blacksmith Order of Vulcan.
This is the Key to the City
Inside this 128-page book you'll find rules for creating guilds of all detail levels and how to manage fantasy economics. Inside, you'll find adventures for PCs as members of guilds, rules for PCs becoming guild masters, and the benefits gleaned from guild membership.
This is not a rigid system locking in your creativity. It's loaded with advice, components for various guilds, and detailed examples for creating a guild for any craft, profession class or interest you can imagine!
The Hammer and Anvil are One
* New prestige classes
* New feats and spells tailored to specific guilds
* Six Fully defined guilds and over a dozen class guilds
* Guild NPCs and plot threads
* New equipment
* PC-owned fantasy guilds
* Complete rules for creating your own guilds, from the ground up
Requires the use of Dungeons & Dragons Player's Handbook, third edition.
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