Yes. Just make it known that there is some sort of organized global adventuring guild in your world that has outposts and guild halls in various towns and villages, likely as a sort of commercialized way of keeping local towns and major trade routes safe. They collect information and rumors from merchants and their incorporated adventurers and either dole out assignments to franchisees or have "job boards" posted with rewards for doing various things or exploring certain dangerous areas. Give it a cool name if you want, or don't and just refer to it as the "Adventurers Guild."
What specific information are you looking for?
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I think the biggest trick for any Organization that spans across a number of different settlements is the distribution and passing on of information.
Assuming that this Guild of Adventurers/Heroes has members of good power, spells and Magic Items can help to overcome that primary limitation. Any Guilds in large city centers would want Teleportation Circles established to allow for easier movement between these places for influential members and items. Spells such as dream and sending can allow for the delivery of information regardless of distance. One thing that I might recommend would be for each Guild Master for every hall to have some form of magic Guild Ledger that all share any information written in any of them, probably kept for recording Guild Member Ranks, to ensure that all Guild Halls know whether someone is a member of the guild already, and what Rank they hold within the Guild, as well as recording an banished members and the reason for their banishment.
Speaking of Ranks, that is one of the things that I would think over for the Guild is how they determine their Ranks, and if there are any inherent perks or rewards associated with reaching the different Ranks.
Just a few initial thoughts. If you were looking for anything more specific please let me know.
One of the reasons that I like to include Ranks within any form of organized Adventurers' Guild is that it helps to explain how the hierarchy of authority works within it. Since adventurers are often, shall we say peculiar or eccentric individuals, without an explicitly stated rank there can be constant arguments about who gets to do what, and who needs to listen to whom.
Plus, it can help to determine levels required to accept different quests that they have available. Such as a minimal rank needed to be allowed to try and defeat the dragon that is harassing nearby villages/cities, while anyone could take the mission to hunt the goblins stealing chickens from a farm.
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Like the title suggests, does anybody have an idea on how to make a single guild, with many local branches, for a campain I will be starting soon?
Yes. Just make it known that there is some sort of organized global adventuring guild in your world that has outposts and guild halls in various towns and villages, likely as a sort of commercialized way of keeping local towns and major trade routes safe. They collect information and rumors from merchants and their incorporated adventurers and either dole out assignments to franchisees or have "job boards" posted with rewards for doing various things or exploring certain dangerous areas. Give it a cool name if you want, or don't and just refer to it as the "Adventurers Guild."
What specific information are you looking for?
I think the biggest trick for any Organization that spans across a number of different settlements is the distribution and passing on of information.
Assuming that this Guild of Adventurers/Heroes has members of good power, spells and Magic Items can help to overcome that primary limitation. Any Guilds in large city centers would want Teleportation Circles established to allow for easier movement between these places for influential members and items. Spells such as dream and sending can allow for the delivery of information regardless of distance. One thing that I might recommend would be for each Guild Master for every hall to have some form of magic Guild Ledger that all share any information written in any of them, probably kept for recording Guild Member Ranks, to ensure that all Guild Halls know whether someone is a member of the guild already, and what Rank they hold within the Guild, as well as recording an banished members and the reason for their banishment.
Speaking of Ranks, that is one of the things that I would think over for the Guild is how they determine their Ranks, and if there are any inherent perks or rewards associated with reaching the different Ranks.
Just a few initial thoughts. If you were looking for anything more specific please let me know.
Thanks for the advice! It is certainly usefull, I actually hadn't thought about ranks within the guild, but I will make a system for that.
I already thought about the teleportation circles, but no other comunications.
I forgot to mention that the guild isn't related to governments
One of the reasons that I like to include Ranks within any form of organized Adventurers' Guild is that it helps to explain how the hierarchy of authority works within it. Since adventurers are often, shall we say peculiar or eccentric individuals, without an explicitly stated rank there can be constant arguments about who gets to do what, and who needs to listen to whom.
Plus, it can help to determine levels required to accept different quests that they have available. Such as a minimal rank needed to be allowed to try and defeat the dragon that is harassing nearby villages/cities, while anyone could take the mission to hunt the goblins stealing chickens from a farm.