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E.N. Guilds - Merchant Guild
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<blockquote data-quote="Muad'dib Pendragon" data-source="post: 2600318" data-attributes="member: 8490"><p><strong>E.N. Guild - Merchant Guild by Robert Hunter</strong></p><p></p><p>Disclaimer: I received a review copy</p><p></p><p>E.N. Guild – Merchant Guild is the fourth in a series of guild-focused supplements put out by EN Publishing. It is a 27-page PDF, including the cover and Open Game License, consisting of four chapters and an appendix. It retails at RPGNow for $4.95.</p><p></p><p>Appearance</p><p></p><p>Merchant Guild comes in a three megabyte zip file with both a black and white printable version and bookmarked color onscreen version. Merchant Guild uses the typical two-column style layout on a faded pink parchment background, with black and white pencil sketch artwork interspersed conservatively throughout the PDF. The artwork, by Michael Yatskar, consists of four pencil sketches, with various portions of the four sketches used throughout the PDF. The writing is not great, but presents the material in a readable manner. Editing, as performed by Robert Sullivan and Garth Wright, leaves much to be desired, with frequent grammar and spelling errors overlooked. Finally, the PDF dedicates one page to the cover, a page to the credits and table of contents, and a page to the Open Game License, providing players with 24 pages of guild-related gaming material. </p><p></p><p>Contents</p><p></p><p>Chapter one, entitled Guild Overview, consists of nine pages. It introduces the reader to a “merchant” guild in general, describing it in broad terms and encompassing various professions dealing in goods and/or services. Thus, a “merchant” guild could be a bakers’ guild, a teamsters’ guild, or anything in between. The text provides a table of sample “merchant” guilds of various types. The text covers guild history (what and why), membership, benefits, leadership (religious or Council), dues, apprenticeship (with crunch on progression), titles (essentially a rank/political structure), and community relations. The sections on apprenticeship and titles are particularly helpful in fleshing out guild organization, and are not limited to “merchant” guilds. </p><p></p><p>Chapter two, entitled Guild Secrets, consists of three pages. It details merchant guild-related skill sets, grouping pre-existing skills under various particular “merchant” guilds. For example, the Bakers Guild skill group includes Knowledge (spices), Knowledge (cooking), Bluff, and Diplomacy. In addition, the text discusses, in the broadest terms, behind the scenes guild to guild relations and motivations. Finally, it details two new feats: Uncover Machinations and Visual Speech. Both feats, while useful and not “merchant” guild specific, are not awe inspiring. Disappointingly, Uncover Machinations based part of its bonus on the character’s guild rank, yet failed to provide a bonus for the rank of Guild Major. An example of the Visual Speech feat would also have been helpful. </p><p></p><p>Chapter three, entitled Prestige Classes, is five pages long. Two prestige classes are detailed: the Exemplary Purveyor of Goods and the Exemplary Purveyor of Livestock. They are almost identical, with the obvious difference being the focus of goods vs. livestock. The Exemplary Purveyor of Goods, in particular, reminded me of the professionals one would see on the Antiques Roadshow, while the Exemplary Purveyor of Livestock reminded me of a judge at the local county fair. While each may find value in one’s particular campaign from an NPC perspective, I just can’t picture a player character with one of these prestige classes.</p><p></p><p>Chapter four, entitled Magic, is three pages long. It briefly discusses the influence of magic on “merchant” guilds. In addition, it details four minor, yet extremely useful, magic items. Finally, there is a brief overview of the relationship of “merchant” guilds and the gods. The magic items, in particular, would fit well in any campaign; while the section discussing guild-god relations was all too brief.</p><p></p><p>The Appendix, entitled Sample NPCs, is four pages long. It details five low-level NPCs of various races as members of various guilds. Each is provided with the usual stat block and flavorful description text. Each NPC is useful and comes with some subtle built-in plot hooks.</p><p></p><p>Impression</p><p></p><p>Once you get past the editing, E.N. Guild – Merchant Guild is a nice plug-in to any urban campaign. The information provided is flexible enough to apply to just about any guild, and provides a good starting point for those interested in exploring the inner workings of a “merchant” guild and guild relations during play. While seemingly more appropriate for NPCs, details on guild organization could lend itself to fleshing out player character background and providing some interesting plot hooks. Feats (with a little work) and magic items could well find their way into any character’s bag of tricks. Prestige classes, however, are definitely more befitting an NPC. Finally, the sample NPCs provide some interesting characters to drop into any campaign, with minor plot hooks of their own. </p><p></p><p>If you’re looking for an urban campaign expansion at a bare-bones price, E.N. Guild – Merchant Guild is a good start.</p></blockquote><p></p>
[QUOTE="Muad'dib Pendragon, post: 2600318, member: 8490"] [b]E.N. Guild - Merchant Guild by Robert Hunter[/b] Disclaimer: I received a review copy E.N. Guild – Merchant Guild is the fourth in a series of guild-focused supplements put out by EN Publishing. It is a 27-page PDF, including the cover and Open Game License, consisting of four chapters and an appendix. It retails at RPGNow for $4.95. Appearance Merchant Guild comes in a three megabyte zip file with both a black and white printable version and bookmarked color onscreen version. Merchant Guild uses the typical two-column style layout on a faded pink parchment background, with black and white pencil sketch artwork interspersed conservatively throughout the PDF. The artwork, by Michael Yatskar, consists of four pencil sketches, with various portions of the four sketches used throughout the PDF. The writing is not great, but presents the material in a readable manner. Editing, as performed by Robert Sullivan and Garth Wright, leaves much to be desired, with frequent grammar and spelling errors overlooked. Finally, the PDF dedicates one page to the cover, a page to the credits and table of contents, and a page to the Open Game License, providing players with 24 pages of guild-related gaming material. Contents Chapter one, entitled Guild Overview, consists of nine pages. It introduces the reader to a “merchant” guild in general, describing it in broad terms and encompassing various professions dealing in goods and/or services. Thus, a “merchant” guild could be a bakers’ guild, a teamsters’ guild, or anything in between. The text provides a table of sample “merchant” guilds of various types. The text covers guild history (what and why), membership, benefits, leadership (religious or Council), dues, apprenticeship (with crunch on progression), titles (essentially a rank/political structure), and community relations. The sections on apprenticeship and titles are particularly helpful in fleshing out guild organization, and are not limited to “merchant” guilds. Chapter two, entitled Guild Secrets, consists of three pages. It details merchant guild-related skill sets, grouping pre-existing skills under various particular “merchant” guilds. For example, the Bakers Guild skill group includes Knowledge (spices), Knowledge (cooking), Bluff, and Diplomacy. In addition, the text discusses, in the broadest terms, behind the scenes guild to guild relations and motivations. Finally, it details two new feats: Uncover Machinations and Visual Speech. Both feats, while useful and not “merchant” guild specific, are not awe inspiring. Disappointingly, Uncover Machinations based part of its bonus on the character’s guild rank, yet failed to provide a bonus for the rank of Guild Major. An example of the Visual Speech feat would also have been helpful. Chapter three, entitled Prestige Classes, is five pages long. Two prestige classes are detailed: the Exemplary Purveyor of Goods and the Exemplary Purveyor of Livestock. They are almost identical, with the obvious difference being the focus of goods vs. livestock. The Exemplary Purveyor of Goods, in particular, reminded me of the professionals one would see on the Antiques Roadshow, while the Exemplary Purveyor of Livestock reminded me of a judge at the local county fair. While each may find value in one’s particular campaign from an NPC perspective, I just can’t picture a player character with one of these prestige classes. Chapter four, entitled Magic, is three pages long. It briefly discusses the influence of magic on “merchant” guilds. In addition, it details four minor, yet extremely useful, magic items. Finally, there is a brief overview of the relationship of “merchant” guilds and the gods. The magic items, in particular, would fit well in any campaign; while the section discussing guild-god relations was all too brief. The Appendix, entitled Sample NPCs, is four pages long. It details five low-level NPCs of various races as members of various guilds. Each is provided with the usual stat block and flavorful description text. Each NPC is useful and comes with some subtle built-in plot hooks. Impression Once you get past the editing, E.N. Guild – Merchant Guild is a nice plug-in to any urban campaign. The information provided is flexible enough to apply to just about any guild, and provides a good starting point for those interested in exploring the inner workings of a “merchant” guild and guild relations during play. While seemingly more appropriate for NPCs, details on guild organization could lend itself to fleshing out player character background and providing some interesting plot hooks. Feats (with a little work) and magic items could well find their way into any character’s bag of tricks. Prestige classes, however, are definitely more befitting an NPC. Finally, the sample NPCs provide some interesting characters to drop into any campaign, with minor plot hooks of their own. If you’re looking for an urban campaign expansion at a bare-bones price, E.N. Guild – Merchant Guild is a good start. [/QUOTE]
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