EN World City Project: Guilds and Organizations

The Wizards Cabal (long)

History: Founded about two hundred and fifty years ago, the then ruler of Mor’s End passed a mandate giving control of the arcane to a wizardress named Anita Mark. Since that time, the wizard’s guild has grown in power, and now is the only reputable way to deal with magical items, spells cast, and the arcane in general. The university is also part of the guild’s operations; the faculty mainly reside in the guild-house, teach in the meeting hall, and use the labs on the third floor. Students live elsewhere, as do some of the faculty, especially those whose research is conducted elsewhere.

Guildhouse: Though many of its’ members live in grand towers, mansions, and houses, the guild itself is remains in its’ original quarters, a former inn which is nearly as old as the city. Found near the main market square, the guildhouse is a plain façade, a tall, three story building, with a broad front. The first story is made of stone, with the second and third story being white-washed plaster, criss-crossed with think oak beams. The entrance is unguarded, apparently, though there is a homunculus who stays out of sight, and is linked to the guild-master herself. This homunculus never challenges visitors, but unless he recognizes you, he contact Alestra (the guild-master) and tells her of the intrusion.

Entering the guildhouse proper, a small reception room is found. Luxuriously appointed, it is still not particularly ostentatious, furnished in good taste. Several large arm-chairs, and a low mahogany table are near the door, and a wizard usually sits behind the desk. There are two different wizards who fulfil this role – Lady Alibeth, a very pretty elven wizardress, and Palorn Leviticus, a young human wizard who recently became a fully-fledged wizard, graduating from his apprenticeship with Simon Arentinos. Alibeth is a very beautiful woman, with long black hair, usually kept back, emerald green eyes with flecks of amber, and usually dresses in very fashionable water-silk gowns (rumours abound that she has a high-placed lover in the Silker’s Circle). Palorn is a cheerful young man, though somewhat impatient with his position as doorkeeper. He wants to study magic full-time, and isn’t always as polite to visitors as he should be. He has a shaven head, with blue eyes. He dresses in guild-robes, in dark forest green with golden trim, the traditional colour for the doorkeeper.

Each of them has a scroll of invisibilty which they use if someone come in looking for trouble. They then arcane lock the door into the next room (Palorn uses a scroll), the main foyer, after excaping through it.

The main foyer is much grander than the first room – a marble staircase carpeted with crimson runners, and a great silver chandelier, enchanted with continual flame. Two doors on each side of the foot of the staircase lead to the meeting hall (left door) and the library (right door).

Second floor – About a third are offices for the guild’s leaders/employees, while the rest is mainly suites which are given to guild members. Some are permanently rented out, and others are kept free for members who need a short-term place to stay.

Third floor – Teaching and research laboratories fill this floor. Most have windows, save for the Conjuration/Evocation teaching laboratory. There are four teaching labs, and the rest are kept by various guild-members.
Conjuration/Evocation/Abjuration lab – At the very centre of the third-floor, this laboratory is permanently guarded by an inward-focused magic circle against evil enhanced with permanency. Various dark stains and pits cover the walls, for this is where students are taught combative magics, and test their shielding skills against actual magic.
Abjuration/Transmutation – Here is where abjuration is first learned, and transmutation is taught. There is one long table in the middle of the room, and a chest filled with various objects used in transformations. There is also a pile of small beanbags in one corner, used to test students’ shielding ability.
Divination/Illusion lab – Half the room can be sectioned off by a large curtain, and students are encouraged to try and discern what lies behind it. A collection of boxes with shuttered lids are also kept here. Students taking their final are often matched against an instructer, and must determine, with magic, whether an illusion is false or real. They must then create an illusion which the instructor must do the same – they cannot tell from just looking.
General Studies lab – Everything else.

(If anyone wants to draw this out, feel free.)

Organisation/Positions –
Guild-Master/Mistress – Alestra Silvyn. A regal, imposing sorceress, Alestra has deep black hair, with a brilliant silver streak running back from one temple. She usually dresses in deep blue robes (though the traditional guild-master colours are crimson and gold), and has her raven familiar, Hericles, with her at all times. She is adept at enchantment magic, and is a subtle opponent politically and magically. She has a strong influence on the Council of Houses, as indeed the guild usually has, but exercises it with restraint. (Sor 8, LN, Cha 19, Feats include Craft Wondrous Item.)

Keeper of the Scrolls – The librarian. This position ensures the safety of the spell-books, arcane texts, magical codexes, and wizard-manuals found in the library. Currently held by Reginald Oakheart, a very large, burly, blond-haired man. Very athletic and fit, he is the strongest wizard by far, physically if not magically. He keeps himself in very good shape, through a disciplined regime he learned from his father, and dresses in the robes of his office (purple and black with silver trim) most of the time. He is also very intelligent, though rather thoughtful and reserved. He keeps order in the library, enforcing the rule of silence rather stringently.
(Wiz 5, CG, Str 17, Int 17, Con 14, possible levels of monk)

Keeper of the Gates – Jointly held by Lady Alibeth and Palorn Leviticus. See Guildhouse for more details. The office colours are dark green and golden.
Alibeth – (Wiz 4, N, Cha 18) Palorn (Wiz 2, NG, Cha 14, Int 16)

Justicar – Responsible for the use of magic and the punishment of mis-use, this office is held by Simon Arentinos, an old, pleasant man, with iron-gray hair, a slight stoop, and a grandfatherly disposition. The most powerful wizard in Mor’s End, Simon enforces the use of magic. Violation of guild laws (see below) allows him to use lethal force to bring criminals down. He often works closely with Sebastian Palmora, especially in the recent murders in the Beggar’s Market.
Simon Arentinos (Wiz 9, LG, Int 19, wand of hold person, other magical gear.)

Other notable mages from other cities often visit from time to times, giving lectures in the meeting hall.

Guild Laws –
(Excerpted from the Mandate of Founding) 'For most guild practitioners of magic will be either wizards and sorcerers. Casting of spells for a fee, magical item sales, and any other commercial services offered via magic, including but not limited too those named prior, will fall under the purview of this body at all times, and violation of this – sale without a license – will lead to fines, imprisonment, and expulsion from the guild.’

For members to sell magical services, they must have a license. Members without this license gain other guild benefits, but can only use their magic to help themselves or others, and cannot be paid – save for incidental bonuses, such as loot or a reward. With that noted, it’s important to remember the large number of Adepts in the city – the guild has traditionally turned a blind eye to the sale of goods from these, since it prevents them from being bothered. They have and will invoke the mandate if the Adept is selling dangerous potions or spells. The guild does not turn a blind eye to members selling magical items – even minor ones – or spells without a license.

Casting is not prohibited. Registration is required to cast on the streets or in public in front of witnesses, however, so unregistered wizards should only cast in the privacy of their own homes. Registation gives a writ of membership to the guild, the benefits of which are outlined below. Note that guards at the gates will usually pass this information on.

The guild is very strict on necromancy, enchantment, and combat-spells cast in the city limits. Though you may get away with casting detect magic once or twice without registration, the guard (and most citizens) will immediately report use of any of the prohibited magics if they see them used, and may ask for a writ membership even if the spell used is harmless.

Simon Arentinos will attempt to capture, and if that fails, attempt to kill, any person who uses prohibited spells on an innocent, or unregistered mages who resist arrest. Even killing an animal or beast with combat spells is cause for a hearing, which can lead to very hefty fines.

Guild benefits - Members may cast in public without fear of being detained, may purchase a license to sell magical services, gain training, gain research facilities for hire, may attend lectures (which are also open to the ticket-holding public) by visiting sorcerers and wizards for free, and may use the library at will. They also get very cheap housing at the guild-house itself, in very well-appointed suites.

That’s all Folks. Anything I need / others want to add?
 
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Dang! I knew I should have posted my own writeup for the mage's guild sooner. You scooped me... :)

Let me crosspost what I already had up on the geography thread (yeah I know, not the best location for this sort of stuff...):
Conaill said:
When the first settlers arrived in what would become Mor's End, they found some ancient ruins already there, mainly on the small island. (Every good fantasy city needs some some kind of dark and ancient ruins, even if it's only 300-400 years old! Besides this could tie in nicely with the warren underneath the city and The Thing That Lurks Below.)

A reclusive elvish wizard [Edit: named Cor Mahael - translation: "great legendary mage" ;)] settled on the small island, building his tower among the ruins there. (Or perhaps the wizard was already there? Elves live up to 750 years!) It is said that at night he digs down into the ruins, looking for knowledge of ancient civilizations. Others say he descends into hell and consorts with demons.

Nobody messes with the wizard though, and the wizard keeps to himself. The rare occasion that he is seen in the city, he barely says a word, and if he does it is with an air of cool disdain.

The wizard is the highest level mage in the city, and thus by seniority the head of the Mage's Guild, at least on paper. However he rarely if ever shows up at guild meetings, and it is really the second-highest level mage, an ambitious and power-hungry human who is the de facto head of the Guild and who sits on the City Council.


What do you think? It provides for oodles of possible plot hooks: tie-in to the warrens/monster, ancient civilizations, only powerful elf in a city of humans and dwarves, could play an important role im Mage's Guild and City Council if he ever bothers to come out of seclusion, possibly the only link to Mor's End history, etc...

It also allows DM's to scale the magic level in the city: Low magic - the wizard is just a hermit and never shows himself, effectively lowers the highest level wizard in town; High Magic - the wizard is 15th-20th level and suddenly decides to take an interest in city affairs.

I think we can work these ideas into your writeup with some minor changes to your NPCs. The rest looks great!

That being said... I would make the highest level wizard in the city (minus the elven wizard) a Wiz8.

Sorcerors would likely be somewhat looked down upon by the Wizards, and would probably not reach the highest level of office. Sorcerors are powerful combat machines however... how about making the senior Sorceror a Sor6/Ftr3? Second highest could be a Sor8 (lots of animosity with the Guild leader, just because he can only cast 4th level spells...)

We also need to make at least one of the highest level mages a Loremaster. After all, we only have so many SRD prestige classes that we can freely choose from! ;) Also, we should have at least one other elven wizard. Elves are a minority, but they do have that preferred class: Wizard. I figure up to 1/4 of the Wizards in the Mages Guild could be elvish.

Guild laws: look good. I would include a definition of "arcane spells" - essentially those on the Sor/Wiz list - and then specify that guild laws only apply to arcane spells. This explicitly frees most cleric spell casting from guild rules, and it INCLUDES some spellcasting by adepts! We can't have adepts selling magical trinkets that fall under the purview of he mages guild without paying their dues! (This could also be a useful point of contention between the churches and the mage's guild!)

Edit: what level do you need to be to create a homunculus anyway?
 
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Seventh level - Alestra can just do this. I was actually a little worried about the NPC's, since there are competitions running, and I didn't want to take away from those, but I'm happy to change and/or modify anything you'd like. Alestra could easily be elven, and have been the original scriptor of the mandate, and I'm happy to make that change, or put in a male elf if you'd like.

Would wizards look down on sorcerers? Probably. With that said, they have to work with them - Mor's End doesn't seem big enough for two seperate groups of arcane casters. If Alestra is the original author of the mandate, then they don't have a choice - she's a sorcerer and if they don't like if, tough. Makes it a bit easier. Tell me if this still doesn't work out, or you really feel that they should have a wizard leader.

With regard to the adepts - fair enough. Adepts should register as well, but it's much harder to keep track of their activities, especially since they keep out of sight/ have a low profile.

What are we doing with the thieves guild? I was under the impression that the majority of the rogues were members of a loose syndicate of gangs, with a common core of fences providing the only real unity. Is this correct?
 
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Here's what I found on cost and level for creating a homunculus.

A homunculus costs 100 gp to create, including 20 gp for the body. This cost includes all the materials and spell components that are consumed by or become a permanent part of the creation.

Creating the body requires a Craft (sculpture or masonry) check (DC of 12).

After the body is sculpted, it is animated through an extended magical ritual that requires a 7th-level character with the Craft Wondrous Item feat. This ritual requires a week to complete: The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.

A character not actively working on the ritual must rest and can perform no other activities except eating, sleeping, or talking. If he or she misses a day, the process fails, and the ritual must be started anew; any gp spent on the failed ritual is lost (but not XP). The previously crafted body can be reused, as can the laboratory.

Completing the ritual requires casting arcane eye, mirror image, and mending on the final day of the ritual and drains 25 XP from the creator. He or she must cast the spells personally, but they can come from outside sources, such as scrolls.
 

My understanding of Mor's End's social structure is that people have overlapping affiliations -- guild, religious, political. However, there seems no sign so far of competing affiliations. So, I'm going to offer a few ideas:

There should be a minimum of two merchant associations/guilds. Each guild should be chartered by the city and should enjoy different rights and privileges. I'd therefore like to suggest that there be the Mor's End Merchants' Council and the Red Lion Mercantile League.

The Mor's End Merchants' Council has historically been the main governance body for traders within the city. And it has jealously guarded the hereditary rights of the city's merchant class, requiring that all goods changing hands in the city which are not purchased directly from the manufacturer be purchased from merchants affiliated with the Council, who then pay a small transaction fee to said Council. The Board of Governors of the Merchants' Council is self-appointing, largely following hereditary lines for replacing members who die or resign but has occasionally been known to appoint upstart merchants, often in exchange for private agreements between the wealthy upstart and the existing merchant elite.

The Red Lion Mercantile League, until recently, was not chartered by the city. It was formed by the city's wealthiest craftsmen unhappy with the commercial practices of the Council and the widespread practice of price fixing for important imported goods. The League simply found that by setting up a grey market merchants' association operating out of the larger mills and shops in the city, it paid less in fines for violating city ordinances than the Council levied in excise taxes. The League's growth has also been spurred by its willingness to admit non-citizens to membership, thereby snapping up some of the best-connected traders whose recent arrival makes them ineligible for direct citizenship.

Certain neighbourhoods, especially the Fisherman's District have been damaged by the ongoing illicit fights for territory between the Council and the League.
 


Re: The Wizards Cabal (long)

GladiusNP said:
History: Founded about two hundred and fifty years ago, the then ruler of Mor’s End passed a mandate giving control of the arcane to a wizardress named Anita Mark. Since that time, the wizard’s guild has grown in power, and now is the only reputable way to deal with magical items, spells cast, and the arcane in general. The university is also part of the guild’s operations; the faculty mainly reside in the guild-house, teach in the meeting hall, and use the labs on the third floor. Students live elsewhere, as do some of the faculty, especially those whose research is conducted elsewhere.

Actually IMHO the University should NOT be explicitly tied to the Wizards Guild although they will have a major involvement in it.

I have no doubt that the Guildhouse will be a recognised site of the University however the University also includes training in Theology (for Adepts and Clerics), Arts (Diplomacy, Accounting, Languages, Anthropopology) and possibly some Sciences (Alchemy, Engineering, SilkFish husbandry)

You/We also need to determine the relationship between the Wizards and the Glistening Brotherhood as the main supplier of spell components it is likely to have significant leverage and influence.
 

workers senate

moving over to proper thread from the craft thread.

I like the idea of the Workers Senate being a relatively new idea and both being persicuted from the outside and abused from the inside. They also should probably not have a city charter and be considered a unofficial group. They should be one half activist for the rights of the common man and one half thieves guild operatives out to make a buck. The fun would come when you had to figure out who was which. With riots and protest egged on by the thieves guild to create chaos and idealist dedicated to a idea hundreds of years before it's time you could generate tons of plot hooks and political intrigues.

Go with the angry bricklayer but I think the halfling socialist would also be a good idea, I mean to a fatasy civilization this would seem like I idea only a halfling would come up with.
 

Summary of Workers Guild discussion on Crafts thread

Originally posted by Conaill
One category we are low on is high level *Commoners* [...]

The leaders of the People's Senate could also be high-level Commoners. Essentially peasant leaders. Strong men and women that have toiled all of their lives in low-paying jobs, fought in the militia numerous times, and whom the lower classes look up to as their leaders and spokespersons.

"By the book" we have room for another Com14 (head of the Worker's Senate?), and a couple ~Com9 (perhaps a powerful farmer just outside the city wall?):

Commoner:
1x18, 1x14, 2x9, 2x7, 4x5, 4x4, 16x2, 6402x1

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Originally posted by Tonguez
I've said it many times before FARMERS are EXPERTS! While a Farm hand might be a commoner the Skill of Animal Husbandry requires an Expert.

Second what exactly is the Workers Senate? Since when did workers have rights? - that sounds suspiciously like that socialism and democracy rubbish we keep heaing about from those ruddy halflings I say :p - Next your be saying that gobbos deserve a fair trial be we lynch them...

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Originally posted by lalato
Just my opinion... but I doubt there would be a worker's senate... who makes up this group... the poor sods that couldn't make it in a guild?

If they can't make it in a guild... then they're working the fields. If they're not working the fields then they're Squatters, beggars or worse...

A worker's senate assumes stable work and a socialist concept that would be foreign in the frontier... (in my opinion)

Now... that doesn't mean that there can't be a 14th level socialist halfling trying to get the farm workers to join together for better pay... Now that's what I call a plot hook. :)

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Originally posted by Conaill
See, it's people like you why we need a Worker's Senate. It's about time for the 6400 common people of Mor's End to stand up for their rights and make their voice heard!

El Pueblo, Unido, Jamás sera vencido!

:D

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Originally posted by Conaill
I'm not sure who came up with the "workers Senate" name (Edit: off-hand comment by Starwolf), but it's been in Knightfall's summary from quite a while back, so I adopted it in the "Guilds & Organizations" thread.

In the middle ages, pretty much *everybody* working in the city was member of a guild. The "Workers Senate" is nothing more than the Guild for the common laborers. Actually, ~700 Laborers (those who perform manual labor without a craft or profession to speak of) and ~117 Porters (those who carry things), composed primarily of Com1's.

The name sounds grandiose and implies a lot more democracy than there really is. In practice it could be nothing more than the worst caricature of a labor union ("Ya wanna work in da city? Join da Senate, or we'z gonna break yo legs!") But still, names count, and I'm sure it's members would approve of such a self-aggrandizing title.


14th level halfling socialist...

Nah, a halfling wouldn't demand enough respect from the Human and Dwarven population. Let's pick a burly Human. Perhaps Com9/War2/Exp3. Worked as a bricklayer or something like that for most of his life, distinguished himself fighting with the Militia during two general musters, then started getting into politics. That's the "socialist" version, which could lead to oodles of plot hooks.

For a more mafia/corrupt labor union style, we could go for a Com8/War2/Rog4 instead. But then we'll have to work out their relations with the Thieves Guild instead. Again, plenty of plot hooks available!

If anyone is interested in statting these out, feel free to! I don't have much experience writing up high-level NPCs, and I find myself spending *way* too much time on them...

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Originally posted by lalato
Unskilled laborers were rarely grouped together in guilds in the medieval era. Either you were skilled and in a guild... or you worked on a farm... or you worked in the service industry... or you worked construction. Otherwise, you were a beggar or worse.

I find it much more interesting if there is an NPC trying to organize the workers... rather than if there is already a group formed. Whether the NPC is doing it for good or bad reasons doesn't matter to me.

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And just for completeness, here's what I already had for the Workers Senate, from page 1:

The largest Guild of the City, at least in terms of membership. Almost more of a Union than a Guild really, it combines all the low-class workers. These are typically the "untrained labor" listed in the DMG

Laborers: 700
(those who perform manual labor without a craft or profession to speak of)

Porters: 117
(those who carry things)

Expert:
1x15, 1x12, 2x8, 2x6, 4x4, 4x3, 16x2, 32x1 +210 Exp1

Commoner:
1x18, 1x14, 2x9, 2x7, 4x5, 4x4, 16x2, 32x1 +6370 Com1

Membership: 800, mostly Laborers and Porters
Classes: almost all Com1
Leadership: ~Com9-14
 
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Right I really like the idea of a small group of idealists (ie no more than 3d4 (:D)) who have declared themselves to be the 'Workers Senate' and are trying to get other commoners to join them and stand up for the rights of the common labourer.

They claim to speak for the hundreds of common labourers in Mors End but its unlikely that Midge the Street Sweeper has actually been asked his opinion -yet
 

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