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Guildmasters' Guide adaptations to other settings

cbwjm

Seb-wejem
I've only just now received a copy of the Guildmasters' guide to Ravnica which has allowed me to look into the guilds. I've been wanting more examples of factions and renown for a while now and the guilds are great for ideas for the factions of planescape, the backgrounds, abilities, and spells would all work well to describe the factions. Not only planescape, I think the idea of guild spells would work well for Mystara and the various groups there:
  • The seven secret crafts of Glantri, belong to a secret craft, get some bonus spells added to your spell list.
  • The Treekeepers of Alfheim are elven wizards who gain access to a number of druid spells.
Other minor factions that exist in Mystara are the Order of the Griffon, the Darokin Diplomats, others that I'm forgetting.

Gaining rank also gives you bonuses: soldiers, magic items, and political power within the organisation. I can certainly see the order of the griffon giving a player with a high enough rank a few loyal soldiers to help them with a task.

So, has anyone adapted the information in the book for other settings or had ideas on how they might adapt the information to other settings?
 

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I believe that Eberron has some really close comparisons, in the city landscape, and the guilds, that can, in some cases be translated in dragonmarked houses:
Dimir - Thuranni, Phiarlan
Simic - Medani
Boros - Deneith
Izzet - Cannith
 

I hadn't even considered Eberron and their dragonmarked houses but the guild set up in Ravnica could definitely work well for them. At the very least I could see the dragonmark spells being added to the house spellcasting lists. PCs with enough renown and rank might be able to draw upon more and more house resources like requisitioning an airship for a mission dealing with house business.
 

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