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How does a player go about starting a Wizard's Guild?
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<blockquote data-quote="shadowthorn" data-source="post: 1895019" data-attributes="member: 1532"><p>My character is a 5th level Wizard / 6th level Planewalker (Horizon Walker adapted for arcane spellcasters) who plans to take Leadership soon and start his own Wizard's Guild. The only two existing Guilds are inaccessible, one due to an arcane sickness/curse that prevents him from traveling to that area, the other due to his status as public enemy number one in that city.</p><p></p><p>Fortunately, the PCs have a large keep far removed from either city, and my wizard is thinking of turning part of the keep into a sort of Arcane Guild. The cohort would be the guild's administrator, running the place while my PC adventures. The followers would be low-level mages, guards, etc. The specialty of the school would likely be extraplanar studies, since that's my character's area of emphasis.</p><p></p><p>I'm looking for any ideas you have about:</p><p></p><p>1. Requirements. What does my PC need to acquire to start the guild. An arcane library (10,000 gp), certainly, as well as copies of most of the lower-level spells, an arcane lab, summoning area. What else?</p><p></p><p>2. Layout. What features should the place have? It may be in its own tower, or it may be within the keep somewhere - like the basement levels. Other than the rooms mentioned above, what sorts of areas can you imagine?</p><p></p><p>3. Rules. What sorts of membership rules ought there to be? What kinds of penalties for those who violate them? What should the dues be, and the benefits of membership?</p><p></p><p>4. Misc. What fun, odd, quirky, endearing touches can you think of for the place? Odd little magic items, gizmos that assist in mundane tasks, etc?</p><p></p><p>Please feel free to contribute any ideas you may have. I could certainly do this alone, but would really love to see what y'all come up with. It will give me so many more ideas than I could ever generate by myself.</p><p></p><p>Thanks in advance for any suggestions you may have.</p></blockquote><p></p>
[QUOTE="shadowthorn, post: 1895019, member: 1532"] My character is a 5th level Wizard / 6th level Planewalker (Horizon Walker adapted for arcane spellcasters) who plans to take Leadership soon and start his own Wizard's Guild. The only two existing Guilds are inaccessible, one due to an arcane sickness/curse that prevents him from traveling to that area, the other due to his status as public enemy number one in that city. Fortunately, the PCs have a large keep far removed from either city, and my wizard is thinking of turning part of the keep into a sort of Arcane Guild. The cohort would be the guild's administrator, running the place while my PC adventures. The followers would be low-level mages, guards, etc. The specialty of the school would likely be extraplanar studies, since that's my character's area of emphasis. I'm looking for any ideas you have about: 1. Requirements. What does my PC need to acquire to start the guild. An arcane library (10,000 gp), certainly, as well as copies of most of the lower-level spells, an arcane lab, summoning area. What else? 2. Layout. What features should the place have? It may be in its own tower, or it may be within the keep somewhere - like the basement levels. Other than the rooms mentioned above, what sorts of areas can you imagine? 3. Rules. What sorts of membership rules ought there to be? What kinds of penalties for those who violate them? What should the dues be, and the benefits of membership? 4. Misc. What fun, odd, quirky, endearing touches can you think of for the place? Odd little magic items, gizmos that assist in mundane tasks, etc? Please feel free to contribute any ideas you may have. I could certainly do this alone, but would really love to see what y'all come up with. It will give me so many more ideas than I could ever generate by myself. Thanks in advance for any suggestions you may have. [/QUOTE]
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