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[Kulan] Crisis in Bluffside PBP Campaign Guide
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<blockquote data-quote="Knightfall" data-source="post: 7797132" data-attributes="member: 2012"><p><strong><u>Known Guilds with Influence</u></strong></p><p><strong>Archaeological Guild:</strong> A powerful guild that has its origins in Bluffside. Its guildhouse is located in Old City, but there are branches in both New City and the Mining District, and it has tons of holdings out in the ruins of Sem La Vah. They scour all of The Northwest, and beyond, for artifacts both mundane and magical. They control the archaeology sites in Bluffside, including much of Sem La Vah (but usually only during the day). The Five have great respect for them.</p><p></p><p><strong>Criers House:</strong> This <u>new</u> guild arose after the disaster in New City. That district is now under a constant cerfew, which has hurt several businesses that carries messages across Bluffside, including both Bluffside Crier and LaRousa's Messengers and Guides. The guild is the "mind-child" of Scribner Thriftmore and Hector LaRoussa who have often been rivals in the past. Now, they work together to make sure the bards, criers, guides, runners, touts, and other people who work for them have a voice and are more protected in the city. The House is located in the Temple District as they weren't allowed to set up in New City. There is a tiny Chapterhouse in Old City as well.</p><p></p><p><strong>Dark Lanterns:</strong> Knowledge of this guild is an open secret among the higher-ups of Bluffside. The people aren't generally aware of them, but there are always rumors and whispers about the 'lanterns at night'. Most believe they are just another group of bards or rogues that like to keep to themselves. (The truth is more clandestine, and you wouldn't know anything about them at all if Big Tim hadn't met and worked alongside Terger. Beyond that, Tim doesn't know much other than Terger told him that his patron wanted the previous heroes to be temporary members while hunting for Phelix. You don't have to make that choice. as that patron has stepped away from the hunt.)</p><p></p><p><strong>Miners and Burrowers Society:</strong> This guild is located primarily in the Mining District (where its guildhouse is located) and controls the licensing of all mines controlled by the city. It has strong ties to the ASC and has almost total control of the mining industry in Bluffside. Its access to vast wealth, including adamantine, makes the guild very influential. There are many dwarves and gnomes in this guild, as well as other races that tend to like the underground. The bulk of the membership is still human, however. Many of the members congregate at the Temple of the Miner in the Skills Quarter of the Undercity. It is considered a second guildhall.</p><p></p><p><strong>Seafarer's Shanty:</strong> This old guild has its origins in Sordadon and the bulk of its membership is made up of sailors who work the docks of that floating port and Cavern Harbor in Undercity. There are very few members in Bluffside proper, although a few ex-members of the Trader's League have been forced to join the Shanty in order to keep their heads above water. The guild is full of rogues and traders that have few qualms about what they buy and sell on their ships. The guild's hose is actually an old ship known as <em>The Shanty</em>, which also acts as a tavern for members only. The Shanty is one of the few open guilds that accepts sorcerers and other 'wildcard' arcanists as members.</p><p></p><p><strong>Society of Explorers and Adventurers:</strong> The SEA is a loose collective of peoples who love exploring and discovering new lands. Most of the rumors that arrive in the city, do so through this guild. Active members include well-to-do traders, travelling bards, and well-known adventurers who've struck it it rich. There is an elite group within the society known as The Explorers (a prestige class). The society isn't centralized so it doesn't have a guildhouse. There is at least one Chapterhouse in each district except the Mining District. The chapter in the Wizard District only allows wizards and other arcane spellcasters who memorize spells. Memembers of this guild often come and go from The Exploratory in the Temple District, as many of them worship The Traveler.</p><p></p><p><strong>Trader's League:</strong> This guild has its roots in New City and was set up soon after founding of the city. New City is where it conducts most of its business and where its guildhouse is located, but the guild has holdings in both the Undercity and Sordadon as well. This guild is for ship captains, merchants, and traders only. Adventurers need not apply. Since the disaster in New City, the league is losing grip on many of its holdings. No one is crying over their losses. Much of the day-to-day activity of the guild has been forced to move to the Undercity.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 7797132, member: 2012"] [B][U]Known Guilds with Influence[/U] Archaeological Guild:[/B] A powerful guild that has its origins in Bluffside. Its guildhouse is located in Old City, but there are branches in both New City and the Mining District, and it has tons of holdings out in the ruins of Sem La Vah. They scour all of The Northwest, and beyond, for artifacts both mundane and magical. They control the archaeology sites in Bluffside, including much of Sem La Vah (but usually only during the day). The Five have great respect for them. [B]Criers House:[/B] This [U]new[/U] guild arose after the disaster in New City. That district is now under a constant cerfew, which has hurt several businesses that carries messages across Bluffside, including both Bluffside Crier and LaRousa's Messengers and Guides. The guild is the "mind-child" of Scribner Thriftmore and Hector LaRoussa who have often been rivals in the past. Now, they work together to make sure the bards, criers, guides, runners, touts, and other people who work for them have a voice and are more protected in the city. The House is located in the Temple District as they weren't allowed to set up in New City. There is a tiny Chapterhouse in Old City as well. [B]Dark Lanterns:[/B] Knowledge of this guild is an open secret among the higher-ups of Bluffside. The people aren't generally aware of them, but there are always rumors and whispers about the 'lanterns at night'. Most believe they are just another group of bards or rogues that like to keep to themselves. (The truth is more clandestine, and you wouldn't know anything about them at all if Big Tim hadn't met and worked alongside Terger. Beyond that, Tim doesn't know much other than Terger told him that his patron wanted the previous heroes to be temporary members while hunting for Phelix. You don't have to make that choice. as that patron has stepped away from the hunt.) [B]Miners and Burrowers Society:[/B] This guild is located primarily in the Mining District (where its guildhouse is located) and controls the licensing of all mines controlled by the city. It has strong ties to the ASC and has almost total control of the mining industry in Bluffside. Its access to vast wealth, including adamantine, makes the guild very influential. There are many dwarves and gnomes in this guild, as well as other races that tend to like the underground. The bulk of the membership is still human, however. Many of the members congregate at the Temple of the Miner in the Skills Quarter of the Undercity. It is considered a second guildhall. [B]Seafarer's Shanty:[/B] This old guild has its origins in Sordadon and the bulk of its membership is made up of sailors who work the docks of that floating port and Cavern Harbor in Undercity. There are very few members in Bluffside proper, although a few ex-members of the Trader's League have been forced to join the Shanty in order to keep their heads above water. The guild is full of rogues and traders that have few qualms about what they buy and sell on their ships. The guild's hose is actually an old ship known as [I]The Shanty[/I], which also acts as a tavern for members only. The Shanty is one of the few open guilds that accepts sorcerers and other 'wildcard' arcanists as members. [B]Society of Explorers and Adventurers:[/B] The SEA is a loose collective of peoples who love exploring and discovering new lands. Most of the rumors that arrive in the city, do so through this guild. Active members include well-to-do traders, travelling bards, and well-known adventurers who've struck it it rich. There is an elite group within the society known as The Explorers (a prestige class). The society isn't centralized so it doesn't have a guildhouse. There is at least one Chapterhouse in each district except the Mining District. The chapter in the Wizard District only allows wizards and other arcane spellcasters who memorize spells. Memembers of this guild often come and go from The Exploratory in the Temple District, as many of them worship The Traveler. [B]Trader's League:[/B] This guild has its roots in New City and was set up soon after founding of the city. New City is where it conducts most of its business and where its guildhouse is located, but the guild has holdings in both the Undercity and Sordadon as well. This guild is for ship captains, merchants, and traders only. Adventurers need not apply. Since the disaster in New City, the league is losing grip on many of its holdings. No one is crying over their losses. Much of the day-to-day activity of the guild has been forced to move to the Undercity. [/QUOTE]
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