[MEG] Guilds and Adventurers cover revealed

MEG Hal

First Post
We have been real busy over here at MEG trying to get you the best product for your campaign now the "new" look of MEG's Guild and Adventurers is here. This book is an excellent sourcebook for players and GM's.

guildadcov3.jpg
 
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tensen said:
Did this become a cover display day? I missed the memo.

Can we have a name the guilds contest for the cover?

I could do one more....well I am out at the moment, and with our site down we wanted people to be kept up with the news from MEG.

As far as the contest goes, the book will not be out for awhile so if I did one it would have to be for FL: Beyond the Walls, Doug whatcha think?
 
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JoeGKushner said:
How will this stack up with Bastion Press Guildcraft?

Hey Joe,

Well, We took a radically different approach to guilds than Bastion did. Not saying one way is better than the other but the two books are VERY different.

Guilds and Adventurers is divided into two sections. The first section details all of the more common and generic guilds from Alchemists to Wainwrights. We worked hard to make sure they are interesting for players as well as GMs. Players will either want to join one of the many guilds or at the least, find some of their henchmen through the guilds.
We used a class based method of presenting the guilds and offer a PC Prc class, The guildsman, as well as an NPC class, the guild Expert. Each guild has unique abilities and secrets that can only be learned by becoming a strong part of the guild through advancement.
However, Any character can join any guild regardless of class as an associate of the guild (by meeting some small requirements) which has some benefits but not nearly the benefits of becoming a Guildsman.

The second section are highly specialized guilds and adventurer societies set on Gothos, though we give plenty of information to make them work in any d20 world. These are really unique and have requirements to get in that any PC can attempt to achieve if the choose to. For some of these it is simply paying the dues, like the Gothosian Travel Society (who have some very cool secrets that only the highest ranking members can get to). It is rumored they may have Guides to Midnar's Realm but who knows. Of course, to gain any deeper knowledge or power within these groups there is much more required than simple dues.

Lastly, we give tons of information on the guild structures how they opperate, etc.

For the first section we did it somewhat like we do our Foul Locales line in that we present the guilds in detail, give some hooks and devices, but leave it up to you what role the guild plays in your game. The second section is much more detailed in regards to the guilds role and suggests where and how the guild works. The second set have NPCs detailed, where the NPCs might be located, how to achieve higher ranks, Where they fit outside Gothos and our setting, all kinds of stuff.

Does that help?
 


This sounds very interesting. I have always believed that guilds (a staple in many fantasy game worlds for more than 25 years) have gotten virtually no detail on how they work and how PCs can be involved. I am especially pleased that it *seems* that normal guilds are being detailed (ie. easily insertable into any campaign - for example, it could be used with the multitude of guilds of Waterdeep in FR).

On that note, you wouldn't be able to give a straight list of the guilds that will be detailed, would you? You mentioned "from Alchemists to Wainwrights" - I am very curious what's in there.

Pretty please? :crossfingers:
 


arnwyn said:


On that note, you wouldn't be able to give a straight list of the guilds that will be detailed, would you? You mentioned "from Alchemists to Wainwrights" - I am very curious what's in there.

Pretty please? :crossfingers:

I am sure we can arrange that.
 

The list of guilds from Guilds and Adventurers

Front Half

Adventurer’s Guild
Alchemist’s Guild
Apothecary Guild
Armorcrafters’ Guild
Artificers’ Guild
Assassins’ Guild
Astrologers’ Guild
Beggar’s Guild
Brewers' Guild
Chirurgeons' Guild
Courtesans’ Guild
Criers’ Guild
Entertainers’ Guild
Hunters’ & Trappers’ Guild
Jewelers’ Guild
Mages' Guild
Masons’ Guild
Merchants’ Guild
Naturalists’ Guild
Sages’ Guild
Seafarers’ Guild
Shipwrights’ Guild
Smithies' Guild
Tailors’ Guild
Thieves’ Guild
Torturers’ Guild
Usurers' Guild
Viniculturists' Guild
Wainwrights’ Guild
Weaponcrafters’ Guild

Back half
Arrowhead Order
The Baile Street Market Urchins’ Pod
The Beasts of Costov
Dreamcatchers
The Fraternum Arete
The Lottery
Salvager’s Guild
Second Fiddle
The Severance
The Traveler’s Society of Gothos
 

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