World Building - Thieves, Guilds, and Baubles

TerminalVentures

First Post
I'm looking for other ideas a fledgling guild might give it's members to not only get the players acclimated to the setting/guild framework, but also establish the guild in the world.

The background:

I have a world I've been building up over several years spanning two different eras. The early era, or what I refer to as "The Old Republic" is a typical high fantasy environment using traditional races. One super continent makes up the entire habitable part of the planet and the Gods are, for the most part, busy fighting amongst themselves. The latter era, or "Present," exists in much the same way however 'normal' races (Dwarves, Humans, Elves, ect.) do not exist, instead anthropomorphic races populate the continent. (Think Redwall meets Final Fantasy)

The Setting:
The general feel of the setting that I strive for is Terry Pratchett esk. I have a Death character that shoots the :):):):) with dead characters until they are revived, The thieves guild trips over each other and tries to assassinate the leader in a keep what you kill scenario, and wizards are dicks.

The Hook:
The main part of this campaign takes place in a desert city called Hearthmore smack dab in the middle of the only trade route between the southern and northern parts of the continent. On top of being a major trade center near by is a magical dungeon, think Etrian Odyssey, that brings survivors wealth and fame for exploring it's depths.

The Players:
The players are a group of adventurers who have arrived in Hearthmore to join a guild and make a name for themselves. Through happenstance they have fallen in with a guild that has become destitute and basically has to start from scratch. Though I have a few starting quests to get the players acclimated I feel I need something more to keep them going, in between the big "quests" in the dungeon.

Basic "Guild" quests so far:
Already the players have to reacquire the Guild's Charter from another guild that had it stolen, this will require them to get it back without angering the city guards or the thieves guild.

As well the guild had some tapestries that told of the guild's "illustrious" past that were also stolen and they must be obtained to make the hall feel like home.

Finally they need to help fortify the guild against future attacks.

Each of these segments should take a fair chunk of play time but I would like other ideas if anyone has any to share. Feel free to ask any questions. I'm happy to discuss other aspects of this world.
 

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