The Guild Campaign is a three part experiment I plan to run starting around the beginning of 2010.

In this campaign, each player will control three different characters at different points in the game, The players are all members of a guild operating in the city of Tellas, a metropolis ruled in name only by the Nation of Gorma. The guilds are the true power here, paying tribute to the bureaucrats to keep the city free from the nation's scrutiny. There is vast profit to be made if the right opportunities are seized and the competition eliminated. The nature and power of the guild is based on what avenues to power you pursue and which you abandon.

The Head

The first character you will control is a concept character. The Guild's Council is comprised of a seat for each player, each of which represents an aspect or interest of the guild. This character is very powerful, and conceptually should be the pinnacle of the niche they represent. Also feel free to go crazy with designing these characters, they should be cool and flavorful, even if they are overpowered.

These characters will be used in the web component that is being developed, Each will have a benefit assigned to them based on their specialty, i.e. the leader of the Intelligence wing would have bonuses to any espionage attacks.

The Heart

These characters are mid-level guild members working inside Tellas to carry out the will of the Council. They should be designed to take advantage of city fighting and espionage tactics, as all guilds discourage all-out war and prefer all infighting to be kept secret.

These characters begin play at level 5, standard point buy, level 5 gold, magic items at level -1, +0, and +1. All races referenced in a player source allowed, i.e. no Monster Manual race templates unless they have been printed in a player source. Note that these characters have easy access to guild property due to making the guild hall their home.

The Hand

Far to the East, Gorman scouts have discovered a new continent that is called the New Frontier. Pioneers have flocked across the ocean to explore the new land and stake their own claim over the territory. Your third characters are agents of the guild who have made the treacherous journey to ensure the guild will have a foothold in this new land.

These characters should be outdoorsmen able to take care of themselves. They will face the perils to cut a path to the new wonders that await, claiming the resources of the Frontier for the guild. When they are not the principle characters, they could be building outposts and supply lines to enable further exploration of the interior. The guild receives resources based on what they can gather and send back, and these games will mostly be combat oriented.

Hand characters follow the same rules for creation as Heart characters, but they suffer several in-game draw backs when it comes to requisitioning gear from the Quartermaster, as there is quite a bit of distance between the Frontier and Tellas.

You may only have one "Head" character, but you may have any number of "Hearts" and "Hands," as long as it isn't a mechanism of generating extra items and cash.


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