Guild membership fees and benefits

Post/Author/DateTimePost
#1

hattrick

Dec 16, 2008 8:48:10
Could not for the life of me figure out what forum this should be in.

I'm running a character in a 4e forgotten realms game who is a bounty hunter. The campaign has been going for a while and the DM is starting to work player background more into the story. We're trying to work out if there is an already established "hunters guild" in Faerun that is talked about in any of the source books and, if not, how to create one.

At it's most basic such an organization would give out contracts and pay upon completion, but I figure there would be a little more depth than that. There would be local chapters, membership fees, contacts my character could use for information, etc.

Anyone have any good ideas for sorting out the mechanics of such an organization? Thanks.
#2

sparkchaser

Dec 16, 2008 9:31:41
Off the top of my head:

-Gives a bonus to streetwise checks when talking to fellow guild members and also perhaps the local guard.

-Access to certain members-only resources like specialized equipment rental.

-I'd imagine that the guild would also be very active in "discouraging" freelance bounty hunters.

-Perhaps a small bonus to intimidation checks if the character is displaying the Guild's symbol on their clothing (and the person being intimidated recognizes the symbol).

-Discounts on healing and resurrection for members.

-Half-price drinks at Half-blood Harry's Public House.

-As far as fees go, I'd imagine that the guild would take a cut of the bounty (25-30%) and that would cover the member's fees. I'd have a one time membership fee of either a bounty done gratis or a significant gold payment.
#3

Rhineglade_

Dec 16, 2008 11:22:00
Guilds actually became quite prominent in the Middle Ages. You can kind of equate them with the Unions of today. They gave a powerful voice to the working class.

Here is what the "average" Guild would provide:

1) Set a "standard" of practices, skills/crafts that all members would need to meet
2) Limit competition
3) Set standard fees
4) Provide apprenticeships and recognize when an apprentice can become a "master" within the field
5) provide "life insurance" to widow and children
6) provide moderate "retirement" income
7) adjudicate arguments between members
8) occassionally moderate the members to ensure that they are not passing off products less than standard
9) provide room/board or even research facilities for out of town members (depending on the guild)
#4

hattrick

Dec 18, 2008 9:12:03
Thanks for the suggestions. My DM and I worked something out using those basic ideas, combined with an entry in a 3.5 book about an organization called the "bloodhounds." Already got my first capture and reward Thanks for the help