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E.N.

Guild Merchant Guild

E.N. Guild:
Merchant
Merchant Guild
Written by
Robert Hunter
Editing by
Robert Sullivan and Garth Wright
Cover and Layout Design by
M Jason Parent
Illustrations by
Michael Yatskar
Art Director, Layout, and Project Lead
Garth Wright d20 System and the d20 System logo
are trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with
permission.
d20 System and the d20 System logo are
trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License
version 6.0. A copy of this License can be found at
www.wizards.com/d20.
2005 E.N. Publishing

Table of Contents
Chapter I: Guild Overview 3
Chapter II: Guild Secrets 12
Skills 12
Feats 14
Chapter III: Prestige Classes 15
PrC: Exlemplary Purveyer of Goods
15 Designation of Open Game content and Product
PrC: Exemplary Purveyer of Identity: All text for feats, skills, prestige classes,
Livestock 16 spells, monsters, items, magic items, and tables
Chapter IV: Magic 20 throughout this book are released as Open Game
Content under the Open Game License version 1.0a.
Magic Items 21
All E.N. Publishing logos, artwork, product names,
Gods 22 product line names, and text not included as Open
Appendix: Sample NPCs 23 Game Content above remain Product Identity.

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E.N. Guild Merchant Guild

Chapter I:
Guild Overview
Introduction to the Guild
In broadest terms, a guild is a grouping spaces rented to sell such goods. By obtaining
of merchants or brokers in similar good or membership in this guild, the hawkers can be
services that discusses obstacles, benets for guaranteed that their stalls will be kept free of
their craft as well as organizing a framework trash, watched over by the community guards
of policies and guidelines to which they agree to avoid vandalism or harassment, among
to adhere. other services. An individual will be hard
For example, in such, a community pressed to gain that sort of protection from
where several bakers gather to combine their any established municipality.
buying power from a large mill, attempt to Attempting to operate within the
boycott a farmer, or agree on a price of goods, community patrolled limits of a community
may be called the Bakers Guild. without a proper relationship with a guild
Many communities nd they are better is frowned upon, a potential betrayal
able to organize and orchestrate their survival of agreements made and not without
by building guilds early in their community consequence. Peddling wares which are not
growth as a method for dealing with citizens regulated by the guild standards, produced
concerns and a method of distributing with the accepted materials or distributed
information. through proper channels will result in quick
Guilds vary in size and makeup in retribution by the guild. This confrontation
such a way that they tend to group smaller will usually take one (or more) of several
more unique dealers and goods together. It forms; a visit by the local guild representative
is unlikely that any community will have a outlining politely but rmly that freelancers
guild for the dealers in the market square who are not welcome and acceptance into the guild
peddle homespun goods, carved items and and its benets is expected, or perhaps in
poultices for burns and itches; meanwhile, situations where the guild is more entrenched
there will be a Market Guild who oversees the in the community a visit from the town guard

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E.N. Guild Merchant Guild
or other civil servant discussing the various
taxes and levies which are to be paid by the
Membership
Membership of Merchant Guilds is
freelancer.
not necessarily mandatory but most assuredly
Naturally, there are going to be some
expected of workers and/or merchant in a
cities or guilds where the discussions between
majority of the civilized realms. The member
guild and freelancers will not be polite, or even
pays a monthly or annual fee to the Guild for
had in the light of day. Results of these can
administration of the group and as a stipend
simply be the disappearance of the freelancer
towards unforeseen expenses. These fees
and a newly raised apprentice with a fully
invariably nd their way up the ladder to the
stocked storefront (and his indebtedness to
Guild Master, who in some cases invest the
the guild).
coin in benecial ventures for the betterment
of the guild and its members; meanwhile, a
History larger variety of guild masters use the cash for
As civilizations builds from a luxuries and private caches.
small groupings of homes to a larger and The loyalty of members of many
more organized metropolis, there is real guilds borders on the fanatical; reasons for this
but usually unspoken requirement vary from simply a need to belong to nally
for an organization to ensure open channels nding a situation where they are accepted
of distribution, warehousing, trade and for who they are.
protable tariffs etc. This group is usually The number of members will vary
called a Company of Guild Masters. Each with each community and with each guild.
group often gives themselves a more unique Some guilds have a very small membership
name. Consequently, each community will as their skill set is unique (for example, an
have a governing body identiable with each apothecary) with an intense knowledge of
community. herbs, their applications and various potencies.
The larger the community or more In cases such as this many smaller groups will
unique the goods traded, the guild-masters be grouped in together to represent a variety of
begin to hold more and more power over the businesses. Refer to the side bar for examples
populace and their nances. Control over the of Guilds normally found and any smaller
goods which enter and leave the community, guilds, which can be amalgamated into them.
how it gets to the people, or more importantly For many larger communities, it
to the local businesses, gives (collectively is common to have two in ve people as a
rather than individually) the Merchant Guild member of a guild. The remaining populace
enormous inuence. will be made up from the young, the elderly,
Most begin as a collection of travelers, unemployed and inrm. Populations
merchants from varied elds of expertise who that are diverse will follow the same ratio
combine their efforts to minimize their losses for breakdowns within the guild; so saying,
while maximizing their gains. This group, a community with a 10% complement will
normally an odd number to guarantee votes include 1 in 10 within guild society.
will be passed one way or the other, decides
aspects of business life within the community Benefits
and advises on commodity treaties with Many ask themselves why one would
neighboring cities. join a guild. You are handing over goods (or
prot) to an intangible association, becoming

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E.N. Guild Merchant Guild
that any goods they receive from
Most Common Guilds approved suppliers will meet a certain
Bakers Guild (Bakers, street vendors, cooks, level of quality as part of a symbiotic
millers) relationship with the guild. If the
Civil Service Guild (Lamp lighters, street cleaners, supplier provides substandard goods,
stable hands, misc. service staff) they run the risk of being cut off from
Masons Guild (quarry staff, sculptors, stone the members of the guild and lose a
workers) large portion of their customer base.
Farmers Guild (cattle herders, farers shepherds, The price of your goods is
poultry farmers, trappers) recommended in order to ensure that a
Teamsters standard is maintained for all members
Herbalists Guild (Apothecaries, healers) of the guild. If Merchant A sells
Innkeepers/Tavern Guild good quality shoes and boots for 10 sp
Thieves Guild/ Assassins Guild while Merchant B (who has received
Magic Users Guild the same standard supplies) sells
Weavers Guild (Seamstresses, tailors, weavers) average quality shoes and boots for
Woodworkers Guild (carpenters, carvers, 10 sp, differentiation of quality is the
lumberjacks) deciding factor for sales. Customers
Metalworks Guild (Weapon-smiths, armor-smiths, will learn who sells the best goods and
blacksmiths) patronize their shop, perhaps asking to
Tanners Guild get custom orders (allowing Merchant
Adventurers Guild A to dictate a special price), more
Potters Guild (glass blowers, potters, corkers) often than Merchant B. This begins
Jewelers Guild (jewelers, gem workers, precious the war on quality where all involved
metal providers) benet: Clients get better quality goods
Market Guild (peddlers, seasonal merchants, festival while all merchants get business.
markets) Occasionally there are situations
Scholars Guild (Cartographers, Scribes, Inkers, when something untoward happens to
Artists, Book Binders etc) a business such as re, ood, sickness
Fisherman Guild (Dockworkers, Dock masters, or injury. In these cases, like a family
sailors) the guild will pool together what would
be necessary to aid the injured party,
providing supplies, tools inventory and
locked into deals with suppliers who may
the like. This ability to look after each other
provide substandard materials, have no control
lends a stable base for many business owners
over the price you can charge or even who you
to commit (and become rabidly committed)
are able to sell to. It seems like a large burden
to a guild.
for many who undertake entrepreneurship in a
In some civilizations, there are various
community, especially when you are required
controlling powers to a guild, those being
to work from sun up to sun down and in
whether the guild is ruled by a temple, royalty
many cases longer than that for a handful
or the community council. Each faction will
of coins. So ask again: Why?
garner results differently from the guild as
While the list of potential dangers is
well as dictate policies and guidelines for its
ominous, membership has its benets. As a
members.
member of a guild, a merchant may expect

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E.N. Guild Merchant Guild
members since they had to put in their time.
Leadership As the religions turn their hand to the guild
Temple Run
life, whatever form of scripture they tend
Guilds that fall under the control of a
to follow will also run down through any
temple regardless of religion can look
enterprise they have members for. Naturally,
forward to a large portion of their prots
this also means conicts the religion partakes
and best quality goods going to the church.
in will spill out into the guild and its treaties
While this is usually done for the good of the
insofar as to segment the community and
ock, it occasionally goes to the pockets of
customers.
those who are less pious than others are. Some
religions are geared towards prot where the
Council Run
more gold you produce or have means you are
In some societies a large conglomeration
closer to the divine being you follow. Deities
of guilds ban together to more effectively
that aim for poverty to harden the soul dictate
control those events which affect their lives.
charity and donations to the poor in whichever
This amalgamation naturally leadership that
community the temple resides. In cases like
ostensibly holds guild ideals and best interest
this, the guild only purchases enough supplies
at heart, usually in the form of a council
to fulll their forecasted needs. By having its
made up of the Guild Masters of the guilds
followers survive on the edge of ruin will
themselves. As with any government (and
instill a sense of joy and appreciation of what
have no doubt a government it is) in ghting
they do have.
and backstabbing is rampant. The make up
Naturally, this faith is not found in
of the Guild Council will vary, depending
all the members of the guild. The proper
on the overall number of guilds within the
functioning of the guild and its relationship
community. The larger and more diverse the
with the temple relies on conscience choices
community, the larger and more diverse the
based on scal survival, not faith in deities.
Council will tend to be.
Faith as a way of life can inuence ones
Some guilds may not want to partake
choices and direction of a guild it should not
of the collaboration, preferring to remain apart
be strong enough to become an arm of the
(such as the Planar Trade Guild, certain Magic
temple it collaborates with. As an aside to that
guilds and even in extreme cases the scholars).
notion is the presence of individuals who are
The country and their views on life will play
not as religious as those around them, using
a major role in deciding who would be open
the charity of the guild for their own means.
to merging their resources in this way. This
These people will normally be found in lavish
is best displayed in a place where the written
surroundings, living a life of decadence but
word and history is revered to almost divine
with no real liquid assets or money, only
status. Some scholars will view knowledge of
possessions.
all types to be paramount to everything else;
For those religions that lean towards
consequently, they may disdain to mingle
the shady side of life, there may be strange
with any outside their social circle.
tenets passed down through the guild ranks.
Ideally, leadership of this Guild
Privileges and pampering of the guild could
Council can only be held by a rm grip
be rampant through the community while
while still allowing enough autonomy for the
the members are ground under the heel of
various guilds to express opinions, comments,
the temple. As members rise, they in turn see
criticisms and concerns. Depending on the
it as their right to do the same to the lower
interior make up of the Guild Council, guild

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E.N. Guild Merchant Guild
members may nd a leader who has enough a list of possible exchanges for membership
inuence either through fear or coercion dues.
to control the guild or one who leads
through compassion and logic. Apprenticeship
Which type of leader rules the coop Many merchants in a community
can often be determined by the state of the require assistance in the day-to-day activities,
community itself. Consequently, where the be they loading or unloading wagons with
shops are jovial places to conduct business, no cargo, production support or just an errand
(or little) concerns about supplies, distribution boy. In the end, a merchant is going to need an
or safety you will nd the merchant have apprentice, someone who they can eventually
faith in their leaders and that their positions leave the business to for short or indenite
in the society are looked after. Conversely, periods of time.
situations where the merchants are looking The apprenticeship lands upon any
to push their wares beyond proper etiquette young family members or friends from
allow or allude to shoddy workmanship of within the community. When these are not
competitors, points to a survival of and loyalty available, or business is too fast paced for a
to themselves above any ties to guild. single apprentice, the merchant may look to
other options. Some enterprising merchants
Dues have successfully managed to recruit from
Membership within the guild varies streets urchins, who work doing simple tasks
from society to society, depending on the in exchange for meals. As they become more
easier form of payment. While this seems familiar with the process of working, and more
to be a step away from the norm, it should comfortable with being responsible to someone
be remembered that most guilds have one else, the tasks become more elaborate. Soon
thought in mind insofar as overall philosophy; the urchin is better fed than before and feeling
that is the survival of the business and their a loyalty towards the merchant and becoming
members. That being said, the payment of dues a member of society. Other merchants have
can be anything from product, coin, to favors attempted this only to be made a victim as the
or services. Any mix of the aforementioned urchin, already a member of a guild, has the
payments can be used, so long as at the end of more valuable goods removed from his shop
the day everyone does something within their under the dark of night.
power to assist the Guild. Table 1-1 shows

Table 1-1: Dues


Payment How Payment is Made:
Coin/Legal Portion of prots (% of take), or a set payment with a xed schedule (daily, weekly, monthly,
Tender annually)
A portion of production is sectioned off for guild warehouse (daily, weekly, monthly, annually)
Product (% of production), or a portion of productions highest quality goods sectioned off (% of
production)
Training of apprentice for members who hold high standard of Guild tenets or special demands
Favor placed upon the business take priority over all other business (found mainly in the blacksmiths
trade) or discretion for business dealings and locations
Signed ownership of property to the guild for a period of time equal to membership fees
(signing ownership of warehouse to guild as partner, either short term or long term) or use of
Collateral
personal property for guild business on fair rates for a set period of time (use of a warehouse
for guild goods)

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E.N. Guild Merchant Guild
Usually the apprenticeship agreement to day. Year 7: earns salary (3sp per week),
runs as follows: runs store while merchant away, handles
Apprentice is taken in from age 7-10 for a small/mid sized and some larger projects with
period of 6-9 years; Year 1: earns no income, merchant supervision. Year 8: earns salary (4
living on premises with merchant. Year 2: sp per week), runs store or market stall, trains
earns no income/small stipend at merchants younger apprentices, handles small, mid
discretion, lives on premises/ with merchant. sized and large jobs. Year 9: earns salary (4
Year 3: earns small salary (1sp per week) and sp per week), runs store or market stall, trains
payment for any tasks for customers. Year 4: younger apprentices, handle all jobs.
earns small salary (2sp per week) and payment In the nal year of apprenticeship, the
of any tasks for customers, responsible for apprentice must produce a journeyman item.
small tasks. Year 5: earns small salary (2sp This is some object with which the apprentice
per week), able to run store front for short shows they have understood the teachings of
periods of time, responsible for smaller tasks the merchant. For an apprentice blacksmith,
day to day. Year 6: earns salary (3sp per week), this would be producing a mid size product
able to run store for short periods of time, from start to nish, to an acceptable level of
responsible for smaller/ mid sized tasks day quality; for apprentice weavers, an article of
clothing or tapestry, a brewer: a
batch of acceptable wine or ale
and so forth.
An apprentice with exceptional
skills may reduce the tenure by
varied amounts by taking on
the various tasks required of an
older apprentice.
An apprentice often stays with
the merchant and their family or
sleep in a loft above the shop. In
this way they learn the principles
of the business from sun up
to sun down and maximizes
the time they are able to work.
This also guarantees that the
apprentice will be to work on
time and able to close the shop
each night.
Apprenticeship may be
terminated by the merchant at
any time with sufcient grounds,
such as (but not limited to): theft,
vandalism, gross disobedience,
matters of extreme disrespect
to customers, and numerous sub
standard products.

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E.N. Guild Merchant Guild

Titles Guild Major (Only present if there are more


The ranks throughout the different
than 10 Guild Captains, 1 for every 5)
guilds vary but most follow a hierarchy with
Appointed by vote from Guild Captains
multiple levels. Refer to the more specialized
Handles all duties of Guild Captain but
books in this series for more details about the
works as liaison with Guild Master on behalf
guilds outside the usual merchant occupation.
of Guild Captains en masse.
A regular merchant guild will adopt a simple
Been with guild at least 13 years in good
system with guidelines, jurisdictions and code
standing.
of behavior for each. Convoluted patterns only
hamper effectiveness and take time, time that
Guild Captain (varies on size of community,
many simple merchants dont want to spend
normally 1 for every 50 members)
away from their shops, stalls or work sites.
Controls a section of any community and is
The following outline covers a wide
responsible for business/prot in that area.
majority of guilds or various trades.
Handles disputes between members within
their jurisdiction
Guild Master (1)
Arranges distribution of guild funds
Dictates policy, direction and procedures for
as outlined by Guild Master for their
guild.
jurisdiction.
Finances are ultimately held in the Guild
Grievances raised by lieutenants to Guild
Masters hands although many appoint an
Captains are mediated unless deemed
administrator for funds, many select someone
important enough to hand off to Guild
sympathetic to the Guild Masters needs,
Master.
wants, desires, etc.
Act as a council if Guild Master is absent or
Most Guild Masters are voted in by the
seat is vacant.
Guild Captains
Appoints Guild Lieutenants from members
All truces must be approved and organized
in their jurisdiction.
by the Guild Master
Collects dues from Guild Lieutenants for
Guild Masters of similar trades will appoint
their region
one of their number to the Guild Masters
Enforces penalties and punishments for
Council (in larger cities) to address their
members in their region.
needs/concerns.
Acts as liaison with community guard for
Been with the guild at least 15 years in good
their region.
standing.
Been with the guild at least 10 years in good
standing.
Administrator (1)
Handles guild nances and is answerable to
Guild Lieutenants (varies on size of
only the Guild Master.
community, normally 1 for every 25
Administrator is appointed by Guild Master
members)
and can be from either the ranks of Lieutenant
- Normally controls one or two streets of a
or Captain.
community for distribution, storefronts, etc.
Occasionally, the administrator has been
- Collects dues from members in their region,
taken from another guild completely, such
in turn passing funds to Guild Captain.
as the banking guild. This is not without
Handles complaints from Guild Leads in
precedent.
their region.

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E.N. Guild Merchant Guild
Acts as a council if Guild Captain is absent Many guild members have been born
or seat is vacant. in the community, or moved there, with the
Appoints Guild Lead from members in their express intention of establishing a business
region. and can be relied upon for information about
Been with the Guild at least 7 years in good local history, conicts, legends and who to
standing. turn to in times of trouble or prosperity.
Fallen members from the guild will
Guild Lead (varies on size of community, nd it difcult to function successfully
normally 1 for every 10 members) without a sympathetic shoulder to assist them.
Go to person for members with issues, Grudges from the clan-like guild run long
complaints, ideas. and deep being repaid only through hardship
Been with the guild at least 5 years in good or extreme sacrice. Many ex-members
standing. choose instead to leave the community and
nd work in another populace. Attempts made
Guild Member (varies on size of to serve in another guild of similar industry
community) within the same community tend to backre
Fullled apprenticeship and now works as word of the excommunication passes
either for another guild member or has own through word of mouth. Expulsion of one
business within community limits. guild may lead to being ostracized by many
Pays dues in funds or product. secondary and tertiary guilds to avoid harsh
Teaches apprentices in the guild methods, backlashes for not standing with the original
policies and procedures. guilds decision.

Guild Apprentices (usually 1 or 2 per Reputation


member) As outlined in The Merchant Guild in
Work hard the Community many general guilds are made
Dont talk back up of the populace of the community in which
Work hard they reside. As such many essential services
are conducted by guild members. While some
The Merchant Guild in the guilds are renown for their services, like the
Blacksmiths Guild or the Thieves Guild,
Community Merchant guilds are accepted and appreciated
Merchant guilds themselves tend for their steadfastness in the community.
to see the populace as necessary (possibly Members of the guild usually receive
a necessary evil) for their own survival little in the way of trouble from the town guard;
and success. Members mingle with others in return they willingly or with quiet mumbled
throughout the community and will lend a complaints, curfews or other proclamations
helping hand if the situation calls for it. necessary from the Town Guard. This level
Fire crews, mob riots and auxiliary of obedience and cooperation alleviates many
guards are all pulled from members of most problems the town guard deals with when
merchant guilds. The more specialized guilds, troublesome situations arise.
such as the Assassins Guild, the Thieves There are going to be times when
Guild or the Magic Users Guild, naturally being a member of a guild is not benecial
do their own part for good of the general for everyone. Cases where famine begins to
population.

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E.N. Guild Merchant Guild
prey on the community and its patience the Occasions where warehouses on the docks has
price of goods begin to rise. Loaves of bread been converted to a large meeting area and
and feed for livestock increasing in price ofce for the guild to discuss business and
comparable to something comparable to conduct deals with the other guilds (like the
ne art and jewelry affects how people will sailors guild or teamsters) has been known to
view the bakers. Ignorance over production happen. Other guilds enjoy the proximity of
techniques and supply demands also taints the dock warehouse guild-house as it lets their
the outlook of those who have come to expect respective guilds know of their importance
goods whenever they require them. As bakers to the merchants. On average, a guild-house
have no idea how a jeweler places a gem in a will be large and possess many open spaces
setting, likewise a jeweler has little knowledge to allow either product or large numbers of
on baking a platter of pumpernickel loaves. people to congregate. The numerous forms
It is important to realize that a of merchants found in any community will
community has many pressures upon it from require numerous factions and representatives
outside sources; seasonal concerns (storms, to assemble for major issues.
ooding, frost and snow, draught, etc), In cities where the town guard and
geographic location (on water, secluded valley, the merchant guild are on good terms, the
on the plains), political make up (nations at war, merchant guild-house can and sometimes
monarchy, democracy) or racial issues. Even is used in times of trouble for a secondary
nding a self-sufcient guild able to produce command centre. Fire in a town built of wood
quality goods for a fair price, providing funds can be a dire situation and having a command
for community works and a good standard of centre away from the rich and afuent parts
living does not guarantee a long prosperous of the community saves on time and brings
life. Any of the issues mentioned previously a level of efciency that can save lives and
can reduce a guild and community to paupers businesses. In exchange for this cooperation,
and rubble respectively. the merchant guild enjoys light duties and
tariffs and lax custom ofcials.
Racial Makeup
Many merchant guilds are made up
primary by human components, although given
the wide variety of services represented there
are numerous opportunities for other races
to participate. Many dwarven blacksmiths
or gnome tinkers enjoy membership in a
merchant guild within their own community.
For general merchant guilds, the racial make
up is best taken as duplicating the make up of
the community itself.

Headquarters
Most merchant guilds will be centered
along their main distribution route in order to
ensure that they are close to the action and
can deal with potential problems if they arise.

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E.N. Guild Merchant Guild

Chapter II:
Guild Secrets
Heal
Skills Fisherman Guild: Knowledge (Local
Many guild members carry a variety of Geography), Craft: Sailor, Knowledge
skills, depending on the merchandize they (Sailing), Knowledge (shing), Wilderness
peddle or products they create. Using the Lore, Appraise, Bluff, Knowledge
guild list in the sidebar from History of the (Warehousing) Craft: Shipper/Receiver/
Guild, some example skills are listed below: Dockworker
Herbalists Guild: Knowledge (herbs),
Adventurers Guild: Knowledge (local Knowledge (spices), Knowledge (local
History), Diplomacy, Knowledge lore), Heal, Craft: apothecary, Craft:
(geography), Animal Handling, Craft: herbalist, Craft: midwife, Knowledge:
Guide (poisons), Knowledge (alchemy),
Bakers Guild: Knowledge (spices), Appraise
Knowledge (cooking), Bluff, diplomacy Innkeepers/Tavern Guild: Bluff, Innuendo,
Bankers Guild: (See Banking Guild Knowledge (local History), Knowledge
Book) (geography), Gather Information,
Brewers Guild: Knowledge (grapes), Diplomacy
Diplomacy, Appraise, Knowledge (barley/ Jewelers Guild: Appraise, Knowledge
wheat), Alchemy and Craft: Brewer (gemstones), Knowledge (precious
Civil Service Guild: Animal empathy, Metals), Craft: Jeweler, Craft: Silversmith,
Animal handling, Knowledge (weather), Craft: Goldsmith, Bluff, Knowledge (gem
Knowledge (etiquette), Diplomacy, cutting)
Innuendo, Knowledge (accounting) Market Guild: Appraise, Knowledge (local
Farmers Guild: Knowledge (agriculture), festivals), Knowledge (local history),
Animal Handling, Animal Empathy, Gather Information, Craft: Hawker,
Knowledge (Animal Breeding) Craft: Knowledge (local Customs)
Farmer, Craft: Trapper, Wilderness Lore, Masons Guild: Knowledge (engineering),

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E.N. Guild Merchant Guild
Craft (Engineer), Knowledge (stonework), (accounting)
Stone-cunning, Craft (sculptor), Tanners Guild: Wilderness Lore,
Knowledge (tools), Knowledge (mining) Knowledge (animals), Animal Handling,
Metalworks Guild: Knowledge (Metal), Craft: Trapper, Craft: Tanner, Knowledge
Craft: Weapon smith, Craft: Armor smith, (leather), Appraise, Bluff, Diplomacy
Craft: Blacksmith, Knowledge (forge), Teamsters: Knowledge (geography),
Knowledge (weapons), Knowledge Craft: Teamster, Craft: Wagoner
(Engineering), Animal Empathy, Animal Weavers Guild: Knowledge (Cloth), Craft:
Handling, Appraise, Bluff, Innuendo, weaver, Craft: Seamstress, Craft: Tailor,
Diplomacy, Knowledge (Weapon History) Knowledge (Wool), Knowledge (leather),
Potters Guild: Craft: Potter, Knowledge Craft: Spinner
(sculpting), Knowledge (clay), Knowledge Woodworkers Guild: Craft: Carpenter,
(pottery), Diplomacy, Knowledge (local Craft: Lumberjack, Knowledge (wood),
techniques/etiquette), Wilderness Lore, Knowledge (carving tools), Knowledge
Knowledge (sand/soil/gravel), Knowledge (engineering), Appraise, Bluff,
(Glass), Craft: Blower Diplomacy
Scholars Guild: Knowledge (ancient
history), Knowledge (local History),
Knowledge (languages), Knowledge (art Secrets of the Brotherhood
history), Craft: Book binder, Craft: Artist, Many guilds conduct their day-to-day
Appraise, Knowledge (Cartography), business without (or at least with few)
Knowledge (geography), Knowledge attempts to subvert the politicians, the royal

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E.N. Guild Merchant Guild
family or to nd suitable sacrices for an evil Benet: Once per week you are able to
god. They merely wish to earn a living to concentrate on a specic scenario and foresee
support a family, build a life worthy of their the outcome. You success is determined by
ancestors and perhaps make their mark on the adding your class level, diplomacy score and
trade they enjoy. Wisdom modiers together; consequently,
This does not mean that all guilds react this score is treated as your percentage of
or strive for the same things; the wide variety success.
guilds have their own motivations and so Example: Guild Lieutenant Corrigan, a
conduct business differently. Some guild may level 5 Expert with a WIS modier of 2 and
indeed harbor secrets and associations best diplomacy score of 5 would have a (5+2+5)
not known by the general populace. Some 12% of success in piecing together what is
members from the masons guild may have about to transpire when they start discussions
started second business building tunnels with his rivals on a limited truce.
throughout the community without the Special: Each rank held above Lieutenant
knowledge of the civil servants or the hierarchy garners an additional +5% to the attempt to a
of the Masons themselves. The apothecary maximum of +10 for Guild Master (+5 Guild
guild may provide poisons and potions to the Captain, +5 Guild Master)
assassin and thieves guild, certainly something
that would hurt their day-to-day business. Visual Speech [General]
Partnerships, recommendations and relations When speaking to others your use of words
of this nature will be present anywhere there and language are enough to clearly and vividly
are more than a handful of people together. describe the most convoluted and complex of
concepts. Those listening to you speaking nd
they are better able to understand your stand,
Feats views and leaps of logic being made.
Uncover Machinations [General] Prerequisite: Diplomacy 4 ranks
When dealing with situations where Benet: With this feat you gain a +2 bonus
you know all people involved, you are able to Innuendo and Bluff, as well as improve the
determine possible scenarios, motivations and hostility of anyone listening one level with a
outcomes with uncanny accuracy. The web of successful diplomacy check.
workings amongst various groups becomes Special: This feat only works should the
clear and simple when you turn your mind to people listening actually speak the language.
uncovering them. Attempting to shift the hostility level of a
Prerequisite: knowledge of individuals marauding band of orcs bent on destroying a
involved spanning at least 3 years of village will fail if a common language cannot
current date, Knowledge (Local customs): 5 be found.
Ranks, Diplomacy: 3 ranks, achieved Guild
Lieutenant Rank.

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E.N. Guild Merchant Guild

Chapter III:
Prestige Classes
the Purveyor of Goods can link items from
Exemplary Purveyor of civilizations long lost with glyphs on broken
parchments in the local temple.
Goods (Epg) Use in campaigns: The Exemplary
From time to time, you nd yourself Purveyor can be found in any urban area that
wandering through the community streets, has a steady stream of trafc from outlying
aimlessly passing equipment shops, weapon areas. Their shop will usually be found around
smiths, cobblers and vendors in search of a library, temple of knowledge or observatory.
something different. Whether it is an item to Most scholars in the area will either know or
assist on a quest or aid you in an extracurricular know of the Purveyor within the community;
activity (that you would be better of if the town whether the relationship is jovial or now will
did not know about) you need to nd someone depend on if the scholar has been shown up at
who can gather the necessary pieces for you. some point in the past.
In cases like this, you would be seeking out Purveyors thirst knowledge and rare
the Exemplary Purveyor of Goods, a dealer in items above money or prestige and as such are
rare artifacts and items that many adventurers known to assist those who come to them with
nd useful for information on things they an item that can be left for a period of time.
found in the depths of a dungeon or to pick up Proper sketches, research and examination
an interesting trinket. must be made for anything that passes a
A wealth of knowledge on local history, Purveyors hands, normally taking two weeks
this packrat studies ancient lore like a bard, for every 500gp of value. As the item gets
catalogues items like a mage and calculates more an more expensive the related document
prot like a rogue. This businessman is which must be footnoted or correlated become
motivated twofold: prot of possible sales more rare or guarded (one does not simply
and knowledge of lost lore. Called upon footnote a holy text without proper people
by mages and lore masters for information discussing the impact of the text, wording
and sometimes aid in deciphering histories and where to place it) and the item will be

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E.N. Guild Merchant Guild
Table 3-1: Exemplary Purveyor of Goods Skills: Appraise: 2
Class Base Fort Ref Will Special ranks, Knowledge
Level Attack Save Save Save (Ancient History): 3
Bonus
1st +0 +0 +0 +2 Bardic Knowledge, Appraise +1
ranks, Knowledge (Local
2nd +1 +0 +1 +3 Identify 1/week History): 3 ranks.
3rd +1 +1 +1 +3 Special: Person will be
required to correctly
4th +2 +1 +2 +4 Decipher Language, Appraise +2 research one items
5th +2 +1 +2 +4 Identify 2/week (minimum value of 500
6th +3 +2 +3 +5 Favored Type, Research
7th +3 +2 +3 +5 Appraise +3
gp) history one their own.
8th +4 +2 +4 +6 Identify 3/week
9th +4 +3 +4 +6 Research 1/3 Class Skills
10th +5 +3 +5 +7 Favored Type 2 The Exemplary
Purveyor of Goods class
skills (and the key ability
for each skill) are: Appraise (Int), Bluff
(Cha), Craft (Int), Diplomacy (Cha), Gather
Information (Cha), Knowledge [any History]
(Int), Listen (Wis), Profession (Wis), Sense
Motive (Wis).
Skill Points at Each Level: 2 + Intelligence
modier.

Class Features
All of the following are class features
of the Exemplary Purveyor of Goods prestige
class.
Weapon and Armor Prociency: Purveyors
viewed by many, many sets of eyes before it
are procient in all simple weapons. Exemplary
have been sufciently catalogued. Items of
Purveyors of Goods are not procient with
historic or religious magnitude can in some
any armor or shields.
instances be very difcult to retrieve from
Bardic Knowledge: The Exemplary Purveyor
the hands of a zealot. Knowledge which is
of Goods gains the Bardic Knowledge ability
contrary or outright painful to those who view
like a Bard (PHB see chapter 3) of the same
it may choose to lock it away, for example a
level.
book with such knowledge as it taints those
Appraise (Ex): An Exemplary Purveyor
with evil who read it, containing recipes of
of Goods starts with a bonus of +1 to their
cooking sentient life, torture techniques for
appraise skill. This bonus can surpass the
evil sacrices etc.
regular limit to ranks by 1in the Appraise skill
Hit Die: d6
only for that level. Every 3 levels the Purveyor
increase this bonus by 1 (+2 at fourth, +3 at
Requirements: To qualify as an Exemplary
seventh, +4 at tenth, etc).
Purveyor of Goods a person must fulll all
Identify (Sp): Starting at second level an
the following criteria.
Exemplary Purveyor of Goods is able to cast
Alignment: Any non-chaotic
identify as a bard of the same level. This bonus

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E.N. Guild Merchant Guild
goes up by +1 every 3 levels after (+2 at fourth
level, +3 at seventh level and so on). Exemplary Purveyor of
Decipher Language (Su): A purveyor that
reaches the fourth level has an ability to Livestock (Epl)
comprehend language they have only recently The Exemplary Purveyor of Livestock
been a witness. Long concentrated study to the is someone who has managed to amass
exclusion of all else is required for the attempt, experience with dealing with animals of all
normally taking days to glean the information types. In order to bring a challenge to their
desired. The effort to decipher any language lives they have begun to deal in more exotic
will vary in difculty dependant on how far animals. For those who search for unique
removed the language is from the current breeds of animal, and perhaps even those
location of the Purveyor; consequently, it is specimens normally not found in law abiding
easier to gure out a version of Elven than it societies, working with the Exemplary
is for an outsider language. Purveyor to whom they will eventually turn.
Research (Ex): At sixth level the Exemplary The main drive for the Purveyor is
Purveyor of Goods is able to streamline their the love of animals and the exhilaration of
attempts to research an item in their care. discovering their singular reason for being
This comes from their intense knowledge and insofar as predator, prey, pack animal, source
practiced efforts of delving into the realm of of food or even just a freak of nature. In this
the unknown. Any attempt to research items way, many rangers or druids would sometimes
and knowledge can be cut to and when the be found discussing various treatises or
Purveyor reaches ninth level any attempt is knowledge they may have about exotic
brought to 1/3 the time. animals. The respect garnered by both parties
Favored Type (Ex): Upon reaching sixth for their love of nature and animals grows an
level the Exemplary Purveyor of Goods has understanding if not a grudging friendship.
found that they nd research in a certain As a salesman, the Purveyor haggles
type of item gives more reward for their and expounds about the virtues of stock
efforts. This usually comes from childhood he maintains whether they are for spell
games or favorite stories or legends. Those components, familiars and companions or just
who played with wooden swords as kids, or for a mount which attracts the eye. Equipment
enjoyed hunting with bow and arrows with and gear for the animals can also be found at
beloved parents may turn
their attentions to weapons. Table 3-2: Exemplary Purveyor of Livestock
Those who spent many Class Base Fort Ref Will Special
Level Attack Save Save Save
summer afternoons reading Bonus
in the shade of a tree as a 1st +0 +2 +0 +0 Track, Venom Resist 1
youth may enjoy researching 2nd +1 +3 +1 +0 Animal Telepathy 1/day
ancient tomes. The Exemplary 3rd +1 +3 +1 +1
Purveyor of Goods will gain
a +1 for all skill checks, saves 4th +2 +4 +2 +1 Venom Resist 2
5th +2 +4 +2 +1 Animal Telepathy 2/day
or ability checks when dealing 6th +3 +5 +3 +2 Favored Prey
with that type of item. This 7th +3 +5 +3 +2 Venom Resist 3
bonus stacks upon any other 8th +4 +6 +4 +2 Animal Telepathy 3/day
benets gained from racial or 9th +4 +6 +4 +3 Unyielding Ride
10th +5 +7 +5 +3 Favored Prey 2
arcane means.

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E.N. Guild Merchant Guild
the stall of the Purveyor. Their experience revered or hard to come by a purveyor is hard
from years of travel and exploration make pressed to peddle his wares if he is present at
them uniquely qualied to discuss various all.
breeds, feeding habits and other details of Hit Die: d6
animal life.
Use in campaigns: The Exemplary Requirements: To qualify as an Exemplary
Purveyor can be found in any urban area that Purveyor of Livestock a person must fulll all
has a steady stream of trafc from outlying the following criteria.
areas. Due to the importance of continuity Alignment: Any non-chaotic
of care for their animals in times of drought Skills: Appraise: 2 ranks, Handle Animal: 3
or ood the rst of the businesses to pack ranks, Knowledge (Exotic Animals): 3 ranks,
up their goods and ee the community are Ride: 2 ranks, Survival: 2 ranks.
the Purveyors. Cities where the rulers have Special: Person must have tracked and
extravagant tastes even those bordering on captured one wild animal of the same size
decadent the Purveyor is well looked after category as himself.
with large grounds, an army of assistants
and scouts in the eld seeking the next prize. Class Skills
Conversely, in an area where animals are The Exemplary Purveyor of Livestock
class skills (and the key ability for each skill)

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E.N. Guild Merchant Guild
are: Appraise (Int), Bluff (Cha), Climb (Str), naturally generated venoms or poisons. This
Gather Information (Cha), Handle Animal bonus goes up by +1 every 3 levels after (+2
(Cha), Knowledge [any animal] (Int), Listen at 4th level, +3 at seventh level and so on).
(Wis), Ride (Dex), Sense Motive (Wis), Animal Telepathy (Ex): Starting at second
Survival (Wis), Use Rope (Dex). level the Purveyor gains insight into the
Skill Points at Each Level: 2+ Intelligence animals inner mind. Once a day the purveyor
modier. is able to communicate with a single animal for
a number of rounds equal to Purveyors level
Class Features + Wis modier for Cargon, a level 3 Purveyor
All of the following are class features with a Wisdom modier of +2, would be able
of the Exemplary Purveyor of Livestock to communicate with a horse for (3+2) = 5
prestige class. rounds. This ability rises to 2 times a day at
Weapon and Armor Prociency: Purveyors level 5 and 3 times a day at level 8. This ability
are procient in all simple weapons. increases +1 per day every 3 level hereafter.
Exemplary Purveyors of Livestock are not Favored Prey (Ex): At sixth level the
procient with any armor or shields. Exemplary Purveyor of Livestock gains
Track: The Exemplary Purveyor of Livestock uncanny insight in tracking, trapping and
gains the Track feat for free. taming of a specic type of animal. When
Venom Resist (Su): From long experience engaged in capturing a favored animal the
and time spent collecting animals and reptiles Purveyor gains +1 for all skill checks, saves
the Purveyor has had encounters with enough and ability checks for the duration of the
natural venom to build a natural immunity to pursuit. Every 4 levels after sixth (tenth, 14th
them. At rst level the Exemplary Purveyor etc) the Purveyor is able to choose another
gains a +1 to saves when dealing with animal type.

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E.N. Guild Merchant Guild

Chapter IV:
Magic
A merchant guild itself is not geared a civilization where magic is treated with
towards the practice of magic. However, distrust or has only rarely been seen the
this does not mean that you will not nd sudden introduction of magic will cause
guild members taking full advantage of the panic, prosecution and most likely exile of
opportunities magic can provide. Many a the practitioner. Use of it will almost never be
salesman will store their more valuable goods from the general populace in these towns.
in a rolled up sac in the corner of their wagon,
stufng far more goods and coins into the sac
than it can normally hold. Items of arcane
Arcane Magic
Some members may possess the
of divine nature may aid a shopkeeper in
ability to perform arcane magic and tend to
negotiations with potential clients, ensure
stay with the more specialized guilds, such as
that items in their care are safe from ame
the Magic Users Guild. For more information
or just to fend off disease or rot from their
on this, refer to the appropriate guild book.
vegetables.
Retired adventurers who turn their
hand to selling products instead of rescuing Divine Magic
damsels in distress are usually familiar Guilds that are run by a temple or
with magic items, probably having them from religions may require use of divine magic in
their adventuring days. This familiarization their ceremonies or high holidays. This could
with magic and its use in everyday life may range from a simple blessing at the start of
lend some to actively seeking out the creation each work day for prot, good health or some
of objects to benet them in their chosen other religious doctrine to an extravagant
professions. Look for some of these in the ceremony at a set annual date (such as the
magic items section of this guide. harvest moon) or even daily. In cases such
It must be said the aforementioned as these the ceremony will be built into the
standpoint is based on a society where magic routine of the work day, and can be visible
is widespread and not feared. However, in by stores closing earlier than the others in the

20
E.N. Guild Merchant Guild
town, stalls closing for a period of time at only successful against those who fail a Will
noon or sun down, braziers burning outside save (DC of 12). Additionally, all who deal
shops which have spices and herbs placed with the wearer of the broach have a sense
upon it throughout the day etc. that they have dealt with them before, a vague
sensation of dj vu. This aids in +2 bonus
on all Bluff checks made while conducting
Magic Items business with others. The dj vu is a charm-
The focus of magic items for a based illusion residing with the customer for
merchant guild will be varied and geared d4 rounds after business is conducted.
more for everyday life than that of the day- Caster Level: 3rd; Prerequisites: Craft
to-day adventurer. Here you will not nd a +3 Wondrous Item, Mystical Aura, Charm
Great sword of Elemental Slaying nor will you Person; Market Price: 500 gp
nd the Ring of Nimble Fingers, but you will
nd items that help merchants deal with the Cloth of Glimmer
routine life of selling goods, perhaps giving A 6-inch-by-6-inch cloth of red
them an edge over competitors or customers, velvet, which is made to make items placed
or simply something to make their children upon its surface sparkle and shine. The slight
smile. glamour eliminates all tarnish, imperfections
and ensures that articles will always catch a
Broach of the Kinsman favorable light when surveyed. While raising
An elaborate gold broach inlaid the overall appearance of jewelry, gemstones
with a re opal and 7 surrounding pearls. and like items, it does not alter or change the
In actuality, the broach allows the bearer to value of the items in any way. What it does do
improve the hostility level of anyone within is raise the Appraise DC to 15 and add 1d6+2
10 feet one stage with a conscience thought. to the miss percentage (3d6+5). In this way, a
This ability can be used only once a day and failed appraise check runs from 80%-230% of
the total value.

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E.N. Guild Merchant Guild
Faint illusion; Caster Level: 3rd; Prerequisites: health. This glamour will mend damage in
Craft Wondrous Item, Prestidigitation; Market clothes; add to overall cleanliness and good
Price: 3,000 gp nature of the person wearing it. This illusion
will also offset the use of the death watch
Eyepiece of Discovery spell, showing them to be of full health. A
This simple monocle of crystal, person dealing with others while wearing
rimmed in platinum with a loop of onyx for the Ring of Health receives a bonus of +2 to
a chain, is seemingly plain when rst viewed. Diplomacy and Bluff, which is maintained so
Placing the lens before your eye, you are able long as they believe the glamour presented.
to peer deep into objects held before you, Moderate Transmutation; Caster Level:
revealing faults, scratches and other defects 3rd; Prerequisites: Forge Ring, change self;
hard to see with the naked eye. Touching the Market Price 9,000 gp
Eyepiece of Discovery to gemstones before
viewing them coordinates the resonance of
the two items. Glancing through the Eyepiece Gods of the Guild
at the touched gem will expose faults through Merchant guilds in many civilized
different colors (visibly only through the lands will turn their gaze to gods who
eyepiece). Use of the Eyepiece of Discovery condone the exchange of coin for services.
will grant the user a +10 to Appraise skill This would favor deities concentrating on
checks for 1 hour/day. This duration must money, fortunes, good favor or business on
be taken in one piece, not be broken into a pantheon from any race. Merchants who
segments of any amount. deal in a specic trade (like trafcking in
Moderate Divination; Caster Level: 3rd; slave labor) may worship singular gods more
Prerequisites: Craft Wondrous Item, True attuned to their work.
Seeing, Market Price 1,000 gp Some more enterprising merchants
may have set comments or trade talk ready for
Pin of Renement the various gods worshiped in the community
Worn upon the chest, this gold pin to appease any potential clients who venture
is decorated with various brown agates in into their shop. Signals from clients about
the shape of a hawk. While dressed with which deity they may follow will trigger these
the pin the bearer is able to present himself catch phrases (especially holy items or a clans
as if he is adept at dealings with any social coat of arms upon a shield aid this discovery),
standing from commoner to royalty. Faux pas for example:
situations, which can damage reputation and So nely crafted, it could have been made by
business dealings, are all but eliminated due [insert gods name] him/herself.
to a skill bonus of Knowledge (Etiquette) +5 Or
Faint Divination; Caster Level: 4th; Built so strong [insert gods name] could
Prerequisites: Craft Wondrous Item, Augury, use it with no fear of failure.
Market Price 12,000 gp Naturally, in an effort to keep from
angering gods most merchants cover their
Ring of Health bets by making donations in the name of the
A simple band of silver, etching gods whose names they borrowed. This may
covering the outside in an intricate never- be something as simple as dropping a few
ending pathway design. Donning the ring coppers in the waiting hands of beggars or the
will cause the bearer to seem in good vibrant alms box at the local temple.

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E.N. Guild Merchant Guild

Appendix:
Appendix:
Sample NPC
NPCss
Herbalist Guild Member
Gonair, male human Exp3: CR 2; Size M (5 people present or over whatever substance
ft., 10 in. tall); HD 3d6+6; hp 22; Init +4 (+4 he is currently working on. He is usually
Dex); AC 14 (+4 Dex); Spd 30 ft.; Attack +3 dressed in a pair of well worn leather pants,
melee, or +6 ranged; SV Fort +3, Ref +5, Will loose cotton shirt and a worn stained apron
+4; AL LG; Str 12, Dex 18, Con 14, Int 17, with pockets. When out and about in the town
Wis 12, Cha 7. Languages: Common, Elven, Gonair will trade his apron for a 1/3 length
Goblin, Dwarf. leather duster coat.
Skills and feats: Alchemy +7, Appraise +9, While seemingly an individual most
Decipher script +8, Escape artist +6, Forgery would wish to avoid, Gonair is in fact a ne
+7, Heal +4, Intimidate -1.5, Intuit direction herbalist and carries a level of professionalism
+7, Knowledge (local history) +4, Knowledge hard to nd anywhere outside a temple. He
(spices) +5, Knowledge (herbs) +9, Listen takes pride in his work and will ensure that
+3, Craft: Apothecary +6, Open lock +8, Spot any product he manufactures will be the
+3, Swim +7, Wilderness Lore -1; Alertness, highest possible quality with no or negligble
Point blank shot, Skill focus (Alchemy). levels of impurities. Gonair will never at any
An average fellow overall with slight time seek to break the law, bends the rules or
pot belly and quickly receding hair line. use loopholes to conduct business. He agrees
Pockmarked complexion and oily skin tend to to all aspects of a commission upfront usually
start most discussions off on the wrong foot expecting payment (1/2 upfront, when
for those meeting Gonair for the rst time. complete) to be haggle free and handed over
Seeking double meaning to most comments with little complaint. He quotes a price based
made this middle aged man will be quick to on how complex the job is plus 10% for prot.
anger and prone to sarcastic remarks, either Unless inspired by divine means Gonair will
under his breath or with a turned back. Small never forgo his prot margin.
beady pig like eyes move quickly over all

23
E.N. Guild Merchant Guild
of facial hair from a close encounter with the
Metalwork Guild Member forge coals in his younger days. The smell
Olamgar, male dwarf (mountain) Exp5:
of burnt hair was a traumatic sensation for
CR 4; Size M (4 ft., 2 in. tall); HD 5d6+10;
Olamgar and so he avoids the opportunity of
hp 29; Init +2 (+2 Dex); Spd 20 ft.; AC 12 (+2
it happening again.
Dex); Attack +3 melee, or +5 ranged; SV Fort
+3, Ref +3, Will +5; AL CG; Str 11, Dex 14,
Con 14, Int 14, Wis 13, Cha 11. Languages Tanners Guild Member
Spoken: Common, Dwarven, Gnome, Giant. Corrigan, male half-elf Adp3: CR 2; Size M
Skills and feats: Appraise +4, Balance +4, (4 ft., 10 in. tall); HD 3d6+3; hp 18; Init -1 (-
Craft +4, Diplomacy +8, Hide +2, Innuendo 1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +1
+2, Intimidate +2.5, Craft: Blacksmith +10, melee, or +0 ranged; SV Fort +2, Ref +0, Will
Knowledge (steel) +10, Listen +9, Move +4; AL LN; Str 11, Dex 8, Con 12, Int 12,
silently +2, Search +2.5, Spot +1, Tumble Wis 13, Cha 9. Languages Spoken: Sylvain,
+10, Use magic device +8; Weapon Focus Common, Elven.
(hammer), Quick draw. Skills and feats: Climb +2, Handle animal +5,
The dwarf Olamgar is an exception to Heal +5, Hide -1, Knowledge (leather) +6,
pretty much every rule concerning his race. Listen +2, Move silently -1, Search +2, Spot
The talkitive fellow will ramble on about +2; Point blank shot, Quick draw. Adept Spells
anything which happens to cross his mind, Per Day: 0 level: Mending, Create Water,
enticing others to do the same. Points of Light. Level 1: Comprehend Languages,
interest he will punctuate with his hammer Endure Elements.
and tongs while forming the metal he loves, Corrigan is a moon elf who has
building suspense with gouts of steam when turned his back on adventuring, unlike his
cooling horseshoes and stamping his feet twin sister Corrina. She went off on a dungeon
for shock value. This storyteller seems to be crawl and was slain by some demonic creature,
more at home on a stage than tucked away in abandoned by her comrades. That being said
a mountain complex like his kin. Corrigan has taken a dim view of adventuring
While he blathers on to whoever is and those who enjoy it, treating them as he
in the shop at the time whether customer or would those who left his sister to die.
apprentice (of which he has only one at any Standing shorter than the usual, this
time and several waiting) this powerfully thinly built man turns to his trade with almost
built dwarf will pound and mould steel into rabid dedication, perfecting techniques for
works of art. A long scar graces the left side of preserving different types of leather and even
his face from crown to chin as evidence that working on techniques for parchment/clothes.
there are some who will attempt to steal and He will usually be found working late at his
use his blades against him, an event which shop, dressed in stained leathers, several days
prompted his locking weapons to the table of thin hair growth on his face. A faint aroma of
with a long pry bar and padlock. Aside from preservitives and cured leather surrounds him
his impresive build Olamgar sports ebony and in his vicinitiy making most townsfolk
hair and darkly tanned skin and can normally avoid and ignore him.
be found dressed in his work leathers. Working in his shop Corrigan enjoys a
The round faced dwarf sports a clean challenging job, such as a skin from an animal
shaven chin and cheeks, again different than which has not passed through his shop before
his usual breathren. Prompted to remain clear or presenting leather items which come from

24
E.N. Guild Merchant Guild
far away lands. Secretly, Corrigan is working travelling across the land and lost many
on contract with various guilds as a tatooist comrades. She now sees her job as ensuring
and in one case for treating esh of creatures that any who traverse outside the civilization
(even humanoid) for spell components. This of towns or cities will need to be forewarned
last duty has lled his coffers with wealth; of the area and possible hazards. To this end
meanwhile, he has seen true evil and ensures she amasses details of the surrounding areas
he walks the thin fence between good and from passing adventurers and any which
evil, never striving far in either direction. should be avoided or clearer out.
Most members of the adventurers
guild can look to Leeya for details on potential
Adventurers Guild Member customers, who they are or their history with
Leeya, female half-orc Ftr4/Rgr2: CR 6;
dealings with the guild etc. If a client claims
Size M (5 ft., 4 in. tall); HD 4d10+4 + 2d10+2;
they want privacy Leeya will speak nothing
hp 54; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2
of them only outlining the details of the job,
Dex); Attack +9/+4 melee, or +8/+3 ranged;
compensation and where to go for more
SV Fort +8, Ref +3, Will +2; AL NG; Str
details. Most have learned that if Leeya will
16, Dex 15, Con 13, Int 10, Wis 12, Cha 10.
not speak of the client, then it is either very
Languages Spoken: Common, Orc.
dangerous, illegal or a trap and so only the
Skills and feats: Concentration +3, Handle
daring, desperate or stupid take them.
animal +5, Hide +2, Innuendo +2.5, Jump +9,
Leeya ensures that any messages/
Listen +3, Move silently +3, Ride +7, Spot
letters which pass through her ofce will have
+3; Alertness, Blind-ght, Combat reexes,
some form of description of those who will be
Improved unarmed strike, Quick draw,
picking them up. This is to maintain a level of
Weapon focus (ail, heavy).
accuracy for delivering her messages and to
Leeya is a sinewy built Orc who
alleviate problems later on if one is handed
handles most inquiries at the Adventurers
to the wrong party. Race, physical description
Guild, postings for possible work and
and/or a dening feature (limp, scar, physical
any missives for passing guild members.
deformity etc) are usually written on the
Usually dressed in comfortable wool shirt
outside of the letter above the seal of wax.
and matching vest, sturdy leather pants and
Individuals who attempt to strong
high boots. Never far from her beloved heavy
arm Leeya into providing information or
ail, it dangles at her back within reach of
letters will nd that she can indeed use the
her callused hands. Her long auburn hair has
heavy ail dangling over her back. She will
been pulled back into a thick braid, cascading
put down any threat, real or imagined quickly
down over her right shoulder. Quick to smile
and efciently so lond as she has a reasonable
and laugh she has found this eases tension
chance of success
for those who have never dealt with a orc
before but frowns when others choose to speak
a different language in front of her, especially Jewelers Guild Member
when she makes it clear she speaks common. Dalina, female haling (lightfoot) Nob4:
An angry Leeya is an uncooperative Leeya; CR 3; Size S (3 ft., 0 in. tall); HD 4d8-4;
consequently, those who know her deal with hp 16; Init +0; Spd 20 ft.; AC 11 (+1 Size);
her fairly. As such they in turn are dealt with Attack +6 melee, or +4 ranged; SV Fort +3,
fairly and justly. Ref +2, Will +5; AL NE; Str 14, Dex 11, Con
She had spent many years in te eld 8, Int 12, Wis 10, Cha 12.Languages Spoken:

25
E.N. Guild Merchant Guild
Common, Goblin, Haling. of various clashing colors encase her gure
Skills and feats: Appraise +6, Bluff +4, and hamper her should she stroll in the streets,
Gather information +9, Craft: Gemsmith +8, an event she avoids as the neighborhood kids
Hide +4, Innuendo +5, Jump +4, Knowledge tend to throw dirt and dung at her. Woe be
(Gemstones) +5, Listen +6, Move silently +2, the youth who gets caught in her grasp for
Perform +5, Spot +0; Great fortitude, Skill she will deal out swift and brutal punishment
focus (gather information). there in the street, leaving previous victims
Dalina is a greedy scheming haling bleeding and beaten in the gutter.
who will cheat her friends for a copper or two. Dalina was once a wealthy merchant,
This being said most will avoid dealing with attractive and prosperous until she made a deal
her unless they have thought out every detail to purchase some gems from an adventurer
and angle. This stalemate will usually result who came through town. The gems were
in a fair trade unless Dalina is able to hint stolen from a rich family in the community
that she knows some damaging information who thought she was merely a fence for a
about the party or information they can use. thieving operation, regardless of the evidence
When this is added to the mix, Dalina will presented by the community guard. The
end up making a prot far above the accepted gemstones were returned and the prot from
markup. the bargain donated to the local temple in an
The sickly looking female is thinner attempt to appease justice. The community
than others of her race, long greasy hair is tied guard were grateful for the cooperation and
back and hidden under a bright red scarf. The silently wished that all merchants were so
amboyant colors she wears only makes her forthcoming when crimes had been commited;
pale complexsion seem more palid and drawn. meanwhile, the rich victim contracted a
Long hooked nose and angled chin could local mage to curse the woman who had
almost be attractive if only the small pig like collaborated with the thieves. Over a period
eyes would stop their avarice calculation of of a month Dalina changed, her voice became
wealth. Long owing silk dresses and cloaks shrill like, her form shrank and thinned and
her greed grew.

26
E.N. Guild Merchant Guild
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
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2. The License: This License applies to any Open Game Content that 13 Termination: This License will terminate automatically if You fail
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added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any 14 Reformation: If any provision of this License is held to be
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3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License. 15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of
4. Grant and Consideration: In consideration for agreeing to use this the Coast, Inc.
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to System Reference Document Copyright 2000-2003,
Use, the Open Game Content. Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Andy Collins, David Noonan, Rich
5.Representation of Authority to Contribute: If You are contributing Redman, Bruce R. Cordell, based on original material by E. Gary
original material as Open Game Content, You represent that Your Gygax and David Arneson.
Contributions are Your original creation and/or You have sufcient
rights to grant the rights conveyed by this License. E.N. Guild Merchant Guild, Copyright 2005, E.N.
Publishing; Author Robert Hunter.

27

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