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Crafting Guilds
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Crafting Guilds (Guild Details)8
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Included Tables & Entries
Crafting Guilds Generator · 8 tables
Common Trades Inside Crafting Guilds d20 table · 20 entries
- Blacksmiths or farriers.
- Bowyers or fletchers.
- Butchers or salters.
- Candlemaker.
- Cobblers or shoemakers.
- Coopers, shipwrights, or carpenters.
- Dyers.
- Glassblowers or glaziers.
- Goldsmiths, silversmiths, or finesmiths.
- Jewelers or gemcutters.
- Locksmiths, cutlers, or bucklemakers.
- Metalsmiths, armorers, or ropermakers.
- Millers, cooks, or bakers.
- Potters or tilemakers.
- Masons, stonecutters, or bricklayers
- Tailors, furriers, or hatmakers.
- Tanners, leatherworkers, or skinners.
- Weavers or sailmakers.
- Wheelwrights, cartwrights, or carpenters.
- Winemakers, distillers, or brewers.
Uncommon Trades Inside Crafting Guilds d12 table · 12 entries
- Alchemists or apothecaries.
- Armorers or weaponsmiths.
- Basketweavers.
- Calligraphers, scriveners, or bookbinders.
- Cartographers, scribes, or chartmakers.
- Coppersmith or brassworkers.
- Glovers or pursemakers.
- Painters, limners, or plasterers.
- Rugmakers, scabbardmakers, or sculptors.
- Saddlers or harnessmakers.
- Tinkers, tiinsmiths, pewterers, or casters.
- Woodcarvers, roofers, or joiners.
Guild Status Inside Crafting Guilds d8 table · 8 entries
- Poor; though once great, hard times have come, and the guild has little influence left.
- Brand new; the guild is frantically recruiting members in order to gain power.
- Exponentially rising; a recent boon has provided great profits and influence.
- Slowing; a rising competitor is slowly cutting into the guild’s profits and influence.
- Absolute; the guild has complete dominance in their field.
- Spotty; the guild’s profits and influence rise and fall, as market conditions change.
- Unquestioned; the guild exerts complete dominance over all other guilds in the area.
- Questionable; though the guild claims control, some operators skirt its rules.
Illicit Affairs Inside Crafting Guilds d8 table · 8 entries
- None; they are paragons of morality.
- Staying well within the law, if slipping on a few taxes due to ignorance, of course.
- Knowing how to play the political game, they trade a few favors with officials.
- Guild leaders having dollar signs for eyes, and setting advantageous prices in the city.
- Price floors becoming commonplace and frequent small bribes to city officials to overlook minor illicit activities.
- A variety of upper-level bribes, some minor scams, and the dismay of local priests.
- Rampant corruption, with large-scale bribery of various city officials and contracts with a thieves’ guild and occasionally an assassin.
- Pacts with crime lords, fiends, or vampires, large-scale counterfeiting, and treason are business-as-usual for this guild.
Guild Headquarters Inside Crafting Guilds d12 table · 12 entries
- In the guild leader's personal residence or in the home of an influential merchant.
- In the dusty basement of a tavern or pub.
- In the backroom of a tavern or pub.
- In a towering guildhall that leans slightly.
- On a moored ship or in a large warehouse.
- In the ruin of an old temple or palace.
- In an open-air pavilion in the city's bazaar.
- In a large guildhall just off the city’s bazaar.
- In an opulent guildhall, showcasing riches.
- In a house down a shady back-alley.
- In a guildhall jointly shared with all other guilds of the city.
- In a famous, centuries-old guildhall.
Minor Quest Inside Crafting Guilds d6 table · 6 entries
- The city gates, held up by a bureaucratic city official.
- The nearest village, where they're caught up in some small-town superstition.
- A relatively nearby city, where there is a severe mix-up with the shipments.
- The natural areas one would gather them, a chance to learn the roots of the trade.
- The stores of the city's banks, which must be paid off from their mortgage.
- Across the room where the party receives the quest (fetching is the easy part).
Standard Quest Inside Crafting Guilds d6 table · 6 entries
- A recent venture with a supplier, rival, or local official that has turned out badly.
- A trade blockade that has to be resolved.
- A thieves’ guild that is targeting the guild, but may be convinced to look elsewhere.
- A master using materials frivolously, so new sources must be found.
- A city or religious official banning the goods, citing them as immoral.
- Spending all their revenue to fulfill a special contract or bribing officials, lacking foresight to buy sufficient raw materials.
Major Quest Inside Crafting Guilds d6 table · 6 entries
- The marketplace of a foreign city or a legendary city on an elemental plane.
- An ancient dwarven stronghold's forges.
- A quaint pasture—in the wildest parts of a celestial realm.
- A faraway island, rumored to have cannibals and foul magicks.
- A mystic mirage that manifests in a desert for twenty minutes once every century.
- The Plane of Rats (or other filthy location).
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