Darkgate (3.5e Campaign Setting)/Organizations

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Organizations[edit]

Every major city in Darkgate as at least four major guilds. These are the Fighters Guild, Mages Guild, Merchant Guild, and (more secretively) the Thieves Guild. The Fighters, Mage, and Thieves guild can be joined by paying 100 gold to the organization and then another 50 gold a year after that. The Fighters Guild provides an area where your martial classes (Barbarian, Fighter, Monk...) a place to train in safety and learn new feats. The Mage Guild is very similar but with large libraries that allow one to study new spell or invent one your self by using the labs (cost of using labs to invent a new spell: 100 gold per level, +50 gold for area of effect, +50 gold for extended duration [anything past instantious]). Thieves Guilds allow one to escape undetected from guards or an enemy by allowing secret passage throughout the city, while still providing a place to train. The Merchant Guilds are an excellent way to stay up to date on local information, and possibility news of new adventures to be undertaken for a patron, however, it doesn’t allow for a training facility.

Starting around the year 8,000 of the 7th Verse, Garos Dawntracker finds the School of Chimeric Silver Dragons, a school dedicated to teaching Darkblades how to use their powers properly. This school also accepts people from other classes. They also start the monk variant class of Martial Artist.