sonder spring 1716

Guidebook

Guilds Guilds are what citizens of each nation (Rionnach, Da'Ira, etc.) join upon establishing citizenship with that nation. Therefore, each nation has some version a functioning army or militia base, academics, a black market, and diverse citizenry and professions. Every character will be a part of a guild, regardless of their citizenship. The current guilds are:

Swordsman's Guild



live to serve and die for their nation
Scrivener's Guild



students, professors, and academics
Thieves' Guild



criminals abiding by no law
Cleric's Guild



experts in the medicinal arts
Commoner's Guild



a life of nobility or poverty - your choice

Swordsman's Guild

Each nation either has its own standing army or the ability to pull together a ragtag militia. In times of war, members of the Swordsman's Guild provide protection and ensure that their nation remains safe. Outside of war, they likely maintain a presence, though their involvement depends largely upon the character of the nation they serve. They may apprehend criminals and do their best to serve the citizens around them. Each standing army, regardless of location, is hierarchical with common militant ranks. For example (from most prestigious to least): colonel, lieutenant major, major, captain, lieutenant, soldier, apprentice. Additional ranks (equal to that of soldiers/lieutenants) include jailers, executioners, guards, and nationals guardsmen, though the specifics vary between nations. Militias are based loosely in this structure when they are in force, but outside of active periods, they can vary wildly in terms of ranking. Note: Be sure to check whether your character's nation has a standing military or not. A colonel doesn't have a place in Da'Ira, but a retired militia man does!

Perk: Add 5 damage to any one roll that isn't a critical hit (20). (NOTE! If you happen to roll a 20 after declaring this perk, you retain the +5 bonus and may use it on a separate, follow up roll. If you roll a 1, you would take 3 critical fail damage, but your opponent would take the 5 damage conferred by the perk.)

Scrivener's Guild

This guild is rich and diverse, though all share a love of knowledge and the written word. Members of this guild can go to study all manner of sciences, philosophies, and mathematics. Wolves may very well be in training for professions that will take them into another (such as a doctor in the Cleric's Guild). Professions include being professors, graduate students, students, librarians, researchers, and any other scholarly profession you can think of. Note: Not every nation has a standardized college or university, but it is assumed that, in the absence of the same, there is some type of learning on a family or community level.

Combat Benefit: +5 HP at the start of battle

Thieves' Guild

Any wolf dealing in sordid work such as brothels, drug-dealing, assassination, theft, etc. have a connection to the Thieves' Guild. The Thieves' Guild is largely lawless, though some have created their own minor crime syndicates within the larger order to parse out their share of the underworld. Wolves in the Thieves' Guild do not often advertise their true connections to the guild and often will masquerade in other professions to avoid repercussions. Note: What is considered "illegal" may vary between nations due to the complexity of their internal politics. For example, a brothel might not be frowned upon in Da'Ira, but you may scandalize a few folks in Ildhrune.

Perk: Roll advantage once (roll twice and take the highest)

Cleric's Guild

Doctors, nurses, therapists, aids, and more -- this guild encompasses all manner of mental and physical health-related professions. These wolves act as both neighborhood doctors and battleground medics, army surgeons and talk therapists. They are united by their compassion and intricate knowledge of anatomy - a skill often learned from prior training in the Scrivener's Guild, whether in a professional university setting, in an apprenticeship, or some combination of the two.

Perk: Can halve the rolled damage taken once per raid

Commoner's Guild

The catch-all category for everyone not associated with the above guilds. These wolves are the bedrock of their nations and serve in all manner of roles from being merchants, nobles, street urchins, mercenaries, huntsmen, lawyers, den-diggers, animal tamers, etc. Note on Nobles: This "profession", in particular, is not standardized across nations. Remember that Da'Ira specifically would not condone nobility, but Rionnach clearly does!

Perk: Can't take extra damage from critical hits or critical failures