Guilds

When producing a guild house structure in a city(as a hero or empire) you must choose the functionality of the guild.

### **Military Guilds**

The original guilds, and to this day the largest and most influential of the guilds. Military guilds fill a role that the armies of the old nation system used to fill. They are standing armies ready to step in anytime a conflict arises. Some have specific loyalties to one nation, others are freelance and will fight for whatever nation is willing to pay them. Military guilds also often have alliances with one another to come to their aid in a defensive conflict.

Military Guilds are the only way an Empire may hire mercenaries(GURPS Mass Combat), you must do a Negotiate(GURPS Realm management) to attempt to hire them before paying for them, failure does not necessarily mean you cannot hire the mercenary group, in most cases it does, but with a little extra of your treasury given, it does.

If mercenaries are slain, it will not affect your loyalty as much, but if you have a reputation of throwing mercenaries into the meat grinder, you might wind up paying more than you want.

Empires generally hire mercenaries from such guilds, Heroes can hire out their guild's services

#### **Adventuring Guilds**

Typically smaller than military guilds (but not universally so), adventuring guilds are filled with treasure and fame seekers looking for a setting in which they can shine as an individual. While there is sometimes a fine line between Adventuring Guilds and Military Guilds (both often employ the same structure, can mobilize squads of people for large conflicts, and have a focus on combat), the universally accepted difference between the two is that Military Guilds accept work from the leaders of states and nations while Adventuring Guilds take work from the common man.

Empires find this the easiest way to contact player(or NPC) heroes. See GURPS Mass Combat for NPC heroes, Players can join these and will sometimes be given quests by the guild(from very easy to very difficult) Player characters can also found these types of guilds, it allows them to hire(build) new characters to loan out to Empires, the guild will typically take 50% of all earnings, but overall that it up to a PC guildmaster.

if hiring NPC adventurers, the DM will decide how they are equipped, once that occurs you roll a 3D6, their gear gives them bonuses, on a 3-7, the mission is a success, and whatever you needed them to do was finished, pay them, on a 8-13, mission was too tough but they managed to finish some of the job, can roll negotiate opposed roll to determine their pay, if you roll a 14+ they fail horribly, the adventurers die and the event you tried to have them crush will spiral out of control for another turn.

#### **Crafting Guilds**

The word “guild” originates from collections of craftsmen who would get together to work on their craft. The rise of the military guilds changed the definition but also provided craftsmen with a new system to work under. Modern crafter's guilds follow the same rules as other guilds. They tend to have a close working relationship with military guilds who always have a great need for supplies.

These Guilds increase revenue for a nation by +$10,000 per month and $25,000 base value, heroes can craft with the nation's tech level here, but will suffer penalties if their own TL is under, in addition depending on the guild and GM, they can provide a base value.

#### **Research Guilds**

Also called “library guilds” or “magic guilds” or “historian guilds,” research guilds are collections of scholars in related fields who have come together to pool their knowledge and resources. Some want to unlock the mysteries of the past, other study magic in hopes to have a better understanding on the principles of “raw magic,” others are filled with mathematicians and engineers trying to build a better mousetrap.

A Research guild increases research output by +0.5