Handbell jewelry

Random Bonkers Childhood Memories?

2024.03.14 00:00 HorrifyingPartyTrick Random Bonkers Childhood Memories?

Lately a lot of memories from my childhood have been popping up. Most of these are more ridiculous or eye-rolling rather than scary or dangerous. Anyone else remember these?
Patch the Pirate and Adventures in Odyssey
Culottes (preferably homemade in colorful quilting cotton) and new flag shirts from Old Navy every single year
"Wordless books" made of black, red, white, green, and gold construction paper and beaded jewelry in the same pattern
Chick Tracts and Our Daily Bread books
Mandie books, Frank Perretti books, All Things Even Frisky, Pilgrim's Progress (but only the Abeka version)
Promise rings
Summer camp (Northland Camp in WI, Wilds of the Rockies in CO, Southland Camp in LA)
Having "celebrity" evangelists (Like Tom Farrell, if anyone knows who I mean) sign your Bible
Kids' "activity" handouts in Sunday Evening service to keep us occupied and generally following the sermon
Music camp that included handbells/chimes, self-built tamborines, and recorders (but obviously absolutely no guitars or drums)
Awana on Wednesdays and huge Awana "Olympics" once a year with other churches.
What other things go with these?
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2023.10.23 22:14 ShootFrameHang Court Dress and Bridgerton

The opening sequences in both Season One and Season Two of the Netflix hit Bridgerton show similar scenarios. Two young ladies are about to be presented at court, one each year. This is a big day for the girls of the Ton, but did you know how strictly regulated the dress requirements were?
The ruling monarch dictated the current dress code, and in 1814, it reflected clothing trends from the 1790s. King George III wasn’t in any shape to care about fashion, and it would seem Queen Charlotte felt comfortable with familiar styles. The costume designers took a few liberties with the wardrobes on the show, but I think you will agree that it was for the better.
Young ladies presented before the monarchs must wear white. The gowns were elaborate pieces of work with hundreds of hours of embroidery. Sometimes, the skirts would be veritable paintings in thread. The Master of Ceremonies checked white or cream gowns, lace, beads, and the train. White ostrich feathers, diamonds, and pears were the regulation ornamentation materials in the headdress and jewelry. Omitted from the show were the elaborate hoop skirts, but if you are curious what they look like, look no further than Queen Charlotte’s ladies in waiting on the show. Their gowns are closer to true court standards, but using high-waisted empire-style gowns paired with hoops made for an unusual look at court, like a frilly handbell. Once George IV was crowned, he quickly did away with the hoops so court gowns looked closer to current fashions. Some of the court attire for girls remained in place until the practice ended in the mid-1900s.
Women could be presented in court in three scenarios
  1. Presented for entry at court as a young lady by a female relative or family friend.
  2. Upon marrying a nobleman. Married women could wear colors.
  3. Attending a ceremony when the monarchs recognize their husband (or other close family member). This could be when gaining a new title or getting singled out for a service to the crown.
It wasn’t just the women stuck in court fashions considered tedious. Men came in for their fair share of ‘Why do we still wear these?’ A gentleman interacting with the monarchs in an official capacity also wore clothing dictated by the monarchs. Fitted breeches that ended gathered at the knees were regulation. A man in 1814 or 1815 wearing breeches would be on his way to Almacks or St. James. Otherwise, they stuck to trousers (or pantaloons for the dandies). With the breeches, men would wear tight stockings and shiny shoes, not boots. His matching tailcoats, waistcoat, shirt, and cravat would look closer to the late 1700s styles when King George III was in power, lace cuffs included. Omitted from the show are the cocked hats (later called tri-corn) and swords (as far as I can tell).
We haven’t seen Anthony Bridgerton or his brothers in court clothing because there hasn’t been a reason yet. When they are attending Daphne and Eloise’s presentations, the men did not have to go in an official capacity, so they were in regular formal clothing. In some of the Season 3 leaked photos (which I will show below), we see Anthony, Benedict, and even Gregory in court attire, so the family is off to do something other than the presentation of Francesca. She is wearing the correct presentation gown. What are your thoughts on what this may be?
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2023.08.06 03:33 DDoubleBlinDD Everyone's a Catgirl! Ch. 230: Acolyte's Determination

First Previous Next Volume 1 Volume 2 Patreon
Keke gawked as the Callisto approached the shores of Nyarlothep. The sun shone brightly while dozens of catgirls marched across the docks, barking orders and delivering cargo to and from accompanying ships that had made port nearby. The air was salty, and a flock of birds flew overhead before descending upon a lighthouse surrounded by walls of gray brick in the distance. She put her hands on the railing and leaned forward, squinting.
“I’ve never seen such a large lighthouse,” Keke said with her mouth agape.
“Nay, neither have I,” Ceres said with equal admiration in her voice. “I await the moment that I fall on one knee before the queen.”
“That will be some time,” Cailu said, joining them at the railing.
“I guess I’m realizing I never asked before,” Matt said, appearing behind Cailu, “but just how big is Nyarlothep, anyway?”
Cailu paused. “Larger than the sum of the four islands.”
“Spectacular,” Ceres marveled, her hands clapping together.
As the ship came closer to the port, Keke frowned at the structures. Many were simple designs made of brick or stone and molded into box-like shapes. They bore arched roofs laden with thatching. The work was immaculate.
“I’ve never seen such thorough thatching,” Keke said. “We could use that back on Ni.”
“It is to be expected,” Cailu said with indifference. “Nyarlothep is made up of the greatest minds Nyarlea has to offer. Any two islands will be wanting in comparison.”
“Rivaled only by its dangers, I would imagine,” Ceres said.
“Yes.”
When the ship docked, Keke and Matt were the first ones off, Ceres close behind them. Cannoli and Cailu were the last to disembark. Cannoli maintained a distance, averting her gaze whenever she and Keke locked eyes. Keke struggled for something to say but came up short each time. Now wasn’t the time, and she wasn’t about to make their trip any more awkward if she could avoid it. She could try again when she and Cannoli had a moment to themselves.
Keke and Matt turned to see Cailu speaking with Portia at the base of the boarding plank. After a time, the two nodded, and Portia stepped back onto the ship.
“See you soon!” Portia waved from the ship. “Keke! Cannoli! I’ll miss you!”
Keke waved back and made no effort to mask the sadness she felt.
“She’s staying here, huh?” Matt asked with a hint of irritation in his voice.
“Yes,” said Cailu. “We will not be long. Besides, her work aboard the Callisto was remarkable. She should continue her training on larger vessels, should she have the opportunity in the future.”
That would mean she leaves Ni… Keke looked from Cailu to Matt. Matt’s hand tightened around hers. She used her thumb to rub the skin between his pointer and thumb fingers. He turned his head toward her, and she did her best to offer him a look that said things would be okay. He opened his mouth, shut it, then nodded.
“Thanks,” Matt said with an obviously reluctant tone.
Cailu cocked a brow but nodded. “Exceptional work should be rewarded.” He brushed by Matt, his cape billowing in the wind behind him. Kirti and Zahra joined him, flanking his sides, and he gestured for Keke and the others to follow.
“So, where are we?” Matt asked after a few minutes of walking the port.
“This is the Port of Elliot,” Cailu stated, waving to a passing catgirl who’d flashed him a disarming smile. Cailu offered a casual smile of his own.
“The Port of Elliot,” Ceres said behind them in awe. “Why does the port have a man’s name?”
“The man who helped construct it bore the same name,” Cailu continued. “The catgirls of the time insisted it be named after him.”
Keke considered his words. Nyarlothep had been considered the mainland since long before her time. How many generations had passed since this ‘Elliot’ constructed the port?
It was said that back when catgirls were still crafting tools from sticks and stones, Saoirse had appeared to them in the heart of Nyarlea.
Old fables and stories regaled Saoirse as a goddess of kindness and infinite knowledge. She taught them how tools and structures were made. In the same breath, she spoke of a prophecy. Mystical creatures known as men would appear and bestow their wisdom upon them. Creatures she herself would deem worthy of their lands. Together, they would learn to become more civilized with newfound knowledge, and their numbers would grow.
At first, it was the men who brought a wealth of technology and developments the likes of which they’d never seen. Over time, however, catgirls become more sophisticated and intricate. After a while, they no longer needed the men to guide them, and soon they were at the helm of power. They built a government, then conquered the surrounding islands.
Keke wondered how much Elliot had contributed to that endeavor.
“This way,” Cailu beckoned.
The Port of Elliot was larger than any Keke had seen thus far. Dozens of gray stone docks stretched out into the water like enormous fingers searching for purchase. Many homes they passed by were two or more stories high, and each catgirl moved with purpose. The roads were structured like a series of nets, crossing and zigzagging into a myriad of pointed shapes. Wagons and carriages passed on occasion, the women inside wearing enough jewelry to sink Portia’s sloop.
Nyarlothep may as well have been its own world.
“How long will it take to get to, uh, the capital?” Matt asked as another carriage caught his attention, passing by in haste.
Come to think of it, Cailu hadn’t mentioned the capital’s name.
“Ronona,” Cailu stated as he came to a larger house on the side of the main road. Above the door was a plaque that said, ‘Windrunner’s Carriages.’ “Wait here.” Cailu pushed the door open, and a handbell rang before he shut it behind him.
“What an incredible place,” Zahra said after a bout of uncomfortable silence, her arms crossed. “I’ve never seen anything like this.”
“It’s… it’s a little intimidating,” Cannoli said barely above a whisper.
Catgirls carrying large wooden crates walked by, large red X’s painted on each side. Keke marveled at how effortlessly they moved them. Not a bead of sweat could be seen on their bodies.
“I wonder what the ocean is filled with around here,” Keke said, looking at Cannoli with a smile. Cannoli looked away, her expression vacant.
Cannoli, I’m not the one hiding away, Keke thought, recollecting their prior conversation.
“Terrors,” Kirti said, flashing a wicked smile. “Many, many terrors.”
Cannoli whispered something, but Keke didn’t catch it. Judging from Kirti's giggle afterward, she clearly found something amusing in it.
I need to make sure she’s okay before I leave.
The conversation died afterward, relief flooding Keke’s veins when Cailu reappeared.
“The carriages have been arranged,” said Cailu. “We have two hours until they arrive.”
“Thanks, Cailu,” said Matt.
Cailu nodded. “With that said, the journey will be a long one. It will be two weeks before we arrive in Ronona.”
Keke couldn’t hide the surprise in her voice. She gasped. “Two weeks?”
“Yes,” Cailu continued, “and our first major stop will be at Irisil. We will make necessary preparations there, then continue our journey.”
Matt rubbed the bridge of his nose. “I don’t suppose we have time for a drink or some sort of pick-me-up.” Matt must’ve seen how Cailu’s expression changed because he jumped right into an explanation. “I mean, it’s just… we’ve been riding on a boat—”
“Ship,” Ceres corrected. A brief silence passed. “Sir Matt.”
“Ship,” Matt continued. “So I was hoping we might get a short break before we have to take another ride somewhere.”
“Very well,” said Cailu. “To ensure we do not leave the carriage attendants waiting, however, I will accompany you.”
Keke snickered.
“Oh… okay,” Matt said, rocking his lower jaw.
“My, my,” Kirti mused with a finger to her lip, “you two are entertaining.”
“Where should we go?” Zahra asked, an eagerness in her voice Keke hadn’t heard before. “I would love to try some of the local food and drink. This looks nothing like Ichi or San.”
“I will offer a suggestion when we arrive,” said Cailu. He took the helm once more, waving them along to follow. “Come.”
Cailu brought them to a section of the city separated by a long set of stairs. At the cliff’s edge was its lighthouse, a tall wall of brick surrounding the land mass. Three buildings stood before them, each atop a small hill. The houses were distinct enough from one another that Keke felt she could put each one inside of the other, like putting small boxes into larger ones.
Muffled music played from within the building directly ahead of her.
Winona’s Secret, Keke read.
“Winona is the finest tavern owner I know,” Cailu said as he approached the front door.
“I’m sure you say that about all the innkeepers,” Matt commented, taking to his side.
Cailu’s lips formed into a thin line as he regarded Matt. “This will give us time to discuss what happens from here.”
The tavern was absolutely breathtaking. At least compared to anything Keke had ever seen. She counted no fewer than twenty tables, which didn’t even account for any booths. Grinning catgirls littered every table, and mugs filled with frothy liquid adorned each patron’s hand. At the far end of the room was a woman with pastel-violet hair and furry ears. She sang with her eyes closed, her hands dancing delicately between the strings of a harp.
“That’s beautiful,” Cannoli commented with a gasp.
Keke was glad to hear something out of Cannoli’s mouth.
“I must agree,” Ceres said softly as she observed the crowd. “It gives me immense joy to see the patrons do their part to avoid making noise while she sings.”
“Makes me afraid to talk,” Keke mumbled.
“Yeah, me too,” Matt said, chuckling.
“There,” Cailu said quietly, pointing to a corner booth to their right. He took his seat first, taking great care not to sit on the cape, and pulled the chair closer to the table.
Keke took a spot next to Matt, and to her surprise, Cannoli took to his opposite, her hand on his knee. Kirti and Zahra took flanking chairs next to Cailu, and Ceres sat beside Keke, her hands in her lap.
“So, what—” The words were barely out of Matt’s mouth before a waitress appeared beside their table.
“Good afternoon! My name’s Lucielle, and I’ll be your waitress today,” she said, playing with a quill between her fingers. Her accent was different from anything Keke had heard before. It rose and fell in pitch without consistency, sounding like she was chewing on something the entire time. She bore long scarlet hair tied into a braid that rested over her shoulder and striking blue eyes. She had a slight overbite and wore a frilly white shirt that reminded Keke a bit of how the maids on Shi Island dressed. Around her waist was a long, black skirt.
“It is their first time here,” Cailu said, flashing his signature smile, “and I expressed that there was no finer tavern than Winona’s.”
“Right, ya are!” the waitress said. “If that’s the case, then I’ll start ya off with somethin’ light! Will we be needin’ any snacks or food?”
“Three orders of stuffed grimgam,” said Cailu.
“I guess I’ll see how I feel after that,” Matt said.
The others nodded their approval, and Lucielle skipped away.
“Now,” Cailu began, setting his chin upon entwined fingers, “it is important you understand how you conduct yourselves in Ronona. [Combat Mode] is deemed ill fit for nobility, and every word you speak can be recounted.”
“I’m a bit nervous,” Keke admitted.
“As am I,” Cannoli said, barely loud enough for Keke to hear.
“‘Tis expected,” said Cailu. “So long as you listen to what I say, there will be no trouble. I suspect Ceres is already aware of proper court etiquette.”
“Yes,” Ceres nodded. “I would be happy to refresh Sir Matt and his Party en route.”
“Excellent. That saves us time and leads me to another matter.” His gaze settled on Cannoli. “I have arranged to have Cannoli escorted to Saoirse’s Sanctuary once we arrive in Irisil. At that time, she shall depart.”
“Wait, she’s not even going to meet the queen?” Matt snapped. “You can’t be serious.”
Cailu didn’t answer immediately. “Saoirse has many temples devoted to the faith. The main body is located in Falselle, Irisil’s neighboring city.” He rested his hands on the table, his gaze now focused on Matt. “A [Bishop] will escort her the rest of the way.”
“I see,” said Cannoli. “Thank you.”
Keke balled her hands into fists on her lap. In less than a week, Cannoli would no longer be in their Party.

Keke Pro Tip: Cannoli, we can't let it end like this. . .
First Previous Next Volume 1 Volume 2 Patreon
---------------------------------------------------
Thank you for reading!
Advance chapters, Side Quest voting, exclusive NSFW chapters, full-res art (SFW & NSFW), WIPs, and more on Patreon!
Everyone's a Catgirl! Volume One is available now on Kindle Unlimited and Audible! Volume Two is on pre-order until September 1st!
EaC! is also available on Royal Road!
Let's hang on Discord!
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2023.04.20 06:28 whirlpool4 Events for Fri 4/21 - Sun 4/23

** BOTH SAT 4/22 AND SUN 4/23 *\*
Spring Craft Show St. Pius X High School, 5301 St. Josephs Dr. NW Take a trip to this wonderful collaborative of local crafters and vendors as we stick to supporting local
** Fri 4/21 *\*
Fri 12 - 10 PM Cannibean Grand Opening! 4301 Central Ave NE, Ste C Come join us for food and fun in celebration of our grand opening! Food truck, Jumper for the kids, prizes and giveaways!
Fri 5 - 7 PM Opening Reception: Grounded & Birds and Feathers Indian Pueblo Cultural Center, 2401 12th St. NW The IPCC welcomes two new exhibits to our South Gallery: Grounded: Honoring Our Cultural Ties With Strength and Resilience. Many of our Native families strive to compete with the western way of surviving. We send our children to schools and colleges outside of our communities with the hopes that they can earn a living to support themselves economically. We want them to return and continue our traditional culture at the same time so that it doesn’t die or fade away. There is a constant battle, so to speak, between the two different survival perspectives that our next generation faces. We continue to stay grounded in the places we live outside of our communities by various means for the future of our Native youth. Birds and Feathers: Their Beauty Within Our Traditions. Birds and feathers are an extremely important form of expressing thanks, respect, and honoring Mother Earth. They are seen on our pottery, in our traditional dance clothing and in our homes, representing strength and guidance. This exhibition will be a combination of imagery, pottery and words describing their beauty within the 19 Pueblos of New Mexico. Admission is free; light refreshments for reception; enter through the South Entrance
Fri 5 - 10 PM Gin & Jazz: Speakeasy Edition Tractor Brewing - Wells Park, 1800 4th St. NW We've got a special edition of Gin and Jazz celebrating our mixologist and our spirits! The evening starts at 5 pm with Al Demarco Trio playing only to be followed by the super talented Swing Magique at 8pm! Get out your best Jazz outfit and spend your Friday with us!
Fri 5:20 - 8:10 PM 420 Smoked out Smack Down 3116 San Ygnacio Rd. SW Adult 420 themed professional Wrestling show. fun, games, and music
Fri 6 PM Discovery After Dark National Museum of Nuclear Science & History, 601 Eubank Blvd. SE IT'S YOUR TURN TO HAVE FUN. ENJOY A NIGHT OF SOCIALIZING AND SCIENCE AT DISCOVERY AFTER DARK. Join us for an evening of fun and hands-on experiments for guests ages 21 and over. Enjoy food and beverage trucks and the Nuclear Museum’s exhibits while you participate in hands-on science, technology, engineering, and math fun! Explore your inner child with mind-blowing science adventures ranging from making your own slime to liquid nitrogen ice cream and so much more. The event is included with your paid museum admission. Admission can be purchased the night of the event at the door or in advance by clicking the Buy your tickets link
Fri 6 - 9 PM Jazz Brasileiro Scalo Northern Italian Grill, 3500 Central Ave SE Bossa nova and Brazilian Jazz in the bar. Dinner, drinks, and Jazz Brasileiro!
Fri 6:30 - 9:30 PM HIV Glow Walk NM EXPO NM Home of the New Mexico State Fair, 300 San Pedro Dr. NE UNM Truman Health Services is partnering with Common Bond and Albuquerque Pride to bring you a glow-tastic walk! The event will highlight glowing games, a dance-off, a costume contest, a fun and inclusive walk, prizes, and lots of fun! Funds raised will primarily benefit the Common Bond HIV Emergency Project. Since 1988, the Emergency Project has helped prevent homelessness for low-income New Mexicans living with HIV/AIDS. Some funds will also benefit the Truman Health Services-Bruce Williams Community Fund. This fund helps UNM Truman Health Services provide necessities to patients thriving with HIV. This event is family friendly, in fact, we encourage you to bring your whole family to the HIV GLOWalk! Parking is free and will be accessible through Gate 3 at crossroads Copper and San Pedro. Gates will open at 6:30 PM, commencement will be at 7PM, and events should conclude by 9:30 PM. Registration is free and available online. Our link tree can direct you to the Race Roster Event Page: https://linktr.ee/UNMTruman
Fri 7 PM Emo Revival Night The Jam Spot, 415 Central Ave $15 advanced/ $25 day of show/ Doors at 7pm/ +$5 for under 21 due upon entry. TICKETS. The premier event that not only celebrates Emo’s past, but embraces its future by showcasing up and coming bands & artists! - Hear your favorite emo hits in a curated playlist all night long - Discover live music from the latest and greatest bands inspired by the genre we all love - Wear your favorite band tees and scene-kid attire - Deals, Specials & Photo Ops all night long! Emo's not dead! Come party and scream your lungs out to a playlist of some of your favorite songs from bands like: Yellowcard, My Chemical Romance, Paramore, Twenty One Pilots, Panic at the Disco, Bowling for Soup, Blink 182, Green Day, Fall Out Boy and more! THEN HEAR THE BANDS THEIR MUSIC INSPIRED! FEATURING LIVE, ORIGINAL PERFORMANCES FROM: PAGE 9 (For Fans of: Anberlin, Coheed & Cambria, Thirty Seconds to Mars), Say Goodnight (For Fans of: Fall Out Boy, Neck Deep, Green Day), We are Arya (For Fans of: Flyleaf, Evanescence, Starset), SevidemiC (For Fans of: Hollywood Undead, Linkin Park, Breathe Carolina), Rio Grande Gorge Surfers (For Fans of: NevershoutNever!, The Maine, The Young Veins), Allway Drive (For Fans of: The Used, Underoath, Silverstein)
Fri 7 PM Interrogation: True Crime Stories Dry Heat Comedy Club, 521 Central Ave NW, Ste G Veteran on the force, Korey David, and a special guest host, lead you on a wild story telling journey that makes you the interrogator! Comics take turns telling their stories about crimes that they've actually committed then sit down at the interrogation table for questioning. Audience members can even text in their own crimes during the show to be read live on stage. With the help of the crack detectives, it's up to the audience to get to the bottom of the case! We've got donuts, beers, and true crime to make this a night you won't forget (tickets)
Fri 7:30 PM Bal Anat Welcome Reception Fusion ABQ, 700-708 1st St. NW Albuquerque welcomes the international Bal Anat Dance Company cast members in a tribute to the legacy of legendary Jamila & Suhaila Salimpour. Top New Mexico movers & shakers will join live music Sazler Band for a night of twirling veils, mesmerizing music, drums and finger cymbals to showcase the legacy of the BalAnat empire. $15/adv. $20/door Buy your tickets now!
Fri 8 - 11 PM Southwest Synth Wave Night w/ DJ Ren & Moonside Tractor Brewing Company, 118 Tulane Dr. SE Get your turquoise studded Doc Martins ready because we got a full night of Synth Wave spun by the absolutely talented DJ Ren! (aww, thanks, Jeremy!) DJ Ren + Dj Moonside are teaming up to spin synthwave, synthpop and darkwave (new & old). Expect artists like: The Midnight, Timecop 1983, Depeche Mode, Erasure, VHS Dreams, Carpenter Brut, Immortal Girlfriend, W O L F C L U B, Information Society, Scandroid, Rogue VHS, Kavinsky, Perturbator, Sparks, New Order, Michael Oakley, Lazerhawk, M, Berlin, early Ministry, Miami Nights 1984, Sergei Kabatsky, Wayfloe, Wolfsheim, Gary Newman, The Pet Shop Boys, Pylot and tons more! New synthwave and classic 80s + 90s. Wear your simulcarum of 80s, 90s and now fashion
** Sat 4/22 *\*
Sat 8 AM - 12 PM Earth Day - Downtown Growers' Market Robinson Park, 810 Copper Ave NW It's WEEK TWO of the Growers' Market! Join over 100 growers, artisans, prepared food vendors and wellness makers! Growers, Hot Prepared Foods, Wellness Products, Unique Art, Live Music feat Merican' Slang (Funk), Yoga w/ Kelly @ 8 am. View our list of 2023 vendors here
Sat 8 AM - 2 PM Dump Your Junk Tuscarora Park, Ventana Ranch West Bring your junk you have laying around the house, garage, yard, etc. to the Tuscarora Park. No paint, chemicals, tires, or fluorescent light bulbs
Sat 8:30 AM - 1 PM Piedra Lisa Cleanup Volunteers should arrive by 8:30AM to sign in and enjoy donated morning snacks. Parking is limited so please carpool. Wear sun protection and hiking boots and bring work gloves and plenty of water. Hosted by CABQ Open Spaces Division
Sat 9 AM Los Ranchos Earth Day 4920 Rio Grande Blvd. NW Celebrate Earth Day with these classes led by our partners: Johns Hopkins Center for Indigenous Health & NMSU Extension. Lamb Butchering 9 am. Spring Gardening and Planting 9:30 am. Indigenous Seed Prep. 3 Sisters Companion Planting Demo. Cooking Bread in the Horno. Drinks and snacks will be available! This is a free community event. Let us know you're coming through the free registration link
Sat 9 - 11 AM Gardening at Rio Grande Food Pantry This year will mark ABQ Involved’s 10th year helping local nonprofits through monthly grants and service! Join us with a special Earth Day of service at Rio Grande Food Pantry, and after, with a celebratory event for an opportunity to meet other Involved members and volunteers. Our friends at RGFP have a beautiful urban garden on-site where clients can learn how to grow their own fresh produce. Once harvested, the crops are weighed and distributed immediately through their weekly food boxes. All this wonderful growing takes prep work - and they are expanding! So grab your gardening gloves and join us for a morning outdoors in the dirt! Please dress for the weather and wear closed-toed shoes. Children are welcome at this event. Each person attending the event must be registered in advance to keep tabs on the number of people in attendance. Water and light snacks will be provided. Post-event celebration at 11:15 am at Lava Rock Brewing Company at 2220 Unser Blvd NW. Lava Rock is a family-friendly brewery only a few minutes from the service project
Sat 9 AM - 1 PM Read to Me Book Drive Drop-Off Event Sandia Laboratory Federal Credit Union, all locations (Juan Tabo, Cottonwood, Paseo) We can accept new and gently used English, Spanish, or bilingual children’s books. Your donations will help give the gift of reading to a deserving child. Thank you!
Sat 9 AM - 4 PM Sandia Matador Craft Fair Sandia High School, 7801 Candelaria Rd. NE This will be Enchantment Style's final show for the month! Come out and get your Mothers Day gifts!
Sat 9 AM - 5 PM Community Day at the Garden! - FREE to NM residents & students! Santa Fe Botanical Garden, 715 Camino Lejo, Santa Fe (it's not ABQ, but it's FREE!) Join us for Earth Day! + our first Community Health and Wellness Day. Community Days are the Garden’s way of spreading cheer throughout the year and encouraging our New Mexico neighbors to visit. Please check in at the Visitor Center when you arrive. You will need a credit/debit card if you wish to make a purchase in the Garden Gift Shop
Sat 9 AM - 8 PM Worldwide Vegan Bake Sale benefiting Santuario de Karuna The ABQ Collective, 1321 Eubank Blvd. NE This year's bake sale event will coincide with The Vegan Village's debut opening at The ABQ Collective's backyard outdoor space. In the past there has been vegan muffins, cookies, cupcakes, brownies, cinnamon rolls, fudge, bundt cakes, pie, conchas, breads, rice crispy treats, empanadas, donuts, macaroons, macarons, tarts, cake pops, lemon bars, blondies, chocolate bark, cheesecake, cakes & a lot more! It is a vegan sweets & treats heaven! This is our 5th year doing it & it is always a blast & raises lots of funds for the rescued animals. Thank you Vegan Village for hosting us and co-sponsors Tia-Mom's Cocina & Abq-Vegan
Sat 9:30 AM - 12 PM Guerilla Garbage Brigade Earth Day Cleanup Alvarado Park, 5700 Hannett Ave NE Bags and gloves will be provided. Bring your own grabbers and good shoes
Sat 10 AM E.T. FamFest Flix Brewhouse, 3236 La Orilla Rd. NW Phone those in your home... and join us for our E.T. FAMFEST! We'll have special menu items and activities before the film. Don't miss this Spielberg classic! (tickets)
Sat 10 AM - 12 PM Dryland Wilds Refill Pop-Up & Free Wild Walk People & Planet Refill, 3223 Silver Ave SE Refills 10 - 12 PM, Wild Walk 10:30 - 11 AM. Gather your jars and bottles, clean out that last bit of desert deo (highly recommended: stick it in a little tin for travel), and make sure everything is empty, clean, and dry before Saturday. From 10 - 12, dryland wilds will be in front of our shop filling both their deodorant paste, collagen boosting russian olive serum, and willow plantwater at a 20% discount from their regular pricing. The restorative willow plantwater, a sustainably wildcrafted hydrosol, is great for skin relief, gentle toning before moisturizing, or just a relaxing mist to help unwind. This variation contains a mild form of salicylic acid to help shed dead skin cells and clear pores, in addition to softening skin, lightening scarring, and evening skin tone. And!! The Wild Walk will depart from our storefront at 10:30 AM. This will be a 30 minute walk around the neighborhood, highlighting edible and useful plants abundant in Nob Hill. You don't need to purchase refills to attend the Wild Walk, but you may want to be prepared after a first-hand experience of how cool Cebastien & Robin are. Dryland Wilds is "a bioregional perfumery that upcycles unwanted wild plants to create skincare and scents that smell like the wilds of New Mexico." Robin and Cebastien "harvest plant trash" including foraging invasive flowers before they set seed, sustainably thinning fuels in the forest, and salvaging sagebrush and juniper from land clearing projects. They then transform these materials into truly beautiful skin care and perfumes, packaged primarily in plastic-free and/or reusable materials. They also teach sustainable wildcrafting classes and fundraise in support of social and environmental justice organizations in the southwest
Sat 10 AM - 12 PM Earth Day Clean Up Alameda Open Space Parking, 1272 Alameda Blvd. NW Women's Council of Realtor's Albuquerque would like to invite you to our amazing volunteer opportunity! Let's do our part in keeping one of the city's busiest recreation areas clean. Bags, gloves, waters, friends and fun will all be provided! AND that's not all! For your participation, awesomeness and hard work we would like for you to join us at Boxing Bear Brewing Co. (10200 Corrales) up the street right after for a refreshing beverage of your choice. There will also be a food truck on site (Karibu Cafe) if you're hungry! It's going to be a beautiful day! This is a wonderful team building, networking, community give back event that you do not want to miss! Sign up through our Eventbrite for a complimentary drink ticket (beer for those 21+)
Sat 10 AM - 12 PM Campus Clean Up Saranam, 1028 Eubank Blvd. NE Join us for our monthly campus clean up! Help us spruce up our shared community spaces. All are welcome! All supplies provided. Sign up today: email Sunny sholmes@saranamabq.org
Sat 10 AM - 2 PM Grilling for the Homies Tiguex Park, 1800 Mountain Rd. NW April is Second Chance Month. Entertainment, fun, free hot dogs and burgers, fundraiser, community. Hosted by New Mexico Reentry Center (Our mission is to stop the cycle of re-incarceration, by providing training, and support to the women of New Mexico, who are recovering from Substance Use Disorder and Mental Health issues)
Sat 10 AM - 3 PM EarthFest 2023 La Montanita Co-op Food Market, 2400 Rio Grande Blvd. NW, Ste 3 Enchantment Chihuahua Rescue in pleased to be participating in EarthFest again this year. La Montanita is bringing back their iconic EarthFest celebration this year 2023! And they’re taking it back to where it all started, in front of their flagship location in Nob Hill on Historic Route 66. Join the tradition of celebrating the Earth with your community at our Nob Hill store. You’ll enjoy shopping for upcycled, recycled and ethically-sourced art, jewelry, crafts, and apparel. Learn about sustainability efforts in our state. See what you can do to make a difference. And so much more!
Sat 10 AM - 3 PM Spring at the Marketplace Poulin Marketplace, 8600 Pan American Fwy NE Come celebrate EARTH DAY with us! Sip on Marketplace Coffee + Tea beverages and taste yummy pastries, burritos, and muffins. Shop some of your favorite local NM artists + Marketplace’s Spring Collection. Be Inspired with the spring season with our propagation station! Enjoy live music. Delicious food from local food trucks. Giveaways and so much more! First 50 purchases at the Marketplace will receive our limited edition tote! Thank you for your support and love for our family-owned business. We can’t wait to share this special day with our amazing community
Sat 10 AM - 4 PM Brewers & Distillers Cup Balloon Fiesta Park It's a craft beer and spirits festival with music, games, food trucks, a vendor marketplace and....thrilling co-ed soccer matches with local brewers vs. distillers. Who will take home the Cup? All Ages Event. Tasting tickets include: Commemorative collectible pint glass (while supplies last), 8 tasting pours of local craft beer, wine, and cocktails, Full access to event grounds, Food trucks, Vendor marketplace, Lawn games, Kids zone (more info)
Sat 10 AM - 4 PM Super STEM Saturday 2023 Albuquerque Convention Center, Hall 1, East Side, 401 2nd St. NW The event is FREE and open to all ages! See amazing STEM shows with Kate the Chemist, Albuquerque's own Dr. Oscar and Science Girl. Enjoy hands on STEM learning with community partners from across the state. Stage Shows start at 11am and 1:30pm
Sat 11 AM - 8 PM Vegan Village: Earthday Albuquerque The ABQ Collective, 1321 Eubank Blvd. NE Join us for the launch of the very first all plant based and most unique venue in Albuquerque! Vegan Village New Mexico will open on Earth Day weekend with various food trucks, vendors, non-profits, beer garden, cocktail bar, live music and other presentations and entertainment for everyone to enjoy. This is an opportunity for everyone to try new and unique foods, learn about local non profits, visit with vendors, dance to various genres of music and participate in a unique experience unlike no other in Albuquerque! Felix y Los Gatos will be performing live! Food Court will be open from 11am to 8pm or sold out. Backyard Market by The ABQ Collective 9am to 2pm. Vegan Village Launch 4pm to 8pm
Sat 12 - 4 PM Guardians of the Children 10th Annual Family Fun Day Albuquerque Balloon Fiesta Park, 9401 Balloon Fiesta Pkwy NE Free event for the entire family with Food, Games, Fun, Face Painting, Entertainment, Prices, Bicycle and Scooter Giveaways
Sat 12 - 8 PM 15th Annual Rio Rancho Public Schools Powwow V. Sue Cleveland High School, 4800 Laban Rd. NE, Rio Rancho Join us as we celebrate Native American heritage and culture. This event is FREE and open to the public!
Sat 12 - 8:30 PM Spring Runoff (HQ Festival) Santa Fe Brewing Company Headquarters, 35 Fire Place, Santa Fe (it's not ABQ, but it could be fun and it supports a good cause!) We are hosting our 2nd annual Spring Runoff event to support New Mexico Outdoor Recreation! There will be outdoor activities, live music, food, vendors, raffles and more! Admission is a suggested donation and SFBC will be donating all funds raised to local, outdoor non-profits
Sat 12 PM - 12 AM 15 Year Anniversary Party Marble Brewery, 111 Marble Ave NW We're all Mav's here! You’re invited to our curiouser 15th Anniversary Celebration and get ready to trip into flavorland $10 per person at the door starting at 2PM. Strollers and dogs not permitted. 21+ only event (click link for full band and DJ lineups and food trucks)
Sat 1 - 6 PM 14th Annual 420 BBQ 5921 4th St. NW There will be local vendors, music, food and fun! We will have a raffle and giveaway! come enjoy some free bbq by Up In Smoke or catch a food truck! We hope to see you there! (more info)
Sat 2 PM Care Tactics CPR presents Beats & Brews Tractor Brewing, 1800 4th St. NW Beats & Brews is a one day CPR or BLS training event! Your purchase will include a 2 year cert and a voucher for a 1 beverage. Come have a drink on us!
Sat 7 - 9 PM Bobcat - One Man Psychobilly Band Tractor Brewing Company, 118 Tulane Dr. SE Bobcat is a one-man band like no other. Drawing inspiration from the likes of garage rock, soul music, power-pop, rhythm and blues, rockabilly, punk rock, psychobilly, new wave and indie rock, this one-man band takes the notion one step further with ornate arrangements with minimal accompaniment. Have you ever wondered where that song came from? Was it an old record? A radio broadcast? An obscure compilation of your favorite music genre from your CD collection? Maybe you heard it at a concert and wanted to hear it again
Sat 7 - 10 PM Rebekkah's Golden Birthday Show Tractor Brewing Company, 118 Tulane Dr. SE Let's get this conga started! We're gonna party like it's 1986 in Miami! Live Music from: *Blame it on Rebekkah* *Micah Thunder* *Clark Libby & Kristin Rad* Your Hostess with the very Mostess: *MARY BYRD*
Sat 7:30 PM AND 9:30 PM Zach Abeyta & Friends Dry Heat Comedy Club, 521 Central Ave NW, Ste G Grab your tickets to the best stand-up comedy show in town! Voted Albuquerque's best Comedian Zach Abeyta will be headlining along some of his closest and funniest friends. This show has sold out the last 7 times so grab your tickets now!
Sat 9 PM - 1:30 AM Strange Mix Insideout, 622 Central Ave SW Pre-Ministry Show. Dj Brad Cole will be playing a “Strange Mix” of Music Videos. Dark Wave, New Wave, Alternative Classics, Industrial, EBM, Electro, Punk, Glam. Artists like NIN, The Cure, Ministry, Beastie Boys, Sex Pistols, David Bowie, Joy Division, The Clash, TKK, VNV, Soft Cell, Violent Femmes, Dead or Alive, Depeche Mode, Modern English, Deee-Lite, Duran Duran, Culture Club, And Many More. Doors open at 9pm. $10 cover
** Sun 4/23*\*
Sun 9 AM Moto Meetup Rust Is Gold Coffee, 3732 Eubank Blvd. NE Come check out Indian Motorcycles while you enjoy awesome coffee and treats
Sun 9:30 AM - 1:30 PM Latino Outdoors ABQ Hike & Games Elena Gallegos Pl. NE We will start the day with an easy trail walk and end with games and hot dogs. We will meet and park at Elena Gallegos Double Shelter. We will be walking the Pino Trail and exploring the local plants and animals. This 2.5-mile loop trail. Generally considered an easy route, it takes an average of 1 h 2 min to complete. Afterward, we will play some games, hang out, and eat
Sun 10 AM Austin Powers Historic Lobo Theater, 3013 Central Ave NE THE HISTORIC LOBO THEATER along with Albuquerque Film & Music Experience is excited to bring Austin Powers back to the big screen! Showing Starts 11:30AM Tickets are ONLY $10 for General Admission Brunch and a ticket is ONLY $21 (exclusive brunch menu: made-to-order pancakes, mimosas, and more! 10% off if you come in pajamas!)
Sun 12 - 7 PM Fiesta del Cinco 2023 Balloon Fiesta Park, 5000 Balloon Fiesta Pkwy NE Únete a la celebración de Cinco de Mayo más grande de Nuevo México! Celebrando 17 años, este festival familiar, una vez más contará con actuaciones de grandes agrupaciones nacionales, regionales y locales, comida y diversión para toda la familia! American General Media, Radio Lobo 97.7 y Fuego 102.9 te invita! (I really don't know why they're having Cinco de Mayo on ... not Cinco de Mayo)
Sun 2 PM Free Chamber Music Concert Sandia Presbyterian Church, 10704 Paseo Del Norte NE Join us for a free and fulfilling chamber music concert filled with beautiful music played by talented musicians! Chamber Chops Presents Saved by the Bells: A Little Musical Salvation Before the Summer Break. Maurer - Three Pieces for brass quintet, Cervantes - Six Cuban Dances for wind quintet, Albeniz - Sevilla for wind quintet, Nielsen - Serenata in vano for winds + strings, Prins - Two and Three for handbell choir, Sue - Eugowra Rocks / The Morning of the Fray for handbell choir, Holst - Moorside Suite for brass quintet
Sun 4 - 8 PM Family Fun Day Pacific Rim Food Park, 6901-B San Antonio Dr. NE Climbing wall and bounce house, music, and the usual! Good vibes, great food!
Sun 5 PM Chatter Cabaret Albuquerque Museum of Art and History, 2000 Mountain Rd. NW Johannes Brahms Piano Trio in B minor, op. 8. Aaron J. Kernis Meditation in Memory of John Lennon, Philip Glass Sonata for Violin and Piano, Brahms/Fritz Kreisler Hungarian Dance no. 17, Brahms/Joseph Joachim Hungarian Dances no. 7 and no. 1, David Felberg violin, James Holland cello, Judith Gordon piano. Food and drink to purchase will be provided by Slate :: wine by the bottle or the glass, charcuterie, and cheese plates. Doors open at 4:15pm :: Open seating - first come, first served. This concert is sponsored by Davis Advisory Group (tickets)
Sun 7:30 PM Vieux Farka Touré Dirty Bourbon, 9800 Montgomery Blvd., Ste 4 Often referred to as "The Hendrix of the Sahara," Vieux Farka Touré was born in Niafunké, Mali in 1981. He is the son of legendary Malian guitar player Ali Farka Touré, who died in 2006. Ali Farka Touré came from a historical tribe of soldiers, and defied his parents in becoming a musician. When Vieux was in his teens, he declared that he also wanted to be a musician. His father disapproved due to the pressures he had experienced being a musician. Rather, he wanted Vieux to become a soldier. But with help from family friend, the kora maestro Toumani Diabaté, Vieux eventually convinced his father to give him his blessing to become a musician shortly before Ali passed. When the COVID pandemic hit in 2020 and all touring ground to a halt, Vieux stayed focused on his craft at home. He worked tirelessly in the studio he built at his family's compound (which he named "Studio Ali Farka Touré" in honor of his late father) to record his debut album for World Circuit Records/BMG, the prestigious UK-based record label with whom his father recorded and released most of his own work. The resulting album, Les Racines, sees Vieux masterfully return to the deep roots of the Desert Blues music that his father introduced to the world and Vieux spent most of his career to date exploring, experimenting with, and expanding (tickets)
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2022.08.23 00:57 flyinghorseduck 120 Guilds

120 groups of like-minded individuals... some legal and some definitely not.
Note: the list exceeds the character limit for the post. #1-95 are in this post and #96-120 will be in the comments.
Initial list built by d100. See it here.
Part 1 of 3:
Roll Result
1 𝐓𝐡𝐞 𝐒𝐚𝐥𝐭𝐲 𝐃𝐨𝐠𝐬: A mercenary guild that specializes in maritime activities. Crew for hire, protection of merchant vessels, dock security, etc. You can find a Salty Dogs guildhall in any city with a port. They recruit all types, but their primary composition is of the more physically inclined. Everyone has to pull their weight on a ship.
2 𝐃𝐢𝐬𝐜𝐢𝐩𝐥𝐞𝐬 𝐨𝐟 𝐓𝐫𝐚𝐬𝐭𝐨𝐫: Almost more of a cult than a guild, the Disciples of Trastor follow the teachings of an ancient necromancer, rumored to have been the first Lich. Their practices are, of course, veiled in secrecy, as Necromancy is generally frowned upon, but every tavern usually has one drunk who claims to know all about their secret rituals.... heard from a completely reliable and not at all suspect chain of sources.
3 𝐍𝐢𝐠𝐡𝐭𝐛𝐥𝐚𝐝𝐞𝐬: A guild for the more violently inclined roguish types. Small, but widespread. From intimidation to assassination, the Nightblades have you covered.
4 𝐇𝐢𝐧𝐭𝐞𝐫𝐥𝐚𝐧𝐝 𝐏𝐚𝐫𝐚𝐠𝐨𝐧𝐬: A religious order who follow the patron deity of travelers and pilgrims, the Hinterland Paragons are dedicated to keeping the roads safe for travelers of all faiths.
5 𝐎𝐫𝐝𝐞𝐫 𝐨𝐟 𝐭𝐡𝐞 𝐒𝐡𝐚𝐭𝐭𝐞𝐫𝐞𝐝 𝐇𝐞𝐥𝐦: A guild sworn to follow in the legacy of an ancient hero, slain in battle. The Order is host to many paladins, clerics, war clerics, and fighters. They take on only just causes, and claim their reward from fallen foes. They constantly search for relics of the fallen hero.
6 𝐂𝐮𝐥𝐭 𝐨𝐟 𝐭𝐡𝐞 𝐄𝐭𝐞𝐫𝐧𝐚𝐥 𝐃𝐫𝐚𝐠𝐨𝐧: A group of sorcerers and warlocks devoted to finding the next vessel of the Eternal Dragon, a deity they claim is trapped in a mortal form, doomed to be reincarnated as a mundane being over and over until his followers can find him and break his curse. Most regard the Cult as a collection of crackpots, but what if they're right?
7 𝐓𝐡𝐞 𝐒𝐨𝐧𝐬 𝐨𝐟 𝐭𝐡𝐞 𝐒𝐰𝐨𝐫𝐝: A guild of knights dedicated to mastery of swordplay. They take mostly noble sons, but those with enough of a reputation may be able to secure membership. The Sons accept quests based on political gain, and are constantly maneuvering for ever more power among the elite. And they don't come cheap, either.
8 𝐏𝐮𝐫𝐩𝐥𝐞 𝐏𝐚𝐧𝐬𝐢𝐞𝐬: One of the longest-standing guilds, the Pansies are well respected and quite proud of their heritage, which is very serious and not all silly. The tale seems slightly different every time it is told, however. The Pansies are almost always seen in their ostentatious formal uniform, gratuitously bedecked in brightly colored ribbons and polished medals. (Seriously, though, the founder did participate extensively in a resistance against an occupying army. It just wasn't very well documented.)
9 𝐓𝐡𝐞 𝐀𝐞𝐭𝐞𝐫𝐧𝐚𝐥 𝐀𝐜𝐚𝐝𝐞𝐦𝐲: A group of wizards dedicated to lofty study and ideals of knowledge for knowledge's sake. Masters of magical theory, not always great with practical application.
10 𝐃𝐢𝐯𝐞𝐫𝐬 𝐨𝐟 𝐭𝐡𝐞 𝐃𝐞𝐞𝐩: An adventuring guild specialized in spelunking and dungeon diving. Not for the claustrophobic.
11 𝐓𝐡𝐞 𝐅𝐚𝐭𝐡𝐞𝐫𝐥𝐞𝐬𝐬 𝐒𝐨𝐧𝐬: a guild of former squires whose knights fell in battle, who had to make their own way in the world.
12 𝐓𝐡𝐞 𝐒𝐡𝐞𝐩𝐡𝐞𝐫𝐝𝐬: A guild dedicated to protecting the common folk from danger. Take a tithe from their members' loot to offset costs for those who seek their aid.
13 𝐓𝐡𝐞 𝐅𝐮𝐬𝐭𝐞𝐫 𝐂𝐥𝐮𝐜𝐤 𝐂𝐚𝐛𝐚𝐥: Sure, you can keep up to five hens in your backyard for breakfast egg production, but you get that sixth chicken and don't tithe to the cabal, you're going to be real sorry. They have a stranglehold on chicken/egg production in town: good quality birds and eggs, but pricey. They live like kings.
14 𝐆𝐨𝐮𝐫𝐦𝐞𝐭 𝐆𝐨𝐫𝐠𝐞𝐭: A society of cooking professionals. In a world of hungry adventurers and monsters, someone has to prepare the dishes to sustain and liven up a party. And who knows, rare ingredients in dangerous places don't collect themselves!
15 𝐒𝐨𝐜𝐢𝐞𝐭𝐲 𝐨𝐟 𝐅𝐨𝐫𝐦𝐞𝐫 𝐇𝐞𝐚𝐥𝐞𝐫𝐬: This group of disenfranchised healers, abused by adventurers, have banded together. They learned the sacred art of healing for undead destruction or for precise calculations of death, not to cure the first idiot who thought jumping off a 50 foot cliff to "ride the giant crow to the ground" was a good idea.
16 𝐄𝐱𝐩𝐞𝐫𝐢𝐦𝐞𝐧𝐭 𝐗: A guild dedicated to the advancement of science, for and only for science sake. There are no limits to what members of this guild will do just to see what might happen. The guild accepts members of any race/class as any good experiment needs a wide sample size. Members of Experiment X can be known by the large green X patch that they wear on their personal garb, although often you will know they are a member of the guild before you see the patch, whether it be by the extra appendages, copious glowing boils, or an ever present burning smell.
17 𝐒𝐲𝐧𝐝𝐢𝐜𝐚𝐭𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐇𝐚𝐦𝐦𝐞𝐫/𝐂𝐚𝐦𝐚𝐫𝐚𝐝𝐞𝐫𝐢𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐒𝐢𝐜𝐤𝐥𝐞: Secret guilds of city and farm workers (respectively) usually found on big cities, working to make the worker's lives a little better, including paying warriors to protect the people during strikes and even assassins to try to kill bosses/leaders/royalty if they're known to exploit their subjects.
18 𝐓𝐡𝐞 𝐅𝐥𝐲𝐢𝐧𝐠 𝐃𝐫𝐚𝐠𝐨𝐨𝐧𝐬: Once a powerful independent fighting force for a civil war long past. This guild comprises of skilled pilots of the skies. Many members are dirigible and airship captains, in fact it is hard pressed to find a skilled pilot or captain that isn't a part of this prestigious group. Dedicated to the freedom and clarity of the skies, Flying Dragoon's have no problems speaking their mind, and many are quite vocal about being committed to fighting tyranny if the need ever again arose. Most just view this as idle talk however as commuting adventurers around the skies can often be a long and lonely task.
19 𝐅𝐞𝐥𝐥𝐨𝐰𝐬𝐡𝐢𝐩 𝐨𝐟 𝐭𝐡𝐞 𝐁𝐥𝐢𝐧𝐠: A group of jewelers, varying in race and class, focused on creating the most extravagant pieces of jewelry known throughout the world. Their founder, Sir Laurence Tureaud, is know for keeping his hair in a mohawk, a career as a member of the B-Team, and wearing so many heavy, ostentatious gold pendants and amulets, that he now walks hunched over.
20 𝐇𝐚𝐫𝐥𝐞𝐪𝐮𝐢𝐧𝐬: An assassin's guild, going into every job like they're stepping onto stage, a smile or a snarl on their face to fit their role. Each Harlequin is deadly, but they work together in troupes, led by Solitaires that are some of the most dangerous individuals in the world.
21 𝐓𝐡𝐞 𝐊𝐞𝐞𝐩𝐞𝐫𝐬: It's only member is Gerry (or is it?), the crazy homeless guy on the corner, but he will tell you and anyone who will listen that they number in the thousands and are the most powerful secret society in the verse. A tribute paid to him will ensure you good favor and that the Keepers will watch your back.
22 𝐂𝐚𝐫𝐫𝐢𝐨𝐧 𝐂𝐫𝐨𝐰𝐬: The garbage collectors of major cities, traveling armies and outer regions. They collect, burn and remove refuse in all its forms. They work closely with assassins guild in disposing of bodies and thieves guilds with finding homes with wealthy residents (who knows more than the goon going through your garbage). Refuse to pay off their dues at your own risk. You may find garbage, dead bodies and fecal matter on your doorstep.
23 𝐓𝐡𝐞 𝐀𝐮𝐠𝐞𝐫𝐞𝐫𝐬: Because even your fantasy setting needs weathermen.
24 𝐓𝐡𝐞 𝐕𝐢𝐱𝐞𝐧 𝐒𝐲𝐧𝐝𝐢𝐜𝐚𝐭𝐞: A well organized guild of highly trained escorts and confidantes for hire who specialize in finding secrets out about their clients. Used as spies and information gathering. They can also be used to disseminate information, gossip, or lies, to those they work with to pass on to their clients. They have no government affiliation and often have a member in every place people of power go for comfort. It is advisable to pay promptly and often tip for their services as any failure to pay for services rendered will lead to the hiring person being ruined, disgraced, or having the same mission done to them free of charge.
25 𝐆𝐨𝐥𝐝𝐞𝐧 𝐆𝐫𝐢𝐟𝐟𝐢𝐧 𝐆𝐮𝐢𝐥𝐝: Once a big and prosperous guild spanning their work through many nations, supporting and training many adventurers, they had their castle destroyed by plague magic and now ,the few members left, live in a dilapidated tavern in a rural town. The Guildmaster, Svetlana Trigg, a middle Aged Wood Elf, still receives requests from the local populace, but unable to fill them will pass the quests to any of the tavern's patrons who are interested in some easy cash. People close to her also say that she has maps of local abandoned dungeons and fortresses, including one of the old Golden Griffin Castle, now plagued with blight, surrounded by poisonous bogs and home to all kind of evil and pestilence, but still, filled with the treasures of adventurers who wintered there.
26 𝐓𝐡𝐞 𝐋𝐢𝐠𝐡𝐭𝐧𝐢𝐧𝐠 𝐇𝐨𝐨𝐯𝐞𝐬: Guild of all types of transporters, riders, and drivers of all kinds. Emphasis on speed, they are the ones to call if you need a message delivered swiftly, a package transported securely, a ride through dangerous territory, or just need someone who can pilot/ride a vehicle or mount to an expert ability.
27 𝐓𝐫𝐞𝐞-𝐛𝐮𝐜𝐡𝐞𝐭𝐬: A siege crafter guild dedicated to the finest siege weapon ever made: The Trebuchet. For some reason the guild is heavily themed after trees... Rivals to the Cat-apults.
28 𝐂𝐚𝐭-𝐚𝐩𝐮𝐥𝐭𝐬: A siege crafter guild dedicated to the finest siege weapon ever made: The Catapult. For some reason the guild is also heavily cat themed... Rivals to the Tree-buchets.
29 𝐓𝐡𝐞 𝐆𝐢𝐥𝐝𝐞𝐝 𝐂𝐨𝐦𝐩𝐚𝐬𝐬: An organization of adventurers that specialize in hunting magical or extraplanar creatures. They are named after the golden compasses handed to proven members which always points to the guildhall instead of pointing north. Currently still lead by the Gnome who was part of the founding members, but is retired from the hunts because of his age.
30 𝐓𝐡𝐞 𝐉𝐮𝐬𝐭𝐢𝐜𝐡𝐚𝐫𝐬: a chain of slaughterhouses that specialize in beef products. Their signature product? The charred ground beef patty served on a bun with a leafy green to boot. The individuals in the guild are referred to as "burgers"... Whatever that means.
31 𝐓𝐡𝐞 𝐍𝐚𝐦𝐞𝐬𝐚𝐲𝐞𝐫𝐬: A guild of scribes, tailors, and artists. Want to start your own guild but can't think of a cool name to stand out among the Flying Dragoons or the Nightblades? Come to us, give us some details on your guild and founding members, and we'll come up with a name for you! We also do crests and tabards.
32 𝐓𝐡𝐞 𝐒𝐢𝐫𝐞𝐧𝐬: An elite group of bards who meet once a year to complete and share new skills. Each year, the 3 High Callers - those in charge - get a Silver Note, a silver pin in the shape of a music note, to award to one bard. This allows them to join the next annual meeting, getting them through the advanced wards and spend surrounding the site each year.
33 𝐓𝐡𝐞 𝐇𝐨𝐚𝐫𝐝: A group of various races who work for a beholder known as The Collector, trading artifacts or knowledge for secrets and information. (Personally, I'd call the members "Hoarders")
34 𝐓𝐡𝐞 𝐂𝐞𝐚𝐬𝐞𝐥𝐞𝐬𝐬 𝐁𝐥𝐨𝐨𝐦: A group of farms and coops run by druids and rangers who manipulate growth times to produce large amounts of crops all year.
35 𝐓𝐡𝐞 𝐒𝐢𝐥𝐯𝐞𝐫 𝐋𝐢𝐨𝐧𝐬: A three branched guild of mercenaries ran by fraternal twin Tieflings, and their human half brother, which take many different contracts for their services, often offering reduced pricing for quests that have them searching out powerful artifacts. The twins work together for now, but one seems to always have the harder contracts to fulfill, against their better judgement.
36 𝐓𝐡𝐞 𝐇𝐞𝐢𝐫𝐬 𝐨𝐟 𝐗𝐨𝐫-𝐊𝐮𝐦𝐛𝐮𝐤𝐪𝐮𝐚𝐧: This guild is a trail of refugees who survived a subterran battle around the already perilously conflicted dwarf city Xor-Kumbukquan in which the drow defeated the dwarf army that stood watch. This specific guild of dwarfs dared venture to the surface world in order to plan the recapture of their home city. They are, for dwarf standards, open to new things and even allowed other races to join their guild, which they originally registered to have weight in surfacer politics. Now some dwarfs catch themselves thinking about dwelling on the surface forever. The dwarfes are apparently about to split up into different groups again, re-creating the fate of Xor-Kumbukquan. Some disagree with letting other races join, some want to become mountain dwarves and get even higher into the mountains. They are expert miners and sell coal and small amounts of valuable materials found under the earth. Also their elders know the drows plans to expand and eventually start raids against human settlements at night.
37 𝐓𝐡𝐞 𝐍𝐚𝐯𝐢𝐠𝐚𝐭𝐨𝐫𝐬: a semisecret guild that offer planar travel services for a big price. (You'll probably have to pay them in rare spices)
38 𝐓𝐡𝐞 𝐎𝐭𝐡𝐞𝐫 𝐇𝐚𝐧𝐝: A guild of street urchins who have dedicated themselves to moving in and out of urban social situations. Their speciality is in creating large distractions throughout the city...for the right price.
39 𝐓𝐡𝐞 𝐒𝐩𝐨𝐭𝐥𝐞𝐬𝐬: This guild began as simply members of a city's street cleaning crew. However, over time they began accepting coin in order to clean up some adventuring party's misadventures. When a team of adventures have an encounter go sideways and need to dispose of evidence, bodies, or clean a crime scene it will be The Spotless that they call upon.
40 𝐄𝐦𝐛𝐞𝐫𝐭𝐞𝐧𝐝𝐞𝐫𝐬: Viewed as a “guiding light” type of organization from anyone on the outside, this Guild serves a wildly different purpose known to the dwarves whose strongholds are lucky enough to support a branch. Primarily, they are fire mages charged with keeping those bastard trees from burrowing in and destroying their craftwork and tunnels, whether it be root-ine maintenance or clear cutting forests around growing settlements before or during development.
41 𝐓𝐡𝐞 𝐍𝐏𝐂'𝐬: A guild of meta-knowledge truthers who recognize that there is something off in the world. For example, why does everybody always stand 5 feet apart from one another?
42 𝐓𝐡𝐞 𝐃𝐞𝐧𝐢𝐳𝐞𝐧𝐬 𝐨𝐟 𝐭𝐡𝐞 𝐄𝐧𝐝𝐥𝐞𝐬𝐬 𝐕𝐨𝐢𝐝: Members of this organization call themselves 'listeners.' They are dedicated to contacting and uncovering life on other planes. Not appropriate to all settings, but possibly great for irony in settings where extra-planar creatures are relatively common.
43 𝐓𝐡𝐞 𝐂𝐨𝐧𝐭𝐞𝐧𝐝𝐞𝐫𝐬: Your local fantasy organizers, rule-creators, and sometimes inventors of non-combat sports.
44 𝐓𝐡𝐞 𝐒𝐩𝐢𝐜𝐞 𝐓𝐫𝐚𝐝𝐞𝐫𝐬: No need to be coy or mince words. These merchants pay well for exotic spices, reagents, and herbs.
45 𝐓𝐡𝐞 𝐎𝐫𝐝𝐞𝐫 𝐨𝐟 𝐭𝐡𝐞 𝐒𝐞𝐜𝐫𝐞𝐭 𝐂𝐡𝐞𝐬𝐭: Dedicated to the art of non-magical security, including the finest locks, the most innovative traps, and the strongest chests.
46 𝐓𝐡𝐞 𝐀𝐫𝐛𝐢𝐭𝐫𝐚𝐭𝐨𝐫𝐬: Powerful, neutral, and unquestionably wise. They are invited to resolve disputes before war breaks out not only for their wisdom, but because they have the power to enforce their decrees.
47 𝐓𝐡𝐞 𝐈𝐧𝐪𝐮𝐢𝐫𝐢𝐧𝐠 𝐌𝐢𝐧𝐝𝐬: Dedicated to invention, innovation, and tinkering of all sorts.
48 𝐓𝐡𝐞 𝐎𝐫𝐝𝐞𝐫 𝐨𝐟 𝐭𝐡𝐞 𝐅𝐚𝐢𝐭𝐡𝐥𝐞𝐬𝐬: In worlds where the divines unquestionably exist, these humanitarians defend those who believe that great power does not necessarily grant authority to rule against those who would abuse divine magic.
49 𝐓𝐡𝐞 𝐂𝐨𝐮𝐫𝐭 𝐨𝐟 𝐌𝐢𝐫𝐚𝐜𝐥𝐞𝐬: A group of shapeshifters, changelings, illusionists and the like who infiltrate other guilds and high ranking positions to gather private information, whether it be for personal/guild gain or blackmail. Anonymity is highly valued by the members and as such they usually communicate with untraceable or cryptic messages. Entry is only through anonymous invitation and the cost is a valuable secret which can benefit the guild members. The guild motto is "We are no one...and everyone...".
50 𝐆𝐨𝐥𝐝𝐞𝐧 𝐑𝐨𝐚𝐝 𝐂𝐚𝐫𝐚𝐯𝐚𝐧 𝐂𝐨𝐦𝐩𝐚𝐧𝐲: Works with independent artisans and guilds to transport goods between settlements in the local province. Also buying goods that are cheap and taking them to high-demand areas for extra profits. They run a set of wagons and cart trains, with a crews of drivers, guards, and extra hands to load and unload goods, along with a guild representative.
51 𝐓𝐡𝐞 𝐁𝐫𝐨𝐤𝐞𝐫𝐬: Technically a form of indentured servitude, it is a government-run guild that is considered a respectable form of repaying your debts to other citizens and to society with strict regulations protecting the worker. Have a love/hate relationship with many other guilds due to perceived stolen contracts. - Service Brokers operate as house servants and chefs. - Labor Brokers work as farmhands, miners, builders, etc. - Protection Brokers provide mercenary and security services. - Underling Brokers are apprentice tradesmen who assist artisans and merchants. - Wild Brokers act as hunters, trackers, rangers, and scouts. - Pleasure Brokers operate brothels & manage acting troupes and bards.
52 𝐓𝐡𝐞 𝐖𝐡𝐢𝐭𝐞 𝐋𝐨𝐭𝐮𝐬 𝐎𝐫𝐝𝐞𝐫: A worldwide, secretive guild of elves that works to control the flow of magic users, and magic in general in the world. You can tell one by their white lotus amulet.
53 𝐓𝐡𝐞 𝐖𝐚𝐭𝐜𝐡𝐞𝐫𝐬: A thieves guild of Wererats lead by a WereTiger named Korrik Sandarian. Based out of Luskan, they spread out amongst the Sword Coast watching and learning secrets, selling said secrets to the highest bidder. Sometimes infiltrating entire governments to sell secrets to their enemies.
54 𝐓𝐡𝐞 𝐑𝐎𝐌𝐏 𝐑𝐢𝐝𝐞𝐫𝐬: The Righteousness Order of Mounted Paladins are a mercenary guild that are hired out by the various provinces to police the smaller cities and islands of the archipelago. They ride on horseback, or whatever mount suits them and carry pole arms and long weapons. Their ranks mostly includes Paladins, Clerics, Fighters, and Rangers but anyone of good intention is more than welcome to join so long as they are willing to pledge allegiance to Tyr and uphold justice over self-held beliefs. Oh, and their horses are equipped with horseshoes of waterwalking.
55 𝐓𝐡𝐞 𝐆𝐥𝐚𝐬𝐬 𝐄𝐲𝐞𝐬: A small group of elite wizards specializing in scrying. Need to find a person or object? Pony up enough coin and they’ll look for you. Very stingy with their services and what they consider is worth their time.
56 𝐓𝐡𝐞 𝐇𝐨𝐧𝐨𝐫𝐚𝐛𝐥𝐞 𝐏𝐫𝐨𝐟𝐞𝐬𝐬𝐢𝐨𝐧 𝐨𝐟 𝐭𝐡𝐞 𝐂𝐥𝐨𝐭𝐡𝐢𝐞𝐫: While they do not mind people mending their own clothes, or children wearing hand-me-downs, they are remarkably proactive about ensuring no one else makes clothes. These tailors and seamstresses demand to inspect all cloth and clothing sold within their territory. Anyone caught making clothes or worse, counterfeiting HPC tags, finds out the hard way that people who sew tend to own multiple variants on the theme of scissors.
57 𝐓𝐡𝐞 𝐆𝐚𝐭𝐞𝐤𝐞𝐞𝐩𝐞𝐫𝐬: A group of conjurers that maintain stone daises which allow for economical teleportation. Travel to cities halfway across the world without having to deal with bandits, monsters, and other unpleasantness of the road. All for a reasonable fee of course.
58 𝐓𝐡𝐞 𝐁𝐥𝐚𝐝𝐞𝐬 𝐨𝐟 𝐁𝐚𝐡𝐚𝐦𝐮𝐭: A devoted order of monks serving the Draconic God of justice. They are known for establishing monasteries and orphanages and providing protection and aid for communities in need. Their fearsome reputation and ruthless manner of dealing with the wicked tend to keep criminal elements and evil aligned guilds far away from them.
59 𝐓𝐡𝐞 𝐁𝐨𝐧𝐟𝐢𝐫𝐞 𝐁𝐚𝐭𝐭𝐚𝐥𝐢𝐨𝐧: A mercenary guild who make their living by leading expeditions through frigid climates. Members are mainly rangers, druids, and Mages with a specialty for fire magic.
60 𝐒𝐩𝐡𝐢𝐧𝐱𝐜𝐡𝐚𝐬𝐞𝐫𝐬: A small group of treasure seekers and riddle solvers. They have a base of operations, but no one remembers seeing lights on inside because they're always out in the field, chasing the next rumor.
61 𝐓𝐡𝐞 𝐒𝐮𝐫𝐞𝐭𝐲 𝐆𝐮𝐢𝐥𝐝 𝐅𝐚𝐧𝐭𝐚𝐬𝐲 𝐢𝐧𝐬𝐮𝐫𝐚𝐧𝐜𝐞: For a fee up front, they cover the losses of a failed expedition or trade journey. Ripe for exploitation and plot hooks.
62 𝐓𝐡𝐞 𝐓𝐨𝐰𝐧 𝐂𝐫𝐢𝐞𝐫𝐬: sharers of news, tales, and lore, these bards and minstrels ply their trade in markets and bars across the kingdom. They can be induced to spice up your particular story for a nominal fee.
63 𝐓𝐡𝐞 𝐑𝐨𝐲𝐚𝐥 𝐙𝐨𝐨𝐥𝐨𝐠𝐢𝐜𝐚𝐥 𝐒𝐨𝐜𝐢𝐞𝐭𝐲: Dedicated to identifying, cataloging, and describing all living things.
64 𝐓𝐡𝐞 𝐑𝐞𝐝 𝐖𝐨𝐥𝐟 𝐇𝐮𝐧𝐭𝐞𝐫𝐬: semi-legal professional bounty hunters. These warrior-trackers work alone, and are recognized the world over as the names to call when an individual needs to be apprehended alive.
65 𝐓𝐡𝐞 𝐎𝐫𝐝𝐞𝐫 𝐨𝐟 𝐭𝐡𝐞 𝐒𝐢𝐥𝐞𝐧𝐭 𝐓𝐞𝐦𝐩𝐥𝐞: A society of monks, clerics, and bards dedicated to cataloging and studying forgotten religions. They don't profess to seek to bring these god's worship back into the world, but their archives are an invaluable resource to adventurers (and cultists...) of all kinds.
66 𝐓𝐡𝐞 𝐒𝐡𝐫𝐢𝐤𝐞𝐬: A group of assassins they say cannot be hired, and no one can reliably say how to contact them. They are known only by their kills, which are all very distinct. The Shrikes only target people who abuse the law for their own ends. Those who act "lawfully", but are wholly unethical. A Shrike's target is always found impaled to spikes set in a wall or other vertical surface, and marked with feathers of a shrike.
67 𝐓𝐡𝐞 𝐒𝐢𝐬𝐭𝐞𝐫𝐬 𝐨𝐟 𝐒𝐭𝐨𝐧𝐞: A multi-purpose guild primarily composed of Dwarf women, the Sisters work in adventuring, stonecraft, brewing, smithing, and more. They were originally founded to help their fellow dwarf women, and fight the belief that there are no dwarf women. As time passed and that notion fell by the wayside, they have opened up their membership to women of all races, particularly those who still regularly fall under prejudice.
68 𝐓𝐡𝐞 𝐈𝐫𝐨𝐧 𝐂𝐢𝐫𝐜𝐥𝐞: A group of mages dedicated to guarding against the dangers of magic. They understand that with power comes temptation, and they dedicate themselves to policing the magical community and researching ways to detect, resist, and fight the threats specific to magic-users. Their intentions are good, but not appreciate their efforts, and sometimes the methods of some members fall into definite gray territory.
69 𝐓𝐡𝐞 𝐒𝐭𝐫𝐞𝐞𝐭 𝐖𝐨𝐫𝐤𝐞𝐫'𝐬 𝐀𝐜𝐭𝐢𝐨𝐧 𝐆𝐮𝐢𝐥𝐝: A loose conglomerate formed to organize and protect all those who ply their trade on the streets. From traveling merchants to street performers to women(and men!) of the night to your favorite meat-on-a-stick vendor, SWAG makes sure that everyone gets access to the choicest corners equally. The guild also records any reports of harassment or mistreatment by any other organization, and pressures them accordingly. Just make sure you pay your dues... It's amazing how quickly your sales can dry up.
70 𝐓𝐡𝐞 𝐖𝐚𝐯𝐞 𝐁𝐫𝐞𝐚𝐤𝐞𝐫𝐬: A loose collection of human armadas, merfolk, and powerful marine entities that guard the ports of important trade cities from the many threats of the deep.
71 𝐓𝐡𝐞 𝐌𝐞𝐜𝐡𝐚𝐧𝐢𝐦 𝐇𝐞𝐚𝐫𝐭: As cities rely more and more upon great works of technology and magic the government repair systems were lacking. The Mechanim Heart keeps the vital systems of the world running, from floating citadels to small country lift bridges.
72 𝐅𝐢𝐝𝐝𝐥𝐞𝐬𝐭𝐢𝐜𝐤𝐬: A relaxed musicians guild that provides job posting and benefits to members like reduced travel fees and lodging costs by cooperating with other establishments.
73 𝐂𝐨𝐫𝐯𝐢𝐧'𝐬 𝐓𝐞𝐚𝐫𝐬: Bodies tend to pile up around cities and are not often disposed of properly. This guild collects bodies from off the streets and execution grounds, then gives them the burial rites of a handful of common gods before disposal. The most common method is cremation. During plagues or other crises mass graves are employed and covered in holy seals to protect the bodies from the forces of undeath. The guild also keeps large flocks of enchanted carrion crows that patrol the surrounding countryside for forgotten bodies or in extreme cases rip and tear unholy animated flesh to pieces.
74 𝐎𝐯𝐞𝐫𝐥𝐚𝐧𝐝 𝐄𝐱𝐩𝐫𝐞𝐬𝐬: Sometimes you need to send a message, but those pesky wizards are just. so. expensive! Overland Express is the budget-friendly way to get your message from A to B. Though sometimes less reliable than other methods, they're still a household name in most of the world.
75 𝐓𝐡𝐞 𝐑𝐨𝐲𝐚𝐥 𝐁𝐢𝐫𝐝 𝐖𝐚𝐭𝐜𝐡𝐢𝐧𝐠 𝐒𝐨𝐜𝐢𝐞𝐭𝐲: if you are dreaming of sitting alongside tranquil rivers watching the graceful dance of migrating birds then this is not the guild for you, as only the most diehard and adventurous birdwatchers choose to join the RBWS. Perhaps one of the most ruthless and blood thirsty guilds in the land, the RBWS's annual bird watching competation see's adventurous birdwatchers competing to find some of the most far flung, exotic and dangerous birds in the world. But it is not the many feathered fiends that appear on the annual list that makes this guild so dangerous, but rather the extreme and often homicidal lengths your fellow guild members will go to to ensure they win the prize.
76 𝐁𝐮𝐫𝐞𝐚𝐮 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐂𝐨𝐧𝐬𝐞𝐫𝐯𝐚𝐭𝐢𝐨𝐧 𝐚𝐧𝐝 𝐌𝐚𝐧𝐚𝐠𝐞𝐦𝐞𝐧𝐭 𝐨𝐟 𝐌𝐚𝐠𝐢𝐜𝐚𝐥 𝐚𝐧𝐝 𝐌𝐮𝐧𝐝𝐚𝐧𝐞 𝐖𝐢𝐥𝐝𝐥𝐢𝐟𝐞: With so many different kids of magical game and varied hunting methods the job of wildlife management is unending. From regulating hunting lodges to fining local necromancers for letting their creations feast on animal these surprisingly bureaucratic druids, rangers, and even clerics keep the forests well stocked and healthy.
77 𝐅𝐫𝐢𝐞𝐧𝐝𝐬 𝐨𝐟 𝐭𝐡𝐞 𝐅𝐞𝐲: Druids and other lovers of nature who preserve and protect the most ancient sources of first-world magic.
78 𝐓𝐡𝐞 𝐇𝐨𝐫𝐢𝐳𝐨𝐧-𝐒𝐞𝐞𝐤𝐞𝐫𝐬: Guides, generally non-magical rangers, rogues, and bards who use their local knowledge to pierce into the unknown and unexplored.
79 𝐓𝐡𝐞 𝐔𝐩𝐭𝐨𝐰𝐧 𝐆𝐞𝐧𝐭𝐥𝐞𝐦𝐞𝐧: A secretive guild of confidence artists who prey on the naive rich.
80 𝐅𝐨𝐥𝐥𝐨𝐰𝐞𝐫𝐬 𝐨𝐟 𝐭𝐡𝐞 𝐁𝐫𝐨𝐤𝐞𝐧 𝐁𝐥𝐚𝐝𝐞: Ideals: this guild is devoted to using and making broken pieces of equipment as they believe they are better then anything else, normal members normally only cray small broken objects such as rings, daggers and other small rusted or broken trinkets.
81 𝐓𝐡𝐞 𝐓𝐨𝐫𝐜𝐡𝐞𝐫𝐬: Once a vile group of nighttime marauders, but now a respectable group of escorts and tour guides that use preventive measures and escape tactics to keep their customers alive from the freaks and scares of the world.
82 𝐒𝐜𝐫𝐨𝐮𝐧𝐠𝐞𝐫𝐬: A group of people looking to teach the homeless, poor, or whomever is curious how to find food wherever they go: which spotted mushrooms are good to eat, and which will cause your skin to rot. How long can a banana sit in the trash before it's considered inedible? Which roots should be boiled, which should be ground, and which should be left out to dry to attract green beetles: which make for a great paste on old toast. Great for aspiring adventurers, those who find it difficult to make or keep coin, and those who are thrifty and curious!
83 𝐓𝐡𝐞 𝐟𝐢𝐬𝐡𝐢𝐧𝐠 𝐝𝐢𝐬𝐭𝐫𝐢𝐜𝐭 𝐨𝐟 "𝐭𝐨𝐰𝐧 𝐧𝐚𝐦𝐞": orcs that seem like reformed, civilized fishermen, but when they sail, its 10% actual fishing, 90% fighting sea beasts to protect the kingdom and relieve orcish agressive tension. (Evil version: they raid Triton villiges)
84 𝐓𝐡𝐞 𝐒𝐜𝐡𝐨𝐥𝐚𝐫𝐥𝐲 𝐆𝐞𝐧𝐭𝐬: Archive upkeep, funding for magic colleges, and staring directly into the heart of the weave. This group of superannuated archmages tend to the preservation and pursuit of knowledge. Just be sure to turn your book in on time.
85 𝐓𝐡𝐞 𝐔𝐧𝐬𝐞𝐞𝐧: a group of halfing druids, rangers, and others guarding a forest that keep a monster trapped by magic.
86 𝐓𝐡𝐞 𝐓𝐫𝐞𝐚𝐧𝐭-𝐇𝐮𝐠𝐠𝐞𝐫 𝐂𝐨𝐚𝐥𝐢𝐭𝐢𝐨𝐧: A worldwide, cross-governmental preservation and research society founded on the common goal of protecting Treant historical sites, preserving magical woodland zones, and maintaining sacred forest parks. Members of the coalition and most of their honorary members are granted safe passage through most Treant forests. Consequentially, most coalition outposts make their required dues to their regional guild through selling out their services as guides through Treant forests and educators of Treant culture. Due to their deep connections with nature, natural magic, and the wilderness, most members of the coalition come from druidic and necessity-hunter backgrounds—the former making up the the educator workforce and the latter making up most of the “Park Ranger” workforce.
87 𝐓𝐡𝐞 𝐎𝐥𝐝 𝐂𝐨𝐧𝐬𝐭𝐚𝐛𝐮𝐥𝐚𝐫𝐲: When a new lord moves in, sometimes he wants to put new laws in place. Guardsmen/Police that refuse to go against their long standing principles for trivial things such as a temporary new boss, will generally be unceremoniously dropped from the force. That’s where the Old Constabulary recruit from. Their motives are to uphold the (previously established) law, and provide safety to those harassed for jumped up charges. Oftentimes they’ll be above average age for their race, and have a knack for blending in/remaining under the radar. Anyone ringing a handbell can expect a Constable to aid them, if one is within earshot.
88 𝐓𝐡𝐞 𝐆𝐥𝐢𝐭𝐭𝐞𝐫 𝐂𝐨𝐮𝐫𝐭: they travel the land recruiting promising young beauties and train them in nobility, selling them off as brides/husband's to knights and Lord's without spouse
89 𝐓𝐡𝐞 𝐂𝐚𝐩𝐬𝐭𝐨𝐧𝐞 𝐆𝐮𝐢𝐥𝐝: An organization of mostly halflings, dedicated to the collection, cataloging, and study of the different mushrooms around the world. They know which ones are edible, which ones are poisonous, and which ones have special or magical properties. A member tends to always have some type of special or magical mushroom on hand, for emergencies.
90 𝐓𝐡𝐞 𝐑𝐚𝐰𝐡𝐢𝐝𝐞 𝐆𝐮𝐢𝐥𝐝: A guild of leatherworkers, they are experts in creating clothing, armor, and any type of ornamentation in leather. A member's uniform consists of a blue-dyed leather jerkin, leather pants, leather boots, leather gloves, all topped with a blue stylish leather cap.
91 𝐓𝐡𝐞 𝐊𝐞𝐧𝐬𝐢𝐧𝐠𝐭𝐨𝐧 𝐓𝐮𝐦𝐛𝐥𝐞𝐫𝐬: This guild is ostensibly known as an organization of acrobats and showmen, experts at putting on circus-type performances for the townsfolk. To those in the know, however, they have a reputation as the finest burglars in the business, and may be willing to steal certain objects for a client, if the price is right.
92 𝐓𝐡𝐞 𝐒𝐥𝐚𝐯𝐞 𝐓𝐫𝐚𝐝𝐞𝐫𝐬 𝐔𝐧𝐢𝐨𝐧: They would never trade slaves in an area where it is forbidden but this merchants guild will do anything and everything within the law to make as much money as possible. There is even a special division of lawyers dedicated to finding loopholes for lucretive streams of business. There are certain benefits to being a member so long as your fees are up to date such as if a member is accused of something illegal the guild will pay for their defense attorney. However of a member is ever found guilty of a crime then they will be outcast, fined, and forbidden from applying for new membership ever again. Their leader is a halfling with a silver tongue who has skin in the game in every game, and a pension for getting other people in trouble instead of themselves.
92 𝐓𝐡𝐞 𝐒𝐥𝐚𝐯𝐞 𝐓𝐫𝐚𝐝𝐞𝐫𝐬 𝐔𝐧𝐢𝐨𝐧: They would never trade slaves in an area where it is forbidden but this merchants guild will do anything and everything within the law to make as much money as possible. There is even a special division of lawyers dedicated to finding loopholes for lucretive streams of business. There are certain benefits to being a member so long as your fees are up to date such as if a member is accused of something illegal the guild will pay for their defense attorney. However of a member is ever found guilty of a crime then they will be outcast, fined, and forbidden from applying for new membership ever again. Their leader is a halfling with a silver tongue who has skin in the game in every game, and a pension for getting other people in trouble instead of themselves.
93 𝐓𝐡𝐞 𝐍𝐢𝐠𝐡𝐭 𝐋𝐢𝐠𝐡𝐭𝐞𝐫𝐬: A union comprised of the men who are hired to light the torches and lamps around town each night. They've managed to intimidate the torchmakers and lamp oil salesman to the point where they have a monopoly on post-sundown light and are working to get the Continual Flame spell outlawed. But at least they aren't a shadowy conspiracy that works in the dark.
94 𝐇𝐚𝐧𝐝 𝐨𝐟 𝐒𝐦𝐚𝐝𝐝𝐮𝐫: Self proclaimed children of the smithing god, this group of Dwarves is known for their talent at making things. Tricks include making babies from metal, making mechanical limbs that can shatter mountains, swords that sing of peace and ships that become stable during storms. Their current leader is Haddrin Connor, a 350 year old who is known for his armor, the Dwegennaer, an armor that would shriek at attackers, stunning them.
95 𝐓𝐡𝐞 𝐏𝐚𝐭𝐡 𝐖𝐚𝐥𝐤𝐢𝐧𝐠 𝐆𝐮𝐢𝐥𝐝: Who keeps the walked paths walked? For a path Unmaintained becomes a path unwalked. A walked path is inviting, even if it leads through the dangerous wilds. These folk seek adventure and wish it upon others, however they see the difficult level of entry and so they vow to keep the paths walked so that fledgling hikers, travellers, merchants, and adventurers can go forth without fear and with some level of decency. Many are retired folk, and many are simply folk who care about their health. “Walk the path, my friends, so that others may follow.” Edit: some are map makers and contribute by prospecting new paths. Each year they hold a ceremony to announce the formation of a single new path. Each member walks on it. In doing so a brand new path is born. The guild values distance efficiency, terrain quality, scenic score, oxygen level based on elevation, and many other factors. Note that they value the origin and the destination less because they believe it is the journey that matters most.

submitted by flyinghorseduck to d120Lists [link] [comments]


2022.03.25 07:23 Magos_Nashoid Pavlov / Carrotstick / April Harker

Pavlov

Public Information: A Master with a number of small robberies under her belt, reportedly ringing a bell, and compelling bystanders to either stand-aside, assist her, or in several instances actually cower in fear and cry. Reports from afflicted individuals report a variety of different feelings overtaking them.
Physical Appearance:
[CIVILIAN:]
April is a confident and buxom woman with the kind of curves that would allow her to easily land a modeling job, with the thickness in all the right places to build a significant fan-base on certain websites and communities.
Standing at the impressive height of six foot one, though she quite enjoys wearing shoes with some extra height, if only because it often hurts men with fragile masculinity. She has black hair died red, and hazel eyes.
In her civilian life she enjoys fashionable dresses and flamboyant outfits, known to cosplay a bit as well on occaision. As a professional Dominatrix in her day job, the details surrounding her work uniform shall remain scarce.
[CAPE:]
Handdrawn Faceclaim
As Pavlov the supervillain however, April wears a custom long sleeved leotard, a thin layer of kevlar sandwiched between two layers of shiny black leather like you might see on DC's Catwoman. With a Bell shaped boob window acting as her 'icon'.
Clad in Long thigh high combat boots, covered in spiked studs for kicking, leaving about 6 inches of exposed thigh (Save for a pair of fishnets) where her thigh high boots don't quite meet up to her leotard.
She Wears a steel dog mask, painted a glossy black, resembling a Rottweiler.
With a number of bells (minus clappers) spread around her costume. one on each wrist on a wrist cuff, likewise on the heel of her boots, one on a leather dog collar, and one hanging from each ear (as well as the ears of her mask).
She has a collection of trench coats each stylish that she wears on occaision over her costume, pockets filled with odds and ends that would mesh well with her power. Barring that she will wear a small leather bag on each hip if the weather or job calls for it.
Mentality: April is a rather forward and talkative person, extroverted and not afraid to drag people along on the little adventures she tries to make every day into. Decadent. She loves finer things in life.
Decadent food, pleasant company, beautiful and expensive art, pretty men and women, a fully stocked cocktail bar, and a day lounging by her heated pool. These are the kinds of things she lives for.
Twisting other people to her whims is another delight of hers, something she enjoyed even before her powers made it a trivial affair. Cavorting around as a super villain, stealing and fighting, and making people feel weak and afraid bring her a special kind of joy.
She isn't totally immoral though, she isn't mean to people unnecessarily in her daily life, and has a softer side that cries in sad films, adores fluffy animals, and can understand and desire true romance.
April is always looking for more, as a consequence of her deal with the Goetic covens. She has traded away her ability to feel content in life. She will feel momentary contentment, but it lasts briefly and her insatiable desire for improvement and more, always wanting more.
Resources:
Wealth Level: 7
Drives a 2020 Lamborghini Hurricane EVO Spyder
Has co-ownership of 'Howl at the Moon' a popular night club in downtown Devilfish, the basement of which contains her Dominatrix studio. The other co-owner is a rather camp gentleman named Lucas Dark, who numbers among Pavlov's best friends.
Has a large number of extremely well-conditioned and Consistent clients.
She lives in a nice house in a good neighborhood, with a heated pool, an indoor jaccuzi, and a personal studio in the basement.
Equipment:
  • Cellphone
  • LeatheKevlar costume.
  • Painted-steel Dog Mask
  • Pair of Bullwhips (on Belt)
  • Pair of Stilleto Knives (In Belt Holsters)
  • Pair of Push Daggers (In Belt Holsters)
  • Combat Bowie knife (in Left Boot)
  • Walther P38 (in Right boot)
  • Multi-tool (Belt pouch)
  • Jabby Taser (Belt Pouch)
  • Pepperspray (Belt Pouch
  • Studded punching gloves
  • Studded kicking boots
  • Long Trenchcoat with Kevlar and Plates sewn in. (not always worn)
  • Black Leather Bag (for goodies, see below:)
  • Firework Poppers
  • Plastic bugs and spiders
  • Lighter & Hairspray
  • Whistle
  • Bells (with some cloth to wrap around the hammer)
Skills:
  • Acting & Improvisation: Excels at improvising dialogue and speaking with confidence, even under pressure.
  • Lying: Good at hiding her own tells, and telling lies with confidence.
  • Psychology: Specifically revolving around obsessive behaviors and phobias, which she has studied extensively in pursuit of understanding her own power better.
  • Bullwhip Use: Proficient in using a whip as a weapon, despite it being an unconventional weapon.
  • Knife Use: Reasonable at Krav Maga, picked it up post-trigger, and is continuing to work on improving.
  • Pistol Use: Basic firearm safety and some practice occasionally.
  • First Aid: Passed a CPR and First Aid class, retakes the class every so often for upkeep.
  • Massage: Well Acquainted with Shiatsu, Reflexology, and Deep Tissue Massage among others.
  • Handbells: Learned for the goof.
  • Dominatrix Skills: no comment.
Power: Trigger Type: Single Natural Master Trigger
Pavlov can bestow powerful mental compulsions, obsessions, and aversions to any living creature within LOS or within 30ft of her. 2 compulsions per person, and can change them at will (assuming she has LOS or proximity).
Additionally she gains an awareness of the emotional state of anyone within that LOS or within her aura, and a rough positional awareness of those within the aura.
Able to discern the strongest emotions a person is experiencing, and any current compulsions, obsessions, and aversions a person might have, whether they be natural, induced by the targets own power, or induced by another third-parties power.
She herself can suppress any compulsion, obsession, aversion, or similar effect bestowed upon her by others.
Pavlov's power covers a rather broad number of compulsions, in light of that, I will provide a few examples instead of 12 paragraphs on criteria, of what does and doesn't qualify as an obsession or a compulsion. Though she can get much more specific and niche than the examples listed.
  • Bestowing Entomophobia (Fear of insects)
  • Bestowing Aphenphosmophobe (Fear of being touched)
  • Bestowing Pteromerhanophobia (Fear of flying)
  • Bestowing Hybristophilia (Attraction to Criminals)
  • Bestowing Chremastisitophilia (Attraction to Being Robbed)
  • Bestowing Kleptophilia (Attraction to stealing)
  • Bestowing Kleptomania (Compulsion to steal)
  • Bestowing Pyromania (Compulsion to light fires)
  • Bestowing Mythomania (Compulsion to Lie)
  • Bestowing Kakorrhaphiophilia (Fondness of failure or defeat.)
Bestowed compulsions are annoying and extremely frustrating but are not insurmountable in the slightest. A person can force themself past a compulsion, though this causes them some unavoidable mental distress.
As her name implies, Pavlovian conditioning is something that can happen with enough consecutive fights against her, though this is just natural Pavlovian conditioning, and not a power related variant of Pavlovian conditioning. Making fighting past a compulsion a bit harder and the mental distress a bit worse (assuming she is giving the same compulsions at least once during each fight)
Exposure to her direct power use determines the length of the compulsions given. The length ramps up every full rotation of the turn order, to a cap of 180 hours (7.5 days) after 10 turns.
Subsequent exposures to Pavlov while still under the effect of her last exposure, starts the ramping process over again, adding to your remaining total from your last exposure. (meaning subsequent exposures can result in compulsion lengths greater than the 180 hour cap)
Full-Turn Order Rotations Hours Afflicted by Compulsions
Baseline Initial Exposure 5 hours
1 Full Turn Order Rotation 10 hours
2 Full Turn Order Rotations 15 hours
4 Full Turn Order Rotations 30 hours (1.25 days)
6 Full Turn Order Rotations 60 hours (2.5 days)
8 Full Turn Order Rotations 90 hours (3.75 days)
10 Full Turn Order Rotations 180 hours (7.5 days)
Example
Entering the small out of the way jewelry store in costume had almost started a panic. Though brandishing her knife, and passing out a crippling fear of death had been enough to quiet them, she hadn't even had to threaten anyone directly, just the implication was enough.
One female employee in particular, a pretty blonde with glasses, she picked out of the crowd, hitting her with an overwhelming attraction to criminals, and a fear of disappointing others, she ordered her collect all the jewelry that would fit in the bag Pavlov had brought.
Jewelry collected, she tilted her mask up just enough to reveal her lips, giving the girl a kiss on the cheek for her troubles, leaving her a blushing and stuttering mess.
Mask back down, she sprints out the door to the obsessively patient and responsive uber-driver she'd been conditioning earlier that day, the dolt driving away at her command.
Backstory:
Sick and tired of feeling small, of feeling worthless, April was done being a nobody. Sick and goddamn tired of working for zero recognition. She was approached by an angel, at least it looked and sounded like an angel.
The Angel improved her life in small ways in exchange for her performing the requests it had, non-nonsensical things, but apparently just small actions in a grand plan. eventually after two years of this, the Angel had seen enough. Her drive for more was sufficient.
The Angel gave her a bargain, April could ask for a blessing, the ability to perform her own miracles, the kind of miracles the Angel had shown itself capable of through the years. And all it took was a promise. A Promise to always seek improvement. She swore and made the bargain.
April saw heaven and two large angels in a brief vision, and had been given the power to carve out her own life, at the cost of always being driven to improve (in this case, Goetia had taken her ability to feel lasting contentment.)
submitted by Magos_Nashoid to wormrp [link] [comments]


2022.03.17 00:37 Magos_Nashoid Pavlov / Carrotstick

Pavlov

Public Information: A Master with a number of small robberies under her belt, reportedly ringing a bell, and compelling bystanders to either stand-aside, assist her, or in several instances actually cower in fear and cry. Reports from afflicted individuals report a variety of different feelings overtaking them.
Physical Appearance:
[CIVILIAN:]
April is a confident and buxom woman with the kind of curves that would allow her to easily land a modeling job, with the thickness in all the right places to build a significant fan-base on certain websites and communities.
Standing at the impressive height of six foot one, though she quite enjoys wearing shoes with some extra height, if only because it often hurts men with fragile masculinity. She has black hair died red, and hazel eyes.
In her civilian life she enjoys fashionable dresses and flamboyant outfits, known to cosplay a bit as well on occaision. As a professional Dominatrix in her day job, the details surrounding her work uniform shall remain scarce.
[CAPE:]
Handdrawn Faceclaim
As Pavlov the supervillain however, April wears a custom long sleeved leotard, a thin layer of kevlar sandwiched between two layers of shiny black leather like you might see on DC's Catwoman. With a Bell shaped boob window acting as her 'icon'.
Clad in Long thigh high combat boots, covered in spiked studs for kicking, leaving about 6 inches of exposed thigh (Save for a pair of fishnets) where her thigh high boots don't quite meet up to her leotard.
She Wears a steel dog mask, painted a glossy black, resembling a Rottweiler.
With a number of bells (minus clappers) spread around her costume. one on each wrist on a wrist cuff, likewise on the heel of her boots, one on a leather dog collar, and one hanging from each ear (as well as the ears of her mask).
She has a collection of trench coats each stylish that she wears on occaision over her costume, pockets filled with odds and ends that would mesh well with her power. Barring that she will wear a small leather bag on each hip if the weather or job calls for it.
Mentality: April is a rather forward and talkative person, extroverted and not afraid to drag people along on the little adventures she tries to make every day into. Decadent. She loves finer things in life.
Decadent food, pleasant company, beautiful and expensive art, pretty men and women, a fully stocked cocktail bar, and a day lounging by her heated pool. These are the kinds of things she lives for.
Twisting other people to her whims is another delight of hers, something she enjoyed even before her powers made it a trivial affair. Cavorting around as a super villain, stealing and fighting, and making people feel weak and afraid bring her a special kind of joy.
She isn't totally immoral though, she isn't mean to people unnecessarily in her daily life, and has a softer side that cries in sad films, adores fluffy animals, and can understand and desire true romance.
April is always looking for more, as a consequence of her deal with the Goetic covens. She has traded away her ability to feel content in life. She will feel momentary contentment, but it lasts briefly and her insatiable desire for improvement and more, always wanting more.
Resources:
Wealth Level: 7
Drives a 2020 Lamborghini Hurricane EVO Spyder
Has co-ownership of 'Howl at the Moon' a popular night club in downtown Devilfish, the basement of which contains her Dominatrix studio. The other co-owner is a rather camp gentleman named Lucas Dark, who numbers among Pavlov's best friends.
Has a large number of extremely well-conditioned and Consistent clients.
She lives in a nice house in a good neighborhood, with a heated pool, an indoor jaccuzi, and a personal studio in the basement.
Equipment:
  • Cellphone
  • LeatheKevlar costume.
  • Painted-steel Dog Mask
  • Pair of Bullwhips (on Belt)
  • Pair of Stilleto Knives (In Belt Holsters)
  • Pair of Push Daggers (In Belt Holsters)
  • Combat Bowie knife (in Left Boot)
  • Walther P38 (in Right boot)
  • Multi-tool (Belt pouch)
  • Jabby Taser (Belt Pouch)
  • Pepperspray (Belt Pouch
  • Studded punching gloves
  • Studded kicking boots
  • Long Trenchcoat with Kevlar and Plates sewn in. (not always worn)
  • Black Leather Bag (for goodies, see below:)
  • Firework Poppers
  • Plastic bugs and spiders
  • Lighter & Hairspray
  • Whistle
  • Bells (with some cloth to wrap around the hammer)
Skills:
  • Acting & Improvisation: Excels at improvising dialogue and speaking with confidence, even under pressure.
  • Lying: Good at hiding her own tells, and telling lies with confidence.
  • Psychology: Specifically revolving around obsessive behaviors and phobias, which she has studied extensively in pursuit of understanding her own power better.
  • Bullwhip Use: Proficient in using a whip as a weapon, despite it being an unconventional weapon.
  • Knife Use: Reasonable at Krav Maga, picked it up post-trigger, and is continuing to work on improving.
  • Pistol Use: Basic firearm safety and some practice occasionally.
  • First Aid: Passed a CPR and First Aid class, retakes the class every so often for upkeep.
  • Massage: Well Acquainted with Shiatsu, Reflexology, and Deep Tissue Massage among others.
  • Handbells: Learned for the goof.
  • Dominatrix Skills: no comment.
Power: Trigger Type: Single Natural Master Trigger
Pavlov can bestow powerful mental compulsions, obsessions, and aversions to any living creature within LOS or within 30ft of her. 2 compulsions per person, and can change them at will (assuming she has LOS or proximity).
Additionally she gains an awareness of the emotional state of anyone within that LOS or within her aura, and a rough positional awareness of those within the aura.
Able to discern the strongest emotions a person is experiencing, and any current compulsions, obsessions, and aversions a person might have, whether they be natural, induced by the targets own power, or induced by another third-parties power.
She herself can suppress any compulsion, obsession, aversion, or similar effect bestowed upon her by others.
Pavlov's power covers a rather broad number of compulsions, in light of that, I will provide a few examples instead of 12 paragraphs on criteria, of what does and doesn't qualify as an obsession or a compulsion. Though she can get much more specific and niche than the examples listed.
  • Bestowing Entomophobia (Fear of insects)
  • Bestowing Aphenphosmophobe (Fear of being touched)
  • Bestowing Pteromerhanophobia (Fear of flying)
  • Bestowing Hybristophilia (Attraction to Criminals)
  • Bestowing Chremastisitophilia (Attraction to Being Robbed)
  • Bestowing Kleptophilia (Attraction to stealing)
  • Bestowing Kleptomania (Compulsion to steal)
  • Bestowing Pyromania (Compulsion to light fires)
  • Bestowing Mythomania (Compulsion to Lie)
  • Bestowing Kakorrhaphiophilia (Fondness of failure or defeat.)
Bestowed compulsions are not completely insurmountable. A person can force themself past a compulsion, though this causes them extreme mental distress, with all the anxiety, panic and fear that typically comes with forcing through a compulsion (though a bit worse, compliments of Pavlov's shard)
Panic attacks, Anxiety Attacks, and PTSD episodes are not unheard of when forcing past a sufficiently rough compulsion.
Exposure to her direct power use determines the length of the compulsions given. The length ramps up every full rotation of the turn order, to a cap of 180 hours (7.5 days) after 10 turns.
Subsequent exposures to Pavlov while still under the effect of her last exposure, starts the ramping process over again, adding to your remaining total from your last exposure. (meaning subsequent exposures can result in compulsion lengths greater than the 180 hour cap)
Full-Turn Order Rotations Hours Afflicted by Compulsions
Baseline Initial Exposure 5 hours
1 Full Turn Order Rotation 10 hours
2 Full Turn Order Rotations 15 hours
4 Full Turn Order Rotations 30 hours (1.25 days)
6 Full Turn Order Rotations 60 hours (2.5 days)
8 Full Turn Order Rotations 90 hours (3.75 days)
10 Full Turn Order Rotations 180 hours (7.5 days)
Example
Entering the small out of the way jewelry store in costume had almost started a panic. Though brandishing her knife, and passing out a crippling fear of death had been enough to quiet them, she hadn't even had to threaten anyone directly, just the implication was enough.
One female employee in particular, a pretty blonde with glasses, she picked out of the crowd, hitting her with an overwhelming attraction to criminals, and a fear of disappointing others, she ordered her collect all the jewelry that would fit in the bag Pavlov had brought.
Jewelry collected, she tilted her mask up just enough to reveal her lips, giving the girl a kiss on the cheek for her troubles, leaving her a blushing and stuttering mess.
Mask back down, she sprints out the door to the obsessively patient and responsive uber-driver she'd been conditioning earlier that day, the dolt driving away at her command.
Backstory:
Sick and tired of feeling small, of feeling worthless, April was done being a nobody. Sick and goddamn tired of working for zero recognition. She was approached by an angel, at least it looked and sounded like an angel.
The Angel improved her life in small ways in exchange for her performing the requests it had, non-nonsensical things, but apparently just small actions in a grand plan. eventually after two years of this, the Angel had seen enough. Her drive for more was sufficient.
The Angel gave her a bargain, April could ask for a blessing, the ability to perform her own miracles, the kind of miracles the Angel had shown itself capable of through the years. And all it took was a promise. A Promise to always seek improvement. She swore and made the bargain.
April saw heaven and two large angels in a brief vision, and had been given the power to carve out her own life, at the cost of always being driven to improve (in this case, Goetia had taken her ability to feel lasting contentment.)
submitted by Magos_Nashoid to WormRPDrafts [link] [comments]


2019.09.18 08:43 FullplateHero [Let's Build!] 100 Guilds to liven up your world!

EDIT: I hit the character limit(WTF), so my comments, the last 12 entries, and the contributors have been moved to a comment below.

  1. The Salty Dogs: A mercenary guild that specializes in maritime activities. Crew for hire, protection of merchant vessels, dock security, etc. You can find a Salty Dogs guildhall in any city with a port. They recruit all types, but their primary composition is of the more physically inclined. Everyone has to pull their weight on a ship.
  2. Disciples of Trastor: Almost more of a cult than a guild, the Disciples of Trastor follow the teachings of an ancient necromancer, rumored to have been the first Lich. Their practices are, of course, veiled in secrecy, as Necromancy is generally frowned upon, but every tavern usually has one drunk who claims to know all about their secret rituals.... heard from a completely reliable and not at all suspect chain of sources.
  3. Nightblades: A guild for the more violently inclined roguish types. Small, but widespread. From intimidation to assassination, the Nightblades have you covered.
  4. Hinterland Paragons: A religious order who follow the patron deity of travelers and pilgrims, the Hinterland Paragons are dedicated to keeping the roads safe for travelers of all faiths.
  5. Order of the Shattered Helm: A guild sworn to follow in the legacy of an ancient hero, slain in battle. The Order is host to many paladins, clerics, war clerics, and fighters. They take on only just causes, and claim their reward from fallen foes. They constantly search for relics of the fallen hero.
  6. Cult of the Eternal Dragon: A group of sorcerers and warlocks devoted to finding the next vessel of the Eternal Dragon, a deity they claim is trapped in a mortal form, doomed to be reincarnated as a mundane being over and over until his followers can find him and break his curse. Most regard the Cult as a collection of crackpots, but what if they're right?
  7. The Sons of the Sword: A guild of knights dedicated to mastery of swordplay. They take mostly noble sons, but those with enough of a reputation may be able to secure membership. The Sons accept quests based on political gain, and are constantly maneuvering for ever more power among the elite. And they don't come cheap, either.
  8. Purple Pansies: One of the longest-standing guilds, the Pansies are well respected and quite proud of their heritage, which is very serious and not all silly. The tale seems slightly different every time it is told, however. The Pansies are almost always seen in their ostentatious formal uniform, gratuitously bedecked in brightly colored ribbons and polished medals. (Seriously, though, the founder did participate extensively in a resistance against an occupying army. It just wasn't very well documented.)
  9. The Aeternal Academy: A group of wizards dedicated to lofty study and ideals of knowledge for knowledge's sake. Masters of magical theory, not always great with practical application.
  10. Divers of the Deep: An adventuring guild specialized in spelunking and dungeon diving. Not for the claustrophobic.
  11. The Fatherless Sons: a guild of former squires whose knights fell in battle, who had to make their own way in the world.
  12. The Shepherds: A guild dedicated to protecting the common folk from danger. Take a tithe from their members' loot to offset costs for those who seek their aid.
  13. The Fuster Cluck Cabal: Sure, you can keep up to five hens in your backyard for breakfast egg production, but you get that sixth chicken and don't tithe to the cabal, you're going to be real sorry. They have a stranglehold on chicken/egg production in town: good quality birds and eggs, but pricey. They live like kings.
  14. Gourmet Gorget: A society of cooking professionals. In a world of hungry adventurers and monsters, someone has to prepare the dishes to sustain and liven up a party. And who knows, rare ingredients in dangerous places don't collect themselves!
  15. Society of Former Healers: This group of disenfranchised healers, abused by adventurers, have banded together. They learned the sacred art of healing for undead destruction or for precise calculations of death, not to cure the first idiot who thought jumping off a 50 foot cliff to "ride the giant crow to the ground" was a good idea.
  16. Experiment X: A guild dedicated to the advancement of science, for and only for science sake. There are no limits to what members of this guild will do just to see what might happen. The guild accepts members of any race/class as any good experiment needs a wide sample size. Members of Experiment X can be known by the large green X patch that they wear on their personal garb, although often you will know they are a member of the guild before you see the patch, whether it be by the extra appendages, copious glowing boils, or an ever present burning smell.
  17. Syndicate of the HammeCamaraderie of the Sickle: Secret guilds of city and farm workers (respectively) usually found on big cities, working to make the worker's lives a little better, including paying warriors to protect the people during strikes and even assassins to try to kill bosses/leaders/royalty if they're known to exploit their subjects.
  18. The Flying Dragoons: Once a powerful independent fighting force for a civil war long past. This guild comprises of skilled pilots of the skies. Many members are dirigible and airship captains, in fact it is hard pressed to find a skilled pilot or captain that isn't a part of this prestigious group. Dedicated to the freedom and clarity of the skies, Flying Dragoon's have no problems speaking their mind, and many are quite vocal about being committed to fighting tyranny if the need ever again arose. Most just view this as idle talk however as commuting adventurers around the skies can often be a long and lonely task.
  19. Fellowship of the Bling: A group of jewelers, varying in race and class, focused on creating the most extravagant pieces of jewelry known throughout the world. Their founder, Sir Laurence Tureaud, is know for keeping his hair in a mohawk, a career as a member of the B-Team, and wearing so many heavy, ostentatious gold pendants and amulets, that he now walks hunched over.
  20. Harlequins: An assassin's guild, going into every job like they're stepping onto stage, a smile or a snarl on their face to fit their role. Each Harlequin is deadly, but they work together in troupes, led by Solitaires that are some of the most dangerous individuals in the world.
  21. The Keepers: It's only member is Gerry (or is it?), the crazy homeless guy on the corner, but he will tell you and anyone who will listen that they number in the thousands and are the most powerful secret society in the verse. A tribute paid to him will ensure you good favor and that the Keepers will watch your back.
  22. Carrion Crows: The garbage collectors of major cities, traveling armies and outer regions. They collect, burn and remove refuse in all its forms. They work closely with assassins guild in disposing of bodies and thieves guilds with finding homes with wealthy residents (who knows more than the goon going through your garbage). Refuse to pay off their dues at your own risk. You may find garbage, dead bodies and fecal matter on your doorstep.
  23. The Augerers: Because even your fantasy setting needs weathermen.
  24. The Vixen Syndicate: A well organized guild of highly trained escorts and confidantes for hire who specialize in finding secrets out about their clients. Used as spies and information gathering. They can also be used to disseminate information, gossip, or lies, to those they work with to pass on to their clients. They have no government affiliation and often have a member in every place people of power go for comfort. It is advisable to pay promptly and often tip for their services as any failure to pay for services rendered will lead to the hiring person being ruined, disgraced, or having the same mission done to them free of charge.
  25. Golden Griffin Guild: Once a big and prosperous guild spanning their work through many nations, supporting and training many adventurers, they had their castle destroyed by plague magic and now ,the few members left, live in a dilapidated tavern in a rural town. The Guildmaster, Svetlana Trigg, a middle Aged Wood Elf, still receives requests from the local populace, but unable to fill them will pass the quests to any of the tavern's patrons who are interested in some easy cash. People close to her also say that she has maps of local abandoned dungeons and fortresses, including one of the old Golden Griffin Castle, now plagued with blight, surrounded by poisonous bogs and home to all kind of evil and pestilence, but still, filled with the treasures of adventurers who wintered there.
  26. The Lightning Hooves: Guild of all types of transporters, riders, and drivers of all kinds. Emphasis on speed, they are the ones to call if you need a message delivered swiftly, a package transported securely, a ride through dangerous territory, or just need someone who can pilot/ride a vehicle or mount to an expert ability.
  27. Tree-buchets: A siege crafter guild dedicated to the finest siege weapon ever made: The Trebuchet. For some reason the guild is heavily themed after trees... Rivals to the Cat-apults.
  28. Cat-apults: A siege crafter guild dedicated to the finest siege weapon ever made: The Catapult. For some reason the guild is also heavily cat themed... Rivals to the Tree-buchets.
  29. The Gilded Compass: An organization of adventurers that specialize in hunting magical or extraplanar creatures. They are named after the golden compasses handed to proven members which always points to the guildhall instead of pointing north. Currently still lead by the Gnome who was part of the founding members, but is retired from the hunts because of his age.
  30. The Justichars: a chain of slaughterhouses that specialize in beef products. Their signature product? The charred ground beef patty served on a bun with a leafy green to boot. The individuals in the guild are referred to as "burgers"... Whatever that means.
  31. The Namesayers: A guild of scribes, tailors, and artists. Want to start your own guild but can't think of a cool name to stand out among the Flying Dragoons or the Nightblades? Come to us, give us some details on your guild and founding members, and we'll come up with a name for you! We also do crests and tabards.
  32. The Sirens: An elite group of bards who meet once a year to complete and share new skills. Each year, the 3 High Callers - those in charge - get a Silver Note, a silver pin in the shape of a music note, to award to one bard. This allows them to join the next annual meeting, getting them through the advanced wards and spend surrounding the site each year.
  33. The Hoard: A group of various races who work for a beholder known as The Collector, trading artifacts or knowledge for secrets and information. (Personally, I'd call the members "Hoarders")
  34. The Ceaseless Bloom: A group of farms and coops run by druids and rangers who manipulate growth times to produce large amounts of crops all year.
  35. The Silver Lions: A three branched guild of mercenaries ran by fraternal twin Tieflings, and their human half brother, which take many different contracts for their services, often offering reduced pricing for quests that have them searching out powerful artifacts. The twins work together for now, but one seems to always have the harder contracts to fulfill, against their better judgement.
  36. The Heirs of Xor-Kumbukquan: This guild is a trail of refugees who survived a subterran battle around the already perilously conflicted dwarf city Xor-Kumbukquan in which the drow defeated the dwarf army that stood watch. This specific guild of dwarfs dared venture to the surface world in order to plan the recapture of their home city. They are, for dwarf standards, open to new things and even allowed other races to join their guild, which they originally registered to have weight in surfacer politics. Now some dwarfs catch themselves thinking about dwelling on the surface forever. The dwarfes are apparently about to split up into different groups again, re-creating the fate of Xor-Kumbukquan. Some disagree with letting other races join, some want to become mountain dwarves and get even higher into the mountains. They are expert miners and sell coal and small amounts of valuable materials found under the earth. Also their elders know the drows plans to expand and eventually start raids against human settlements at night.
  37. The Navigators: a semisecret guild that offer planar travel services for a big price. (You'll probably have to pay them in rare spices)
  38. The Other Hand: A guild of street urchins who have dedicated themselves to moving in and out of urban social situations. Their speciality is in creating large distractions throughout the city...for the right price.
  39. The Spotless: This guild began as simply members of a city's street cleaning crew. However, over time they began accepting coin in order to clean up some adventuring party's misadventures. When a team of adventures have an encounter go sideways and need to dispose of evidence, bodies, or clean a crime scene it will be The Spotless that they call upon.
  40. Embertenders: Viewed as a “guiding light” type of organization from anyone on the outside, this Guild serves a wildly different purpose known to the dwarves whose strongholds are lucky enough to support a branch. Primarily, they are fire mages charged with keeping those bastard trees from burrowing in and destroying their craftwork and tunnels, whether it be root-ine maintenance or clear cutting forests around growing settlements before or during development.
  41. The NPC's: A guild of meta-knowledge truthers who recognize that there is something off in the world. For example, why does everybody always stand 5 feet apart from one another?
  42. The Denizens of the Endless Void: Members of this organization call themselves 'listeners.' They are dedicated to contacting and uncovering life on other planes. Not appropriate to all settings, but possibly great for irony in settings where extra-planar creatures are relatively common.
  43. The Contenders: Your local fantasy organizers, rule-creators, and sometimes inventors of non-combat sports.
  44. The Spice Traders: No need to be coy or mince words. These merchants pay well for exotic spices, reagents, and herbs.
  45. The Order of the Secret Chest: Dedicated to the art of non-magical security, including the finest locks, the most innovative traps, and the strongest chests.
  46. The Arbitrators: Powerful, neutral, and unquestionably wise. They are invited to resolve disputes before war breaks out not only for their wisdom, but because they have the power to enforce their decrees.
  47. The Inquiring Minds: Dedicated to invention, innovation, and tinkering of all sorts.
  48. The Order of the Faithless: In worlds where the divines unquestionably exist, these humanitarians defend those who believe that great power does not necessarily grant authority to rule against those who would abuse divine magic.
  49. The Court of Miracles: A group of shapeshifters, changelings, illusionists and the like who infiltrate other guilds and high ranking positions to gather private information, whether it be for personal/guild gain or blackmail. Anonymity is highly valued by the members and as such they usually communicate with untraceable or cryptic messages. Entry is only through anonymous invitation and the cost is a valuable secret which can benefit the guild members. The guild motto is "We are no one...and everyone...".
  50. Golden Road Caravan Company: Works with independent artisans and guilds to transport goods between settlements in the local province. Also buying goods that are cheap and taking them to high-demand areas for extra profits. They run a set of wagons and cart trains, with a crews of drivers, guards, and extra hands to load and unload goods, along with a guild representative.
  51. The Brokers: Technically a form of indentured servitude, it is a government-run guild that is considered a respectable form of repaying your debts to other citizens and to society with strict regulations protecting the worker. Have a love/hate relationship with many other guilds due to perceived stolen contracts. - Service Brokers operate as house servants and chefs. - Labor Brokers work as farmhands, miners, builders, etc. - Protection Brokers provide mercenary and security services. - Underling Brokers are apprentice tradesmen who assist artisans and merchants. - Wild Brokers act as hunters, trackers, rangers, and scouts. - Pleasure Brokers operate brothels & manage acting troupes and bards.
  52. The White Lotus Order: A worldwide, secretive guild of elves that works to control the flow of magic users, and magic in general in the world. You can tell one by their white lotus amulet.
  53. The Watchers: A thieves guild of Wererats lead by a WereTiger named Korrik Sandarian. Based out of Luskan, they spread out amongst the Sword Coast watching and learning secrets, selling said secrets to the highest bidder. Sometimes infiltrating entire governments to sell secrets to their enemies.
  54. The ROMP Riders: The Righteousness Order of Mounted Paladins are a mercenary guild that are hired out by the various provinces to police the smaller cities and islands of the archipelago. They ride on horseback, or whatever mount suits them and carry pole arms and long weapons. Their ranks mostly includes Paladins, Clerics, Fighters, and Rangers but anyone of good intention is more than welcome to join so long as they are willing to pledge allegiance to Tyr and uphold justice over self-held beliefs. Oh, and their horses are equipped with horseshoes of waterwalking.
  55. The Glass Eyes: A small group of elite wizards specializing in scrying. Need to find a person or object? Pony up enough coin and they’ll look for you. Very stingy with their services and what they consider is worth their time.
  56. The Honorable Profession of the Clothier: While they do not mind people mending their own clothes, or children wearing hand-me-downs, they are remarkably proactive about ensuring no one else makes clothes. These tailors and seamstresses demand to inspect all cloth and clothing sold within their territory. Anyone caught making clothes or worse, counterfeiting HPC tags, finds out the hard way that people who sew tend to own multiple variants on the theme of scissors.
  57. The Gatekeepers: A group of conjurers that maintain stone daises which allow for economical teleportation. Travel to cities halfway across the world without having to deal with bandits, monsters, and other unpleasantness of the road. All for a reasonable fee of course.
  58. The Blades of Bahamut: A devoted order of monks serving the Draconic God of justice. They are known for establishing monasteries and orphanages and providing protection and aid for communities in need. Their fearsome reputation and ruthless manner of dealing with the wicked tend to keep criminal elements and evil aligned guilds far away from them.
  59. The Bonfire Battalion: A mercenary guild who make their living by leading expeditions through frigid climates. Members are mainly rangers, druids, and Mages with a specialty for fire magic.
  60. Sphinxchasers: A small group of treasure seekers and riddle solvers. They have a base of operations, but no one remembers seeing lights on inside because they're always out in the field, chasing the next rumor.
  61. The Surety Guild Fantasy insurance. For a fee up front, they cover the losses of a failed expedition or trade journey. Ripe for exploitation and plot hooks.
  62. The Town Criers: sharers of news, tales, and lore, these bards and minstrels ply their trade in markets and bars across the kingdom. They can be induced to spice up your particular story for a nominal fee.
  63. The Royal Zoological Society: Dedicated to identifying, cataloging, and describing all living things.
  64. The Red Wolf Hunters semi-legal professional bounty hunters. These warrior-trackers work alone, and are recognized the world over as the names to call when an individual needs to be apprehended alive.
  65. The Order of the Silent Temple: A society of monks, clerics, and bards dedicated to cataloging and studying forgotten religions. They don't profess to seek to bring these god's worship back into the world, but their archives are an invaluable resource to adventurers (and cultists...) of all kinds.
  66. The Shrikes: A group of assassins they say cannot be hired, and no one can reliably say how to contact them. They are known only by their kills, which are all very distinct. The Shrikes only target people who abuse the law for their own ends. Those who act "lawfully", but are wholly unethical. A Shrike's target is always found impaled to spikes set in a wall or other vertical surface, and marked with feathers of a shrike.
  67. The Sisters of Stone: A multi-purpose guild primarily composed of Dwarf women, the Sisters work in adventuring, stonecraft, brewing, smithing, and more. They were originally founded to help their fellow dwarf women, and fight the belief that there are no dwarf women. As time passed and that notion fell by the wayside, they have opened up their membership to women of all races, particularly those who still regularly fall under prejudice.
  68. The Iron Circle: A group of mages dedicated to guarding against the dangers of magic. They understand that with power comes temptation, and they dedicate themselves to policing the magical community and researching ways to detect, resist, and fight the threats specific to magic-users. Their intentions are good, but not appreciate their efforts, and sometimes the methods of some members fall into definite gray territory.
  69. The Street Worker's Action Guild: A loose conglomerate formed to organize and protect all those who ply their trade on the streets. From traveling merchants to street performers to women(and men!) of the night to your favorite meat-on-a-stick vendor, SWAG makes sure that everyone gets access to the choicest corners equally. The guild also records any reports of harassment or mistreatment by any other organization, and pressures them accordingly. Just make sure you pay your dues... It's amazing how quickly your sales can dry up.
  70. The Wave Breakers A loose collection of human armadas, merfolk, and powerful marine entities that guard the ports of important trade cities from the many threats of the deep.
  71. The Mechanim Heart: As cities rely more and more upon great works of technology and magic the government repair systems were lacking. The Mechanim Heart keeps the vital systems of the world running, from floating citadels to small country lift bridges.
  72. Fiddlesticks: A relaxed musicians guild that provides job posting and benefits to members like reduced travel fees and lodging costs by cooperating with other establishments.
  73. Corvin's Tears: Bodies tend to pile up around cities and are not often disposed of properly. This guild collects bodies from off the streets and execution grounds, then gives them the burial rites of a handful of common gods before disposal. The most common method is cremation. During plagues or other crises mass graves are employed and covered in holy seals to protect the bodies from the forces of undeath. The guild also keeps large flocks of enchanted carrion crows that patrol the surrounding countryside for forgotten bodies or in extreme cases rip and tear unholy animated flesh to pieces.
  74. Overland Express: Sometimes you need to send a message, but those pesky wizards are just. so. expensive! Overland Express is the budget-friendly way to get your message from A to B. Though sometimes less reliable than other methods, they're still a household name in most of the world.
  75. The Royal Bird Watching Society: if you are dreaming of sitting alongside tranquil rivers watching the graceful dance of migrating birds then this is not the guild for you, as only the most diehard and adventurous birdwatchers choose to join the RBWS. Perhaps one of the most ruthless and blood thirsty guilds in the land, the RBWS's annual bird watching competation see's adventurous birdwatchers competing to find some of the most far flung, exotic and dangerous birds in the world. But it is not the many feathered fiends that appear on the annual list that makes this guild so dangerous, but rather the extreme and often homicidal lengths your fellow guild members will go to to ensure they win the prize.
  76. Bureau for the Conservation and Management of Magical and Mundane Wildlife: With so many different kids of magical game and varied hunting methods the job of wildlife management is unending. From regulating hunting lodges to fining local necromancers for letting their creations feast on animal these surprisingly bureaucratic druids, rangers, and even clerics keep the forests well stocked and healthy.
  77. Friends of the Fey: Druids and other lovers of nature who preserve and protect the most ancient sources of first-world magic.
  78. The Horizon-Seekers: Guides, generally non-magical rangers, rogues, and bards who use their local knowledge to pierce into the unknown and unexplored.
  79. The Uptown Gentlemen: A secretive guild of confidence artists who prey on the naive rich.
  80. Followers of the Broken Blade: Ideals: this guild is devoted to using and making broken pieces of equipment as they believe they are better then anything else, normal members normally only cray small broken objects such as rings, daggers and other small rusted or broken trinkets. Higher standing and more devoted members have been know to wear shattered pieces of armor and only arm themselves with rusted, broken and chipped weapons. Entry: to show devotion to the guild one must bring a item of personal value, and break it in some way, however it has to be broken in some way not destroyed as destroying an item is seen as a symbol of a inability for restraint as the group only values broken items not destroyed. After the breaking, the act will be judged by the most devoted and high ranking members of the guild if the act was seen as sufficient and showed willingness to the cause then they will be let in, but if the believe the person hesitated or went to far they will deny them entry, not for life however but a person can only apply and go trough the ritual once a year.
  81. The Torchers: Once a vile group of nighttime marauders, but now a respectable group of escorts and tour guides that use preventive measures and escape tactics to keep their customers alive from the freaks and scares of the world.
  82. Scroungers: A group of people looking to teach the homeless, poor, or whomever is curious how to find food wherever they go: which spotted mushrooms are good to eat, and which will cause your skin to rot. How long can a banana sit in the trash before it's considered inedible? Which roots should be boiled, which should be ground, and which should be left out to dry to attract green beetles: which make for a great paste on old toast. Great for aspiring adventurers, those who find it difficult to make or keep coin, and those who are thrifty and curious!
  83. The fishing district of "town name": orcs that seem like reformed, civilized fishermen, but when they sail, its 10% actual fishing, 90% fighting sea beasts to protect the kingdom and relieve orcish agressive tension. (Evil version: they raid Triton villiges)
  84. The Scholarly Gents: Archive upkeep, funding for magic colleges, and staring directly into the heart of the weave. This group of superannuated archmages tend to the preservation and pursuit of knowledge. Just be sure to turn your book in on time.
  85. The Unseen, a group of halfling druids, rangers and others guardian a forest that keep a monster trapped by magic.
  86. The Treant-Hugger Coalition: A worldwide, cross-governmental preservation and research society founded on the common goal of protecting Treant historical sites, preserving magical woodland zones, and maintaining sacred forest parks. Members of the coalition and most of their honorary members are granted safe passage through most Treant forests. Consequentially, most coalition outposts make their required dues to their regional guild through selling out their services as guides through Treant forests and educators of Treant culture. Due to their deep connections with nature, natural magic, and the wilderness, most members of the coalition come from druidic and necessity-hunter backgrounds—the former making up the the educator workforce and the latter making up most of the “Park Ranger” workforce.
  87. The Old Constabulary: When a new lord moves in, sometimes he wants to put new laws in place. Guardsmen/Police that refuse to go against their long standing principles for trivial things such as a temporary new boss, will generally be unceremoniously dropped from the force. That’s where the Old Constabulary recruit from. Their motives are to uphold the (previously established) law, and provide safety to those harassed for jumped up charges. Oftentimes they’ll be above average age for their race, and have a knack for blending in/remaining under the radar. Anyone ringing a handbell can expect a Constable to aid them, if one is within earshot.
  88. The Glitter Court: they travel the land recruiting promising young beauties and train them in nobility, selling them off as brides/husband's to knights and Lord's without spouse
  89. The Capstone Guild: An organization of mostly halflings, dedicated to the collection, cataloging, and study of the different mushrooms around the world. They know which ones are edible, which ones are poisonous, and which ones have special or magical properties. A member tends to always have some type of special or magical mushroom on hand, for emergencies.
  90. The Rawhide Guild: A guild of leatherworkers, they are experts in creating clothing, armor, and any type of ornamentation in leather. A member's uniform consists of a blue-dyed leather jerkin, leather pants, leather boots, leather gloves, all topped with a blue stylish leather cap.
  91. The Kensington Tumblers: This guild is ostensibly known as an organization of acrobats and showmen, experts at putting on circus-type performances for the townsfolk. To those in the know, however, they have a reputation as the finest burglars in the business, and may be willing to steal certain objects for a client, if the price is right.
  92. The Slave Traders Union: They would never trade slaves in an area where it is forbidden but this merchants guild will do anything and everything within the law to make as much money as possible. There is even a special division of lawyers dedicated to finding loopholes for lucretive streams of business. There are certain benefits to being a member so long as your fees are up to date such as if a member is accused of something illegal the guild will pay for their defense attorney. However of a member is ever found guilty of a crime then they will be outcast, fined, and forbidden from applying for new membership ever again. Their leader is a halfling with a silver tongue who has skin in the game in every game, and a pension for getting other people in trouble instead of themselves.
  93. The Night Lighters: A union comprised of the men who are hired to light the torches and lamps around town each night. They've managed to intimidate the torchmakers and lamp oil salesman to the point where they have a monopoly on post-sundown light and are working to get the Continual Flame spell outlawed. But at least they aren't a shadowy conspiracy that works in the dark.
  94. Hand of Smaddur: Self proclaimed children of the smithing god, this group of Dwarves is known for their talent at making things. Tricks include making babies from metal, making mechanical limbs that can shatter mountains, swords that sing of peace and ships that become stable during storms. Their current leader is Haddrin Connor, a 350 year old who is known for his armor, the Dwegennaer, an armor that would shriek at attackers, stunning them.
  95. The Path Walking Guild: Who keeps the walked paths walked? For a path Unmaintained becomes a path unwalked. A walked path is inviting, even if it leads through the dangerous wilds. These folk seek adventure and wish it upon others, however they see the difficult level of entry and so they vow to keep the paths walked so that fledgling hikers, travellers, merchants, and adventurers can go forth without fear and with some level of decency. Many are retired folk, and many are simply folk who care about their health. “Walk the path, my friends, so that others may follow.” Edit: some are map makers and contribute by prospecting new paths. Each year they hold a ceremony to announce the formation of a single new path. Each member walks on it. In doing so a brand new path is born. The guild values distance efficiency, terrain quality, scenic score, oxygen level based on elevation, and many other factors. Note that they value the origin and the destination less because they believe it is the journey that matters most.
  96. The Silent Orchestra: A surprisingly large guild consisting of bards and some rogues. They are used to pass along messages to others, sometimes in secret, sometimes in public. The bards developed their own version of Thieve's Cant and use it in song. This is especially useful when it comes to spreading a message quickly. Some bards travel on their own while others hide in a traveling group, unaware to having a Silent Orchestra member among them.
  97. The Orphan's Vow: a secluded, monastic cult of sorcerers who curse their gift of magic, refrain from practicing it under severe penalty, and pray their whole lives for it to go away.
  98. Ylem’s Brothers: Guild of constructs named for the first successful creation of the great wizard Isemar. Ylem looked like a mortal man, but needed no sleep, could crush stone with its bare hands, and cast spells like a sorcerer; despite years of tireless work to better the kingdom, Ylem was eventually destroyed by a fearful populace that believed constructs were going to replace them. This guild welcomes all outcasts but especially warforged and other homonculi or those of mongrel blood - tieflings are a large minority, and many of the members of the guild are sorcerers. They make their gold through typical mercenary work, but lend sorcerous aid to researchers and those who wish to study artificial life forms. Wise investment of wealth allows them to intercede on the behalf of artificial beings and mongrels everywhere who are mistreated. Their symbol is a brown field divided by black bands, a heart at its center - the heart is half flesh, half metal.
  99. The Order of Militant Moderates: This cabal of ascetics firmly believe that mankind is unworthy of excessive reputation. They wear rough-spun robes of undyed wool and plain wooden masks to obscure their features. Each chapter meets once a month to nominate individuals operating within their jurisdiction who have gained too much acclaim. A vote is held and one target is selected. It is then each member's duty to bring about disgrace and humiliation to that individual, by covert means. Additional Details: The Order employs methods of maintaining anonymity even during internal proceedings. This allows them to enact and discuss elaborate plots of humiliation against vainglorious citizens without accruing any renown even within their own circles. Larger chapters might nominate more than one target, but once nominated the target is never removed from the chapter's bounty board until they have been suitably humiliated. Particularly prominent targets have, at times, been added to the list on a 'for life' basis. They refer to one another as 'Moderator' and believe they perform vital work to keep mankind's ego in check. Outsiders often refer to them by the epithet 'Peggers', since they are said to be gripped by jealousy and obsessed with taking their betters down a peg. Any member inflicting more than superficial bodily harm against a target is subject to expulsion from the Order: Bruises and scrapes are acceptable, broken bones and cuts are not.
  100. Victus Mercentile Guild: A merchant's guild renound for their prowess and aggressive acquisition behavior. Originally tasked with keeping trade routes safe, they have since begun acquiring all shops, banks, and caravans, and enforcing various 'Maintenance fees' on its members, while gray robed bureaucrats have become the norm in most cities.
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