The Dark City (3.5e Campaign Setting)

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The Dark City[edit]

In the darkness of the night, the fog from the bay moves through the warrens of the great city. Through the shadows of the alleyways the rogues who prowl these street scrape a living through theft, deceit, sorcery, and steel against the established great Guilds, the dominating Church of Aath, and the ever present authority of the Overlords. Our heros, donning the cloaks of night and the faces of guile, seek riches and power through locked doors, magical wards, enchanted creatures and deadly traps. This is the world of the Dark City.

The Great City has existed for many centuries building on top of the remains of once was the trading Center of the Great Southern Empire. After the Empire fell to barbarians it was through the Crusaders of Aarth that the city was reborn under the control of the Overlords. The Church of Aarth established itself as the main religious order building over monuments and shrines of gods past.

The overlords, under very wise rulers, encouraged economic growth in the city. The City expanded outward and seized the land of the pagans, forcing them to integrate into the city to access their sacred lands and keep their traditions alive. Lands outside the city became great fields of grain that would become the cities main export to the world market. As the trading to other cities expanded the Guilds rose to power and influence over the city.

The City is now host to some of the richest merchants and Lords. Working in the shadows, the Thieves Guild has also rose to prominence by the guile of it’s leaders in the early days. Today, the Guild is run more like a business with bureaucratic meddling and excessive taxation. The Guild’s oppressive rules make it difficult for a hard working thief to make a living.

It is no wonder that the next generation of thieves have found it so much profitable to run freelance no matter how dangerous it might be…

This is the story of such individuals and their exploits through the maze of streets, intrigue and riches. But soon they will find powerful and dangerous foes plotting it’s destruction. It is through these gray heros do the inhabitants of the City must look to for it’s salvation.

The Campaign[edit]

The City of Thieves or Dark City Campaign is under the premise that player play stealthy and skill based characters to achieve the adventure objectives. While other types of characters can be played in the campaign, the majority of the plots involve thinking and guile by the PC's as they interact with political and religious foes of both spectrums of good and evil. The game is character driven and allows PC's to develop their character as a personality rather than a icon of the Players play style. To emphasize the stealth nature of the game PC's at times will undergo challenges that may be way above the normal CR level in combat. In addition, because of the incentive of the players is money, larger amounts of treasure is to be gain by the PC's when they pull jobs off. To balance the money increase, most magic items can be purchased to customize the character's needs. A limit on the ownership and the buying of such items is determined by experience level.

Character Creation[edit]


The Dark City is a 3.5 D&D adventure set in a homebrew world. This game uses more roleplay and skill related actions than combat.

Books allowed[edit]

You may use any non specific campaign book in the d20 library (not Ebberon, Greyhawk, Forgotten Realms, etc.) and provided you have the source or I have the source.

Over the past year I have collected quite a few books and I am always willing to allow any that I actually own. As such, here are the books allowed in the game: Core, all completes, Exalted Deeds, Psionics Handbook,Vile Darkness, Cityscape, Dungeonscape, Libris Mortis, Heros of Horror, Lords of Madness, Unearth Arcana, Dragon Magic, Races of Dragon, Races of Destiny, Races of Stone, Races of Wild, Book of Erotic Fantasy, Tome of Battle, Tome of Magic, Magic Incarum, and Savage Species.


Use 28pt buy for ability scores. Choose the abilities that best enhance what kind of PC you want to play. A more social PC will want high Charisma, while a skillful would want more intelligence for skill points.


Players may play any class except ones that would restrict a player from performing his or her duty in the thieves guild. No Paladins or Knights.

Hide and Move Silently are now class skills for all classes. They cost only 1 point each.

Clerics The main God of the City is Aarth. The spheres of power however lie in the Saints that serve Aarth. The different patrons have spheres that give the power to the Clerics. There are effectively an unlimited amount of Saints in the Church for any individual and they all come in different alignments and spheres. Characters can make up their own Saint and choose the two spheres they need. (i.e. St. Bamus of the Hammer. This group is a militaristic church that smites foes that break the order of things. Spheres are War and Destruction.)

Before Aarth there were the Old Gods. The Old Gods have seen their temples destroyed and built over by centuries of conquerors. Any God the character chooses outside of the Church of Aarth is considered an Old God. The Church of Aarth considers all other clerics who worship these Gods as pagans.

Druid The Oak Circle serves the Druids in this Campaign and has an umbrella to accept different classes including sorcerers, other none-human races, shamans etc. The political power is however only for Druids. Oak Circles are loose groups in and outside of the city. Some live tribal existence while others are urban nomads.


Alignment Alignment is this game is about the internal workings of a persons soul and how he is perceived by outsiders and forces of good and evil. The ultimate goal of the players is to destroy the Masters. That can never be reconciled even if the player is evil him/herself. How one goes about it is a different matter. Those who champion good can not afford to slay persons who are simply evil. That is counter productive. However, those that act upon their evil nature are targets by good persons and the laws. A good person may need not slay an evil person, just draw their attention to those who may take justice or revenge on that person. That is sufficient enough for an evil PC to curb his ways.

Good, neutral, evil, chaos,and law are MECHANICS for the outsider/celestials/demons, etc. see the mortal in his true nature. A demon won’t bother trying to corrupt a neutral or good player—he has an ideal candidate in the evil PC! The city itself permeates Lawful Neutral. It’s the challenge of the PC to what extent he will react to it. In essence, PC’s of opposite alignments can work together in these conditions. However, affiliations may have a difficulty working together if their ultimate goal conflicts with one another. These provide opportunities for good roleplay and should not be restricted by mechanics.

The exception falls when a player decides to choose an exalted feat or a vile feat thus becoming a character that exceeds the normal mortal flexibility. Exalted characters and NPC believe themselves to be moral authority over others. In the same coin, a vile character and NPC answers to the whelm of their evil nature. Both extremes will find themselves at odds with the day to day citizen and laws of the city. A Exalted PC will find it necessary to destroy evil as they find it; regardless of the consequences. A vile PC will be unable to contain his nature even when his own life will depend on it. That is the challenge players will face if they choose this direction.


Any race is accepted in the game however, since everyone starts a 1st, even when they lose their PC, no LA+ PC’s are happening.

You can play other humanoid races like goblins, kobolds, etc. but they will be shunned and most NPC diplomacy will start poorly. You may also opt to use monster leveling (et al Savage Species) with the same restrictions.

The Gods[edit]

All gods in the city refer to Aath the main god and each Saint under him gives the two spheres that may be associated with her. Any God outside of Aath is considered a Pagan God. Most Guild members play homage to St. Jackdawl, patron Saint of Thieves who’s spheres are Trickery and Celerity . A cleric may choose any two spheres from a Aath Saint. Since there are countless Saints, player can make up their own. If they choose a pagan god (any God in the D&D pantheon including Greyhawk), they are limited to that’s gods spheres.

Healing can be bought at a temple but spells like raise dead and resurrection are reserved to church members and believers of high rank.

Some Notable Saints The listing of saints were from adventures done in the city campaign through its 2 year run.

St. Elisa(Healing and Protection) This Church was destroyed by Half-Feindish Gaunts that slew the clerics and Paladins some 15 years ago. Rowen had found the fable staff of St. Elasis and with the assistance of Gar and later Milo found the last Paladins of the church. The group learned of a prophecy of bringing St. Elsia back from the dead (his mortal Body) to fulfil the prophecy he would become the new head of the Church of Aaath. The Church has been growing and establishing anew force of paladins and clerics.

St Bamus (Destruction and War) This church has a ancient rivalry with the Theives Guilds patron Saint St. Jackdawyl. Jackdwly would steal things from Bamus causing him to become enraged. His weapon of use is the great hammer-large 2-handed hammers wielded by his clerics that enjoy smiting and sundering their opponents and their weapons. Rowan and Gar had to rescue Garrick once from the temple when he was used to ignite a new blood fued between the Guild and the Temple by Deena, Preistess of the House of Red Lanterns. Garricks’ old aquatints, Hurgmot had stolen St. Baumus’ Golden Mask and the angry God turned Garrick into stone. Gar managed to convince the God not to destroy the City and retrieved the mask from Hurgmot. Rowens Cousin, Raven joined them in retrieving the mask but lost her life in the battle.

St.Steffanso (Strength and Earth) The clerics of this order must follow a strict height requirement of 6ft plus. They tend to have very few worshippers and live in squalled conditions. Gar had conned the church in giving him money and into threatening a Kolbold-dragonspawn that had joined their group for a brief time. However, the church members made the mistake of raiding a kolbold shrine in the city and were wiped out. St. Steffanso angered by this, forced Gar to find him twelve new converts or become a cleric of his order. Gar fulfilled his bargain and found the church new members through a recruitment performance featuring a dance by Bobo the Pig eater dressed as a daffodil and Milo as the Bee.

St. Geneieve (Summoning and Trickery) One of the few female saints, St. Genive is the patron saint of prostitutes and those that work in the sexual companion business. One of her most prominent priestess, Deana was killed when Gar and Rowen raided her hideout to retrieve the Golden mask of St. Bamus she stole in hopes of the igniting a war between the church and the Thieves Guild.

St. Cathay of the Vines (Plant and Destruction) The temple of St. Cathay believes in the Divine powers of conquering with the vines. The Saint was known to control vines in his conquests of the heathen that once inhabited the city. The church is tall and covered in ivy. In the altar area is a giant stalk of vine that is the source of the vines.

St. Desina (Air and War) Patron saint of the Elves of wind and war.

St. Huffrey (Law and Earth)' Worshippers of Huffrey tend to be Dwarves. Lord Beezals (Despite being evil) and his family had given much to the Church over the generations making it very prosperous despite being paid for by the work of slaves.

St. Ramoreuz Actually an elaborate Illusion created bt the Masters that clouds persons minds and gives them the background in their memory of the churches history. This included an illusion of the church that hid the Masters lair. When the Masters abanndon their base the illusion ended. It is unknown if there ever was a St. Ramoreuz.

St. Aquinas (Water and Protection) Patron saint of the sailors and fishermen.

St. Cahasta (Water Destruction) A vengful sanit of storms and sea travel. Many theologians dispute whether St. Cahasta really is a Saint and not some old God in guise.

St. Jensive(Animals and Air) A Saint of Animals and Air,

St. Caldova: Patron Saint of Gamblers (Trickery and Luck) A favorite of lower class and high officials. An artifact associated with him is the Cube of Square dealing which he used to gamble others souls.

St. Jackdawyl(Luck and Trickery) Most Thieves Guild members worship this trickster Saint.

Starting Wealth[edit]

500gp for 1st level. Concentrate on equipment. You won’t really need sleeping rolls, rations, mounts, etc, because you live in a city. No magic items can be bought at the start.

Magic Items[edit]

You can buy whatever you want from the Magic Item Compendium once you start to receive treasure after level 1. I don't hand out a lot of magic items in my games but compensate with more treasure. Rest assured that if their is a magic item to be had, the enemies will probably be using it.

Character Life and Death and Advancement[edit]

Life is precious and unique but in the city it is treated as a cheap commodity. While I don’t like killing PC’s offhand, especially when players put effort into them, I do feel that the theme of this game should be darker and more dangerous. Players that wish to keep their characters may petition to do so with the understanding that some things may happen to them to indicate their closeness with death. It will be up to the DM to decide. Players will do well to keep their characters alive for many reasons.

Rarity of NPC Magical Healing. Frankly there is none. Churches do not serve the gods as much as the priest. There are no clerics in these institutions except on rare occasion. Experts take over the duties and may be able to help in long term care but not in other functions. Players should be wise to have their own healing available.

Raise the dead and resurrection are rare. These spells are usually limited by the clerics to use on their own believers. The same is true of cure disease, restoration, and remove curse.

Players that lose a PC may start a new one at the lowest EL of the current group. Player that start new characters in the same affiliation may keep all of the equipment the other PC possessed (Provided it’s available). Those that start new PC’s in a different affiliation use only the starting equipment gold total in the DMG.

Switching Characters Occasionally a player may want to swap out a character for various reasons; not liking their current or wanting to play a +1 LA race. Use the same rules as in the character death section with one change: Player only receives the gold and equipment of the last character. This is to prevent players from changing PC’s arbitrarily and gaining an advantage by new equipment buys.

Self Sacrifice versus killing off your PC. In the case where a PC wants to change his/her character and tries to kill off their PC, they will find that it may cause more problems than solve. As a DM, I won’t allow that to be so easy. If the PC could provide information to the enemies from torture or probing their thoughts, most likely they will be captured. Unless the PC wishes to continue the character, it effectively becomes an NPC and a future plot device. However, a PC dying for their cause or comrades will be considered good roleplay and treated as such. Some classes do better at playing the martyr like Paladins, Clerics, Favored Souls, Samurai and Knights and Exalted characters.


Players gain experience after every adventure. The totals are based on the average EL of the party. Those below the average EL gain an extra 50% until they equal to the average EL. Those two or lower EL of the average gain twice as much of the XP total until they reach 1 below or equal to average EL.

Objective Based Experience[edit]

Players are rewarded with experience points based on achieving objectives spelled out in the adventure. It is up to the players how they accomplish these objectives. If the objective is to obtain a object then how the PC’s manage that is the challenge. They could slay every guard that stands before them, sneak into the complex it is stored, or swindle it from the owner. The experience reward remains the same.

Occasionally PC’s may earn bonus experience for good roleplay or exceeding objectives.

The Passage of Time[edit]

The time that passes between sessions is the same as in the campaign. It is assumed unless otherwise noted, that two weeks pass between the adventures. During that time, the players may use the down time to craft and request magic items. Players may also use that time to recover from ability damage, disease, and hit point loss. Players may also use the time to take gather information checks or try to gain contacts. A week long gather information check is like taking 20 but without exposing themselves to observation.

If a player misses a session, then it is assumed they used those missing weeks (4 weeks or more).

In cases where the players have not finished an adventure by session end, the weeks passages occur after the players finish the adventure and begin a new one, as determined by the DM.

The City[edit]

The Great City has existed for many centuries building on top of the remains of once was the trading Center of the Great Southern Empire. After the Empire fell to barbarians it was through the Crusaders of Aarth that the city was reborn under the control of the Overlords. The Church of Aarth established itself as the main religious order building over monuments and shrines of gods past.

The overlords, under very wise rulers, encouraged economic growth in the city. The City expanded outward and seized the land of the pagans, forcing them to integrate into the city to access their sacred lands and keep their traditions alive. Lands outside the city became great fields of grain that would become the cities main export to the world market. As the trading to other cities expanded the Guilds rose to power and influence over the city.

The City is now host to some of the richest merchants and Lords. Working in the shadows, the thieves guild has also rose to prominence by the guile of its leaders in the early days. Today, the Guild is run more like a business with bureaucratic meddling and excessive taxation. The guild’s oppressive rules make it difficult for a hard working thief to make a living.

It is no wonder that the next generation of thieves have found it so much profitable to run freelance no matter how dangerous it might be…

Running Adventures in the City[edit]

For the simplicity of the game, the city is vast and infinite and immortal. Their is countless of NPCs, places, plots, organizations, and resources available. When shop is closed down, another opens up. If one powerful NPC falls, another takes its place. If an institution is crushed, a new one emerges from the shadows. If players need to find a tavern that serves only elven wine run by a one eyed drow then such a tavern exists and such one eyed drow is there.

The design of the city and its political systems are vague on purpose; created to allow the DM to insert only information that is relevant to the players for their particular needs. Players need not know who the Guard Captain of the North Gate is until they have business with the Captain at the North Gate. PC's need not know about the Templars of St. Baslum until they have dealings with the templars.

In these cases, having knowledge and gather information rolls gives the ability for the Players and the DM to create the city in their vision. It allows for sandbox gaming as well as structured campaign arcs in a setting that is never cleared away of monsters and challlenges.

City Laws[edit]

The city police forces do enforce laws when not manipulated by Lords and bribes from the Guilds. The laws apply only to the city. The Laws are complex and vague in several ways but do have basic tenants that affect the characters in the following:

1. Stealing. Punishment by Fine and Imprisonment Crimes against the citizenry of the city are unlawful. Pickpockets, taffers, and thugs are thrown in prison when caught and fined.

2. Murder: Punishment by Death. The act of killing someone is against the law. The law does not recognize self defense (it’s easier to throw all troublemakers in the jail.) Murderers are usually later executed if they fail to convince a judge for leniency or contrary evidence. Monsters are exempt from the protection of the law. Bounties that are for dead or alive are also exempt in some cases.

3. Trespassing: Punishment by Fine or Imprisonment. Which includes not having the correct paperwork for being in a particular place. Moving at night under city curfew without papers can be hazardous if caught.

4. Guilt by Association: Punishment by Imprisonment Sometimes it’s whom you know or associate with that can get you thrown into jail. High ranks in the Thieves Guild make you a target by the police trying to score policy points. Associating with a known murder can make you a target or even with a Lord who might fall out of favor.

5. Outstanding Warrants/Bounties: If you manage to escape punishment for a crime you effectively have a warrant for your arrest. Law officials and law-abiding citizens then will try to get you if you are recognized. A bounty can be placed on your head in which anyone can collect for your location, capture or death. Once you have paid fine, secure release or served sentence the warrant or bounty is removed.

The Guilds[edit]

What are Guilds[edit]

A guild is the major institution which characters have an affiliation. The following is a list of Guilds in the city. The guilds have been adapted from the Fritz Lieber's Lankhmar setting and have been altered to fit the Dark City Campaign. Though this is a rogues campaign, characters need not be part of the Thieves Guild. A Character will choose one major guild they will attempt to gain membership and prestige in. Characters need not be part of any guild or seek office but the game does revolve around the guilds and membership will have advantages to the characters. Ultimately the characters are self-made and do not hold their loyalty to the guilds for they are tools for the characters.

Each Guild is also associated with sub-guilds that fall into their jurisdiction. Players may opt to be part of the sub guild to gain different associate guild modifiers on skills.

The Guilds and their Laws[edit]

The Guilds police themselves in regard for those practicing their craft outside of their jurisdiction. The Wizard’s guild will actively target any non-member practicing magic, the Thieves Guild goes after those doing jobs not sanctioned by the Guild, the Church of Aarth will deemed those worshipping old gods as heretics, and the Druid circle may go after Sorcerers and Druids who are not part of their cause.

Benefit of a Guild[edit]

While in a Guild, a PC gains a +1 Guild Bonus to a chosen skill every 3 levels. For example: a 4th Level Character of the Thieves Guild could have a +1 sleight of Hand and a +1 to open locks or a+2 to either of the three main skills. The bonus only applies while the PC is actually in The City or on official Guild business outside the city.

Guild Dues[edit]

To maintain membership in the Guild a PC must spend 10x level per month in Gold to keep the Guild Bonus. PC that don't pay are still part of the Guild but lose the bonus.

Listing of Active Guilds[edit]

The Thieves Guild[edit]

The largest guild and most powerful under the overlords. All jobs must be sanctioned by the guild less a free-lance thief finds himself at odds with the guild. The percentages of loot (sometimes as high as 70%) is grossly unfair and that is why many choose to work outside the guild for bigger profits-at their own risk. The guild is also very strict on rules of membership including Human males. This guild offers "protection" to anyone with money, but merchants first and foremost. Anyone trafficking in goods would do well to pay the thieves' guild to keep their merchandise safe. This has a certain benefit for merchants as they know who to go to if things don't go as planned. After all, the thieves want the merchants to prosper so that the protection money keeps flowing. Associated Skills: Sleight of Hand, Open Locks, Disable Device

History of the Thieves Guild[edit]

It claimed as even as the Temple of Aath being built, in the hidden rumble of the crumbled Southern empire, the Guild was being built. Saint Jackdawl, a resourceful priest loyal to the faith is said to have laid the foundation the Guild. When he ascended to the high plains for his sacrifice, his followers continued the tradition for over two hundred years. Ever the trickster and con man, Jackdawl was best know for his tricks pulled on other Saints, especially the daunting Saint Bahmus, who's faithful still carry animosity till this day.

The Guild today is run mostly like a business with contracts and assets, running the cities blackmarket and other illegal activities. As the largest guild and most powerful under the Overlords, the Thieves of this Guild hold incredible influence. All jobs must be sanctioned by the guild less a free-lance thief finds himself at odds with the guild. The percentage of loot (sometimes as high as 70%) is grossly unfair and that is why many choose to work outside the guild for bigger profits-at their own risk.

The guild offers "protection" to anyone with money, but merchants first and foremost. Anyone trafficking in goods would do well to pay the thieves' guild to keep their merchandise safe. This has a certain benefit for merchants as they know who to go to if things don't go as planned. After all, the thieves want the merchants to prosper so that the protection money keeps flowing.

The guild used to have a tradition on very strict on rules of membership including only Human males. This has been progressively dropped as the Guild has found uses with different races and genders to be assets in their activities. Nevertheless, the majority of members are human and male and those from other backgrounds are unique.

No one joins the Guild lightly. It takes a certain persona to be part of the organization with the ever present threat of rivals in the ranks or worse, subjected to the harsh city legal system. Nor does one leave the Guild except in death.

The Beggars Guild: Beggars and Urchins[edit]

The beggars and urchins are controlled by the Beggar Master. Not every beggar is cripple as some fake their infliction. The beggar network is a fast moving source of information o what is going on in the streets and their lack of any attention paid to them make them excellent spies on the outside of dwellings and in the streets. All begging must be sanction by the guild-many do not refuse.

Associated Skills: Gather Information, Disguise, Knowledge (Local)

The Extortion’s Guild: Professional Intimidators[edit]

This Affiliation garners the character’s income through intimidation to pay debts or for extortion schemes. Used by the moneylenders and gambling dens to collect from commoners. Members have access to information on persons or organizations secrets and who is paying for what.

Associated Skills:Intimidate, Gather Information, Knowledge (Local)

The Fraternity of Fences[edit]

Merchants of stolen property, usually with pawn shops or gambling houses as their front operations. Members of this Affiliations can pawn off more stolen goods and at a premium price. They also run the gambling halls.

Associated Skills: Appraise, Diplomacy, Sense Motive

The House of Pain: Torturers and Executioners[edit]

Either hired by the Government or individuals to extort information via torture. Individuals who are in this guild are usually evil.

Associated Skills: Intimidate, Heal, Sense Motive

Allies and Enemies of the Thieves Guild[edit]

While individuals may have associations with other Guilds and with officials, the Guild itself is considered a criminal organization by the Overlords and an extortionist operation by the Merchants Guild. The Church of Aath also is against the Guild as it refuses to pay protection money to protect its temples and catacombs from tomb thieves and grave robbers. The House of Red Lantersn is also considered an enemy from its liberation from the thieves guild. One strong ally in the guild is the Starsman and Navigator’s Guild, for shipping through the city of goods pass through their ships and docks.

Merchant’s Consortium[edit]

The Merchant’s consortium deals in money and raw goods, each in the largest quantities possible. They pay the taxes and bring in the goods that everyone needs in their day-to-day lives. They are the second most powerful guild in The City. Members are given discounts on wholesale items, can locate hard to find items and information on recent business transactions. Characters may also have a side business as legitimate or a front.

Associated Skills: Bluff, Diplomacy, Profession (as appropriate), Sense Motive

Moneylenders’ Guild: Moneychangers and Investors[edit]

Money Changer Members are in the business of banking and lending money and investment-this includes creative accounting. Members are given opportunity to invest at a advantage or lend money as needed. They will occasionally employ members of the Slayers Guild for collections.

Associated Skills: Bluff, Diplomacy, Profession (Money Lending), Sense Motive

Jewelers’ Guild[edit]

This guild consists of the buyers and sellers of gems and jewelry. They play the slippery game between the fences and the merchants. Jewelers never deal directly with known members of the thieves guild, but rather third parties or pawn brokers for merchandise on the market.

'Associated Skills: Appraise, Profession (Merchant), Diplomacy, Sense Motive

Whitesmiths’ Guild[edit]

These are the workers of precious metals and a source for gem cutting and materials. A Whitesmith deals in raw materials and jewelry making, only interested in materials to do crafting. Occasionally, the rare a item of superb craftsmanship will draw their attention, only for the hope of copying it for their own.

Associated Skills: Appraise, Profession(Merchant), Craft (jewelry)

Allies and Enemies of the Merchant’s Consortium[edit]

Naturally, the bane to the Merchants is the Thieves Guild. The Thieves Guild is responsible for many extortions, thefts, and control of goods through the city. Fortunately for the consortium,m the Overlords make it a priority to see that the Merchants are happy and will issue guards and city watch to bring in order when needed.

The Slayer’s Brotherhood[edit]

The bounty hunters’ and assassins’ guild based in The City. They actively hunt down anyone for a price. Freelance bounty hunters advertising similar services are offered membership (for an annual fee). This is an offer that most cannot refuse. Some City Watch may be part of this Guild. (Includes All types of fighters, rangers, barbarians-any hired muscle. The brotherhood is very disciplined and failure to fulfill contracts is looked down upon by either to either party.

Associated Skills: Intimidate, Search, Spot, Listen, Sense Motive

Allies and Enemies of the The Slayer Brotherhood[edit]

The Brotherhood treats all other Guilds as clients and does not personally get involve in disputes. Therefore it does not actively draw the amenity of the other guilds, who use their services. However, the House of Red Lanterns has a contract with the Slayers Guild for protection which keeps the Thieves Guild from taking over the operation it once controlled.

Craftsman Guilds[edit]

The craftsmen Guild is several Guilds in on. For purposes of usefulness, characters have connections to all the sub-guilds when using the services.

Associated Skills: Craft (Varies), Profession (Varies), Appraise

Tailors’ Guild[edit]

Fashioners of fine clothing, footwear, and luggage. Members have access to good materials and craftsmen at discount prices. In addition, they are an excellent source of authentic clothing for disguise like temple robes, noble’s clothes (which are not suitable to adventure or thieves), and masterwork pieces to infuse magic.

Associated Skills: Profession (Tailor), Craft (Tailor), Appraise

Blacksmith’s Guild[edit]

The mainstay of any large empire is its metallurgists and blacksmiths. The Blacksmith’s guild holds a lot of power because they are used directly by the overlord to outfit his army and their mounts. Members are given steady work, good materials, and expert craftsmen. The blacksmiths include silver smiths and other non-weapon and device items.

Associated Skills: Craft (Blacksmith), Profession (Blacksmith), Appraise

The Artificer’s Guild: Inventors[edit]

The Artificers make all mechanical devices including siege engines. Information about certain devices created in the city like Locks and traps is also available.

Associated Skills: Craft (Varies), Profession (Varies), Appraise

Armorers: Weapons and Armor crafters[edit]

All weapons and armor allows good material access, expert craftsmen and discounts.

Associated Skills: Craft (Varies), Profession (Varies), Appraise

Entertainers Guild[edit]

Also known as The Society of Joyous and Sorrowful Comedians, Rapturous Play actors, Graceful Dancers, and Melodious Songsters.

Entertainers are very plentiful, and many people see this as a good alternative to more backbreaking labor. They have managed to expand their enterprises when things are slow, becoming professional couriers and lawyers as well.

Associated Skills: Perform (Varies), Profession, Tumble, Disguise

Animal Handler’s Guild[edit]

Animal Trainers, grooms, and Hawkers. One of the Overlord’s favorites. They have access to exotic animals and beast at reduced cost and provide animal training.

'Associated Skills: Perform (Varies), Handle Animal, Knowledge(Nature)

Heralds and Messenger’s Guild[edit]

A small but well used guild. Uses codes and memory to great effect. The messengers have access to government and commercial places in the guise of messengers. They have a network of information gathering.

Associated Skills: Perform (Varies),Decipher Script, Knowledge (Local), Profession

House of Pleaders: Lawyers and Lobbyists[edit]

Usually experts at bribery. The members have access to judges and rulers in the city. They have notary abilities for contracts, can appear before the court as an agent and some limited access to jails.

Associated Skills: Bluff, Diplomacy, Sense Motive, Knowledge (Local), Profession

ALLIES:The Thinkers Fraternity, The Overlords ENEMIES: The Wizards Guild, The Church of Aarth

Masons Guild[edit]

Includes Laborer, stonecutter and carpenters that are used to build and upkeep the city.

Stonemason’s Guild[edit]

Those who work in stone build the foundations of empires. The Stonemason’s are comprised off all manner of sculptors, engineers, and machinists who work in stone.

Associated Skills: Craft (Varies), Profession (Varies), Knowledge (Dungeoneering) Appraise

Architect’s Guild: Designers of floorplans and structures[edit]

Long ago, it was made official that any building in City over 1 story or with more than 4 rooms had to have a floorplan designed by the architects guild. (Knowledge ranks 4 in Architecture) Members have Access to house plans including secret passages of city buildings.

Associated Skills: Craft (Varies), Profession (Varies), Knowledge (Architecture), Appraise

Carpenter’s Cadre[edit]

Workers of wood, carpenters are required on any project, even those of the Architects Guild, to build wooden structures and equipment. Due to their assimilation of the Wainwrights long ago, they are also the transporters and day-laborers of The City.

Associated Skills: Craft (Varies), Profession (Varies), Knowledge (Architecture), Appraise

Wainwright’s Guild[edit]

Wagon and Carriage Builders (Craft Wainwright/wagons) Cost reduction on wagon purchase and repair.

Associated Skills: Craft (Varies), Profession (Varies), Knowledge (Local), Handle Animal

Toters’ and Carters’ Guild[edit]

Land-based movers. Can provide transport and moving of cargo.

Associated Skills: Craft (Varies), Profession (Varies), Knowledge (Local), Use Rope

ALLIES: The Merchants Guild ENEMIES: None

Starsman and Navigator’s Guild: Sailors and Shipmasters[edit]

The Starsman and Navigator’s Guild dominates trade across the Inner and Eastern Seas. No sailor will work on ship without a member of this guild at the helm. This guild also controls the docks. Access to the docks and moving through the area without being exposed make this Guild easy to escape authorities and leave town if needed.

Associated Skills: Craft (Shipbuilding), Profession (Sailor), Knowledge (Local), Knowledge (Navigation), Use Rope

ALLIES: The Merchants Guild ENEMIES: none

Fellowship of Physicians[edit]

Medical Science in the City is not advanced, but skilled physicians are well respected for their proper understanding of ailments and the common (ala non-magical) remedies for them. Access to healers, materials and other non-potion/balm healing items.

Associated Skills: Profession (Healer), Heal, Knowledge (Nature)

Order of Apothecaries: Drugists and Herbalists[edit]

Those who sell remedies and salves. Members have the ability to purchase potions at reduced cost and access to alchemist labs.

Associated Skills: Craft (Alchemy), Profession (Healer), Heal

Embalmers’ Guild[edit]

Grave Diggers, Pall Bearers, embalmers, and funeral choreographers. Access to news of the recent departed, tomb locations, and holy water (the church is not so free to give it out).

Associated Skills: Spellcraft, Profession (Embalmer), Heal

ALLIES: The Thinkers Fraternaty ENEMIES: Wizard’s Guild, Church of Aarth

Thinker’s Fraternity[edit]

A guild of scholars and historians, bent upon preserving histories and lore through the ages. This guild is not wealthy in the slightest, but runs the only university in The City and provides nobles with schooling for their children should they need it.

Associated Skills: Spellcraft, Profession (Scholar), Knowledge (Varies)

Scribe’s Guild[edit]

Record keepers and official documentaries. No official function occurs without a scribe present to record the event, no matter how silly or trivial.

Associated Skills: Spellcraft, Profession (Scholar), Decipher Script

Astrologers’ Consortium[edit]

Diviners and soothsayers. The leader of this guild is usually the Overlord’s personal astrologer, and they have influence because of that. Excellent archives for research.

Associated Skills: Spellcraft, Knowledge (Astrologer), Decipher Script

ALLIES: the Overlords, The Society of Joyous and Sorrowful Comedians ENEMIES: Wizard’s Guild, Church of Aarth

Wizard’s Guild[edit]

Hated and feared by most of the citizenry of City, the Wizard’s guild handles the unnatural. They are not easy to contact, as their guild house remains closed at all times, day or night, and no one goes in or out. Not even the Beggars Guild know who all the members of this guild are. It is not uncommon for a guild member to perform his duties in a mask to hide his identity, in much the same way as an executioner. The Wizards are divided by the magic school they choose to specialize-naturally there is rivalry. The Wizards are a prejudice group with little tolerance for non-spell casters, Sorcerers, Clerics, Druids, and Bards. But that doesn’t mean they tolerate magic outside of their guild either and many of young wizard has felt the wrath of disobeying the wizard’s Guild harsh restrictions. As member you have access to spell casting, spell research, scrolls, some magic items and hard to find magic ingredients.

Associated Skills: Spellcraft, Knowledge (Arcane), Use Magic Item

ALLIES: None ENEMIES: Followers of the Oaken Circle, Church of Aarth, Thinkers Fraternity

House of Red Lanterns[edit]

The least influential guild in City is the whore’s and courtesan’s guild. It is mentioned because it has resisted assimilation by other guilds for so long, and has probably existed longer than any other. Prostitution outside of this house is frowned upon and every attempt is made to bring a freelance courtesan into the fold. The current agreement with the thieves Guild is that the women of the Guild are forbidden from performing the functions of the thieves guild (by no means is the sexism of this not apparent.)

Associated Skills: Bluff, Sense Motive, Diplomacy, Gather Information, Knowledge (Nobility)

ALLIES: The Slayers Brotherhood, Starmans Navigational, Masons Guild, The Society of Joyous and Sorrowful Comedians ENEMIES: The Thieves Guild

The Church of Aarth[edit]

The church itself is not only the guilded house of worship at the north most end of the Street of the Gods, but also a network of sooth-ayers, sages, scribes, and scholars who are consulted by people of high station and low for council. Most of these learned individuals are priests of Aarth and command a variable degree of ability with divination. This is part of the Church network and is not reflected of the various temples to the Saints.

Associated Skills: Spell Craft, Knowledge (Religion), Knowledge (The Planes) Heal

ALLIES: The Overlords ENEMIES: Followers of the Oaken Circle, Thieves Guild, Wizards Guild, Fraternity of Thinkers, Fellowship of Physicians

SPECIAL NOTE: Player Characters need not be clerics to be members of the church. The church also accepts devoted worshipers with “unique” skills which the High Counsel always finds uses for. Characters that choose a divine class will be associated to the Church and each individual a gains his/her domain powers from the various Saints under the Churches Mythos. Citizens make tributes to their Patron Saints that encompass their Domains. The Character becomes a Follower of that Saint. The Saints are all of Different Alignments and at times fighting for power with the church. From the Different followers a few are chosen on the High Counsel and one from the High counsel is chosen to be the High Priest or Priestess.

The Monasteries[edit]

The place where monks are trained are usually followers of one particular Saint. Since the Monasteries have no real influence on the Church or in the city a Monk character is not automatically an affiliate of the Church. Any character can enter a monastery to seek sanctuary from the law or from a rival Saint. The High Church has final control over the Monastery in regards to sanctuary (though very rarely has it interfered with the workings of a Monastery). The Church likewise will protect a Monastery if attacked by another Guild openly. Other means are available to those Guilds to penetrate the law. The Monastaries are here to provide free training Monk characters if they are part of the eastern tradition.

Associated Skills: Decipher Script, Knowledge (Religion), Knowledge (The Planes) Heal

Followers of the Oaken Circle[edit]

Before the city was erected Druids and Sorcerers inhabited the lands aiding the Barbarian tribes. They were conquered by the overlords which resulted in the lost of their culture and beliefs. The few that maintain the traditions live in secret. The druids are the “Nobility ” of the Order setting up groves and special sacred places in the City and outskirts to practice their Traditions. The Sorcerers are what are left of the shamantic spiritual guides. Unlike the Druids that seek balance, the Sorcerers take what they need from the energy of the earth and spirit world to do their bidding. The Sorcerers act as free agents outside the Druid Order. (Some believe quite conveniently as it allows The Order to used them to do their dirty business). Druids and Sorceres are considered Heretics by the Church. Sorcerers find wizards, who tap the same power, to be weak and inhuman.

Some 20 years ago the Thief Garrick served as a trainer for the Circle in creating agents to infiltrate the city for various missions. Rowen and Treela were both trained under Garrick in the force but Treela left the circle to join the Thieves Guild.

Currently the Druid Circle has split into another group. The Fey Resistance is a group of elves and other members of the Druidc Circle broke off to become a militant organization bent on overthrowing the Overlord.

Associated Skills: Knowledge (Nature), Handle Animal, Heal

ALLIES: None ENEMIES: The Overlords, The Wizards Guild, The Church of Aarth

The Overlords[edit]

The overlords are the rulers of the highest degree. They are typically titles passed down from generation to generation and represent the highest authorities in their respective District They do not sponsor groups directly, having entire militias at their disposal, but they play a key role as to which nobles, merchants, and wizards can maintain a good sponsorship and where. Characters can be recognized by lords, for good or bad, and given titles. However, the character loses some of his stealth in the process.

Associated Skills: Knowledge (Nobility), Knowledge (Local), Diplomacy, Gather Information, Profession

ALLIES: Merchants Guild ENEMIES: The Thieves Guild, Followers of the Oaken Circle

NOTES: Characters can work their way through the political system but for simplicity purposes cannot a) hold office b) hold a government job or post c) Obtain a seat on the Counsel of Lords. This would be contrary to the theme of the campaign. But they influence others much more easily.

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