5. Role

Decide what job you have in the guild. There is no exhaustive list and no mechanics tied to this decision. Instead, your choice of guild role gives you a niche inside which you operate during play.

Your guild role might determine what Camp Action (Camp Actions) you take. For example, a cartographer might be obliged to use the Update Maps action for the good of the guild, a smith might use their tinker’s kit to repair armor, and a cook might prepare rations from hunted game.

Your guild’s theme will inform the guild roles available. A pirating guild that spends time raiding will feel very different from a witch hunting guild sent by the Cult to root out corrupt magic users.

Here’s a quick, non-exhaustive list of guild roles for inspiration:

Role Role
bodyguard houndmaster
burglar hunter
cartographer link-boy
captain look-out
chirugeon man-at-arms
commander navigator
cook porter
face scout
first mate tinker
guide translator
henchman trapsmith

If all else fails, just write “Sell-sword.” It’ll do in a pinch.

The guild contract

We, the Undersigned, agree to a journey and subsequent extraction from the Underworld of any and all goods, valuables, and chattels (which activities are described collectively herein as the Adventure), which shall proceed in a timely manner and with all due care and consideration as seen fit by majority rule, to wit, the Guild, named: __________

Funeral expenses to be defrayed by Guild or representatives, if occasion arises and the matter is not otherwise arranged for.

Agreed hereto, freely and under neither duress nor force nor coercion nor extortion nor threat to life and/or limb, and superseding any prior contract, agreement or undertaking, survivable clauses notwithstanding, signed and witnessed below, as set forth hereunder:

In this section