A Dozen Guild Leaders

Publisher: Philip Reed GamesRegardless of the size of the campaign world, your setting should have a handful of guilds operating as power brokers and controlling everything from the local laws to trade between nations. After all, what fantasy city would be complete without – at the very least – a guild of thieves working to steal everything that isn’t nailed down?
What follows are twelve guild leaders, individuals who have climbed to places of power either through force, betrayal, wealth . . . or a combination of all three. In one instance, guild leadership is shared, in which case I’ve presented both halves of the leadership as two separate pages.
As with other titles in this series, the characters are without game statistics. Instead, I have focused on story elements, as well as (at times) connections to the other guilds, characters, and situations detailed in my writings. These guild leaders seek to maintain control over their respective guilds, and they are unlikely to blindly trust any of the PCs.
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A Dozen Guild Leaders

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