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Rookroost

Rookroost, The Heart of the Bandit Kingdoms, Part 8

9/16/2020

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Art by Denis Gordeev
In this 8th installment for the City of Rookroost we start looking at the guilds of the city. The backbone of the founding of the city was it's guilds, before that it was just a collection of bandits. Once again thanks to everyone that have given me inspiration from Nigel Findley, Erik Mona, Gary Holian, Sean K. Reynolds, Frederick Weining, Casey Brown, and all the fabulous BK authors and lastly Gygax himself.
​Guilds
While the Congress might be the power behind the scenes, the guilds are still the lifeblood of Rookroost. The city would be nothing more than a collection of tents, brothels, and taverns if it weren’t for the guilds who helped turn the place into what it is.
 
It is a common misconception that there is only one guild for a craft or service. The truth is many guilds make up the larger super guilds that dominate the city. There are also many smaller stores and shops unaffiliated with the guilds in Outwall, and some in the Outer-City. The super guilds are, however, the ones that are detailed below in greater detail, while the smaller ones are left up to the judge or game master to flesh out and use as they see fit.
 
Unaligned guilds are far more likely to fall victim to being robbed and bullied by the city's criminals. Those owners who can hire guards, but most simply live in their stores and guard them themselves. Those who live in Outwall are in constant vigilance and fear of someone kicking in their door to rob them. The best security for the money are dogs, and the Rookroost Hound is a breed of dog that has been bred over the centuries to be a fierce and loyal guard dog. Unfortunately, no matter how well trained a hound is, it’s still no guarantee that they can keep every burglar at bay. The hounds themselves can be a burden, and there are packs of stray dogs that roam Outwall and can be dangerous to children and smaller humanoids or solitary citizens.
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Art by Unknown (If you know the artist let me know so I can accredit them properly)
The Apothecaries and Herbalists Guild – The apothecaries and herbalists guild is highly regarded and respected by all the other guilds in Rookroost. In a highly divided city such as Rookroost, the guild is known for its neutrality when dealing with the public, something that can't be said for most other guilds. Their potions and poultices are for all that can afford them. While most of their wares are not cheap, they tend to keep the prices fair, which surprises most in a city known for its greed. The guild's fairness is attributed to Mauldren Borrow, a kind and elderly druid who has been the guilds leader for the past thirty years.
 
The Apothecaries and Herbalist’s Guild is on good terms with the Guild of Wizardry, and several residents hold membership in both organizations. Usually, this would be a problem in other guilds, but the wizards and apothecaries are not rivals.
 
While the apothecaries and herbalists produce many magical items, their main stock in trade is non-magical remedies and products. These non-magical remedies are bought in significant quantities by the city's barbers and dentists, which is another guild they have a strong relationship with.
 
The Apothecaries guildhall, which doubles as their storefront, is located in the Inner City. The guild also employs a wagon that acts as a mobile dispensary that travels through Outwall and the Outer-city several times a week. The wagon, of course, is well guarded.
 
Non-Magical Substances
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​Anti-Poison: In a city full of shady individuals as Rookroost, poison is easy to come by, and poisonings are an everyday occurrence. Common toxins are from local sources, and symptoms and side effects are well known, and anti-poison to counter these poisons are relatively easy to make. However, poisons with harder to find ingredients will, of course, drive up the price. If the anti-poison is taken within one round after exposure, it can counteract the poison removing the poisoned effect.
 NOTE: anti-poisons will always work against common poisons, but there is a 10% chance that it will be ineffective against an uncommon poison, and 20% it could be ineffective against a rare poison. The reason for this is the vast number of poisons that the apothecary must try and counter, of which no apothecary is 100% aware or versed in. In addition to this, the poison dosage can drastically affect the way an ant-poison might work. These variables are summarized in the percentage chance that the rarer the poison, the greater the possibility that the anti-poison might not work.
Balm: A balm is a fragrant or aromatic ointment spread upon the skin to dilute a topical poison spread. When applied, it will give a +1 to poison saves, and can 1/2 the duration of the poison effect, and provide the patient resistance to the poison damage. The balm results last for the duration of one long rest before needing to be reapplied.
Elixir: A tincture or medicine consisting of a sweetened alcoholic solution of a small quantity of the drug or drugs, thus compounded. Patients who ingest an elixir will receive a +1 to saves vs. poison and diseases and decrease the duration of the poison or disease's effects. Patients taking an elixir will have resistance to damage taken from the poison or disease during the period while they have ingested the elixir. If taken over two days, it will cure the poison or diseased patient if the substance's duration has not run its course. The elixir can only be administered once per long rest.
Fortifier: A medicine that fortifies the patient taking it from contracting a disease or ailment. Patients taking the fortifier will receive a +1 to any saving throw to resist the effects of a disease or illness for the duration of one long rest before needing to be reapplied.
Liniment: An oil medicine, a type of liquid ointment, used to treat ailments of the skin such as bruises, lacerations, or burns. If applied to an affected area, it will increase the area's healing by allowing the reroll of a 1 or 2 for the number of hit points regained by the patient. This applies to magical healing and the taking of hit dice during a rest. The liniment can only be used once per short or long rest.
Philtre: A potion or type of charm used to bring about magical effects and cures. While wearing a Philtre to ward against a specific kind of effect or ailment, the character will receive a +1 to saving throws against the type of effect that the philtre is specifically designed for. Examples of common Philtres aid in saving throws against poison, disease, cold, fire, acid, physical exertion (strength checks). Philtres will retain their potency for one month's time per 1,000gp spent on the philtre. Philtre's that have lost their potency can have them rejuvenated by an alchemist at the cost of 500gp for each additional month.
Restorative: A lotion, poultice, potion, or similar substance that restores the loss of sight or hearing due to a disease or ailment. The patient receives a +1 to all saving throws to recover from their vision effects once per application. Applications can not exceed more than one dose per 24 period. Only one bonus per save per application occurs.
Spirit: A spirit is a substance consumed usually in a liquid form that allows the patient to ignore the effects of an injury or ailment during the duration of the spirits' effect. The spirit does not aid in healing the injury or ailment but will allow the patient to ignore its effects for the duration while the spirit is taking effect, which lasts no longer than one short rest. Each subsequent use of the spirit requires an additional dose to be effective until a maximum of three treatments have been reached, after which time the spirit will no longer retain its potency. Spirits do not mask the effects of blindness or deafness or any magically induced side effects such as charm, hold person or feeble mind.
Stimulant: A lotion, poultice, potion, or similar substance that, once applied, induces an effect that bolsters their ability to perform physical saving throws for the duration of one long rest. During this time, the patient will receive a bonus of +1 to any STR, CON, or DEX saving throw that they perform for the duration that they are under the stimulant's effects. A period of one long rest without use of the substance must be allowed between applications to avoid a wisdom saving through to resist becoming addicted to the substance. Each period of use without a long rest will require a DC 10 +1 per use without a long rest to avoid becoming addicted. For example. Using the stimulant three times in a row will require a DC 13 saving throw to avoid becoming addicted. Multiple uses of the stimulant do not increase the potency of the saving throw bonus above the +1. Patients becoming addicted to the stimulant will suffer a -1 to all INT, WIS, and CHR saving throws until a period of time equal to the number of does taken consecutively in long rests has elapsed. At that time, the patient returns to normal.
 
The Architects Guild – This small and exclusive guild has an office in the Inner City and works exceptionally close with the Lord of Brick, who is the guilds, principal employer. The Architects guild is known for its simple yet highly functional designs. In a city like Rookroost, it's essential that your buildings last with only intermittent repairs at best, and the Architects guild specializes in such structures.
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Art by Denis Gordeev
​The Assassins Guild – The assassin's guild has been a part of the Congress in the past, but each time the assassin’s guild is assimilated by them, another one pops into existence to take its place as an independent entity. Despite the Congress' desire to have a monopoly on the professional killing business, there are far too many organizations that need these kinds of services, and many of them are not on the best of terms with the Congress.
 
The current assassin’s guild has been in independent operations for just over twenty years, and it appears the inhabitants of Rookroost wish to keep it that way. The Assassins Guild takes significant steps to ensure that they stay independent from the local political scene because being seen to favor any organization is bad for business. It is commonly believed that the assassins guild carried out the deaths during the Night of the Silent Deaths. Of course, no proof was found to prove this, and no one is willing to publicly accuse them of it and draw the ire of these professional killers.
 
A building known as The Black House is the public office of the guild. It's a small, unassuming building in the Outer-City. The people that work there are go-betweens that relay the work to the assassins through drops and couriers. The actual members of the guild are secret, and if a particular member is outed, they are dismissed from the guild. While a rare occurrence, those ousted usually find employment with the Congress or are killed by their former guild members.
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NOTE* For contracts for targets above level 17, the cost must be negotiated.
 
The Bakers, Butchers, and Cooks Guild – The bakers, Butchers, and Cook’s guild is one of the larger guilds in the city as their services are used by many of the cities citizens. The guild tries to ensure that prices are reasonably set, but the guild's primary purpose is to provide safety to its members. It also gives them the buying power to ensure that the necessary ingredients for their jobs flow into the city and at a price they can afford. The guild has close ties to the Lord of Brick, who usually is the one that champions their causes.
 
The main guildhall is known as The Kitchen, and is in the Outer-City, but their members can be found throughout Rookroost. Those who work in Outwall, or the Outer-City, often wear an armband with the hearth symbol of the guild on it to readily recognize that they are part of a guild and not someone to be lightly trifled with.
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