Saturday, 3 June 2017

The Guild Dog's Guild Generator

The guild generator is composed of two, what I call, d40 tables (roll a d4 and a d10, look at both results separately, consult table). The first table will give you the guild’s expertise and the first part of their name, the second will give you the guild’s modus operandi, the thing that separates them from guilds of the same expertise, and the second part of their name.
Each “block” on the d40 table is further broken down with a d6 for different expertise and names, and a d4 for different modus operandi. Expertise, modus operandi and names sharing a block will all be thematically similar. You can either pick the expertise, modus operandi and names from the list you get on the d40 die result, or roll more dice to get totally randomly determined results.
Once you have a expertise, modus operandi and two name parts you combine them all together to get the seed of a guild.
Expertise:
This it the guild’s “core business”, their work, the thing that they create or service that they provide. The listing for expertise are generally a broad, allowing for many different guilds operating with the same expertise.
Modus Operandi:
This is what separates the guild from all other guilds with the same expertise. This is the thing that influences everything the guild does, their soul. The results here can be interpreted in any way that will result in a weird and  interesting  guild.
Two part Guild Name: Each “block” has a set d6 half guild names. Combining the two halves together should give a name that is reflective of both the guild’s expertise and modus operandi. Rather than being completely random names , the names should give a decent indication of what the guild is like. Some re-arranging, working will be required at times to ensure the names don’t sound too wonky (for example, I think there is too much “of the suchandsuch” in the second half name section - getting rid of the “of” may sound cooler).

Examples:
Guild Name: Scintillating Emptiness.
Expertise: Economics.
Modus Operandi: Work is fake, shams and bad copies.
Seed: Scintillating Emptiness guild monitors, regulates and provides auctions for  the counterfeiting market.
  
Guild Name: Bristles Of The Deep
Expertise:  Keeping of Beast pits.
Modus Operandi: Guild conducts all work beneath the earth - rarely ever visiting the surface.
Seed: Bristles Of The Deep is a guild of albino troglodytes that runs underground fighting pits. The most bizarre of underworld creatures are bet upon in their caves.
  
Guild Name: The Binding of the Tendrils,
Expertise:  Woodworking,
Modus Operandi: Guild’s effects are insidious but it is barely known, little more than a rumour,
Seed: The Binding of the Tendrils are allegedly responsible for installing undetectable widgets in the vast majority of the buildings in The City. The reason for this, or the effect of the widgets, is unknown.

Guild Generator:


Realm of Expertise and First Part of Name (d4,d10):


1
2
3
4
1
Expertise, d6:
1. Physical magical care,
2. Restorative medicine/alchemy,
3. Magical Healing,
4. Restorative or Protective accommodation,
5. Guides,
6. Mental magical care.
First part of Name, d6:
1. Brother/sisterhood,
2. Benevolent,
3. The Good,
4. The Jolly,
5. White,
6. Golden.  
Expertise, d6:
1. Lawful churches,
2. Accounting,
3. Storehouses,
4. Vaults,
5. Cataloguing,
6. Quarantine of Chaotic Forces.
First part of Name, d6:
1. Church of,
2. Keepers of,
3. Guardians,
4. Holders,
5. Custodians,
6. Judges.
Expertise, d6:
1. Candle/lantern making,
2. Exploration of deep, dark places,
3. Astrology,
4. Astronomy,
5. Sages,
6. Seers.  
First part of Name, d6:
1. Shining,
2. Learned,
3. Lightbringers,
4. The Flame,
5. Fire of,
6. The Illuminated.  
Expertise, d6:
1. Flying vehicles,
2. Psionics,
3. Calmative  alchemy,
4. Provision of restful sleep,
5. Gas production,
6. Unreality exploring churches.
First part of Name, d6:
1. Rising,
2. The High,
3. Calm,
4. The Serene,
5. Billowing,
6. Nebulatic.
2
Expertise, d6:
1. Cleaning and cleansers of records
2. Air travel,
3. Preservation of samples/creatures/artifacts,
4. Quarinting,
5. Breeders of beasts of the sky,
6. Breathing Apparatus.
First part of Name, d6:
1. Engulfing,,
2. The Exhausting,
3. Abyssal,
4. Vacantic,
5. Voiding
6. The Hollow.  
Expertise, d6:
1. Communication with the Dead,
2. Fogs and mists,
3. Harnessing of Spirits,
4. Summoning of ethereal servants,
5. Delicate robes and garments,
6. Haunting music.  
First part of Name, d6:
1. Gossamer,
2. The Vaporous,
3. Exquisite,
4.Communion,
5. Coven,
6. Gathering of.   
Expertise, d6:
1. Air elementals/golems,
2. Chimes/charms,
3. Sailcraft,
4. Bellows,
5. Crystals of various properties,
6. Economics.
First part of Name, d6:
1. Luminous,
2. The Dazzling,
3. Glintingous,
4. Far,
5. The Hand of,
6. Scintillating.  
Expertise, d6:
1. Weather control and recording,
2. Instantaneous transportation,
3. Quickening dust,
4. Lightning and lightning powered contraptions,
5. Esoteric martial arts,
6. Breeders of horses and other swift beasts.     
First part of Name, d6:
1. Alacratic,
2. Carbunkled,
3. Voltaic,
4. The Tempest,
5. Fleet,
6. Gale.      
3
Expertise, d6:
1. Alchemy of size,
2. Miniscule contraptions,
3. Ascetic churches,
4. Small animals and pets,
5. Pipes and Plumbing,
6. Dried plants of unusual properties.
First part of Name, d6:
1. Exiguous,
2. The Ephemeral,
3. The Desiccating,
4. Convexing,
5. Little,
6. The Stringing.
Expertise, d6:
1. Alchemy of visibility,
2.  Jellies,
3. Slimes,
4. Glass/windows,
5. Magical pools,
6. Sealing of energies (foul and fair).  
First part of Name, d6:
1. Mound,
2. Flummery,
3. The Translucid,
4. Clementing,
5. Transpicuous,
6. Pellucid.   
Expertise, d6:
1. Beggars,
2. Tricksters,
3. Street performers,
4. Knowers of Cants,
5. Disguises,
6. Watchers, spies and intelligence agents.
First part of Name, d6:
1. Ascetic,
2. Homecoming,
3. The Bugaboeific,
4. Sulking,
5. Churning,
6. Faded.     
Expertise, d6:
1. Wholesome farming,
2. Alchemy of health,
3. Limb repair and replacement,
4. Builders of public housing,
5. Feasts and celebrations,
6. Keepers of lizards.
First part of Name, d6:
1. Hygieiac,
2. Asclepius’s,
3. The Best,
4. The Toasting,
5. Lusty,
6. Party of.      
4
Expertise, d6:
1. Banking,
2. Gem Cutting,
3. Jewelry making,
4. High-end Thieves,
5. Coin pressers,
6. Keepers of Hordes.   
First part of Name, d6:
1. Glinting,
2. Midafic,
3. Gemmed,
4. The Palatial,
5. Hoarding,
6. The Leo.     
Expertise, d6:
1. Libraries,
2. Teaching and schooling,
3. Esoteric philosophers,
4. Harnessers of psychic waves,
5. Hunters of sleep and dreams,
6. Mind slavers.    
First part of Name, d6:
1. Saturnal,
2. Metic,
3. Fellowship,
4. Diamonds of,
5. Halos of,
6. Apples of.        
Expertise, d6:
1. Surgeons,
2. Flesh farmers,
3. Organ harvesters,
4. Blood bankers,
5. Sacrificial magic,
6. Churches of death and cannibalism.        
First part of Name, d6:
1. Red,
2. The Dripping,
3. The Feast of,
4. Heart of,
5. Sanguinary,
6. Family.    
Expertise, d6:
1. Mirrors,
2. Grails and goblets,
3. Polished metals,
4. Neutral Church's,
5. Internal analysis (of mind and body),
6. Encasers of beings in precious stone.     
First part of Name, d6:
1. Invertious,
2. Still,
3. Narcissision,
4. Echoing,
5. Specere,
6. Seeing.       
5
Expertise, d6:
1. Blessings and Curses,
2. Fishing,
3. Churches of the Sun/Moon,
4. The study of seasons (varied and arcane),
5. Contracts,
6. Sewage.     
First part of Name, d6:
1. Sigmatic,
2. Sloshing,
3. Everflowing,
4. The Stream of,
5. Sodden,
6. Quenching.  
Expertise, d6:
1. Hammers (ceremonial and crafting),
2. Amputation and replacement of limbs,
3. Debt collectors,
4. Arbitration of solemn oaths,
5. Weights and Measures,
6. Scales.
First part of Name, d6:
1. The Sitting,
2. The Just,
3. Ordered,
4. Rhadamantian,
5. Curtison,
6. Tabletic.
Expertise, d6:
1. Acid workers and production,
2. Steam smiths and tinkers,
3. History destroyers,
4. Cleaners,
5. Caustic alchemy,
6. Dissolvement of bonds.    
First part of Name, d6:
1. Dissolving,
2. The Corroding,
3. Carthagatic,
4. Baptistic,
5. The Lustrating,
6. Clear.
Expertise, d6:
1. Prison builders,
2. Guards,
3. Bounty hunters,
4. Forgers of armour,
5. Banking,
6. Locksmiths.
First part of Name, d6:
1. Labyrinthine,
2. Iron,
3. Limbotic,
4. Bulwark,
5. The Rack of,
6. Procruste’s.
6
Expertise, d6:
1. Shamen of spirits beyond The City,
2. Tenders of vegetative architecture,
3. Minders of forgotten obelisks,
4. Giant slave traders,
5. Orgy planners,
6. Spectacle smiths.
First part of Name, d6:
1. The Cult of,
2. Dionysian,
3. Gardeners,
4. Dianic,
5. Lamiac,
6. Pandora.  
Expertise, d6:
1. Keeping of Beast pits,
2. Butchers,
3. Base cults of the flesh,
4. Meat mincers,
5. Feral transmutations,
6. Tattoos and other like body modifications.
First part of Name, d6:
1. Minotaur’s,
2. The Furred,
3. Bristling,
4. Barbarous,
5. Panic,
6. The Snarling.
Expertise, d6:
1. Vegetation tenders,
2. Growers of gardens of tranquility,
3. Dust of meditation and peace,
4. Perfume bottlers,
5. Treaty writers and facilitators,
6. Advisors.
First part of Name, d6:
1. Concordian,
2. The Linking,
3. The Lotus of,
4. Olivial,
5. Pax,
6. The Grove of.  
Expertise:
1. Breeders of freaks and mutants,
2. Gaming and Gambling,
3. Illusions,
4. Riot and disorder engineers,
5. Dust of psychedelia and visions.
6. Dust and serums of mutations.
First part of Name, d6:
1. Protean,
2. Plasmic,
3. Apothic,
4. Ever Seeking,
4. The Figgering,
5. Muttering.    
7
Expertise, d6:
1. Pyromancy, Machines of mass production,
2. Fireworks and explosives,
3. Ceremonial bonfires,
4. Oil,
5. Flint and firestarting.  
6. Breeding/creation of beings of fire.  
First part of Name, d6:
1. The Flame,
2. Burning,
3. Yaulping,
4. Pyre,
5. Thermen,
6. Oath of.   
Expertise, d6:
1. Demolition,
2. Rock crushers,
3. Ruin clearers,
4. Trash pilferers and explorers,
5. Re-users/formaters/cyclers,
6. Waste disposal.
First part of Name, d6:
1. Rotted,
2. Scavenging,
3. Saprogenic,
4. The Ruinous,
5. The Ruin Of,
6. Abaddon.  
Expertise, d6:
1. Explorers of beyond The City,
2. Shipwrights of air and sea,
3. Wheeled transportation,
4. Construction and installation of mechanical additional limbs,
4. Claws - organic and otherwise,
5. Octopi traders, breeders and keepers   
6. Automatons of all types.
First part of Name, d6:
1. Family of,
2. Bondaged,
3. Ambulatory,
4. The Reach of,
5. The Manied,
6. Gangly.
Expertise, d6:
1. Divinators,
2. Fortune tellers,
3. Map makers and keepers,
4. Prophecy ensurers,
5. Negotiators,
6. Goods from beyond the walls and other planes.   
First part of Name, d6:
1. The Sons of,
2. Eminent,
3. Appollic,
4. Cassandra,
5. Stinaring,
6. Fate’s.
8
Expertise, d6:
1. Beast trainers,
2. Zookeepers,
3. Growers and Mass of all kinds increasers,
4. Mockers and jokers,
5. Falsehood manufacturers,
6. Leviathan researchers.
First part of Name, d6:
1. Titanic,
2. Shuddering,
3. Avert,
4. Pale,
5. Cursed,
6. Ojanic.
Expertise, d6:
1. Cyclopean architects,
2. Growers of monstrosities,
3. Mummery and pantomimers,
4. Builders of towers,
5. Dust of growth and mass increasing,
6. Builders of Halls and gathering spaces.
First part of Name, d6:
1. Cyclops,
2. Heraklean,
3. Ojan’s,
4. Leastry,  
5. Levianic,
6. Mammoth.
Expertise, d6:
1. Silk garments,
2. Robes,
3. Bedding (magical and mundane),
4. Prostitution,
5. Beer, wine and spirits,
6. Pillows and cushions.
First part of Name, d6:
1. The lovely,
2. Dalliant,
3. Voluptian,
4. Calyptic,
5. Braided,
6. The Encompassed.     
Expertise, d6:
1. Chains,
2. Book binding,
3. Leatherworking,
4. Lock picking,
5. Woodworking,
6. Bridges of all types.    
First part of Name, d6:
1. The Binding of,
2. Bound,
3. Franged,
4. Fract,
5. Cracked,
6. Chained.  


9
Expertise, d6:
1. Tunnel smiths,
2. Spelunkers,
3. Treasure hunters,
4. Beetle breeders,
5. Secret hoarders,
6. Vault holders.
First part of Name, d6:
1. Neptune’s,
2. Deep,
3. Bathic,
4. Infradic,
5. Humus,
6. Buried.   
Expertise, d6:
1. Stone Miners,
2. Crystal growers,
3. Masons,
4. Sculptors,
5. Soil chemists,
6. Energetic and decorative boulders and rocks
First part of Name, d6:
1. The Foundation of,
2. Petros,
3. Geodic,
4. Calcite,
5. Lapid,
6. Bouldic.    

Expertise, d6:
1. Portal merchants and manufacturers,
2. Explorers of the lower depths,
3. Gate makers,
4. Holes and Pits,
5. Cults of Nihilism,
6. Monolith makers.
First part of Name, d6:
1. Black,
2. Voiding,
3. Melchonic,
4. Inon,
5. Steer,
6. Mountain.  
Expertise, d6:
1. Hourglass crafters,
2. Historians,
3. Museum operators,
4. Seekers, finders and traders of curios,
5. Scroll makers and writers,
6. Wizards and crafters of time.
First part of Name, d6:
1. The Passing,
2. Kronos’s,
3. Chronic,
4. Tempus,
5. Stone’s bane,
6. Dust.
10
Expertise, d6:
1. Torturers ,
2. Poisoners,
3. Forgers of weapons,
4. Chaotic Churches,
5. Bile brewers,
6. Voodic curses.
First part of Name, d6:
1. Dolorous,
2. Odyn,
3. Acheron’s,
4. Cercitic,
5. Seething,
6. Mars.
Expertise, d6:
1. Relic hunters,
2. God killers,
3. Frustration causers,
4. Atheists,
5. Shrine vandals,
6. Sacrifice sourcers.
First part of Name, d6:
1. Cackling,
2. Lamiac,
3. Hectatic,
4. Pseudes,
5. Descended,
6. Profanic.    
Expertise, d6:
1. Thieves,
2. Mortuaries,
3. Shadow smiths,
4. Funeral operators,
5. Assassins,
6. Liquidators.      
First part of Name, d6:
1. Dark brother/sisterhood,
2. The Shadow,
3. Nyx’s,
4. Kelaring,
5. Demios,
6. Hades.    
Expertise, d6:
1. Malady smiths, 2. Necromancy,
3. Grave yards,
4. Plague brewers,
5. Bone builders,
6. Flesh warpers and crafters.     
First part of Name, d6:
1. Mortum,
2. The Eternal,
3. Rot,
4. Decayed,
5. Mortiferous,
6. Thanic.  
Modus Operandi and Second Part of Name (d4, d10):  


1
2
3
4
1
Modus Operandi, d4:
1. Overly generous with services,
2. Goes beyond duty to help downtrodden,
3, Acts as a charity,
4. Works are soberingly wholesome.
Second part of Name, d6:
1. Bestowers of Benisons,
2. Bened,
3. Eudemon,
4. Bonitary,
5. Of the Pax,
6. August.  
Modus Operandi, d4:
1. Aloof but avoids any creation of suffering,
2. Regimented and militaristic but wholesome,
3. Mass produces - everything identical,
4. Must ensure justice at any cost.  
Second part of Name, d6:
1. Of Orthodoxy,
2. Orthos,
3. Cosmos,
4. The Way,
5. Hierarch,
6. Of the Hierurgy.
Modus Operandi, d4:
1. Ethereal and concerned with matters above this plan of existence,
2. Seemingly aware of events in the future,
3. Work will always glow - increasing light both physical and intellectual,
4. Work is the idealized form of guild’s expertise, paragons in their field.
Second part of Name, d6:
1. Monstrack,
2. Illumed,
3. Phos,
4. Of the Sun,
5. Of the Light,
6. Glow.
Modus Operandi, d4:
1. Blissful single minded pursuit of perfection of craft,
2. Consumption of work leads to feelings of bliss,
3. Work is achieved via meditating banks of monks,
4 Work floats through magical means.
Second part of Name, d6:
1. Of Nibbana,
2. Of The Ark,
3. Egg,
4. Delos,
5. Risen,
5. Calmed.  
2
Modus Operandi, d4:
1. Is an empty husk of a guild - barely more than a single member,
2. Work is containers and receptacles,
3. Work is fake, shams and bad copies,
4. Guild is constantly acquiring new members, sucking them up with abandon.
Second part of Name, d6:
1. Of the Empty,
2. Null,
3. Of Ahsur,
4. Of the Breath,
5. Vacuous.
6. Void.  
Modus Operandi, d4:
1. Work is conducted through the use of ghosts/spirits,
2. Guild’s effects are insidious but it is barely known, little more than a rumour,
3. Always whisper, literally and metaphorically,
4. Horrors of the past haunt the guild. ,
Second part of Name, d6:
1. Shade,
2. Of the Larval,
3. Of Preta,
4. X‘s Tendrils,
5. X‘s Memory,
6. Of The Gathered.  
Modus Operandi, d4:
1. Blustering, abrupt and infinitely rude,
2. Obsessed with the movements of the winds, physical, mental and magical,
3. Creation of work is motivated by some unseen deity,
4. Work seems to be self creating, rather than being the result of other entity’s effort.
Second part of Name, d6:
1. Liber,
2. Motus,
3. Of Hermes,
4. Of the Unseen Hand,
5. Billows,
6. Venti.    
Modus Operandi, d4:
1. Strike first - questions and consequences later,
2. Creates at a speed that is beyond possible,
3. No fixed headquarters, guild is a transient caravan,
4. Work is reliant upon, created with/during storms (be the weather, magical, physic,etc).
Second part of Name, d6:
1. Phrenet,
2. Of Hera,
3. Of Jupiter,
4. Of Hadad,
5. Tempest,
6. Of Alacrity.


3
Modus Operandi, d4:
1. Incredibly secretive, works barely known of,
2. Work is miniaturized,
3. Guild is in the process of/preparing to leave this version of reality,
4. Guild is wracked by some terrible wasting sickness.
Second part of Name, d6:
1. Penates,
2. Vesta,
3. Hypod,
4. Minutiad,
5. of Convex,
6. Ephemeral.


Modus Operandi, d4:
1. Bluntly honest and pragmatic,
2. Makes translucent versions of works (glass, crystal, ice, etc),
3. Guild members are never, ever seen,
4. Guild is the most mundane and basic manifestation of expertise.
Second part of Name, d6:
1. Alathea,
2. Of the Clear Pool,
3. Clarity,
4. Of Pellucidity,
5. Bare,
6. Visus.
Modus Operandi, d4:
1. Always in the background - an incredibly light touch,
2. Work is always temporary - fades and breaks,
3. Creates the “non-physical” equivalent of their expertise,
4. Guild serves those not in the physical realm.
Second part of Name, d6:
1. Clapperdogeons,
2. Of Janus,
3. Of the Faded,
4. Sulkers,
5. X’s Shadow,
6. Dissipation.  
Modus Operandi, d4:
1. Reviving things long forgotten and abandoned,
2. Work is grown through natural, regenerative means,
3. Work leads to the creation of new life forms,
4. Guild operates out of forgotten, broken areas - slowly reviving them.
Second part of Name, d6:
1. Cromlech,
2. Of the Quinary,
3. Bearers of the Caduceus,
4. Servants of Hygieia,
5. Fubseys,
6. Of the Tonic.
4
Modus Operandi, d4:
1. Purely concerned with material profit,
2. Work is incredibly opulent and be-jeweled,
3. Guild is immeasurably, obscenely materially wealthy,
4. Work is fueled by gems of some type.
Second part of Name, d6:
1. Golden Key,
2. Of the Lion,
3, Of Ladon,
4. Redge,
5. Goree,
6. Of the Fleece.      
Modus Operandi, d4:
1. Creates books on/is the written version of expertise,
2. Records history of expertise- rather than create other work,
3. Work is purely theoretical,
4. Work is manifested through sheer force of thought.
Second part of Name, d6:
1. Of Saturn,
2. Of Metis,
3. Bringers Of the Apple,  
4. Diamond,
5. Metron,
6. Of Prometheus.  
Modus Operandi, d4:
1. Work is made of flesh and bones (dead and alive),
2. Fuel of work is blood and sacrifice,
3. Work is concerned with the internal organs of expertise,
4. Work is the inverse or inside out of expertise.
Second part of Name, d6:
1. Greed of Saturn, 2. Of the Deep
3. Chambers,
4. Claret,
5. Agarthan,
6. Of Ares’s Feast.
Modus Operandi, d4:
1. Guild is an evil/good twin of another guild which is it’s arch nemesis,
2. Work has been halted for eons,
3. All work is made in pairs,
4. Work reflects end user in some way (physical, mental, magical, etc).
Second part of Name, d6:
1. Of Inverting,
2. Of the Still Lake,
3. Of the Grail,
4. Cauldron,
5. Bane of Gorgons,
6. Speculum.       
5
Modus Operandi, d4:
1. Motivated by ancient grudges and oaths,
2. Constantly re-uses and recycles own work,
3. Work is infused with water - ever damp and moist,
4. Work ever destroys and rebuilds itself.
Second part of Name, d6:
1. Of the Ouroboros,
2. Of Mercury,
3. Selene,
4. Pontus,
5. Of Oceanus,
6. the Wheel.
Modus Operandi, d4:
1. Only allows use of work those the guild judges as worthy,
2. Work somehow reduces all users to total equality,
3. Guild is run by a byzantine set of rules and law,
4. Work is used for the judgement of others.
Second part of Name, d6:
1. Of the Gavel,
2. Of Minos,
3. Holders of the Tablets,
4. Phylaxis,
5. Modus.  
6. The Judge.  
Modus Operandi, d4:
1. Work is ethereally clean, tidy and over organised,
2. Work is incredibly acidic - eats through everything it touches,
3. Work ensures users conducts themselves with a higher moral standard,
4. Work dissipates over time.
Second part of Name, d6: 1. Herculean bane,
2. Of Corrosion,
3. Of Purgation,
4. Arsus,
5. Of Steam,
6. Purged.     
Modus Operandi, d4:
1. Guild is operated entirely by slaves,
2. Use of work is somehow entrapping to user,
3. Harnesses, chains and other restraining devices are vital to work,
4. Guild is incredibly strict and rigid in delivery of expertise.
Second part of Name, d6:
1. Iron Key,
2. Of the Iron,
3. Poen,
4. Demirgic,
5. Chained,
6. Crust.  
6
Modus Operandi, d4:
1. Work is hunted/harvested from the wild beyond the City’s walls,
2. Work replicates itself - always becomes a nuisance/pest,
3. Guild does not inhabit buildings - prefers wilderness habitation,
4. Guild is a total outsider and stranger, all others hate it - The Law is the only reason it has not been eradicated utterly.
Second part of Name, d6:
1. Of the Wolf,
2.Diana,
3. Hyperion,
4. Dionysud,
5. Flora,
6. Of Silvanus.    
Modus Operandi, d4:
1. Wild beasts are a large component of work,
2. Guild conducts itself with brutal savageness,
3. Creates the edible version of expertise,
4. Guild consumes (either part or all of) users of expertise.
Second part of Name, d6:
1. Growl,
2. the Feast,
3. Of the Hunt,
4. Hestia,
5. Of Artemis,
6. the Pack.  
Modus Operandi, d4:
1. Work is ever calming and peaceful,
2. Work is completely derived through natural/organic means,
3. Guild members are utter pacifists,
4. Guild is based in a grove of some type.
Second part of Name, d6:
1. Of the Lotus,
2. Of Conjunction,
3. Promise,
4. Bliss,
5. Dyrope,
6. Grove.
Modus Operandi, d4:
1. Completed work is in a state of constant flux and mutation,
2. Guild barely operates due to constant infighting,
3. Use of work will warp user forever,
4. Work achieves the opposite effect of what is normally expected from expertise.
Second part of Name, d6:
1. Of Mutters,
2. Vicis,
3. Erebian,
4. Motus,
5. of Proteus,
6. Jupiter.    
7
Modus Operandi, d4:
1. Work is powered by steam, fire, flames, heat, etc,
2. Work is always on the brink of exploding,
3. Work is created in some enormously hot furnace,
4. Work burns or melts all that it touches.
Second part of Name, d6:
1. Of the Flame,
2. Of Pyre,
3. Ignition,
4. Thermic,
5. Ardouric,
6. Plauding.    
Modus Operandi, d4:
1. Guild is in disarray, barely held together and collapsing,
2. Work is pieced together from the ruins and rubble of past guilds,
3. Work is intended to bring wrack and ruin,
4. Work is intended to self-destruct on use.
Second part of Name, d6:
1. Of Saprogy,
2. Of Abadon,
3. Wrack,
4. Gommorah,
5. Of Bellona,
6. Chthon.  
Modus Operandi, d4:
1. Work always has too many additional appendages and additions,
2. Work is intended to be used in a net like fashion,
3. Work is in constant motion,
4. Guild is obsessed with hands and hand like appendages.
Second part of Name, d6:
1. Bearers,
2. Grasped,
3. Castor,
4. Of Durga,
5. In Bondage,
6. Embraced.  
Modus Operandi, d4:
1. Guild is seemingly aware of the future,
2. Guild is controlled by outside agents,
3. Guild is motivated by some apocalyptic/redemptive central prophecy,
4. Guild acts through other guilds.
Second part of Name, d6:
1. Visus,
2. Of Apollo,
3. Helenus,
4. Nereus,
5. Of Fate,
6. Prophet.     
8
Modus Operandi,d4:
1. Creations are obscenely large,
2. Work is always terrifying and monstrous - a speciality taken too far,
3. All work is a horrifying mockery of the field,
4. Guild members are monsters/work is derived from or associated with monsters.
Second part of Name, d6:
1. Of the Titans,
2. Odium,
3. X‘s Curse,
4. Phobos,
5. Cacus,
6. Slobber.      
Modus Operandi, d4:
1. Hugely popular guild -  an enormous membership,
3. Tools of creation are gigantic,
4. Guild members are giants or work is derived from or associated with giants,
6. A singular aspect of work or guild is gigantic.
Second part of Name, d6:
1. Of Leastry,
2. Maw,
3. Tower,
4. Of Kratos,
5. Brood of Uranus,
6. Goliath.  
Modus Operandi, d4:
1. Work is incredibly pleasurable or pleasure based,
2. Work is overly intoxicating,
3. Guild operates through seduction - creates willing slaves,
4. Guild is incredibly willing to take on new members - any rabble allowed to enter.
Second part of Name, d6:
1. Of Voluptude,
2. Embrace,
3. Of Calypso,
4. Analgesic,
5. Anodyne,
6. Anjana.     
Modus Operandi, d4:
1. Work is done by slaves or otherwise forced labour,
2. An internal tension is straining guild - threatening to break it apart,
3. Work either operates in, or sourced from cracks in society/reality/buildings, etc,
4. Work is created to break things apart.
Second part of Name, d6:
1. Craquelure,
2. Fraying,
3. Strictus,
4. Stringe,
5. Of the Crack,
6. Of Atlus.    
9
Modus Operandi, d4:
1. Work is always mined/sourced/contracted from elsewhere deep below,
2. Guild is cover and decoy for a secret guild nestled within,
3. Guild is warped by influences from the lower planes,
4. Guild conducts all work beneath the earth - rarely ever visiting the surface.
Second part of Name, d6:
1. Of the Deep,
2. Below,
3. Of Bath,
4. Infra,
5. Labyrinth,
6. Bury.  
Modus Operandi, d4:
1. Work is incredibly solid and durable,
2. Guild is venerable, a stalwart of their expertise,
3. Work is always conducted through or with stone and minerals,
4. Work is planted and grown from seeds in some way.
Second part of Name, d6:
1. Petry,
2. Geod,
3.Of Boulders,
4. Lapidarian,
5. Sapphrine,
6. Of the Rock.  
Modus Operandi, d4:
1. Work is the antithesis of expertise,
2. There is a deep hunger in the guild - a hole that can never be filled,
3. Guild and members are corpulent in all things,
4. Work involves or is derived from some sort of void or anti- matter.
Second part of Name, d6:
1. Of the Void,
2. Of Melanchony,
3. Of the Mountain,
4. Mass,
5. Black,
6. Pleroma.   
Modus Operandi, d4:
1. Obsessed with recording and records,
2. All work is ancient, aeon aged antiques,
3. Guild is obsessed with time in some way, passing, stopping, reversing, etc,
4. Guild claims to be one of the original guilds of the city, formed in prehistory.  
Second part of Name, d6:
1. Temporus,
2. Of Kronos,
3. Of the All Lord,
4. Of Dust,
5. Of Passing,
6. Tick/Tock.
10
Modus Operandi, d4:
1. Creation of work causes guild members immense pain,
2. Work is only created to enact a deep hatred upon something,
3. Work cannot be used without enduring great pain,
4. Guild seeks to always to always harm and crush.
Second part of Name, d6:
1. Of Dolor,
2. Acheron,
3. Seeth,
4. Of Mars,
5. Of Phobos,
6. Demos.  

Modus Operandi, d4:
1. Work is created through the suffering of others,
2. Work desecrates that which is holy to other guilds,
3. Work is created for and by cruel torture,
4. Guild worships the most profane and horrible of idols/ideals.
Second part of Name, d6:
1. Of Lamia,
2. Hecate,
3. Descending,
4. Of Bale,
5. Eris,
6. Discordia.    
Modus Operandi, d4:
1. Must constantly steal other guilds work - creates nothing of its own accord,
2. Creates a shadowy version of expertise,
3. Guild is obsessed with the fact something was taken from them,
4. Guild members steal from users of expertise.
Second part of Name, d6:
1. Of Nyx,
2. Of Hades,
3. Crypt,
4. Sorrow,
5. Saturn,
6. Orcus.
Modus Operandi, d4:
1. Services are lethal and final,
2. Work helps those seeking death,
3. All work is broken,
4. All guild members are either dead or close to dying.
Second part of Name, d6:
1. Of Decay,
2. Thanatos,
3. Mort,
4. Of Achlys,
5. Tartarus,
6. Doom.





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