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Regardless 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.
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