Gilded Charter (LE)
Overview: This organization is dedicated to trade and mercantalism, legal or otherwise. It is a collection of Guilds, Wealthy Merchants, Spies, and Explorers. The Golden Alliance is ambitious, opportunistic, and meritocratic. It is particularly powerful among the Mercahnt Princes of Renaaria and acts as a psuedo-regional government there but spans the whole globe. They want to make it necessary – and preferable, even – to deal with its members. It wants to secure, over time, an iron-fisted empire and trade-monopoly. A member thinks for himself or herself as a member of a very large family and relies on the Guilded Charter for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence.

Replaces in 5E: The Zhentarim from the 5E ALPG (

Rolls-Up in Old: Golden Alliance, Blue Salamander Network, most Slavers, some Steel Ribbons, the Syndicate of Sand, and most Spy Rings

Ideals, Goals, & Beliefs:

Gain influence over important people and organizations.
The Guild is your family. You watch out for it, and it watches out for you.
The rightful rules of acquisition can be found in the Guilded Charter, follow it worshipfully.
You are the master of your own destiny. Never be less than what you deserve to be.
Everything – and everyone – has a price.
Requirements: Successfully run a con of some kind, even if it’s just a simple smash, grab, & fence.

Benefits: At tier 1 you receive a contact whom can put you in touch with caravan and ship captains as well as leaders of various guilds. At tier 2 they grant a magic item, usually a

Faction Activity: Secret Police(2.0) + Opportunist(3.0)

You gain advantage on any Charisma(Intimidation) checks toward common folk in your home city. You can also spend 3 days of Downtime Activity before an adventure to learn a secret pertaining to that adventure and gain advantage on all checks pertaining to that information as determined by your DM.

Moreover, while you adventure, you are able fence valuables without the other party members’ knowledge. For each downtime day you spend before an adventure, increase your coin rewards from the by a percent, up to a maximum of 25 percent for that adventure.


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