The Kranev Investigative Guild, started by Madame Celia Kranev, has offices of some type in almost every domain in the Dark Realms and Domains of Dread that have grown like a fungus around Castle Ravenloft.

Guild Type
- Thriving – half a dozen investigators leading teams on dozens of cases at a time in a bustling office building.
- Decrepite – one so-called investigator and maybe one administrator in a closet office or office/apartment, one mistake away from bankruptcy.
- Plucky – an up and coming investigative team or even two teams starting to take on cases
- Embedded – an old and venerable guildhouse that is closely linked to local governmental powers in ways that can be problematic to the casework.
- Abandoned – a dusty closet, sealed and condemned after a rough case that destroyed this guildhouse; if you are lucky a ghost remains to tell the tale and the archive remains intact.
- Faded – once it was an institution but because of retirements, losses on the job or other problems this guildhouse is a shadow of what it once was.
Guild Contact
- Undercover Agent – gathering info for a case among dangerous people who don’t want their secrets in daylight, this contact will meet you in secret and will always be looking over their shoulder.
- Retired Investigator – someone who has seen it all and is happy to share old tales from their time solving crimes in the mists.
- Ghost – a dead investigator or a murder case that got solved, now they are spending time helping the guild before moving on.
- Brain in a Jar – they might be a science experiment gone wrong but they are also a guild contact you can throw in a bag and take with you on the case with the possibility of other psionic perks.
- Investigator-in-training – young, naive and full of energy, they are here to welcome you to the guild and learn about the trenches while they teach you how to navigate the office.
- Ezran Priest – a learned temple scholar who is here to see to your professional and spiritual needs.

Perks
Guildhouses – every domain has a guildhouse – it might be a haunted closet above a tavern or might be a bustling office building in the ritziest plaza but it will be a place you can seek shelter for a time and round up resources.
Friends of the Guild– the Guild has helped many people over the decades and Madame Kranev’s reputation is well known. Roll with advantage when using a Charisma check in seeking aid.
Mists – Madame Kranev was born into a reputable Vistani clan and can often get her agents into any domain but getting out is often more tricky, especially if the case attracts the attention or ire of a Darklord.
Old Casefiles – the Guild has gathered decades of eclectic information on all levels of society, if you are able to access the old casefiles in a branch, roll that first Research check with advantage.
Extradition – if you are, Ezra forbid, taken by local law enforcement, it is only a matter of time before Madame Kranev wheels and deals to get you out. Surviving in the local domain’s prison system is your responsibility while those deals go down. If you should die, she will see that your remains are interred as per your intake paperwork.


If you want to read about the Kranev Investigative Guild in play:


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