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Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner take their chances with crude, bloodthirsty, but well-armed peers than settle down and trust Somebody Else to deal with the monsters outside (and often inside) the city walls.
Yet clever adventurers also know it's foolish not to exploit every possible advantage in their pursuit of wealth, power, and glory. Organized society isn't always polite society, after all, and some organizations are downright useful to treasure-hunters and monster-slayers -- whether as sources of employment and gold or as providers of training, equipment, and supernatural support. Such groups are the subject of GURPS Dungeon Fantasy 17: Guilds, which covers:
Whether you're the GM of a Dungeon Fantasy campaign where society is more than an abstraction or the player of the next Grand Master of the Wizards' Guild, GURPS Dungeon Fantasy 17: Guilds has something to offer. Not every adventure ends when the heroes return to civilization!
Written by Matt Riggsby