On entering the guild, a new member begins with fame and prestige equal to his character level, plus any fame/prestige awards he may earn during his initiation (which cannot, in this instance, be greater than his character level award). The exception to this is the founders, who receive instead of an initiation bonus, a founding bonus equal to twice their character level...So a founder would begin with three times his character level as his initial prestige.
There are four tracks that a member can follow: Combat, Magic, Religion, and Lore. Each has their own benefits, and is chosen at the time the member joins the guild.
Fame is gained by exploring, particularly in Rappan Athuk and Tsar. In Rappan Athuck, fame points are gained for every dungeon level fully explored and mapped, equal to the level number (ie, level 1 is worth one point, level 2 is worth 2 points, etc. In Tsar, fame is gained by missions completed (the exact amount to be determined by the DM). Outside of Rappan Athuk, fame is awarded at half normal, to a minimum of 1 (for dungeons explored). Eliminating bandit groups (entirely) grants a fame award equal to half the CR of the bandit group. Other awards may be granted by the DM as appropriate. Lastly, gaining a level of experience grants one fame point.
Prestige may be spent according to page 54 of the Faction Guide. In addition, a player may spend one prestige point to "shelve" his character in the guild, and draw out either an existing character, or a first level character (this can also be done at zero cost if the player's character dies).
Fame can also benefit the character according to the track chosen by the character, as noted below.
Fame 5: The player chooses a creature type as if she were a ranger. She gains that creature type as a favored enemy, with a +1 bonus instead of +2. This stacks with a ranger's favored enemy bonus, but does not move any other favored enemy bonuses up.
Fame 20: The player gains Armor Training 1 as a third level fighter. If the player already has armor training, it increases by 1 step.
Fame 35: The player gains Weapon Training 1 as a fifth level fighter. If the player already has weapon training, it increases by 1 step.
Fame 50: The player may choose any of the options below and take it again. The effects stack.
Fame 5: The player chooses a spell casting class. She gains a +1 caster level in that class (including the spells you know and the number of spells that can be cast). The character's CL cannot exceed her character level. If the character doesn't have spell casting levels, one class is chosen anyway, as the benefits are retroactive.
Fame 20: Lessen the cost of researching spells (including new spells), and scribing spells and scrolls, by 10%.
Fame 35: As fame 5, but the original class chosen goes to a +3 bonus to CL, and another class is chosen and gains a +1 CL.
Fame 50: The character gains a +2 on checks to bypass CR, and a +2 on checks to dispel magic. These effects stack with any other such bonuses a character may have.
Fame 5: The character gains the ability to channel positive energy once a day as if he were a cleric whose level equaled the character's total levels, unless the character already can channel positive energy, in which case he gains 1 additional use of channeling per day.
Fame 20: The character gains the ability to spontaneously cast cure spells from domain slots if a cleric (or a druid with a domain), or gains cure spells as bonus spells known if a bard or oracle. A paladin gains 1 extra smite per day instead. If a character has levels in more than one class, he must choose one benefit.
Fame 35: The character may channel positive energy to harm worshippers of Orcus. If the target has any levels of divine spellcasting or antipaladin, and worships Orcus, the target is treated as undead for the purposes of channeling positive energy. This ability cannot be suppressed by the character.
Fame 50: The character may spontaneously cast one divine spell that he can normally cast, once per day. All requirements for casting the spell are still required...The spell is treated as having been memorized. If the character is a spontaneous caster, he gains one point for the spell level of his choice instead (as an immediate action). Note that no spells are given up for either of these abilities.
Fame 5: The character gains a +2 bonus on all Knowledge and Linguistic checks.
Fame 20: The character gains Bardic Knowledge, as a bard of her level. If the player is already a bard, the bonus to knowledge checks becomes 1/2 character level rounded up, instead of down.
Fame 35: The character may, once per day, roll two dice on any knowledge or linguistics check, and take either or both results as he sees fit...The second roll may be used as a separate check, if appropriate, or as an aid on the higher check, granting an additional +2 to the higher check, if the lower check is higher than 10 (total).
Fame 50: The character is adept at communicating knowledge. Any results of a knowledge or linguistics check may be communicated to the rest of the party as a swift action, even in combat or if rushed or in danger. Also, once per day, the character may take 20 on any knowledge or linguistics check as an immediate action.
The abilities granted by the guild are a combination of skill-sharing on the part of the members, and intervention on the part of the various non-evil Gods who have an interest in the area.
The guild only functions if the guild house is in the control of the guild, and if there is a sitting guild master. Without a guild house and guildmaster, all existing abilities function, but no new fame can be gained, nor can new abilities be gained, nor can any prestige be spent for any reason other than taking a character "off the shelf". This persists until the guild house is restored or re-established, and/or a new guild master is replaced by whichever means the party establishes in its charter.
The guild master is chosen - and the terms of his office determined - by the members of the guild as they see fit, though this must be spelled out in a charter. The guild master can sanction or eject members of the guild for various infractions (including worshiping Orcus or being under his sway). Sanctions mean that the offender cannot spend prestige or go on the shelf, nor can they gain more fame or fame-related abilities. This is usually the case for someone under the sway of Orcus. Ejection is the same, except the offender is cast out of the guild, and loses all prestige points. This is usually permanent. This is typically done when the member is caught as a worshiper of Orcus or other evil deities. If the guild master himself falls into one of these conditions, the guild functions as if it had no guild house until the guild master is restored to his old condition, or unseated.