Mage: the Dark Ages
Guild: The High Guild
1. Master of Trade: the Mage has control over the trade of his city. All must pay him his 5-10% tithe lest the Wards of the Guild smite the violators.
2. Master of Coin: the Mage controls the gold and coin of a region. The Dukes of the region the Mage oversees must turn over 20% of their tax revenue to the Mage. The Mage is also granted 3 educated money counters and 10 well trained enforcers/collectors.
3. Master of Commerce: the Mage can meditate and create trade routes to new lands that motivate merchants to travel them for pockets of new income. The Mage rolls 1 dice per session and if it is a 10 a traveling merchant brings them a rare enchanted item from distant lands.
4. The Gold Seer: the Mage can see metals and minerals in the Earth. If he performs a ritual of appreciation to the Guild, Earth elemental arrive and bring the metals to the Mage. If the metals are rare or precious and the Mage gives them as a gift to the elementals, they will then do the bidding of he Mage for 24 hours. 2d24 elementals wil arrive and they are twilight beings.