Stonegate Guild Structure 2005

 

“It is the intent of this guild structure to create kingdom-wide guilds that will help the people of the lands, both commoner and noble, to excel in trade and commerce of all sorts.  These guilds are designed for the convenience and success of their members, and the King recognizes that by providing resources to be made available only to the guild members he is strengthening the unity of our land.”

 

 

The Guilds

Within the Kingdom there will be three guilds. They are the Mage’s Guild, Forger’s Guild, and the Tinker’s Guild. Membership in any one of these guilds will be on a Kingdom-wide basis, meaning that if you belong to one of the guilds, you will be able to use that guild’s facilities wherever they are located.  No person shall be a member of more than one guild at a time. The Kingdom will provide guild members’ access to the local Guild Hall, circles (for the Mage’s guild), and a local supply of goods for use by guild members.  In accordance, each Guild Member will pay a guild fee of 1 gold piece per market day.  This fee will be paid directly to the local Guild Steward who will maintain a local guild treasury.  A minimum of 50% of all guild fees will be used for the accumulation of guild resources, including (but not limited to) the acquisition of items for use by guild members, while the rest of the fees will be reserved for the Guild Steward's personal use, and as such can be used as the Steward sees fit.  Resources in the Guild Treasury will be available to any member in good standing free of charge.  In cases where multiple members have need of the resources, the local Guild Steward will determine who will have access to the resources based on need.

In addition, all guild members will maintain their own reserve of materials that will be shared with other members or used to help meet the guild commitments as is necessary. All members will use their own personal resources for the betterment of the guild, so long as by doing so they are not putting themselves at a loss.  This sharing includes allowing other guild members the ability to copy formal magic scrolls and other similar courtesies.  If available, finite resources such as formal components should be offered to fellow guild members at a reasonable fee. Kingdom-provided guild resources, such as workshops and academies, may be rented to non-guild members at the discretion of the local Guild Steward, who is in charge of monitoring the use of these.

At the conclusion of each Market day in a local area, the Kingdom will send agents to purchase goods or make use of uncast formal magic. For armor, weapons, traps, alchemy, potions, harmonics crystals, and scrolls, the kingdom will pay three times the creation cost of goods. For formal magic casting, the kingdom will pay 2 silver pieces for every level that was not cast. Goods acquired in this way will be used to help to outfit the Army of Stonegate, and goods with less than thirty days of use left in them will not be purchased.

In addition to the monthly guild fees, you may be asked to aid the Kingdom in times of extreme need. Members will also be asked to always put the guild business ahead of personal business in the interest of the greater good, although this does not require a member to put himself at a loss. No nobles, other than Lords and Ladies, can join the guilds, but any noble may volunteer to donate resources to the guild. In order to join a guild, you must apply through the Lord High Warden, and you must receive his personal approval.  Any local Guild Steward can approve a membership on a temporary basis for up to 90 days until such a time as the Lord High Warden can personally approve it.  Criminals, Goblinoids, Ogroids, and other undesirables will be barred from admittance to the guilds.

A Local Guild House for each guild will be established in each Barony during market days at that location. In the smaller Baronies, all three guilds may be housed in the same building. A local Guild Steward will be appointed by the Lord High Warden to operate each Guild House.  The Guild Steward will be responsible for organizing the guild members at the current market day and acting as the primary liaison between the guild and the local nobility.  He is an organizer and is responsible for overseeing the local resources of his guild.  He has no real control over the actions of his fellow guild members, but he will have the final say with regards to who uses the guild resources within his region.  If this power is abused, the Lord High Warden can remove the Guild Steward at his leisure.  The local resources for each guild will include the Guild Hall, Guild Treasury, and Guild Circles. Some of the houses may also contain sleeping quarters, and if this is the case these will be under the direct supervision of the local Guild Steward and will be made available to members.  Alternately these can be made available to non-members at a reasonable cost, but no guild member can be left without accommodations and all beds will go to guild members on a first-come, first-serve basis.

 

Stonegate Mage’s Guild

The Mage’s Guild will include anyone who casts magic and also includes those who make harmonics crystals, potions, and scrolls.

 

Ranks
Apprentice: You must be able cast spells of your school.
Journeyman: You must know spells of the 6th sphere.
Sorcerer: A person skilled in Earth Formal Magic.

Wizard: A person skilled in Celestial Formal Magic.

Master Sorcerer/Wizard: A person who is able to cast 10 Enchants a day in a single school without entering Dark Territory.

High Master Sorcerer/Wizard: A person who is able to cast 20 Enchants a day in a single school without entering Dark Territory.

Arch-Wizard: A formal caster who is also capable of casting formal magic spells in more than one school.

Apothecary, Crystalsmith, Scriber: You must be able to create some base item in potions, harmonics crystals and scrolls respectively.

Master Apothecary, Crystalsmith, Scriber: You must have ten levels of skill in your craft.

Grand Master Apothecary, Crystalsmith, Scriber: You must have twenty levels in your craft.


 

Special Conditions:  

 

Investiture in Guild Circles

Upon reaching the Rank of Wizard, the Guild member will be invested in all guild circles of his or her school throughout the Kingdom. One Circle per school will be placed in a Barony. Only guild members of the appropriate rank, the local Guild Steward, the local Baron, and the Lord High Warden will be invested within the guild circles, and no other shall ever be invested for any reason.

 

Formal Scroll Bank

Formal Magic Scrolls traded in to the guild will get a wizard credit that he can then use later to purchase copies of other scrolls.  This credit will be in terms of total scroll levels, with traveling scrolls earning a 1-to-1 credit of their levels and non-traveling scrolls earning ½ of their total levels in Guild credits.  Only limited scrolls can be traded and copied in this way, and taking the number of charges on the scroll and multiplying it by the formal magic level of the effect will tell the total scroll levels.  A guild member can use these credits to have the Guild copy out scrolls for his or her personal use.  All credits used in this manner will be recorded on the player’s character sheet.

 

Formal Scroll Copying

                A wizard can go to the local Guild House and copy out scrolls that he or she will need to perform formal magics.  Members in good standing will only have access to the Guild, and others cannot copy scrolls in this manner.  If a wizard in good standing asks to copy out a scroll, he or she will be deducted the appropriate number of credits from his or her scroll bank.  All scrolls copied out in this manner will be traveling (Unrestricted) scrolls and times/ever, and thus will use up the appropriate number of credits.  The wizard will be responsible for paying for the parchment in which the scroll is to be copied on, which is 1 gold piece per scroll.  If a wizard is a member of the guild and does not have the appropriate level of guild credits, he or she can still copy out the scrolls needed by paying an additional fee of 1 gold piece per credit needed.  For example, if Mangus the Mage wanted the scrolls needed to make a +2 Damage aura, rendered, extended sword, he would either need to pay 3 gold pieces and 22 guild credits, or 25 gold pieces.  Also, all scroll copying of this nature must go through the proper in-game means; i.e. a player cannot simply head to the NPC shack and demand scrolls.  The Guild Steward of the town must be informed and procure the appropriate scrolls with the character. 

                Note:  Only legal scrolls can be copied out of the Mages’ Guild.  This means within the borders of Stonegate, no Undead Creation scrolls or Golem scrolls may be copied out of the Guild under any circumstances.  Also, under no circumstances are transformation scrolls of any type available within any guild.

 

Item Trading

Guild Members can trade production items and formal components into the guild for other, similar items.  Production items traded in this way will allow the guild member to gain an item or items equal to one half the production point value of those traded in.  The items received must be of a similar type, and potions traded in will yield potions in return but could not be used to acquire weapons.  Master Crafted production items cannot be traded nor acquired in this way.  Similarly, formal components can be traded in to receive an amount of components equal to 1/2 the point value of those traded in.  The type of components (power, elemental, time, S/R, etc.) traded in or received does not matter.  The expiration and transferability of the newly acquired items will be limited to the lowest duration and transferability of the items traded in.  This trading must be done at check-in.

 

Production Price Breaks

In addition, guild members with certain Craftsman (Type) skills will earn a price break on production material costs.  Each of the following skills will offer the listed break on the copper cost of creation of the appropriate type of item.

 

Item Type

Craftsman (Type) Skill

Copper Cost Reduction

Harmonics Crystal

Glass Blower

25%

Potion

Glass Blower

25%

Scroll

Bookbinder

25%

Spell Book

Bookbinder

50%

 

Stonegate Tinker’s Guild

Includes all Locksmiths, Alchemists, and Trapsmiths.

 

Ranks

Alchemist, Trapsmith: You must be able to make some base items.

Master Alchemist, Trapsmith: You must have 10 levels of skill in your craft.

Grand Master Alchemist, Trapsmith: You must have 20 levels of skill in your craft.

Special Conditions:
 

 

Item Trading

Guild Members can trade production items and formal components into the guild for other, similar items.  Production items traded in this way will allow the guild member to gain an item or items equal to one half the production point value of those traded in.  The items received must be of a similar type, and potions traded in will yield potions in return but could not be used to acquire weapons.  Master Crafted production items cannot be traded nor acquired in this way.  Similarly, formal components can be traded in to receive an amount of components equal to 1/2 the point value of those traded in.  The type of components (power, elemental, time, S/R, etc.) traded in or received does not matter.  The expiration and transferability of the newly acquired items will be limited to the lowest duration and transferability of the items traded in.  This trading must be done at check-in.

 

Production Price Breaks

Guild members with certain Craftsman (Type) skills will earn a price break on production material costs.  Each of the following skills will offer the listed break on the copper cost of creation of the appropriate type of item.

 

Item Type

Craftsman (Type) Skill

Copper Cost Reduction

Alchemy

Glass Blower

25%

Trap

Blacksmith

25%

Recipe Book

Bookbinder

50%

 

Stonegate Smithing Guild

The Smithing Guild includes all Smiths.

Ranks

Smith: Guildsman must be able to make a basic item.
Master Smith: Guildsman must have 10 levels of skill.
Grand Master Smith: Guildsman must have 20 levels of skill.

Special Conditions

 

Item Trading

Guild Members can trade production items and formal components into the guild for other, similar items.  Production items traded in this way will allow the guild member to gain an item or items equal to one half the production point value of those traded in.  The items received must be of a similar type, and potions traded in will yield potions in return but could not be used to acquire weapons.  Master Crafted production items cannot be traded nor acquired in this way.  Similarly, formal components can be traded in to receive an amount of components equal to 1/2 the point value of those traded in.  The type of components (power, elemental, time, S/R, etc.) traded in or received does not matter.  The expiration and transferability of the newly acquired items will be limited to the lowest duration and transferability of the items traded in.  This trading must be done at check-in.

 

Production Price Breaks

Guild members with certain Craftsman (Type) skills will earn a price break on production material costs.  Each of the following skills will offer the listed break on the copper cost of creation of the appropriate type of item.

 

Item Type

Craftsman (Type) Skill

Copper Cost Reduction

Armor

Furrier

25%

Weapon

Blacksmith

25%