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.”
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.
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:
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 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.
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.
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.
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% |
Includes
all Locksmiths, Alchemists, and Trapsmiths.
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:
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.
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
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.
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% |