Chapter 12 - Guilds
12.1 Membership
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12.2 Founding a Guild |
12.3 Services |
12.4 Ferries
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12.5 Guild Caravans
12.1 Membership
Guilds are organizations which comprise a multitude of people aiming for a set of
common goals. Guilds are formed around a variety of groups, but tend to be profession-related.
There are warrior and rogue guilds, in addition to sorcerer and psionicist guilds.
There are also guilds for merchants and for religious groups. Also, there are "guilds"
for political organizations (goverenment guilds).
Many citizens are members of one or more guilds themselves (you are not restricted
to only one guild membership). You have the option of joining one or more guilds
as well. Membership usually comes with both benefits and detriments. Usually you
will gain equipment, knowledge or mercanary help. However, your affiliation will
be known to others, and you might become the target for attacks from other guilds.
In addition, most guilds will require that you perform services from them from time
to time.
To gain membership to a guild, the guild must request your membership. Once "noticed"
(discussed below) you may be approached in a somewhat irregular frequency from guild
representatives asking for your membership. It is up to you at the time whether
you join the guild. This happens between turns, not during processing.
To get noticed, you simply need to go out and adventure. Guilds are always on the
lookout for new members, and they notice different activities. For example, some
guilds may notice you more when you burglarize a house as opposed to clearing a
lair. Some notice you when you explore dungeons or perform city guard duty. Note
that guilds may have different reactions to these events. As another example, a
rogue guild may take notice of you when you when you burglarize a house, while a
good warrior guild may take offense. Some warrior guilds prefer lair hunters to
those who adventure at sea.
From your dominion home page, you will see a listing of your guild relations. A
positive number is good, while a negative number is unfavorable. It will be next
to impossible to get a positive relationship with all guilds (though I challenge
you to try).
12.2 Founding a Guild
Eventually, a dominion can found a guild for itself. To do so, there are a number
of prerequisites which must be met. The most important of which is the need for
a realm character to ascend to level 5, a Lord/Lady. Once you have a Lord/Lady,
you may
found a guild at any time by using the Perform Quest action on quest Q0900
(this
is automatically granted upon having a character Ascend to level 5). This action
must be done from Three Rivers[C0000], and costs no gold.
Once done, your guild has been founded, though it provides no services nor gains
no benefits at this time. Your guild now becomes a part of the game and is treated
as any other guild. From the Dominion home page, you will be able to set your guild's
reactions to various events. These reaction settings are used whenever any other
dominion adventures in Storm World. The results of their actions are the same as they
are with other guilds. Depending upon your settings, your guild will treat others
based on their adventuring careers.
For example, if you set a reaction of "Strongly Dislike" to Burglaries, then those
dominions which pursue a life of burglarizing will incur a negative reaction from
your guild. You will be able to see your current attitude toward any other dominion.
Note that your own actions are not considered in this setting. Eventually, if you
wish, favorable dominions may be extended membership to your guild. For them to
accept - and pay your dominion a monthly guild fee - you must provide some services
for this. This can be handled in any manner within game terms and is no governed
by the system.
In addition, once your guild is formed, the various major settlements of the realm
(the 10 major cities) may urge you to form a guild chapter within the city. This
is handled in the same manner as other guild membership, except that the "guild"
you join membership to is actually a group of citizens. By founding a guild chapter
within the city, you have to pay a monthly maintenance cost of 10g. However, you
gain the benefit of getting a 5% discount on all goods purchased within the city
- not including trade goods. In addition, in every city which your dominion has
a guild chapter, you automatically hear all city rumors and gain information as
to new events within that city.
12.3 Services
With membership to a guild comes some privledges. This may vary between guilds,
but there are some standard benefits to guild membership.
(1) Guild Markets - Each guild has several manors. Though not in every town, there
will typically be between 4 to 6 manors around the continent of Scandiaca. When
you have guild membership, you are allowed to purchase items from these shops. Guild
markets usually have higher quality items, and more powerful ones as well.
(2) Henchmen - Guilds have trainees who are willing to assist you in battle. They
are usually as skilled as other mercenaries, and some even possess some mystical
abilities.
(3) Information - Guilds often provide information to their members. They will send
you a message almost monthly with information or jobs to fulfill.
In addition to the above, each guild may have other special adventures for you from
time to time.
12.4 Ferries
Some Guilds run Ferry services between cities for a cost. For a minimal fee (usually
around 10g, but more for longer trips) you can board a ferry and then allow it to
transport you to your destination. Ferries work on a regular schedule (see the proclamations
for details), so you can plan your month around when the ferry arrives or departs.
Simply by using the ENTER action, you are assumed to be willing to pay the entry
fee. Once on board, you may do anything you wish while the ferry moves toward its
destination. Actions permissible include foraging, gathering, or just about any
other thing you would normally be doing in the wilderness.
However, you are still susceptable to attack while on a ferry, so do not assume
the trip will always be safe. Note that when a ferry reaches its destination, you
are automatically exited from the location.
12.5 Guild Caravans
Caravans are very similar to ferries in all respects. In fact, caravans are nothing
more then ferries across land. You can purchase passage, and then allow the caravan
to do all of the movement while you perform other actions as above.
However, there are some notable differences. While ferries are only for transpoting
passangers, caravans also carry cargo. Because of this, they are more subject to
attack. You will be expected to participate in all encounters when the caravan is
attacked. Essentially, this means that your intent is mostly ignored while on a
caravan. You are subjected to the caravan's whims.
The one intent which is not allowed is aggressive. If you are set to aggressive,
it is assumed that you wish to attack the caravan. If done, you may collect some
of the cargo the caravan was carrying. However, you may not attack a caravan while
it is in the city. In addition, you may not attack a caravan which is owned by a
guild of which you are a member.
Guilds are favorable to you when you defend the caravan, and react with hosility
if you ever attack one.
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