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The World Tree/Trinity Islands/Isle of Dread
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===The Unnamed=== -Class Levels: Receptionist|Diplomat/Keepers|Gatherers/Couriers|Infiltration/Simple Forgers|Advanced Forgers/Stage Crew|Organizers/Enforcers|Leaders <br> -Class Assignment: Merit and Seniority determines separate divisions <br> -Ruled by Service Democracy <br> '''Culture'''<br> *Conflicts: Magic and Skill, Management and Labor. *Taboos: Class interaction. The guild is a well oiled machine, not a social party. *Visuals: Usually wearing goggles or a simple spinning finger gesture. *Verbals: Depends on class. Usually overly cautious and speaking in code or paranoia. '''Complexities''' <br> -Irritable with outsiders and strangers until credit is developed within the guild. <br> -Cautious and paranoid. Nothing is as it seems. <br> -Not chatty or engaging...unless its about current work. <br> -A dark figure watching is potentially onto your behavior. Better safe than sorry. <br> -We work as a group, but if I make a mistake, I can ruin all of our work. <br> '''Law''' -Know your target, know your employer. No Exceptions. <br> -Information is everything. Get good info, spread bad info. <br> -Own the island at all costs. Owning the island makes for big kids on the playground. <br> -To protect yourself, steal the secrets of your enemies. <br> -Stay current, stay trained, stay focused. <br> -There are no new ideas. Make the old ones better. <br> -Its what you know about who you know. <br> *Never share your guild name with outsiders and never share your name with anyone. *Those who purposefully sabotage, hinder, or otherwise prohibit another guild member from their job or personal life will be fined excessively to the extent of the damages endured. *Never side against the guild. *Those who are caught are placed in probation or must pay a fine of 500 gp. *Profiting or signing forged work in a way to indicate your guild, guild name, or real name, is punishable up to 1,000 gp. *Sharing information with any member of the island's authorities or by any extension or affiliation of such people is automatically disbanded from the guild. *Gaining any credibility or reputation as an individual will subject to changing of guild name to avoid suspicion. Those who continue to use previous names or items relating to previous names will be sentenced to probation and fined 200 gp. *If a members mistake causes another to lose significantly (be it wealth, reputation, hardship, or other such issue), the member responsible must pay for the expense (refer to loss table) *No receiving payment until after the employer has paid the guild. <br> <br> The law applies to everyone. Those who take part of the "bonus" program gains added percentage bonus to paychecks (refer to profit bonuses). <br> Weapons are permissible if sheathed. <br> '''Loss table''' <br> Financial Loss <br> :of < 30 gp = 30 gp :over 30 gp = Monetary loss :over 2000 gp = +10% Reputation Loss: :Single, Independent Employer: ::with Cutter's Row = -10% ::with The Shambles = +3% ::with Silent Street = +7% ::with Providence = +12% ::with the Eagle's Nest = +20% :Single, Dependent Employer: ::with Cutter's Row = +0% ::with The Shambles = +0% ::with Silent Street = +10% ::with Providence = +20% ::with the Eagle's Nest = +30% :Guild, Family, or other Dependent Employer: ::with Cutter's Row = +5% ::with The Shambles = +7% ::with Silent Street = +17% ::with Providence = +25% ::with the Eagle's Nest = +40% <br> Jail Time: :1-30 days = 20 gp :1-3 months = 50 gp :4-6 months = 95 gp :7-11 months = 150 gp :1-3 years = 300 gp :5+ years = 800 gp :Lifetime/Exhile = Banishment '''Loss Equation:''' ('''Financial Loss''' + '''Reputation Percentage''') + '''Jail Time''' = '''Total''' ---- <br> Profit Bonuses <br> :New Recruit = 10 gp :Jew Job = ::with Cutter's Row = 3 gp ::with The Shambles = 5 gp ::with Silent Street = 10 gp ::with Providence = 20 gp ::with the Eagle's Nest = 75 gp :Displayed forgery = 15 gp :Successful Job Completion = 10% of income -Major Export: Forgery, fencing, and occasional sabotage. <br> -The guild seeks to keep its secrets, hoping to establish some of its members into the kingdoms, securing a foothold. <br> -Architecture: Large warehouses or large abandoned buildings. The entrance is almost always an illusion or fake. <br>
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