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==Silent Street== Also known as the "quietest street on the island", Silent Street is where the guilds are located, spanning from Cutter's Row to The Score and dividing the Shambles from Providence. ===The Three Crows=== Class Levels:Initiates, Elite, Elder <br> Class Assignment: By Cred and by Skill <br> Ruled by Elder, actions executed by Elite <br> '''Culture''' <br> *Conflicts: Between Traditionals and New Waves *Taboos: Associating with Guild #2 *Visuals:Hand Sign/Tattoo *Verbals: "Go with shadows" '''Complexities''' <br> *Reserved from outsiders, especially when a job needs to be done. *Realistic outlooks on life. Probabilities is what the organization depends on. *Reserved conversation about the guild, a city of criminals requires distance. *A raven on the door frame warns of danger, a job can be done another day. *Cred determines skill, not the bravery or intelligence of others. '''Law''' *Judgement is done by an Elder. Truth serums are used only if it is uncertain of guilt. *Justice is determined by the breaking of the code. Lowering of cred, banishment, or exhile are common practices. *Weapons are allowed as long as they are sheathed. Unsheathing a sword is a sign of disrespect or ill intentions. *Never inform other's of the guilds actions, exhile or banishment are the only options of retribution. *Lying to your fellow guild member's is never acceptable. *Sabotage is unacceptable, no matter the gain for your self. *Only steal from those who can afford to be stolen from. *Your payment to this guild is a percentage of what you take. *Never do a job alone. Always have at least one person know of your actions. Major Export: Theft and smuggling <br> Guild seeks to have total control of questionable act in Cutter's Row to increase revenue and cred. <br> Architecture: Abandoned or darkened buildings. <br> <br> ===The Whispermen=== Class Levels: Boss, Inner Circle, Specialties, Initiates Class Assignment: By blood and/or skill Ruled by Boss, with each class ruling over the step below '''Culture'''<br> *Conflicts: Between Blood and Skill *Taboos: Associating with any competing guild or slacking *Visuals: Weapons and style of clothing *Verbals: "Blood before death." '''Complexities''' <br> -Friendly to outsiders, so long as they mind their business. -Conquering profits. They have a unique way of being warm and cold at the same time. -They trust in those of the family and if given the chance will talk for long periods of time. -Always clean your sword after sunset. -The family is our only survivng hope. We must work together or not at all. '''Law''' -Judgement is done by the boss. Know questions asked, no matter how biased. -Blood for blood. Favors for favors. *Never inform on the family. *The family before all things. *Always ask the top. -Does not apply to boss. -Visibly equipped weapons within family houses are considered disrespectful. <br> -Major Export: Burglary, smuggling, and protection. <br> -Guild seeks to have total control of questionable act in Cutter's Row to increase revenue and cred. The family wishes to overtake the island. <br> -Architecture: A show of muscle and money (only if it is not a secret). ===The Embers=== -Class Levels: Worker, Elite <br> -Class Assignment: By Merit for workers, consensus among Elite for Elite class <br> -Ruled by boss in secret, forcing the Elite to act in its stead <br> '''Culture'''<br> *Conflicts: Between elite and workers *Taboos: Entering Elite's quarters without permission, asking questions. *Visuals: Weapons-Mauls *Verbals: "May the embers never smolder/May the fire test you." '''Complexities''' <br> -Hidden from outsiders, will only speak to those who are interested in the embers, and that is very distanced. <br> -Ruthless killers. Nothing stands between the orders and themselves. <br> -Business is business. All other talk is not necessary. <br> -Sleeping near water brings certain doom. <br> -I must do what I am told. I am a servant of an inferno, not a master of candlelight. <br> '''Law''' <br> -A psychic determines guilty or innocence. <br> -Correctional action, through the use of brainwashing or . <br> *The fire must feed, bring fuel for the inferno. *The fire must spread, bring kindling into the fold. *The fire must burn, never question the heat of the fire. -Also applies to elite, but not boss. <br> -Absolutely no weapons in temples or known offices/residences of elite. <br> -Major Export: Burglary, theft, and contract killing. <br> -Guild seeks to accrude as much wealth as possible while bringing new members into the fold. The larger the fire, the brighter it burns. <br> -Architecture: Commonplaces include temples with altars and torches of fire that burn nonstop. For undercover acts, sources of previous arson or buildings with a chimney are prime choices. <br> ===The Ring of Serpents=== -Class Levels: Tribesman, Elder <br> -Class Assignment: By service to a religion or length of time in practice <br> -Ruled by true democracy <br> '''Culture'''<br> *Conflicts: Between religious and non-religious *Taboos: Interacting with non-citizens of the island, wearing bright or flashy clothing *Visuals: Brand on right forearm *Verbals: "Praise be to Gagaur/Nazuma", "Swift blades|Swift Vengeance" '''Complexities''' <br> -Although not kind, strangers are tolerated should they be interested in the guild (as long as they keep to themselves). Not tolerant to behavior that is against their law. <br> -Relaxed and prepared. Should feel deadened to feeling. <br> -Talking is necessary for information and to keep warning signs from being raised. <br> -Blood red day breaks a mourning cry. Blood moon rising brings contract danger. <br> -I am in charge of my work. To share with others is to bring weakness. <br> '''Law''' -Zones of Truth judges guilt. <br> -Those who break the law can not be trusted among us or the island (incarceration). <br> *Keep contracted business between the elder and you. *Never accept a contract on a member. *Be discrete, hold their honor, only complete the contract. *Never accept a contract from anyone other than the elder. *Never divulge personal life to other members. *An innocent now may be a contractor tomorrow. Never kill other than the contract. *If given the opportunity, leave the guilds mark with the target. -Applies to everyone <br> -Must disarm before entry. <br> -Major Export: Contract killing, bounty hunting. <br> -Guild seeks to continuously improve the quality of service, through upgraded weapons and schools of magic. <br> -Architecture: Buildings with statues to Gagaur or Nazuma or green paint or dye smeared over the doorway. <br> ===Crimson Cards=== -Class Levels: No Class <br> -Class Assignment: By initiation (called the trial) <br> -Ruled by anarchy <br> '''Culture'''<br> *Conflicts: Old and young, the coming draw. *Taboos: Refusing to offer help to those of the guild who ask. *Visuals: Usually covered in piercings or tattoos, especially on the face. Newer members have less. *Verbals: Card-person. Draw-new mission. Deal-Guild. Hand-inventory. Shuffle-New dealings of power cards. Euryale-Initiate. Dealer-employer. Bid-Job. '''Complexities''' <br> -Kind to those within the guild, distanced from outsiders. They don't understand what they stand for. <br> -Fatalistic, but optimistic. Death can come from a single card, so life is short, but real. <br> -Reserved outside of the guild walls. Chatty as a tavern within. <br> -The deck knows who is drawing and will pass judgement over your actions. If you try to draw in secret, it will curse you. <br> -I owe it to the cards of the deal, no matter the hand from the shuffle. <br> '''Law''' -The cards deals judgement and justice. <br> -Refusal to draw will result in gladiatorial battle at the Score. <br> -*Accept any dealer's draw. -*If I don't like the hand, I will call for a shuffle. The majority must agree. -*A shuffle happens yearly to keep us sharp. -*Trading a card is acceptable, as long as its mutual. -Applies to everyone <br> -Weapons are ok. <br> -Major Export: Contract killing, mercenary work, repossessing, protection. <br> -Individuals of the guild usually seek a moon card to fulfill their desires. Some have other intentions. The guild seeks to make money and run the Whispermen out of business. <br> -Architecture: Torches on poles are often seen outside of the guild. Some sort of threat to keep outsiders away are usually used as well. <br> ===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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