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The Isle of Dread is one of the three primary islands of the [[The World Tree/Trinity Islands|Trinity Islands]], giving refuge to the bandits and smugglers that reside there. The '''Isle of Dread''' contains an entire miniature empire, profitizing in the sale of illegal or villainous items and services while allowing a loosely controlled community of freedom.
 
The Isle of Dread is one of the three primary islands of the [[The World Tree/Trinity Islands|Trinity Islands]], giving refuge to the bandits and smugglers that reside there. The '''Isle of Dread''' contains an entire miniature empire, profitizing in the sale of illegal or villainous items and services while allowing a loosely controlled community of freedom.
  
=Government=
+
==Government==
 
The Isle of Dread has come a long way since the [[The World Tree/Time of Chaos|Time of Chaos]], establishing its own government system with laws, order, and assistance and protection of its citizens, although they may not be at the same level as the surrounding greater powers.
 
The Isle of Dread has come a long way since the [[The World Tree/Time of Chaos|Time of Chaos]], establishing its own government system with laws, order, and assistance and protection of its citizens, although they may not be at the same level as the surrounding greater powers.
  
==Law==
+
===Law===
 
Throughout the entire island, a simple code is used to keep all of the citizens, organizations, and political members in check. The code is the premise of each guild or group's tenants, adding minor additions to accomodate their beliefs and ideals. The code states:
 
Throughout the entire island, a simple code is used to keep all of the citizens, organizations, and political members in check. The code is the premise of each guild or group's tenants, adding minor additions to accomodate their beliefs and ideals. The code states:
 
*Pay dues and taxes to the island and your membership (10 gp per year).
 
*Pay dues and taxes to the island and your membership (10 gp per year).
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The zoning of the Island of Dread has caused an honor system among thieves, feeding the individual needs of its citizens while avoiding wrongful harm to others. Thieves with no criminal records and have enough "cred" can transfer to other zones, but this can only be done with an appropriate council member signature, cred level, and proof of criminal actions for the required zone change. The easiest way to do this is accept tasks from a guild or organization, due to their legality with the code and marks belonging outside of the island or on visitors. Proof is easily reported to officials through the organization and allows for individuals to ascend through the separate zones. However, if reviewed by a high council, proof can be reported outside of guild affiliation as long as a.) the crime in question did not break the laws of the islands juristiction and b.) was not committed against a citizen of the island, regardless of location. Cred scores can only be viewed under heavy surveillance with a representative. Any attempts to forge, steal, or change the leger in anyway is met with immediate execution.
 
The zoning of the Island of Dread has caused an honor system among thieves, feeding the individual needs of its citizens while avoiding wrongful harm to others. Thieves with no criminal records and have enough "cred" can transfer to other zones, but this can only be done with an appropriate council member signature, cred level, and proof of criminal actions for the required zone change. The easiest way to do this is accept tasks from a guild or organization, due to their legality with the code and marks belonging outside of the island or on visitors. Proof is easily reported to officials through the organization and allows for individuals to ascend through the separate zones. However, if reviewed by a high council, proof can be reported outside of guild affiliation as long as a.) the crime in question did not break the laws of the islands juristiction and b.) was not committed against a citizen of the island, regardless of location. Cred scores can only be viewed under heavy surveillance with a representative. Any attempts to forge, steal, or change the leger in anyway is met with immediate execution.
  
==Order==
+
===Order===
 
With the code in place order is kept at a higher level than camps and hideouts of typical bandits and thieves, even surpassing some of the villages in the surrounding powers, but is not by any means organized or balanced. The zones each have their own dynamics, ranging from the civil customs found in other cities to sever anarchy and debauchery and to ironfisted justice and order.
 
With the code in place order is kept at a higher level than camps and hideouts of typical bandits and thieves, even surpassing some of the villages in the surrounding powers, but is not by any means organized or balanced. The zones each have their own dynamics, ranging from the civil customs found in other cities to sever anarchy and debauchery and to ironfisted justice and order.
  
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What this means for citizens is an interesting dynamic of order, keeping and saving a fair amount of "bribe money" in case a citizen is wrongly accused and needs to out bribe the perpatrator. Traveling light is a necessity and must include an easily reachable blade of some sort. Those who walk without arms is either very brave or very foolish. Many citizens are also of a shady disposition, which allows for brawls, duels, verbal abuse, and conning to be a part of the normal day to day. Those who hide their colors, however, are immediately taken in for questioning and authentication. In short, the Isle of Dread is a dangerous place and, although stable, is a town of treachery and chaos.
 
What this means for citizens is an interesting dynamic of order, keeping and saving a fair amount of "bribe money" in case a citizen is wrongly accused and needs to out bribe the perpatrator. Traveling light is a necessity and must include an easily reachable blade of some sort. Those who walk without arms is either very brave or very foolish. Many citizens are also of a shady disposition, which allows for brawls, duels, verbal abuse, and conning to be a part of the normal day to day. Those who hide their colors, however, are immediately taken in for questioning and authentication. In short, the Isle of Dread is a dangerous place and, although stable, is a town of treachery and chaos.
==Assistance and Protection==
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===Assistance and Protection===
 
The common action of citizens of the island is to either buy a way into the XXXXXXXXXXXXXXXXXXX zone or join one of the guilds or organizations that allows for protection.  
 
The common action of citizens of the island is to either buy a way into the XXXXXXXXXXXXXXXXXXX zone or join one of the guilds or organizations that allows for protection.  
  
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For the lower levels, this is not a viable option. Once in a while, a citizen will afford to purchase a dwelling in XXXXXXXXXXXXXXXXXXXX zone only to be ransacked of their belongings after moving in due to the outrageous prices of protection. Citizens of the lower levels are left with two options: fend for themselves or join a guild. XXXXXXXXXXXXXXXXXXXXx guild and XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX guild run as the greater powers of this city, acting more as political parties than true guilds. Their profits rise from their membership fees and for their services of protection. Although they claim other virtures, these guilds are largely propoganda, with each hoping to spring at the chance to take the king's throne, should the opportunity arise.
 
For the lower levels, this is not a viable option. Once in a while, a citizen will afford to purchase a dwelling in XXXXXXXXXXXXXXXXXXXX zone only to be ransacked of their belongings after moving in due to the outrageous prices of protection. Citizens of the lower levels are left with two options: fend for themselves or join a guild. XXXXXXXXXXXXXXXXXXXXx guild and XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX guild run as the greater powers of this city, acting more as political parties than true guilds. Their profits rise from their membership fees and for their services of protection. Although they claim other virtures, these guilds are largely propoganda, with each hoping to spring at the chance to take the king's throne, should the opportunity arise.
  
=Culture=
+
==Difference from the commonplace==
=Zoning=
+
 
==Cutter's Row==
+
==Culture==
 +
==Zoning==
 +
===Cutter's Row===
 
Cutter's Row (also known as Paradise) is the area surrounding the entrance to the settlement, holding the largest amount of immigrants, visitors, and traders of the islands inhabitants. This part of the island also holds the largest amount of questionable activity for all guilds and cutpurses alike. This zone is also the only zone that does not require a zoning symbol and also allows for all other zones to practice questionable acts freely.
 
Cutter's Row (also known as Paradise) is the area surrounding the entrance to the settlement, holding the largest amount of immigrants, visitors, and traders of the islands inhabitants. This part of the island also holds the largest amount of questionable activity for all guilds and cutpurses alike. This zone is also the only zone that does not require a zoning symbol and also allows for all other zones to practice questionable acts freely.
  
 
Primarily, this area of the island is an open ground for guilds and families to prove their worth and gain an easy income from the visitors and "new blood" of the island.
 
Primarily, this area of the island is an open ground for guilds and families to prove their worth and gain an easy income from the visitors and "new blood" of the island.
  
==The Shambles==
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===The Shambles===
 
Low Zone
 
Low Zone
==Silent Street==
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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.
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Guild Zone
===The Three Crows===
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*The Three Crows (Good Thieves)
Class Levels:Initiates, Elite, Elder <br>
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-Class Levels:Initiates, Elite, Elder
Class Assignment: By Cred and by Skill <br>
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-Class Assignment: By Cred and by Skill
Ruled by Elder, actions executed by Elite <br>
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-Ruled by Elder, actions executed by Elite
'''Culture''' <br>
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-Culture
*Conflicts: Between Traditionals and New Waves
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-Conflicts: Between Traditionals and New Waves
*Taboos: Associating with Guild #2
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-Taboos: Associating with Guild #2
*Visuals:Hand Sign/Tattoo
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-Visuals:Hand Sign/Tattoo
*Verbals: "Go with shadows"
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-Verbals: "Go with shadows"
'''Complexities''' <br>
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-Complexities
*Reserved from outsiders, especially when a job needs to be done.
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-Reserved from outsiders, especially when a job needs to be done.
*Realistic outlooks on life. Probabilities is what the organization depends on.
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-Realistic outlooks on life. Probabilities is what the organization depends on.
*Reserved conversation about the guild, a city of criminals requires distance.
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-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.
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-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.
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-Cred determines skill, not the bravery or intelligence of others.
'''Law'''
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-Law
*Judgement is done by an Elder. Truth serums are used only if it is uncertain of guilt.
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-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.
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-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.
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-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.
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-*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.
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-*Lying to your fellow guild member's is never acceptable.
*Sabotage is unacceptable, no matter the gain for your self.
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-*Sabotage is unacceptable, no matter the gain for your self.
*Only steal from those who can afford to be stolen from.
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-*Only steal from those who can afford to be stolen from.
*Your payment to this guild is a percentage of what you take.
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-*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.
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-*Never do a job alone. Always have at least one person know of your actions.
Major Export: Theft and smuggling <br>
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-Major Export: Theft and smuggling
Guild seeks to have total control of questionable act in Cutter's Row to increase revenue and cred. <br>
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-Guild seeks to have total control of questionable act in Cutter's Row to increase revenue and cred.
Architecture: Abandoned or darkened buildings. <br>
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-Architecture: Abandoned or darkened buildings.
<br>
+
*The Whispermen (Opposing Thieves)
===The Whispermen===
+
-Class Levels: Boss, Inner Circle, Specialties, Initiates
Class Levels: Boss, Inner Circle, Specialties, Initiates
+
-Class Assignment: By blood and/or skill
Class Assignment: By blood and/or skill
+
-Ruled by Boss, with each class ruling over the step below
Ruled by Boss, with each class ruling over the step below
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-Culture
'''Culture'''<br>
+
-Conflicts: Between Blood and Skill
*Conflicts: Between Blood and Skill
+
-Taboos: Associating with any competing guild or slacking
*Taboos: Associating with any competing guild or slacking
+
-Visuals: Weapons and style of clothing
*Visuals: Weapons and style of clothing
+
-Verbals: "Blood before death."
*Verbals: "Blood before death."
+
-Complexities
'''Complexities''' <br>
+
-Friendly to outsiders, so long as they mind their business.
-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.
-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.
-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.
-Always clean your sword after sunset.
+
-The family is our only survivng hope. We must work together or not at all.
-The family is our only survivng hope. We must work together or not at all.
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-Law
'''Law'''
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-Judgement is done by the boss. Know questions asked, no matter how biased.
-Judgement is done by the boss. Know questions asked, no matter how biased.
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-Blood for blood. Favors for favors.
-Blood for blood. Favors for favors.
+
-*Never inform on the family.
*Never inform on the family.
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-*The family before all things.
*The family before all things.
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-*Always ask the top.
*Always ask the top.
+
-Does not apply to boss.
-Does not apply to boss.
+
-Visibly equipped weapons within family houses are considered disrespectful.
-Visibly equipped weapons within family houses are considered disrespectful. <br>
+
-Major Export: Burglary, smuggling, and protection.
-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.
-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).
-Architecture: A show of muscle and money (only if it is not a secret).
 
  
===The Embers===
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The Embers (Really Evil Thieves)
-Class Levels: Worker, Elite <br>
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-Class Levels: Worker, Elite
-Class Assignment: By Merit for workers, consensus among Elite for Elite class <br>
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-Class Assignment: By Merit for workers, consensus among Elite for Elite class
-Ruled by boss in secret, forcing the Elite to act in its stead <br>
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-Ruled by boss in secret, forcing the Elite to act in its stead
'''Culture'''<br>
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-Culture
*Conflicts: Between elite and workers
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-Conflicts: Between elite and workers
*Taboos: Entering Elite's quarters without permission, asking questions.
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-Taboos: Entering Elite's quarters without permission, asking questions.
*Visuals: Weapons-Mauls
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-Visuals: Weapons-Mauls
*Verbals: "May the embers never smolder/May the fire test you."
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-Verbals: "May the embers never smolder/May the fire test you."
'''Complexities''' <br>
+
-Complexities
-Hidden from outsiders, will only speak to those who are interested in the embers, and that is very distanced. <br>
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-Hidden from outsiders, will only speak to those who are interested in the embers, and that is very distanced.
-Ruthless killers. Nothing stands between the orders and themselves. <br>
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-Ruthless killers. Nothing stands between the orders and themselves.
-Business is business. All other talk is not necessary. <br>
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-Business is business. All other talk is not necessary.
-Sleeping near water brings certain doom. <br>
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-Sleeping near water brings certain doom.
-I must do what I am told. I am a servant of an inferno, not a master of candlelight. <br>
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-I must do what I am told. I am a servant of an inferno, not a master of candlelight.
'''Law''' <br>
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-Law
-A psychic determines guilty or innocence. <br>
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-A psychic determines guilty or innocence.
-Correctional action, through the use of brainwashing or . <br>
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-Correctional action, through the use of brainwashing or .
*The fire must feed, bring fuel for the inferno.
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-*The fire must feed, bring fuel for the inferno.
*The fire must spread, bring kindling into the fold.
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-*The fire must spread, bring kindling into the fold.
*The fire must burn, never question the heat of the fire.
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-*The fire must burn, never question the heat of the fire.
-Also applies to elite, but not boss. <br>
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-Also applies to elite, but not boss
-Absolutely no weapons in temples or known offices/residences of elite. <br>
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-Absolutely no weapons in temples or known offices/residences of elite.
-Major Export: Burglary, theft, and contract killing. <br>
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-Major Export: Burglary, theft, and contract killing.
-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>
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-Guild seeks to accrude as much wealth as possible while bringing new members into the fold. The larger the fire, the brighter it burns.
-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>
+
-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.
  
===The Ring of Serpents===
+
The Ring of Serpents (Assassins Guild)
-Class Levels: Tribesman, Elder <br>
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-Class Levels: Tribesman, Elder
-Class Assignment: By service to a religion or length of time in practice <br>
+
-Class Assignment: By service to a religion or length of time in practice
-Ruled by true democracy <br>
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-Ruled by true democracy
'''Culture'''<br>
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-Culture
*Conflicts: Between religious and non-religious
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-Conflicts: Between religious and non-religious
*Taboos: Interacting with non-citizens of the island, wearing bright or flashy clothing
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-Taboos: Interacting with non-citizens of the island, wearing bright or flashy clothing
*Visuals: Brand on right forearm
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-Visuals: Brand on right forearm
*Verbals: "Praise be to Gagaur/Nazuma", "Swift blades|Swift Vengeance"
+
-Verbals: "Praise be to Gagaur/Lolth", "Swift blades|Swift Vengeance"
'''Complexities''' <br>
+
-Complexities
-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>
+
-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.
-Relaxed and prepared. Should feel deadened to feeling. <br>
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-Relaxed and prepared. Should feel deadened to feeling.
-Talking is necessary for information and to keep warning signs from being raised. <br>
+
-Talking is necessary for information and to keep warning signs from being raised.
-Blood red day breaks a mourning cry. Blood moon rising brings contract danger. <br>
+
-Blood red day breaks a mourning cry. Blood moon rising brings contract danger.
-I am in charge of my work. To share with others is to bring weakness. <br>
+
-I am in charge of my work. To share with others is to bring weakness.
'''Law'''
+
-Law
-Zones of Truth judges guilt. <br>
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-Zones of Truth judges guilt.
-Those who break the law can not be trusted among us or the island (incarceration). <br>
+
-Those who break the law can not be trusted among us or the island (incarceration).
*Keep contracted business between the elder and you.
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-*Keep contracted business between the elder and you.
*Never accept a contract on a member.
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-*Never accept a contract on a member.
*Be discrete, hold their honor, only complete the contract.
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-*Be discrete, hold their honor, only complete the contract.
*Never accept a contract from anyone other than the elder.
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-*Never accept a contract from anyone other than the elder.
*Never divulge personal life to other members.
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-*Never divulge personal life to other members.
*An innocent now may be a contractor tomorrow. Never kill other than the contract.
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-*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.
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-*If given the opportunity, leave the guilds mark with the target.
-Applies to everyone <br>
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-Applies to everyone
-Must disarm before entry. <br>
+
-Must disarm before entry.
-Major Export: Contract killing, bounty hunting. <br>
+
-Major Export: Contract killing, bounty hunting.
-Guild seeks to continuously improve the quality of service, through upgraded weapons and schools of magic. <br>
+
-Guild seeks to continuously improve the quality of service, through upgraded weapons and schools of magic.
-Architecture: Buildings with statues to Gagaur or Nazuma or green paint or dye smeared over the doorway. <br>
+
-Architecture: Buildings with statues to Gagaur or Lolth or green paint or dye smeared over the doorway.
  
===Crimson Cards===
+
Crimson Cards (Mercenaries)
-Class Levels: No Class <br>
+
-Class Levels: No Class
-Class Assignment: By initiation (called the trial) <br>
+
-Class Assignment: By initiation (called the trial)
-Ruled by anarchy <br>
+
-Ruled by anarchy
'''Culture'''<br>
+
-Culture
*Conflicts: Old and young, the coming draw.
+
-Conflicts: Old and young, the coming draw.
*Taboos: Refusing to offer help to those of the guild who ask.
+
-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.
+
-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.
+
-Verbals: Card-person. Draw-new mission. Deal-Guild. Hand-inventory. Shuffle-New dealings of power cards. Euryale-Initiate. Dealer-employer. Bid-Job.
'''Complexities''' <br>
+
-Complexities
-Kind to those within the guild, distanced from outsiders. They don't understand what they stand for. <br>
+
-Kind to those within the guild, distanced from outsiders. They don't understand what they stand for.
-Fatalistic, but optimistic. Death can come from a single card, so life is short, but real. <br>
+
-Fatalistic, but optimistic. Death can come from a single card, so life is short, but real.
-Reserved outside of the guild walls. Chatty as a tavern within. <br>
+
-Reserved outside of the guild walls. Chatty as a tavern within..
-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>
+
-The deck knows who is drawing and will pass judgement over your actions. If you try to draw in secret, it will curse you.
-I owe it to the cards of the deal, no matter the hand from the shuffle. <br>
+
-I owe it to the cards of the deal, no matter the hand from the shuffle.
'''Law'''
+
-Law
-The cards deals judgement and justice. <br>
+
-The cards deals judgement and justice.
-Refusal to draw will result in gladiatorial battle at the Score. <br>
+
-Refusal to draw will result in gladiatorial battle at the Score.
-*Accept any dealer's draw.
+
-*Accept any dealer's draw.
-*If I don't like the hand, I will call for a shuffle. The majority must agree.
+
-*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.
+
-*A shuffle happens yearly to keep us sharp.
-*Trading a card is acceptable, as long as its mutual.
+
-*Trading a card is acceptable, as long as its mutual.
-Applies to everyone <br>
+
-Applies to everyone
-Weapons are ok. <br>
+
-Weapons are ok.
-Major Export: Contract killing, mercenary work, repossessing, protection. <br>
+
-Major Export: Contract killing, mercenary work, repossessing, protection.
-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>
+
-Individuals of the guild usually seek a moon card to fufill their desires. Some have other intentions. The guild seeks to make money and run the Whispermen out of business.
-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>
+
-Architecture: Torches on poles are often seen outside of the guild. Some sort of threat to keep outsiders away are usually used as well.
  
===The Unnamed===
+
Unamed Guild (Forgery)
-Class Levels: Receptionist|Diplomat/Keepers|Gatherers/Couriers|Infiltration/Simple Forgers|Advanced Forgers/Stage Crew|Organizers/Enforcers|Leaders <br>
+
-Class Levels: Receptionist|Diplomat/Keepers|Gatherers/Couriers|Infiltration/Simple Forgers|Advanced Forgers/Stage Crew|Organizers/Enforcers|Leaders
-Class Assignment: Merit and Seniority determines separate divisions <br>
+
-Class Assignment: Merit and Seniority determines separate divisions
-Ruled by Service Democracy <br>
+
-Ruled by Service Democracy
'''Culture'''<br>
+
-Culture
*Conflicts: Magic and Skill, Management and Labor.
+
-Conflicts: Magic and Skill, Management and Labor.
*Taboos: Class interaction. The guild is a well oiled machine, not a social party.
+
-Taboos: Class interaction. The guild is a well oiled machine, not a social party.
*Visuals: Usually wearing goggles or a simple spinning finger gesture.
+
-Visuals: Usually wearing goggles or a simple spinning finger gesture.
*Verbals: Depends on class. Usually overly cautious and speaking in code or paranoia.
+
-Verbals: Depends on class. Usually overly cautious and speaking in code or paranoia.
'''Complexities''' <br>
+
-Complexities
-Irritable with outsiders and strangers until credit is developed within the guild. <br>
+
-Irritable with outsiders and strangers until credit is developed within the guild.
-Cautious and paranoid. Nothing is as it seems. <br>
+
-Cautious and paranoid. Nothing is as it seems.
-Not chatty or engaging...unless its about current work. <br>
+
-Not chatty or engaging...unless its about current work.
-A dark figure watching is potentially onto your behavior. Better safe than sorry. <br>
+
-A dark figure watching is potentially onto your behavior. Better safe than sorry.
-We work as a group, but if I make a mistake, I can ruin all of our work. <br>
+
-We work as a group, but if I make a mistake, I can ruin all of our work.
'''Law'''
+
-Law
-Know your target, know your employer. No Exceptions. <br>
+
-Know your target, know your employer. No Exceptions.
-Information is everything. Get good info, spread bad info. <br>
+
-Information is everything. Get good info, spread bad info.
-Own the island at all costs. Owning the island makes for big kids on the playground. <br>
+
-Own the island at all costs. Owning the island makes for big kids on the playground.
-To protect yourself, steal the secrets of your enemies. <br>
+
-To protect yourself, steal the secrets of your enemies.
-Stay current, stay trained, stay focused. <br>
+
-Stay current, stay trained, stay focused.
-There are no new ideas. Make the old ones better. <br>
+
-There are no new ideas. Make the old ones better.
-Its what you know about who you know. <br>
+
-Its what you know about who you know
*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 share your guild name with outsiders and never share your name with anyone.
*Never side against the guild.
+
-*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.
*Those who are caught are placed in probation or must pay a fine of 500 gp.
+
-*Never side against the guild.
*Profiting or signing forged work in a way to indicate your guild, guild name, or real name, is punishable up to 1,000 gp.
+
-*Those who are caught are placed in probation or must pay a fine of 500 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.
+
-*Profiting or signing forged work in a way to indicate your guild, guild name, or real name, is punishable up to 1,000 gp.
*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.
+
-*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.
*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)
+
-*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.
*No receiving payment until after the employer has paid the guild. <br>
+
-*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)
<br>
+
-*No recieving payment until after the employer has paid the guild.
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>
+
-The law applies to everyone. Those who take part of the "bonus" program gains added percentage bonus to paychecks (refer to profit bonuses).
Financial Loss <br>
+
-Weapons are permissable if sheathed.
:of < 30 gp = 30 gp
+
 
:over 30 gp = Monetary loss
+
Loss table
:over 2000 gp = +10%
+
Financial Loss
 +
of < 30 gp = 30 gp
 +
over 30 gp = Monetary loss
 +
over 2000 gp = +10%
 
Reputation Loss:
 
Reputation Loss:
:Single, Independent Employer:
+
Single, Independent Employer:
::with Cutter's Row = -10%
+
with Cutter's Row = -10%
::with The Shambles = +3%
+
with The Shambles = +3%
::with Silent Street = +7%
+
with Silent Street = +7%
::with Providence = +12%
+
with Providence = +12%
::with the Eagle's Nest = +20%
+
with the Eagle's Nest = +20%
:Single, Dependent Employer:
+
Single, Dependent Employer:
::with Cutter's Row = +0%
+
with Cutter's Row = +0%
::with The Shambles = +0%
+
with The Shambles = +0%
::with Silent Street = +10%
+
with Silent Street = +10%
::with Providence = +20%
+
with Providence = +20%
::with the Eagle's Nest = +30%
+
with the Eagle's Nest = +30%
:Guild, Family, or other Dependent Employer:
+
Guild, Family, or other Dependent Employer:
::with Cutter's Row = +5%
+
with Cutter's Row = +5%
::with The Shambles = +7%
+
with The Shambles = +7%
::with Silent Street = +17%
+
with Silent Street = +17%
::with Providence = +25%
+
with Providence = +25%
::with the Eagle's Nest = +40% <br>
+
with the Eagle's Nest = +40%
 +
-Major Export: Forgery, fencing, and occaisional sabotage.
 +
-The guild seeks to keep its secrets, hoping to establish some of its members into the kingdoms, securing a foothold.
 +
-Architecture: Large warehouses or large abandoned buildings. The entrance is almost always an illusion or fake.
 
Jail Time:
 
Jail Time:
:1-30 days = 20 gp
+
1-30 days = 20 gp
:1-3 months = 50 gp
+
1-3 months = 50 gp
:4-6 months = 95 gp
+
4-6 months = 95 gp
:7-11 months = 150 gp
+
7-11 months = 150 gp
:1-3 years = 300 gp
+
1-3 years = 300 gp
:5+ years = 800 gp
+
5+ years = 800 gp
:Lifetime/Exhile = Banishment
+
Lifetime/Exhile = Banishment
  
'''Loss Equation:'''
+
Loss Equation:
('''Financial Loss''' + '''Reputation Percentage''') + '''Jail Time''' = '''Total'''
+
(Financial Loss + Reputation) + Jail Time = Total
 
+
____________________________________________________________________
---- <br>
+
Profit Bonuses
Profit Bonuses <br>
+
New Recruit = 10 gp
:New Recruit = 10 gp
+
Jew Job =
:Jew Job =
+
with Cutter's Row = 3 gp
::with Cutter's Row = 3 gp
+
with The Shambles = 5 gp
::with The Shambles = 5 gp
+
with Silent Street = 10 gp
::with Silent Street = 10 gp
+
with Providence = 20 gp
::with Providence = 20 gp
+
with the Eagle's Nest = 75 gp
::with the Eagle's Nest = 75 gp
+
Displayed forgery = 15 gp
:Displayed forgery = 15 gp
+
Successful Job Completion = 10% of income
:Successful Job Completion = 10% of income
+
-Major Export: Forgery, fencing, and occasional sabotage. <br>
+
===Providence===
-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>
 
 
 
==Providence==
 
 
Upper Zone
 
Upper Zone
==Eagle's Nest==
+
===Eagle's Nest===
 
Royal Zone
 
Royal Zone
  
  
=Points of Interest=
+
==Points of Interest==
==Prison Tower==
+
Prison Tower
==The Score==
+
The Score
The Score, also know as The Pit and Feuder's End, is where any person on the island may challenge another of their same zone to a duel or brawl. The Score is managed by the Overseer, who is usually a member of the Eagle's Nest. Those who wish to enter must claim the boundaries and rules of the encounter. The challenger is then informed and sets a day and time to begin within a week.
+
Palace
 
+
Port
These duels rarely end with blood, used primarily as a gambling circuit for tavern brawlers. However, there have been many a guild challenge another for claim of an area or job.
+
The Gates
==Palace==
+
Shady Off Limit zone/structure
==The Gates and Outer Walls==
 
  
=Population=
+
==Population==

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