Guild Rank and Favor System

Jim

Scholar
Overview: A person can be a member of three guilds and two hidden/prestige guilds at any given time for a total of five (5) memberships at once. Currently the main guilds stand at Healers, Celestial, Merchants, Travelers, Alchemists, Ashen Spire, Crafters, Heraldry, Town Guard, and Mercenary. Guild members will be giving a rank based partially on skill sets and in-character experience and partially according to the charter of the specific guild (some guilds may require a service be performed to advance in rank or all foreigners may have to start at a lower rank than indicated by skill level, etc.)

Rank 5 in a standard guild is eligible to be head of a chapter/guild house. Rank 7 is eligible to oversee a group of head of chapter/guild houses and likely only for NPCs. Ranks 7 through 10 are NPC only with rank 10 being the head of the Guild.

What are the benefits of being in a Guild?

Some guilds provide stipends in either coin or production items. The stipend amount is dependant on your rank in the guild. You also gain access to teachers and trainers and sale of production items at a reduced rate from local merchants. You will gain the ability to borrow magical items owned by your guild. You may also gain access to superior workshops, legendary workshops, and library access.

Additionally, you gain access to tailored mods, role-play opportunities, and sources of in-game information and gossip.

What are the responsibilities?

Assignments from the guild: Arbitrate a dispute between quarreling merchants for the merchants guild. Find berries for proper colored ink for heraldry guild. Acquire 50 production of potions to donate for the Healer’s Guild. Investigate the disappearance of an town guard guild member. etc.

The Heads of Guilds are involved as judges in relevant crimes along with knights or peerage: Merchant Head for robbery/smuggling, Earth Guild for necromancy, Celestial Guild for ritual assault, Mercenary Guild for Assault, Crafter’s Guild for arson, Heraldry Guild for treason, etc. The Head of the Guild may appoint a proxy from the guild’s ranks if she is not available for the trial.

You may be asked to give written and/or verbal reports on situations that affect the guild.

What is favor?

This is a measure of how much the guild currently favors you; it has a rating of one (1) to three (3) which acts as temporary ranks for the purpose of getting access to magic items, workshops, and other benefits. For example, if you are only rank 2, but have a favor of 3, you can gain access as if you were rank 5. Once favor is used it is depleted.

How do I gain more favor?

By going above and beyond your standard duty to your guild. Saving the lives of high ranking members, massive donation to the guild, ferreting out a plot against a guild or guild member, obtaining a unique magic item for the guild, etc.

Level 1
Production items (x amount), training, basic weapon loan

Level 2
Pre-casts, Production items (x+ amount), Minor Augment Items, book and ink discounts

Level 3
Production items (x++ amount), Superior Workshop Access, Basic Augment Items, Minor Unique Items, Minor Magic Items, Advanced weapons loan

Level 4
Production items (x+++ amount), Major Augment Items, Component discounts, Access to Persons of Import (Guild Housemasters, Seneschals of local Peerage, Knights, etc.), Basic Weapon Gift

Level 5
Production items (x++++ amount), Minor Artifact day loan, Supreme Augment Items, Basic Unique Items loan, Ritual Scroll Discounts, Exotic Weapons Loan, Basic Magic Items, Advanced Weapon Gift

Level 6
Legendary Workshop Access , Major Artifact day loan, Major Unique Items loan, Silvered or Strengthened Advanced Weapon Gift

Level 7
Minor Artifact weekend loan, Major Magic Weapons loan, Legendary Unique Items loan

Level 8
Legendary Artifact day loan, Major Artifact weekend loan

Levels 9 & 10
????????????????????????????????????????????

Artifacts
These are standard artifacts in the Alliance system.
Minor
Major
Legendary

Augment Items
Augment items alter or enhance spirits, bodies, weapons, items, etc. in ways that ordinary magic items cannot or in similar ways but are somehow limited. For example replicating a DA, but only for a logistics period or allow a character to sense nearby undead.
Minor
Basic
Major
Supreme

Magic Items
These are standard magic items in the Alliance system.
Minor
Basic
Major

Pre-Casts
One casting each of the protective spells available to the guild.

Production Items
These are standard production items in the Alliance system.

Unique Items
These are items that are only possessed by one guild (they may have more than one, but have the market cornered) and thus are unique to that guild (though other guilds may have similar items). Examples would be the Cinder Goggles of Ashen Spire (they allow you to see traces of the Cinder Dragon’s Corruption that have been left in an area), the Beacon of Magical Beasts of the Healer’s Guild (which draws magical creatures to it, such as unicorns, crimson fogs, or magic eaters), or a
Minor
Basic
Major

Weapons
Basic These are weapons excluding two handed weapons, including the short bow

Advanced Two Handed Weapons, including long bows, are advanced weapons.
Basic weapons that are strengthened or silvered are considered Advanced.

Exotic Weapons constructed from and swing for a carrier of Jade, Obsidian, Crystal, or other strange construction materials are exotic weapons. Basic weapons that are both silvered and strengthened are considered Exotic.Basic Weapons that are golden* are considered Exotic Weapons. Advanced weapons that are strengthened or silvered are considered Exotic Weapons. Golden Advanced weapons are extremely rare and would also be considered Exotic Weapons, but will have an additional cost associated with them. Golden weapons cannot be strengthened.

Workshops

Superior A superior workshop can be used by multiple players in a given day. Superior workshops are efficient and outfitted with high quality tools and materials. As such, using a superior workshop reduces the cost of batching by .5, so a second batch would cost 1.5x the standard cost instead of 2x and third batch would cost 2 instead of 3x the standard cost. There are specialized superior workshops for (a) making alchemical items, (b) making and repairing armor and weapons, (c) creating potions, (d) creating scrolls, and (e) making traps.

Legendary A legendary workshop is akin to crafting an artifact. A legendary workshop will triple your base Production Points, thus making it possible to produce more of an item than normally possible. There are specialized legendary workshops for (a) making alchemical items, (b) making and repairing armor and weapons, (c) creating potions, (d) creating scrolls, and (e) making traps.A legendary workshop can be used by multiple players in a given day.

Healer's Guild: This guild serves the public in healing, resurrections, and combating necromancy wherever it breeds and dwells. It is the oldest guild in Kingdom of Tharros.

Apprentice
Journeyman
Medico
Healer
Physician

Unique items: Beacon of Magical Beasts and

Merchant's Guild: This guild is tasked to oversee merchants to avoid corruption, avarice, and fraud from taking root. It also serves as a sort of fellowship among merchants who often have social gathers sponsored by the guild.

Seller
Trader
Broker
Vendor
Magnet

Unique items: Melmoth’s Wilde Brooch and the Scales of Fortunate Inequity

Town Guard: This is group of men and women who bravely guard the borders of Brimm’s Watch and patrol its streets.

Guard
Deputy
Defender
Sentinel
Sheriff

Unique items: Mithril Pendant

Celestial Guild: This Guild deals with all things celestial, from planar threats to teaching star magic.

Apprentice
Journeyman
Enchanter
Wizard
Magus

Unique items: Tiara of the Obfuscated Mind and the Cape of Freedom

Ashen Spire: This foreign guild ferrets out and destroys evil wherever it breeds and dwells.

Crusader
Justicar
Exemplar
Executor
Vindicator
Exarch

Unique Items: Cinder Goggles and the Amulet of Radiance

Alchemy Guild: This Guild deals in the trade and production of alchemy and traps

Apprentice
Journeyman
Chemist
Alchemist
Paracelsian

Unique Items: Alchemist’s Bane and the Circlet of the Hidden Mind

Heraldry Guild: This Guild not only keeps the history of the peerage, but of all of the Kingdom of Tharros as well.

Scribe
Historian
Lore Master
Herald
Scrivener

Unique Items: The Crystal of Revealed Fate

Mercenary Guild: Sell swords and muscle for hire.

Cadet
Trooper
Mercenary
Veteran
Warmonger

Unique items: Protective Pearl Pendant

Traveler's Guild: This guild is for foreigners who plan an extended stay in Tharros. It is said they are accepting the White Tenebrous Walkers.

Envoy
Delegate
Diplomat
Ambassador
Emissary

Unique Items: Immolation Cloak and The Jade Dragon Necklace

Crafter's Guild: A place for crafters of all types to gather to share ideas and comradery.

Apprentice
Journeyman
Novice
Crafter
Artisan

Unique Items: Hvash’s Hammer and the Loom of Fate
 
Back
Top