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| Masters of the House04-22-05, 06:02 AM | The Guild House Welcome! Please, do not post here! Direct your questions to The MetaThread (http://boards1.wizards.com/showthread.php?t=320616) You step through the portal, and are immediately assualted by a barrage of sights and sounds. The city of Tyranor is bustling with tremendous activity and liveliness... guildhalls line the streets... some selling goods, others offering salvation, and some promising dark powers, and domination. Around the guild halls walk individuals of all kinds, shapes, and sizes... and of wildly varying degrees of power. Around some, the universe seems to warp as their energies bend the universe to their will, seemingly ready to break it at any moment... You hurriedly step into the street among these individuals, to seek shelter from the coming storm, and to make a name for yourself and those like you... http://i15.photobucket.com/albums/a392/theguildhouse/waterfall.jpg Welcome to The Guild House, an online gaming environment for guilds! You've stumbled across the place you most need to stumble across -- here, you can find everything you need to know to play. Poke around... we look forward to seeing you post! ~-~-~-~-~-~-~Table of Contents~-~-~-~-~-~-~ Preamble (http://boards1.wizards.com/showpost.php?p=5996178&postcount=2) Introduction Mythology of Tyranor (http://boards1.wizards.com/showpost.php?p=5996181&postcount=3) Chapter 1 Geography of Tyranor (http://boards1.wizards.com/showpost.php?p=5996185&postcount=4) Chapter 2 For New Players (http://boards1.wizards.com/showpost.php?p=5996186&postcount=5) Chapter 3 Character Actions (http://boards1.wizards.com/showpost.php?p=5996191&postcount=6) Chapter 4 Building a Guild (http://boards1.wizards.com/showpost.php?p=5996199&postcount=7) Chapter 5 Assets and Districts (http://boards1.wizards.com/showpost.php?p=5996204&postcount=8) Chapter 6 Resources and New Materials (http://boards1.wizards.com/showpost.php?p=5996206&postcount=9) Chapter 7 Building Strongholds (http://boards1.wizards.com/showpost.php?p=6147437&postcount=14) Chapter 8 Battles Between Guilds (http://boards1.wizards.com/showpost.php?p=5996208&postcount=10) Chapter 9 Rewards, Penalties, and Hierarchies (http://boards1.wizards.com/showpost.php?p=5996211&postcount=11) Chapter 10 DM and GM Powers and Responsibilities, and the Appeal Process (http://boards1.wizards.com/showpost.php?p=5996214&postcount=12) Chapter 11 The Organization Compendium (http://boards1.wizards.com/showpost.php?p=6073146&postcount=13) Chapter 12 Guild House-Rules (http://boards1.wizards.com/showpost.php?p=6192436&postcount=15) Chapter 13 |
| Masters of the House04-22-05, 06:03 AM | Preamble Mostly, the Inter-Foundation Games are about having fun. But, we’re also different here because you won’t find anywhere else at WotC where having fun involves interactions between threads. What you’re probably used to, instead, is lots of individual discussions on individual threads. But at The Guild House, we’re here to create a whole world, where each of your threads is part of that world and where there are between-thread interactions, as well as within-thread interactions. As part of the Inter-Foundation Games, your aims are much like those in D&D: battling enemies, finding treasure, making magic, gaining power and casting spells. But, the thing that makes it different here is that the emphasis is on your Guild or Foundation (or Society, Circle, or whatever you want to call it). You’re not just a solo player here (although you can choose to be if you like), you’re also part of a web of relationships between friendly and hostile guilds, where alliances come and go and where you sometimes don’t know who your friends and enemies are. It’s about the survival of your Guild and about making your Guild the most powerful force in the land (or whatever else your Guild’s goals might be). Perhaps you are a Guild of Wizards, who have discovered ancient Netherese magic. Perhaps you are the Founder of an Elven Guild seeking to restore the Elven Empire to its former glory, and to unlock the secrets of Elven High Magic. Or perhaps you are one of the Dwarven Fathers, and have reclaimed your ancient Realm, stoking the fires of the Dwarven furnaces, and seeking to expand the Dwarvish territories. But, never forget the Drow, the Dark Dragons, and all the rest of the evil in the world that may be yours to command... if you so choose it, and if you dare the dark ways of Shadow and Ruin. All throughout your world, your DMs are also here, who will always surprise you when you least expect it. Not all that you see is what it seems, and there are many mysteries in the world… some hidden, some partially obscured. And never forget the gods’ thunder in the heavens, whose favour or wrath can change the course of history. Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:04 AM | Mythology of Tyranor A Short History of Tyranor, to the present day by grimclaw The people gathered around the steps of the Great Library in anticipation... for the Lore Keeper appeared only once each year, at the harvest festival, to recite the history of the city, adding a new line each year. That time was now and from throughout the entire city the people came, rich and poor, noble and common, to listen to the tale. A hush fell over the crowd as the doors to the library opened and a small elderly human shuffled forward, leaning on a tall oaken staff. Old and bent, his hairless head shining in the sun, with his long white beard reaching his waist, he moved to the top of the steps and looked down at the crowd with clouded eyes. Feeling thier anticipation he smiled down at them as he waited for an acolyte to set a chair out for him. The crowd waited patiently as he settled himself onto the cushioned seat. Many children wormed thier way through the crowd to sit on the ground in front of the steps... even as thier parents had. The Lore Keeper let his staff rest against his shoulder and seemed to draw in upon himself; when he spoke his voice rolled across the plaza -- full of power and knowledge... "In the beginning, there was nothing but the Ultimate, and the Ultimate was all and the potential for all. Within the nothingness the Ultimate concieved of the IDEA of CREATION. With the THOUGHT came REALITY. But creation was empty and vast, the Ultimate saw infinite possibilities. From within the Ultimate drew forth others, lesser reflections of himself. Each went forth to find a piece of creation to fill with their own vision. From each sprang a version of reality, and gods to fill it; from others sprang the planes of existance, high and low; the elements sprang to life. Each worked alone with his or her vision, but each fufilled the thought of the Ultimate. Content, the Ultimate faded into the nothingness -- to watch his creation unfold... "He left a legacy, however. "In the center of all creation, where the Ultimate had stood a land like no other came into being. Surrounded by a veil of mist, it was connected to all places, all worlds, and yet was apart and seperate from them. In the center of this land a great beacon of energy and light blazed forth, a remnent of the power of creation. "Over time people of many races and worlds wandered through the veil and into the land. Drawn by the power of the energy eruption they called "the source." A simple village grew. This village was peaceful and content with the blessings of the Source. Thier crops were always plentiful, sickness was rare and the hand of time touched the people only with the gentlest of hands. Eventually a great mage came through the veil... Antridus. Wise in the ways of magic and stronger than all others in the Art, he was drawn to the Source as a moth to flame. In a simple cottage he lived as he studied the Source and strove to master its many mysteries. For centuries he studied it as the simple village became a prosperous town and then a mighty city. The people turned more and more to him to solve their disputes, for they trusted his wisdom. "In time another mage came through the veil, as well drawn by the power of the Source. Coradin he named himself, and begged Antridus to take him as student and apprentice. Antridus, lonely in his power and eager to share his knowledge with one who could understand its intricacies, agreed. Together the two mages delved ever deeper into the mysteries of the Source, and learned its secrets over the centuries. "These then are the secrets learned by Antridus and Coradin:"First, those who dwelt within the light emmited by the Source were untouched by the hand of time, while those who dwelt further away but within its sight aged gently and without extremes. "Second, any being who was placed within the stream of the source was healed of all injuries, diseases, curses, even death regardless of whether they could otherwise be ressurected or healed. "Third, any mage within the radius of the light of the Source no longer needed components for his spells, could cast his spells without thier loss from his mind or a lessoning of the number of spells he could cast. This power applied to all spellcasters -- arcane or divine. To those psionically gifted individuals, it provided limitless power, as well. "Fourth, any being who stood within the source, and for as long as he remained within reach of its light, gained the ability to cast spells as a sorcerer at the height of his power. Even those already of sorcerous blood were benefitted."All these things were great abilities indeed, but one final thing was learned. Any being who created an item of magic within the radius of the light of the Source lost nothing of his personal energies, for the Source supplied not only the energy, but also the knowledge of the crafting -- so that a crafter could create any item he wished. "Antridus was wise with these discoveries and used them for the benifit of the city, which he named Tyranor (teer'ahhnor). Coradin, however, grew arrogant and demanding, and beganto view himself as a god, and all other beings as less than he. Concerned, Antridus confronted his companion and begged him to turn from the darkness that was consuming him. In answer, Coradin stuck his old teacher, and proclaimed himself god and ruler of Tyranor. However, he erred in his presumption... for Antridus was ancient in his power and wise in his knowledge. "Long they battled within the shed light of the Source -- great and terrible energies were unleashed. The ground trembled,the sky burned and the sea crashed upon the land. For hours, for days, they fought untill at last Antridus threw down his treacherous opponent and destroyed him uterrly. "He wept as he saw the destruction they had wrought upon the peaceful city, and with the knowledge that others would come seeking the power for dark purposes. Then did he proclaim himself King of Tyranor and directed the people as they rebuilt the city. A fortress he made it with mighty walls and great towers. Around the Source he had cause to build a citadel, whose walls defined and contained the power... and the two became one. The city prospered under Antridus' guidance, and became a mighty metropolis as many newcomers entered the city. With newcomers, though, came those whose hearts were dark with greed and the lust for power. "Antridus grew cautious and wary because he knew the darkness within them. After long and careful thought he proclaimed the formation of the Guilds. Only through the Guilds could the people of Tyranor gain power, or access to the throne. Carefully he played one guild against another, ensuring that they focused on one another and could never unite against him. "This state of affairs lasted for many centuries untill at last Antridus grew weary of life. Knowing his time to be limited he took a wife and sired a son. He waited patiently for his son to grow to adulthood, then crowned him king. Finally, with a great sigh of relief he walked to the center of the citadel, where the light of the Source still burned pure, and gave himself to the power.. his body dispersing, his soul free to seek the afterlife. "Velestin, Second King of Tyranor, reigned for five hundred years before he crowned his daughter Syllestra Queen and followed his father into oblivion. And so it was, as ruler after ruler sat upon the throne untill life no longer held joy, at which time they proclaimed an heir and followed Antridus into the afterlife. "Now the people are troubled; the king, Valestan, is weary; the light dies from his eyes... and yet he has no hier. By decree of Antridus himself should a king vacate the throne without an heir then the guilds must elect one to take the throne from amongst thier ranks. The people await a time of strife and intrigue as each guild seeks to place one of its members on the throne, and each member strives to be the one. Tyranor holds its breath,waiting for the chaos to come. The guilds wait for the chance to take what they believe is theirs, by right. Will it be settled by the whispered word, the swinging sword, or daggers in the dark? Not even destiny can say." Without another word the Lorekeeper rose and shuffled slowly within the Great Library. When next he appeared, a new king would sit on the throne of Tyranor. The Creation by Silmarian Aldalome“They came from nowhere... ...as points of light in a Great Darkness. A sudden well spring of Voice where there were none before. And so they gathered together in the Great Void - for there was naught else that yet existed. In this way, they found solace and kinship with each other. Together they gathered and then saw that each of them was distinct and comprised of many aspects whose varied composition was a great tapestry in the Darkness. And each was glad, for company dispelled the Void and music was brought forth, and Thought with it. This was the Place of No Time - the Eternity of The Void. And with that Thought - there was sudden discovery, Existence became. And the blending of many competing Voices that sprang to life - who each had something to say. For they had discovered that they were in a Formless and Structureless Place. The Void of No Place and No Time an Eternal Never Ending vastness of unimaginable proportions. And they each came forth and blended Thought and Music into a Great Discovery. For, they learned how to order thought into distinct Aspects. There was marvel at this in the beginning as they strove to Make. But also from this came the Time of Strife. For so it was that in making thought - it became possible that thought could clash with thought - and the Twin Polar Opposites of the Cosmos were formed: This and That, Here and There, Up and Down, Wrong and Right, Black and White. Some took one pole of thought - and they called it "good" and in so doing - they sheared off their Twin Polar Opposite - who others called "evil". And others found happiness in disorder and they named this Chaos. But Chaos brought Fear and so Law was crafted in response. Thence the Eyes of Chaos espied Threat from Law. And so it was that the Twin Polar Opposites became afraid of each other - each trying to dominate the other, and the Aspects strove towards Mastery. But Lo! In all things as the Sisters of Opposites were born, the Lights gravitated in constellations of thought - and so was born Otherness. And even amidst the Strife, the Place of No Space and No Time was also beautiful. Comprised of an Infinity of Possibilities and ever changing formlessness. Yet even as the Aspects conflicted, suddenly, Magical Power was created. By ordering thought - they also discovered that anything was possible. And each of them discovered a distinct kind of magic. At first, the basic elements were formed - heat, light, gravity, magnetism and electricity. And they marvelled - for now Light could create Light - and the Void was filled. Thus - the Stars were born. Stardust from Void. And Time and Space were sheared apart - so that they could bring Order to Disorder, Law from Chaos. But the Sisters of Chaos and Brothers of Evil were stirred to wrath and they devised ways of Ending and Scattering. For they sensed that without these things, The Void would be filled with Endless Sameness and an Eternity without Change. Thus they strove - bringing forth all their Lore to Create. And as the Twin Polar Opposites strove - they discovered the Higher Elements - Magic, the Planes and Divinity. And so Realmspace and the Multiverse were born. Where intersecting Planes of the Fifth Dimension and Beyond cast off to infinity - and where anything was possible and where Paradox defined all Aspects of Nature. The world Coalesced into distinct but overlapping Aspects - and The Guild House was named as the Place where Lore is formed. They looked about and were glad - for from this turmoil of conflict - they had created something beautiful. So it was that they descended into the world - where beings of Chaos, Law, Good and Evil strive towards Eternity. And they had made a place of Great Magic. But a changing Magic. Where the Laws of Certainty are shifted by great discoveries, and where the Laboratories of Mages and Forges of the Swordsmiths form the Powers of world. In this World - anything is possible... Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:05 AM | Geography of Tyranor Your guild can be from anywhere in the universe, on any plane or planet. But, for the purposes of the game, we all meet in Tyranor... a meta-galactic meeting plane – a trans-galactic star port where every guild from every planet and universe may meet. Here's a Map of Tyranor, with overlaid District Levels and Resources (both explained later). http://img.photobucket.com/albums/v356/Kingside_Bishop/Tyranor.jpg Travel to and from Tyranor All the portals that lead to Tyranor have one property in common: they are of a mysterious architecture that eludes all loremasters’ current capacity to comprehend. No wielder of magic understands how they were manufactured. And indeed, their destination, the meta-plane of Tyranor, is a plane that does not share the properties of any other plane of existence. Loremasters describe Tyranor as a “meta-plane” because, excepting the portals, travel to and from Tyranor cannot be achieved by any magical means currently known. In fact, it was only discovered through use of the portals. No magical formulae, device, concept or otherwise hitherto known Lore predicted the meta-plane’s existence. Only snippets of ancient prophecy hint at the wonder that lies beyond the portals, and these prophecies hinted equally of ancient banes and unimaginable terrors. The portals may only be used be used if a character has possession of a magical key. Each key is attuned to one portal and use of the portal exclusively requires the availability of that key attuned to that particular portal. Without that key, a portal is useless. Many portals have lost their keys, and unearthing them may be the substance of an adventure. Because access to each Portal is locked to a specific key, it is each Guild’s responsibility to keep track of their key and loss of that key will result in the loss of access to a Portal. Each guild gets one free portal inside of its guildhouse, if it wants one, that leads to its home plane. The key face is on the portal housing, and activation of a portal requires that the key be placed into that housing, which then activates the Portal, causing a swirling morass of crackling magical energy to accumulate within the perimeter of the Portal. Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:05 AM | For New Players Decided to jump in, eh? Well, here's what you need to do... Introduce Yourself The Guild House is also a friendly environment. Although our characters may occasionally war, we as players are dedicated to creating a friendly environment. So come here (http://boards1.wizards.com/showthread.php?t=387473) to introduce yourself to everyone! Go here ( http://boards1.wizards.com/showthread.php?t=320616) to ask rules related questions! We look forward to seeing you! Create Your Character Each player may create a maximum of three 15th level characters, and three 10th level characters, none of which may be in the same guild. Use these rules (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showpost.php?p=5132815&postcount=5&origin=). Once you’ve created a character, post the character to this thread (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?t=360911&origin=), using this template (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showpost.php?p=5132753&postcount=3&origin=) to fill out the information and then send a Private Message to this person (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/member.php?userid=328700&origin=), containing a link to your posted character. To put a link in your PM that leads to your character's post: First post your character, using the process listed above. In the upper right hand corner of your post, you'll see a little white number (indicating which post number you are on the thread). Click on this number. Copy the URL in the address bar of the page that loads. Then, write your PM. When writing the PM, click the "Insert Hyperlink" button on the toolbar -- it's to the right of the Bold, Italic, etc. It looks like a world with a chain link. On the following prompt, type the name of your character. Then press "OK." On the next prompt, paste the URL that you copied earlier. Then press "OK." Now send the PM!Your character is now posted! Post a request on the thread where you posted your character, and a GM will cruise by and approve it (if everything’s cool).Join a Guild, or Create a New One Once you’ve created a character (or even before then!), you should go shopping for a guild. Find a guild that matches your character’s outlooks, and have your character join that guild. Or, find a guild that you like, and then create a character for that guild. A character can be a member of as many guilds as you want him to be. And, since each player is allowed multiple characters, it’s conceivable that you could have at least one character in almost every guild! Here's a compendium of every guild. Pick one you like, and post! (http://boards1.wizards.com/showpost.php?p=6073146&postcount=13) If there’s an idea you really like, but don’t see a guild built around that idea, you could even start a new guild! It's easy -- just start a new thread with the title of the guild! That first post must have all of this information (http://boards1.wizards.com/showpost.php?p=5996199&postcount=7). Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:20 AM | Character Actions Here's a quick list of things you can do as a PC in the game. Remember, these are just guidelines -- if there's something here you want to do that isn't covered, just ask about it! Anything in the Player's Handbook Since this is just a really big roleplaying game, you can do whatever you could do in a normal roleplaying game – basically, whatever the Player’s Handbook would allow you to do. Rules for these actions are drawn from the Player’s Handbook, and SRD. Join a Party Just like in normal D&D, characters usually get together to do things, forming parties because there is safety in numbers. Unlike in normal D&D (which is limited by the size of the gaming table) parties here can be of any size. Once a party is formed, it decides what is wants to do (sometimes, people sign up for assignments, and then form the party), and then goes and does it. They can do anything listed in this section, and more. Go Adventuring Once you’ve formed a party (or not, if you want to do something on your own), you can go adventuring, just like in normal D&D. This is a catchall term for what your character does. “Adventures” will be provided by the DMs, which characters will be able to roleplay through for awards. Adventures could also include attacking another guild, fighting a duel in the Mountain Top Arena, or any number of other things. Individual actions will be adjudicated by the DMs and GMs, each of which has their own domain. When you want to perform an action, you (or your party leader) private messages the appropriate DM your intent, and he or she’ll determine the results. Then, he or she’ll inform you of any consequences, penalties, or rewards of your characters’ actions. For your convenience, here is a list of the DMs, and each's domain. (http://boards1.wizards.com/showpost.php?p=5996214&postcount=12) Duel in the Mountain Top Arena The Mountain Top Arena is the legal place to go to settle a grudge. Here, you can engage in a number of different kinds of combats with other PCs. Here's a link! (http://boards1.wizards.com/showthread.php?t=337475) Build or Use Assets Assets are the tools of guilds, but characters are who actually build and make use of them. But, because they represent a large bulk of the rules, they're explained here (http://boards1.wizards.com/showpost.php?p=5996204&postcount=8). Covert Operations Covert Operations are a specific kind of adventure a character can undertake that represent covert attempts to do something to another guild, without that guild’s knowledge (at least until it’s too late…). However, since this is PC-PC interaction (not PC to NPC, as in normal games), we need special rules to cover these actions. Presented here are rules for three basic kinds of actions that can be applied to other actions as needed. (Note that in all cases, the Covert Ops DM will need to apply knowledge of the rules to specific circumstances. For example, rules for bypassing traps are not listed here—instead, the Covert Ops DM will, on the involved character's behalf, attempt to resolve all situations as if he were the character (in this case attempting Search and Disable Device checks). Similar cases will appear in infiltration attempts when guilds have characters capable of casting certain divination spells.) Creating a False IdentityThis action requires a player to create a whole new user name, so that he can protect his own true identity. When a player wants to have his character pretend to be a new person, he PMs the Covert Ops DM the following information: Which of his characters he'll be attempting the infiltration with. The new user name he intends to use when infiltrating. What guild he intends to infiltrate.The infiltrator then creates his new user name, and posts to the thread he intends to infiltrate as if he were a new applicant. The Covert Ops DM then rolls a Bluff and Disguise check for the infiltrator, opposed by the highest Sense Motive and Spot check in the guild being infiltrated. If the infiltrator fails either opposed check, the Covert Ops DM private messages the member of the target guild that detected the infiltrator, and informs him that the character is not who he says he is. What this character does with the information is up to him. If the infiltrator wins both opposed checks, the Covert Ops DM does not alert the victim guild. This opposed check must be rolled again every turn. The character associated with the false user name is fake, however, and should the character get into combat must use the infiltrator's original statistics (which could itself arouse suspicions).Sneaking Into An Enemy GuildhouseWhen a player wants his character to sneak into an enemy guildhouse, he PMs the Covert Ops DM with the following information: Which of his characters he'll be attempting the stealth entry with. What he intends to do if he gains entry without alerting the opposing guild.The Covert Ops DM then rolls a Hide check and a Move Silently check for the operative, opposed by the highest Spot and Listen check in the guild being infiltrated. If the operative wins both opposed checks, the Covert Ops DM posts the results of the entry to the guild's thread, informing them of what has transpired. If the imitator fails either opposed check, the Covert Ops DM instead posts to the thread of that guild that an individual was found attempting to sneak into the guild. At this point, any guild members who respond to this alert within by the end of this turn may engage the infilitrator in combat.Assassinate Another CharacterIn order for a character to attempt an assassination against another character, that character must do one of two things: Succeed at an attempt to sneak into the guildhouse of that character with the express intent of assassination. Succeed at infiltrating the target character’s guild by winning three consecutive turns of False Identity attempts.If the assassin succeeds at either of these, he may then engage the intended target in single combat, gaining a surprise round over the target and catching him or her unaware (as the Covert Ops DM sees fit).Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:23 AM | Building a Guild Every guild must have the following information in their first post. It can be in any format the guild desires, but the information must be there. Guild Name (the name of the guild) Guild Charter (the purpose and intent of the guild) Guild Master Name(s): (the name of the guild master) Member List (a list of all guild members) Guild Leadership Score: (see below) Districts (a list of all districts the guild has property in, with a list of the assets in each district, what and how much of any resource that district produces for the guild, and what characters are defending that district) Resource Income (how many pounds of what resources the guild is accruing each turn, including gold pieces) Guild Treasury (how many gold pieces the guild has in its treasury – every guild begins the game with 1,000,000 gold pieces in their treasury) Miscellaneous Guild Items (any items the guild has that are important to know about – new magic items, new prestige classes, artifacts, new special materials, etc, that aren’t covered above) Guild Leadership Score Each guild is treated as having Leadership and Epic Leadership for the purpose of gaining followers. The Guild Leadership Score (GLS) is equal to the Guild Master's character level plus the charisma modifiers of all public members plus the District Levels of any districts the guild owns. Example: A Guild Master's ECL is 15 (12 HD +3 LA) and his charisma score is 17. The 4 other guild members have charisma scores of 11, 14, 18, and 21. The guild owns two districts, one DL 1 and the other DL 4. The Guild's Guild Leadership Score is 31. Certain Special Events held by DMs and GMs may also give a guild an opportunity to increase their Guild Leadership Score. New feat: Guild Leader [General] People know you run things right. Prerequisite: Character level 6th. Benefit: You are treated as having Leadership for the purpose of feat prerequsites. When you take a feat which increases your leadership score, it instead provides an equal bonus to all guilds which you are publicly a member of. Special: If you have both Guild Leader and Leadership you must choose to apply the benefits of such feats to either Guild Leader or Leadership. Changes in Leadership Scores Changes in Leadership Scores (both personal and guild) will take a turn (real world week) per point of change to gather the followers. When the Leadership Score goes down, the followers who will be lost will no longer be willing to go on offense. Followers who will be lost will still fight on defense of the character or guild. Exchanging Followers of Different Levels In the Inter-Foundation Games, players and guilds have a little more freedom with their Leadership Scores (personal or guild). To reflect the fact that some players and guilds will want higher level and/or monstrous followers, players and guilds may trade in their lower level followers for followers of higher Effective Character Levels (and vice versa), according to the following table: ECL of Follower 1st Level Followers Traded In Recieved 1 1 2 2 3 3 4 4 5 6 6 8 7 12 8 16 9 24 10 32 11 48 12 64 13 96 14 128 15 192 16 256 17 384 18 512 19 768 20 1024The table works backwards, as well. For example, a character or guild could trade in a single ECL 6 follower and receive eight ECL 1 followers, or they could trade in eight ECL 1 followers and receive a single ECL 6 follower. NPC class characters are treated as having an ECL of their level - 1. If you trade in for 1st level NPC classed followers you recieve twice as many as you would PC classed followers. The maximum level of followers that can be received using this method is one half the character level of the character with the Leadership feat (or one half the character level of the Guildmaster, in the case of Guild Followers). Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:24 AM | Assets and Districts Guilds are formed so that individuals can get together and do things that they couldn’t do alone. Assets represent the tools that allow a guild to do this. Note that many guilds may only use some assets (and some may use none at all) because they don’t need to use them to accomplish their goals. No district can have more than one of any single asset type within its borders. The exception to this rule is the Resource Collection Facility, of which there may be only one per resource in each province (so a province with two resources could have two – one for each resource) There are currently five kinds of assets: Temples, Marketplaces, Hard Power Centers, Magical Foci, and Resource Collection Facilities. Each of these assets can do a different service for the guild; some of these services require action on the part of a guild member, others don’t. Four New Statistics In the interaction between characters and assets, you should note the innovation of four new statistics – each of which represents a character’s ability in one particular field. Faith: Average ranks in Diplomacy, Knowledge (religion), Perform (oratory), and (Heal or Intimidate, player's choice) divided by 4. Used in interactions with Temple assets. Savvy: Average ranks in Appraise, Bluff, Sense Motive, and Diplomacy, divided by 4. Used in interactions with Marketplace assets, and in the construction of Resource Collection Facilities. Authority: Average ranks in Gather Information, Intimidate, Knowledge (local), and Sense Motive, divided by 4. Used in interactions with Hard Power Center assets, and in the construction of Resource Collection Facilities. Focus: Average ranks in Concentration, Knowledge (arcana), Knowledge (the planes), and Spellcraft, divided by 4. Used in interactions with Magical Foci assets.Districts and District Levels Also used in many calculations here is the term “District Level.” The terrain of the world (Tyranor) is divided up into “districts” – abstract areas of geography conveniently divided. Each district has a “District Level,” from 0* to 5, representative of the population of that district. A District Level 0* represents an area that is practically uninhabited, while a District Level 5 represents a bustling metropolitan region. *For a district with a District Level of 0, calculate any costs as if it were District Level 1.Defending Districts Guilds may want to defend districts they have an interest in. A character can actively defend up to three adjacent districts in any given turn. Characters with reliable access to the Teleport spell, or similar means of instant travel, can defend up to six districts in any given turn, and they need not be adjacent. If a combat begins in a district in which a player’s character is defending, that character may join that battle. What guild members are defending what districts are posted in each guild’s first post (see “Required Guild Information” (http://boards1.wizards.com/showpost.php?p=5996199&postcount=7)). Resources Also mentioned are several resources (most notably Wood and Stone for construction purposes). These are explained, and indexed, through this link (http://boards1.wizards.com/showpost.php?p=5996206&postcount=9). Assets Following are descriptions of the (currently five) kinds of assets. TemplesTemples influence the spirituality of the district in which they're built, and can mobilize the populace of that district against another guild in that district. Character Action (“Agitate”): If a guild member is in the same district as a Temple belonging to his guild, and he has a Faith rating equal to or higher than the District Level of that district, he may halt the production of any and/or all resources (including gold pieces) in that district for any/all other guilds in that district, for this turn only. Guild Leadership Score Contribution: If a guild controls a Temple in a district, that guild receives a bonus towards its Leadership score equal to the District Level of the district in which the Temple is built. This Guild Leadership Score may only be used to recruit followers, not cohorts. If an individual controls the Temple, as opposed to a guild, this bonus is halved, and instead applies to that character's Leadership Score.Note that if a guild or individual has both a Temple asset and a Hard Power Center asset in a single district, it may add that district’s District Level to its Guild Leadership Score twice.Gold Piece Contribution: A Temple contributes gold pieces to its controlling guild equal to the District Level of the district in which the Temple is located multiplied by 500. If an individual controls the Temple, as opposed to a guild, this amount is halved. Cost: To build a Temple, a guild member must have a Faith rating equal to or higher than the District Level of the district in which the Temple will be built. This requires 4,000 pounds of Stone, 4,000 pounds of Lumber, and 5,000 gp per level of the district in which the Temple is to be built.MarketplacesMarketplaces are economically motivated establishments, capable of turning greater profits than any other establishment without a great expenditure of resources. Action (“Sell Goods”): If a guild member is in the same district as a Marketplace belonging to his guild, and he has a Savvy rating equal to or higher than the District Level of that district, he may sell resources there (described in the next section) and receive a 10% increase in the sale price per level of that District. Gold Piece Contribution: A Marketplace contributes gold pieces to its controlling guild equal to the District Level of the district in which the Marketplace is located multiplied by 1,000. If an individual controls the Marketplace, as opposed to a guild, this amount is halved. Cost: To build a Marketplace, a guild member must have a Savvy rating equal to or higher than the District Level of the district in which the Marketplace will be built. This requires 4,000 pounds of Stone, 4,000 pounds of Lumber, and 5,000 gp per level of the district in which the Marketplace is to be built.Hard Power CenterHard Power Centers are establishments meant to enforce the desired laws of the guild holding the establishment. Action (“Seizure”): If a guild member is in the same district as a Hard Power Center belonging to his guild, and he has an Authority rating equal to or higher than the District Level of that district, he may seize any and/or all resources (including gold pieces) produced by any and/or all other guild's holdings in that district, for this turn only. Guild Leadership Score Contribution: If a guild controls a Hard Power Source in a district, that guild receives a bonus towards its Leadership score equal to the District Level of the district in which the Had Power Source is built. This Guild Leadership Score may only be used to recruit followers, not cohorts. If an individual controls the Temple, as opposed to a guild, this bonus is halved, and instead applies to that character's Leadership Score.Note that if a guild or individual has both a Hard Power Center asset and a Temple asset in a single district, it may add that district’s District Level to its Guild Leadership Score twice.Gold Piece Contribution: A Hard Power Center contributes gold pieces to its controlling guild equal to the District Level of the district in which the Hard Power Center is located multiplied by 250. If an individual controls the Hard Power Source, as opposed to a guild, this amount is halved. Cost: To build a Hard Power Center, a guild member must have an Authority rating equal to or higher than the District Level of the district in which the Hard Power Center will be built. This requires 4,000 pounds of Stone, 4,000 pounds of Lumber, and 5,000 gp per level of the district in which the Hard Power Center is to be built.Magical FociMagical Foci are dedicated to harvesting the magical power of the area in which they're constructed. Action (“Transmutation”): If a guild member is in the same district as a Magical Focus belonging to his guild, and he has a Focus rating equal to or higher than the District Level of that district, he may convert an amount of Magical Power equal to the District Level in which the Magical Focus is found into resources with a worth of that district’s District Level multiplied by 100, to a maximum of 100 lbs of the resource per District Level. Therefore, a Magical Focus in a Level 5 District could transmute 5 units of Magical Power into 500gp of whatever resource the transmuting character wants, as long as the resulting weight of the resource weighs no more than 500 lbs. Resource Contribution: A Magical Focus contributes Magical Power to its controlling guild equal to (5 - the District Level of the district in which the Magical Focus is located). Therefore, a 3rd level district with a Magical Focus would produce 2 units of Magical Power, while a 0 level district would produce 5 units. If an individual controls the Focus, as opposed to a guild, this amount is halved. Cost: To build a Magical Focus, a guild member must have a Focus rating of at least 3. This requires 12,000 pounds of Stone, 12,000 pounds of Lumber, and 15,000 gpResource Collection FacilityResource Collection Facilities (which can be renamed depending on what they collect) are built to harvest a single resource from a single district. Resource Contribution: A Resource Collection Facility contributes to its guild a number of pounds of the resource it’s intended to collect. This number varies with each resource, and is multiplied by the level of the district where the asset is built (districts of level 0 have a multipler of .5). If an individual controls the facility, as opposed to a guild, the amount collected each turn is halved. Cost: To build a Resource Collection Facility, a guild member must have a Savvy and Authority rating of at least 2. This requires 4,000 pounds of Stone, 4,000 pounds of Lumber, and 5,000 gp per level of the district in which the Resource Collection Facility is to be built.Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:25 AM | Resources and New Special Materials Resources offer a way for a guild to acquire raw materials for the construction of new assets, the crafting of weapons, and anything else they can think of to use the resource for. Following is a list of resources. All resources are collected by Resource Collection Facilities in varying amounts per turn. This information is given with each resource description, as well as how much each pound of the resource is worth. In order to craft something using a resource, a character or guild may replace the cost for raw materials with the appropriate number of pounds of the appropriate resources. For example, to craft a suit of full plate, a character would need 50 pounds of iron. Resource Index Following are all of the currently known harvestable resources: Adamantine: Adamantine is used to create incredibly powerful and practically indestructible weapons and armor. 50 pounds of Adamantine is gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 1,000 gp. Benevolum: A material mined from the earth, similar to gold, but infused with the very essence of good. Useless in and of itself, this material is useful when alloyed with other resources -- potentially creating new materials.* 50 pounds of Benevolum are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 500 gp. Cattle: Cattle is any form of steerage normally harvested for leather, often for use in weapons and armor. 1,000 pounds of Cattle are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 10 gp. If a guild wants, they can slaughter 1,000 pounds of Cattle to receive 800 pounds of Food and 90 pounds of Leather. Chaotica: A material mined from the earth, similar to gold, but infused with the very essence of chaos. Useless in and of itself, this material is useful when alloyed with other resources -- potentially creating new materials.* 50 pounds of Chaotica are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 500 gp. Darkwood: Darkwood is used to create amazingly light weapons and armor that would normally be made out of wood. 200 pounds of Darkwood are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 200 gp. Food: Food is a term for any consumable good. It could be wheat, beef, pork, fish, etc. 1,000 pounds of food are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 1 cp.Building New Cities: A guild can feed a district 5,000 pounds of Food per District Level to increase its District Level by one. If, as a result, the district would become a level 6 district, that district then becomes a city, and the 6 District Levels are split among the new districts of that city. This new city has all the same resources and assets that the old district had, split up in a way that satisfies as many parties as possible. For Example: Over the course of several years, the Half Elven Guild manages to acquire a lot of Food from the Merchant’s Guild and Council of Archmages. Over this time, they spend this food (in to increase the District Level of one of their woodland districts to level 6. This district now becomes a new city, which must have a total of 6 District Levels within it, as well as whatever resources the old district had. The Half Elven Foundation shared this particular district with the Guild of Pure Good and the Forest Dweller’s Foundation. So, those three guilds work together to design the city and distribute the district levels, resources, and assets that the old district had into the new districts. Gold: Gold is meant for one thing -- resale. 400 pounds of Gold are gathered from a Resource Collection Facility each turn, and each pound is worth 50 gp. Harmonium: A material mined from the earth, similar to gold, but infused with the very essence of law. Useless in and of itself, this material is useful when alloyed with other resources -- potentially creating new materials.* 50 pounds of Harmonium are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 500 gp. Iron: Iron represents unworked iron ore, then smelted into a useable substance. 1,000 pounds of Iron are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 1 sp. Leather: The only way to get leather is through the harvesting of Cattle (see above). Leather is worth 15 gp per pound. Magical Power: Magical Power is used by Magical Foci for transmutation into other, more valuable resources. Since it is entirely abstract, and of use only in transmutation, it is simply measured in units of itself, and cannot be sold. See the description of the Magical Focus asset for how Magical Power is used. Malevocor: A material mined from the earth, similar to gold, but infused with the very essence of evil. Useless in and of itself, this material is useful when alloyed with other resources -- potentially creating new materials.* 50 pounds of Malevocor are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 500 gp. Mithril: Mithril is used to create amazingly light weapons and armor that would normally be made out of metal. 100 pounds of Mithril are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 500 gp. Stone: Stone is used primarily for the construction of buildings, although other uses could probably be found. 2,000 pounds of Stone are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 1 sp. Wood: Wood represents timber harvested from forests, which is then sent to a sawmill, where it is turned into finished material for use in construction of new buildings or the crafting of weapons. 2,000 pounds of Wood are gathered from a Resource Collection Facility each turn (multipled by the level of the district from which it was collected), and each pound is worth 2 sp.*See the next section, below, for rules on creating new special materials, for use with Benevolum, Chaotica, Harmonium, and Malevocor Creating New Special Materials To create a new material (like adamantine, or mithril), the new material must first be OK'd by a DM. In order for this to occur, the material must be deemed balanced, and the guild creating the material must come up with a formula for what resources (above), and how many pounds of those resources must be added into the mix to create the material. For example, one pound of Harmonium, one pound of Malevocor, one pound of Chaotica, one pound of Harmonium, and one pound of Gold might create a new substance called “Razors’ Balance” – which would have special abilities just like any special material (just like adamantine, mithril, and alchemical silver do). Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:26 AM | Battles Between Guilds There may come a time when you need to defend your foundation against attack. As is the case in any campaign, your PCs may become the focus of the enemy, and just so for your Guild or Foundation. You may find yourself besieged or equally, you may find yourself marching across the lands to confront your enemy yourself. The events that lead up to such between Guild battles are in your hands, largely. If you forge friendships with other Guilds, it may be expected that you have the protection of friendship, but equally, if your Guild may be the target of jealousy and greed, where your resources are highly prized. The Central Battle Thread Once implemented, the link to the Central Battle Thread will go here. Currently, the mass combat rules are under construction. Rules of Combat Army units in Tyranor are well trained and fight together in unison. The following Half-Orc Infantry is used as an example: Half-Orc Infantry Roster: 20 Unit HP: 120 Unit Space: 25 ft x 25 ft Unit Damage: (1d8+3) x 10 Sample Member:Race: Half-orc Class: Warrior 1 Speed: 30ft Initiative: +1 HP: 6 Attack: Battleaxe +5 (1d8+3) AC: 15 Saves: Fort +4, Ref +1, Will –1 Feats: Weapon Focus (Battleaxe) Skills: Climb + 7, Ride +5 Abilities: Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 8 Equipment: Battleaxe, chain shirt, personal belongings Roster: The number of individuals in the Unit Unit HP: Sample Member HP multiplied by the Roster. Unit Space: The fighting space the unit takes up. This size is always square. The following chart figures Unit Space for Small and Medium sized creatures:Roster Unit Space 10-16 20 x 20 17-25 25 x 25 26-36 30 x 30 37-49 35 x 35 50-64 40 x 40 65-81 45 x 45 82-100 50 x 50Unit Damage: This is the damage the unit does to another unit. The unit damage is found by multiplying the sample member's damage by a damage multiplier dependent on the roster. The damage multiplier is found on this chart: Damage Roster Multiplier 10-19 5 20-29 10 30-39 15 40-49 20 +10 +5If a character is inside a hostile unit, the character takes damage using the damage multiplier below: Damage Roster Multiplier 10 2 11-15 3 16-20 4 21+ 5Sample Member: Most statistics are taken straight from the sample member: speed, initiative, attacks, AC, saves, etc. HP is used to calculate the Unit HP. Damage is used to calculate the Unit Damage. ~~~Edit Line~~~ The Mass Combat rules were discussed after initially being posted. Some areas were found to be lacking and were adjusted. Due to the ADD effect other topics were discussed on Meta-thread before the new mass combat rules were set in stone. Anything above this edit line is highly unlikely to be changed. The items below this line still require editing and should not be considered cannon. Feats/Skills: Only some feats/skills apply to mass combat. Weapon focus, Improved Initiative, Skill focus, and other combat effecting feats are the most important. If there is any question as to a feat's application in combat, contact a GM. Skills likewise are limited. Spot and listen are examples of skills that might be used in mass combat. Size Based Morale Bonuses: A unit that is twice the size of an enemy unit adds +1 to their attack rolls. A unit that is three times the size of an enemy unit adds +2 to their attack rolls. A unit that is four times the size of an enemy unit adds +3 to their attack rolls. Units five times the enemy unit's size or higher add +5 to attack rolls. Magic in Mass Combat: Spells may be used against units, but they have limited use in some cases. Spells that effect a single target deal one HP worth of damage to the unit. Representing that target's inability to continue battle for whatever effect. Spells that have an area of effect worth at least half the unit's own area deal their normal damage to the unit. Buff spells that effect areas such as bless or bane apply if the majority of the unit is effected. Needless to say, magic is a powerful force on the battlefield. Siege Weaponry and Ships: A siege weapon hits a unit as if it had an AC of 10, striking the ground the unit is standing on. The weapon deals it's damage, which can be found in it's stat block, to the unit's HP if it hits. Siege weapons attacking other siege weapons or structures ignore hardness and apply full damage. However, single targets retain their own AC. Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:28 AM | Rewards, Penalties, and Hierarchies Rewards Guilds may give awards to their members for whatever they want. The award can be anything the guild wants, unless it must be given by a GM or DM (experience, for example). DMs and GMs may award experience for certain tasks (including combat, learning new spells or skills, teaching other characters new skills or spells, etc). It is the responsibility of players to PM DMs requests for experience awards. Experience and Gold Award Guidelines Experience and gold are given out according to the CR of the challenge for which the experience and gold was gained. A GM/DM must declare the CR of any challenge he issues in which players may partake. If a DM/GM sees fit to reward an individual character for a particular "in-character" action (roleplaying, teaching a new character some skills or spells, etc), the experience and gold award is limited to half the award the character would receive if he had passed a challenge with a CR equal to his own CR. Furthermore, a character can receive no more "in-character" experience or gold in any given turn than he would earn if he had passed a challenge equal to his CR. So, the following limitations apply to "in-character" experience and gold awards only: The most award a single action can give to a character is 1/2 of what the character would receive for passing a challenge of its CR. The most award a single character can receive in one turn is equal to what the character would receive for passing a challenge of its CR.Penalties Here are the various sources of punishments and penalties that might be encountered in the game: Guild: Punishments may be given out by a Guild to a PC, if a PC breaks a guild law or rule. It is the Guild’s responsibility to make the character pay for their actions. City: If a PC has broken a city law then it goes to that City’s Court system, where a Public Trial may be held. If found guilty then the City has the right to punish the PC according to the City’s Laws. Character: If a PC breaks another character’s personal law, then it become a character’s responsibility to punish a PC for breaking that personal law (e.g. their god's law) as a character sees fit. The character should remember that they still could be taken to City Court or Guild Court. DM/GM: The DM's and GM's will also be able to penalize characters that break the rules. For example, if a player makes a magical device and does not take away the experience points for making the item, then DMs may give a warning the for the first breach. Repeated breaches may result in level loss, suspension from the game for a certain period of time, etc.Hierarchies There are two kinds of hierarchies in the game: intra-guild hierarchies (within guilds), and inter-guild hierarchies (between guilds). Intra-Guild HierarchiesGuilds are entirely free to create their own hierarchies. These positions may have whatever responsibilities, entitlements, titles, etc. that the guild deems appropriate, with the following restriction: no guild can turn down a player’s request for admittance, although a character’s request can be turned down. This means that guilds can’t pick and choose their members, unless a member’s character is inappropriate for the guild. For example, the Guild of Pure Good would be justified in turning down a player playing a purely evil character. But the player of that character could create a good character and be then admitted.Inter-Guild HierarchiesGuilds are free to form coalitions, in which case they would have the right to create positions of power that have responsibilities, entitlements, titles, etc over some or all involved guilds. This right is inherent to the guilds themselves. Perhaps you are interested in creating a High Council with representation from a number of other Guilds, or perhaps you seek to form a trans-Racial Coalition. If you are anti-war, then perhaps you may seek to forge an Alliance of Peace Keepers rather than War Lords. DMs and GMs can also create Intra-Guild Hierarchies that hand down proclamations to guilds. Such hierarchies might be a city’s ruling council, an occupying army’s command or commander, a divine messenger (maybe even the god itself), or anything else that could give commands to guilds. Guilds may disobey these commands, but this might bring terrible consequences upon them (but that’s part of the fun!). These powers might even be invested in particularly contributory players!Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House04-22-05, 06:29 AM | DM and GM Powers and Responsibilities, and the Appeal Process In charge of various areas are the DMs, who you'll interact more closely with more often. Keeping an eye on the system as a whole are the GMs. DM Powers and Responsibilities Each DM has a domain that he is responsible for. Within this domain, he may exercise any of the following powers: Suspend a player, direct a player, or impose rulings upon any PC or Foundation Introduce NPCs, NPC Foundations, plots, plot twists, new mythology, new artifacts, etc. Create Inter-Guild Hierarchies Ask a player to disclose plans to the DM Grant or refuse PC rewards Direct players to the MetaThread for discussions Penalize PCs Play the game as players, in addition to their responsibilities as DMs. DMs aren’t allowed to use their power to unfairly benefit their guild(s) in any way.For your convenience, here is a list of all current DMs, sorted by what domains they have influence over: Domain: DM Name (not implemented yet) Domain: DM Name (not implemented yet) Domain: DM Name (not implemented yet) Domain: DM Name (not implemented yet) Domain: DM Name (not implemented yet)GM Powers and Responsibilities, and the Appeal Process GMs have a specific set of powers, and these rely on Voting Privileges. When at all possible, GM decisions are made by a majority vote after some discussion on the topic at hand. These are the responsibilities and priveleges of the GMs: GMs make Rulings that should apply to similar situations in the future and may refer to those Rulings at future points. With permission from a GM, a DM may make a Ruling as well. It may be the case that a sensible DM has a sensible reason for that Ruling and in fairness to that DM (for being sensible and astute) that Ruling may be recognized as valid as well. GMs protect your Guilds from in-game prejudice and in-game favoritism. If you feel you are being unfairly targeted or if a player feels someone is getting an unfair advantage, it is the GMs responsibility to resolve this. Under these circumstances: You must make your case in a PM to the GMs You may be asked to clarify the concern or be asked for additional information The issue will be discussed and explored by the GMs. If further information is required, the GMs may embark on a Research and Development mission to determine the validity of the claim. Once the GMs have deliberated, you will be advised and if a change is required on the Boards a Ruling will be posted; If you are unhappy with the outcome, you may request that the decision be reviewed, but you must have a basis for your appeal and you must bring to the GMs attention the issue not adequately addressed. Additionally, GMs are given the right to take any of the same actions as a DM, in any of the DM's domains, giving them ultimate diversity in plot development.Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Masters of the House05-01-05, 02:56 AM | The Organization Compendium This is the current, most updated list of all foundations in The Guild House. If your's isn't on the list, PM Necrodude16 (http://boards1.wizards.com/member.php?u=256163),Jagggar (http://boards1.wizards.com/member.php?u=246727) or Sssargoth (http://boards1.wizards.com/member.php?u=245219) with the name of your guild, and include the URL of its thread, and we'll add it in. But do not post the request to this thread. Please, do not post anything to this thread. Thanks! A Note: This is a very transitional list... just before the games begin, we'll probably ask for confirmation from every guild on this list to see if they're still active, just to clean the house (pun not intended). Beastmaster's Preserve (http://boards1.wizards.com/showthread.php?t=346136) CASKET (Sorcerer) (http://boards1.wizards.com/showthread.php?t=347788) Casters of the Arcane (http://boards1.wizards.com/showthread.php?s=&threadid=135758) Council of Archmages V7 (http://boards1.wizards.com/showthread.php?t=331988) High Magic (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?s=&threadid=140593&origin=) New Core Classes (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?s=&threadid=162606&origin=) New Classes (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?s=&threadid=44752&origin=) Paladin (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?s=&threadid=136374&origin=) Psionics Foundation (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?s=&threadid=237913&origin=) Rebel/Outlaw 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| Masters of the House05-10-05, 07:41 PM | Building Strongholds The Stronghold Builder’s Guidebook has excellent rules for the construction of strongholds, and for the most part you’ll be using those to build your stronghold. But, because we’ve adopted many rules that differ from the assumptions of the Stronghold Builder’s Guidebook, the following minor conversions are necessary, to bring those rules into line with our rules. Additionally, there is enough information here that an individual without the Stronghold Builder's Guidebook should be able to construct a stronghold. Component Name Stone and Wood Gold Pieces Prerequisites Alchemical Laboratory, Basic 1 ton 100 gp - Alchemical Laboratory, Fancy 1 ton 2,400 gp Alchemist (1) Armory, Basic 1 ton 100 gp - Armory, Fancy 1 ton 1,400 gp - Auditorium, Fancy 1 ton 1,400 gp - Auditorium, Luxury 1 ton 9,400 gp - Barbican 1 ton 400 gp Guards (2) Barracks 1 ton 100 gp - Bath, Basic ½ ton 100 gp - Bath, Fancy 1 ton 1,400 gp - Bath, Luxury 2 tons 8,800 gp Servant (1), Valet (1) Bedroom Suite, Basic 1 ton 200 gp - Bedroom Suite, Fancy 1 ton 4,400 gp - Bedroom Suite, Luxury 2 tons 23,800 gp Valet (1) Bedroom, Basic ½ ton 100 gp - Bedroom, Fancy ½ ton 1,700 gp - Bedroom, Luxury 1 ton 9,400 gp Valet (1) Chapel, Basic 1 ton 400 gp - Chapel, Fancy 2 tons 4,800 gp Acolyte (1) Chapel, Luxury 2 tons 23,800 gp Acolyte (2) Common Area, Basic 1 ton 100 gp - Common Area, Fancy 1 ton 2,400 gp - Courtyard, Basic 1 ton 100 gp - Courtyard, Fancy 1 ton 2,400 gp - Courtyard, Luxury 1 ton 14,400 gp - Dining Hall, Basic 2 tons 800 gp Kitchen Dining Hall, Fancy 2 tons 10,800 gp Kitchen, Servant (1) Dining Hall, Luxury 2 tons 48,800 gp Luxury Kitchen, Servants (2) Dock, Basic 1 ton 100 gp Laborers (2) Dock, Extended 2 tons 1,800 gp Laborers (4) Dock, Extended Dry 2 tons 13,800 gp Laborers (6) Gatehouse ½ ton 700 gp - Guard Post ½ ton 100 gp - Kitchen, Basic 1 ton 1,400 gp - Kitchen, Fancy 1 ton 11,400 gp Cooks (2) Kitchen, Luxury 2 tons 48,800 gp Cooks (6) Labyrinth 1 ton 100 - Library, Basic 1 ton 2,100 gp - Library, Fancy 1 ton 5,400 gp - Library, Luxury 2 tons 19,800 gp Librarian (1) Magical Laboratory, Basic 1 ton 100 gp - Magical Laboratory, Fancy 1 ton 2,400 gp Apprentice (1) Prison Cell ½ ton 200 gp Guard (1) Servants’ Quarters 1 ton 100 gp - Shop, Basic 1 ton 100 gp Clerk (1) Shop, Fancy 1 ton 3,400 gp Clerk (2) Shop, Luxury 1 ton 15,400 gp Clerk (2), Guards (2) Smithy, Basic 1 ton 100 gp Smith (1) Smithy, Fancy 1 ton 1,400 gp Smith (1) Stable, Basic 1 ton 400 gp Groom (1) Stable, Fancy 1 ton 2,400 gp Groom (1) Stable, Luxury 1 ton 8,400 gp Groom (2) Storage, Basic 1 ton 100 gp - Storage, Fancy 1 ton 400 gp - Storage, Luxury 1 ton 2,400 gp Clerk (1) Study/Office, Basic ½ ton 100 gp - Study/Office, Fancy 1 ton 1,900 gp - Study/Office, Luxury 1.5 tons 14,250 Clerk (1) Tavern, Basic 1 ton 300 gp Servants (2) Tavern, Fancy 1 ton 3,400 gp Servants (3) Tavern, Luxury 1 ton 19,400 gp Servants (4) Throne Room, Basic 1 ton 1,400 gp Servants (2) Throne Room, Fancy 1 ton 11,400 gp Servants (4) Throne Room, Luxury 1 ton 79,400 gp Servants (6) Torture Chamber 1 ton 2,400 gp Torturer (1), Guard (1) Training Area, Combat 1 ton 400 gp - Training Area, Rogue 1 ton 1,400 gp - Trophy Hall, Basic 1 ton 400 gp - Trophy Hall, Fancy 1 ton 5,400 gp Guard (1) Workplace, Basic 1 ton 100 gp - Workplace, Fancy 1 ton 1,400 gp - Stone and Wood CostFor every ton of stone and wood used in the construction, the component built of those materials has an area of 20ft square. Components using more or less have more or less area, proportional to the amount more or less of the resources used. Also, when a guild uses wood and stone in the construction of an asset, they may use that wood and stone towards the construction of a stronghold in the district where they are building the corresponding asset. For example, if a guild were to build a Hard Power Center in a Level 3 district, that would require three tons of wood and stone. These three tons could go towards the construction of a stronghold in the area, if the guild desires. If a guild wants to build a stronghold from an aleternate material, they may, but they must provide an equivalent amount of the desired material, and a special request must be registered with one of the GMs.Gold Piece CostThis gold piece cost has been recalculated to take into account the fact that the building party had to pay for raw materials (and thus, costs have been reduced accordingly). The cost of a stronghold can also be further reduced according to how much free labor you have. For every ton of wood and stone used in the construction of the stronghold, the stronghold requires a labor force of 10 people. If you can supply this labor force yourself (through the Leadership feat, for example), you may reduce the cost of your stronghold by 30%. If you can supply a proportion of this yourself, you receive an a proportion of the benefit, depending on how much of the labor you were able to supply.For example, if 50 tons of stone and wood were used in the construction, you would need to provide 500 workers to receive the full 30% reduction in cost. However, if you were only able to supply 250 workers, you would still receive a 15% reduction in cost (because 250 is half of 500, you would receive half of the full 30% benefit, or a 15% reduced construction cost).Stronghold Component Descriptions Following is a short description of the statistical information regarding the various stronghold components, for reference purposes. Not that, just as with the original rules, you may still buy multiples of the same component for a greater capacity to do whatever that component does. Alchemical Laboratory, Basic Provides any character using it a +2 circumstance bonus on Alchemy checks. Alchemical Laboratory, Fancy Provides any character using it a +4 circumstance bonus on Alchemy checks. Armory, Basic Holds equipment for 25 soldiers. Armory, Fancy Holds equipment for 25 soldiers. Auditorium, Fancy Provides any character using it a +2 circumstance bonus on Perform checks, can hold up to 30 people. Auditorium, Luxury Provides any character using it a +4 circumstance bonus on Perform checks, can hold up to 30 people. Barbican Guards an entrance, by use of murder holes, arrow slits, funnels for burning oil, etc. Barracks Houses ten individuals, usually soldiers. Bath, Basic No statistical information. Bath, Fancy No statistical information. Bath, Luxury No statistical information. Bedroom Suite, Basic A master bedroom, houses 1-2 people in one room. Bedroom Suite, Fancy A master bedroom, houses 1-2 people in one room. Bedroom Suite, Luxury A master bedroom, houses 1-2 people in one room. Bedroom, Basic A bedroom, can house 1-2 people. Bedroom, Fancy A bedroom, can house 1-2 people. Bedroom, Luxury A bedroom, can house 1-2 people. Chapel, Basic Can hold up to 40 people. Chapel, Fancy Can hold up to 60 people. Chapel, Luxury Can hold up to 60 people. Common Area, Basic No statistical information. Common Area, Fancy No statistical information. Courtyard, Basic No statistical information. Courtyard, Fancy No statistical information. Courtyard, Luxury No statistical information. Dining Hall, Basic Seats 30 people comfortably. Dining Hall, Fancy Seats 30 people comfortably. Dining Hall, Luxury Seats 30 people comfortably. Dock, Basic Allows small and medium ships to dock. Dock, Extended Allows any ship to dock. Dock, Extended Dry Allows any ship to dock, and allows the construction of ships larger than small and medium. Gatehouse Includes a gate and drawbridge, if appropriate. Guard Post If placed in a wall, includes free arrow slits. Kitchen, Basic Can prepare meals for up to 15 people. Kitchen, Fancy Can prepare meals for up to 30 people. Kitchen, Luxury Can prepare meals for up to 100 people. Labyrinth A maze like area. Library, Basic Provides any character using it a +2 circumstance bonus on any two Knowledge checks (which two are chosen by the owner of the library at the time of construction). Library, Fancy Provides any character using it a +2 circumstance bonus on any three Knowledge checks (which three are chosen by the owner of the library at the time of construction). Library, Luxury Provides any character using it a +2 circumstance bonus on any six Knowledge checks (which six are chosen by the owner of the library at the time of construction). Magical Laboratory, Basic Provides any character using it a +2 circumstance bonus on Spellcraft checks to see if a new spell is viable. Magical Laboratory, Fancy Provides any character using it a +4 circumstance bonus on Spellcraft checks to see if a new spell is viable. Prison Cell Holds up to six prisoners communally, or three prisoners separately. Servants’ Quarters Holds up to six individuals, usually servants, in small rooms. Shop, Basic No statistical information. Shop, Fancy No statistical information. Shop, Luxury No statistical information. Smithy, Basic Allows the use of any Craft (armorsmithing, blacksmithing, and weaponsmithing checks). Smithy, Fancy Allows the use of any Craft (armorsmithing, blacksmithing, and weaponsmithing checks)., and provides any character using it a +2 circumstance bonus on those checks. Stable, Basic Can house up to six large creatures. Stable, Fancy Can house up to six large creatures. Stable, Luxury Can house up to six large creatures. Storage, Basic Contains 2,000 cubic feet of storage space. Storage, Fancy Contains 3,000 cubic feet of storage space. Storage, Luxury Contains 3,000 cubic feet of storage space. Study/Office, Basic No statistical information. Study/Office, Fancy No statistical information. Study/Office, Luxury No statistical information. Tavern, Basic Can seat up to 20 people. Tavern, Fancy Can seat up to 20 people. Tavern, Luxury Can seat up to 20 people. Throne Room, Basic Holds up to 20 people. Throne Room, Fancy Holds up to 20 people, provides a +2 circumstance bonus to Diplomacy checks made by the owner, ruling noble, guildmaster, etc. Throne Room, Luxury Holds up to 30 people, provides a +4 circumstance bonus to Diplomacy checks made by the owner, ruling noble, guildmaster, etc. Torture Chamber Provides a +2 circumstance bonus to Intimidate checks made by a torturer, allows Intimidate retries every hour against restrained foes. Training Area, Combat No statistical information. Training Area, Rogue No statistical information. Trophy Hall, Basic No statistical information. Trophy Hall, Fancy No statistical information. Workplace, Basic Allows the use of a single craft skill, designated by the owner of the establishment at the time of construction. Workplace, Fancy Allows the use of a single craft skill, designated by the owner of the establishment at the time of construction, and provides any user a +2 circumstance bonus on such checks.Freestanding Walls Walls can also be purchased as seperate components, forming freestanding walls as described in the Stronghold Builder's Guide. For our purposes, we only need to modify a few of the more common freestanding wall statistics... namely iron, reinforced masonry, and wood, because they tie in directly with our resource system and are probably going to be the most commonly used.Material Tonnage Gold Pieces Sections Iron 1 ton 500 gp 1 Section Superior Masonry 1 ton 100 gp 2 Sections Wood 1 ton 50 gp 4 SectionsSections: Each "section" is a 10ft x 10ft portion of wall made of that material, which may be arranged in any way desired (up against one another, along the ground in any direction, or even up). The only stipulation is that wall sections that are above ground level have at least one more section stacked below them than are placed at their current level. To illustrate, here's a diagram of a wall that's 30 ft high, using six wall sections: l ll lll If a guild wants to build a wall from an aleternate material, they may, but they must provide an equivalent amount of the desired material, and a special request must be registered with one of the GMs. [I]Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1)[/QUOTE] |
| Masters of the House05-16-05, 10:49 AM | Guild House-Rules In addition to the other houserules specific to the Guild House, this section covers rulings in reguards to the book Unearthed Arcana and may contain a few other rulings. The GMs are not done in their decision making process. If you have a request reguarding a specific house rule, post a request in Meta-Thread (http://boards1.wizards.com/showthread.php?t=320616) and we will bump up looking at that rule. Unearthed Arcana Variants The Variants are divided into two categories, Approved Variants and Rejected Variants. These categories are divided by chatper when you are looking for a specfic variant. Sidebars are presented as an additional 'chapter'. If a variant is missing from the list currently, the GMs have yet to make a final decision upon the variant yet. Approved Variants Races Environmental Races Elemental Races Bloodlines Racial Paragon ClassesClasses Totem Barbarian Bardic Sage Divine Bard Savage Bard Cloistered Cleric Druidic Avenger Thug Paladin of Freedom Paladin of Slaughter Paladin of Tyranny Planar Ranger Urban Ranger Wilderness Rogue Battle Sorcerer Domain Wizard Specialist Wizard VariantsBuilding Characters Adventuring Magic Campaigns Sidebars Rejected VariantsRaces Reducing Level AdjustmentsClasses Prestigious Character Classes Gestalt Classes Generic Classes Monk Variant: Fighting Styles Building Characters Adventuring Magic Campaigns Sidebars Fractional Base Bonuses Other Rulings Should combat arise on a thread in which a player has not posted in a weeks time, he or she cannot simply appear in said location to join the battle. Back to the Table of Contents (http://boards1.wizards.com/showpost.php?p=5996175&postcount=1) |
| Wilds10-24-05, 05:07 PM | :bump: ....the act has been commited |
| jagggar12-03-05, 01:21 AM | :bump: In case the prune here has a similar 30-day post added to it, we're bumping this to make sure it stays alive. Please continue to direct questions and comments to Meta (http://boards1.wizards.com/showthread.php?t=541272). |