Guilds, Gangs and Organizations

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This is where a formal structure is assigned to PC-ran guilds, gangs and organizations that offer players the option of having their characters come together under a common purpose and interact with one-another for the sake of the particular organization. You will find detailed descriptions on the formation and operation of a guild, gang or other organization as well as the Organization Plan. This plan includes all of the important details of structure, membership, resources, etc.

Guilds, Gangs and Organizations

Postby Gillar on July 14th, 2019, 12:18 am

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Guilds, Gangs and Organizations


Player Characters may create their own organizations within Mizahar. In order to do so however, one must understand what is involved and how to write-up an organization so that it may be approved.

The following details the formal structure assigned to PC-ran guilds, gangs and organizations that offer players the option of having their characters come together under a common purpose and interact with one-another for the sake of the particular organization. Guilds, gangs and various other organizations may share some common elements with PC-owned/ran businesses yet they tend to be on a much larger scale and/or are of a format that doesn’t fall under the guidelines of a traditional Mizahar business/occupation. Below you will find detailed descriptions on the formation and operation of a guild, gang or other organization. Each section detailed below makes up the Organization Plan. Just like a Business Plan, the Organization Plan includes all of the important details of structure, membership, resources, etc.

Guilds, gangs and organizations are made up of a large variety of groups. Mercenary Groups, Merchant Houses, Tradesmen Guilds, Thieves Guilds, Temples, Schools, Street Gangs, Influential Families and even Sea Pirates are all examples of organizations that PCs may create and become a part of.

From here on, when referring to PC-ran Guilds, Gangs and Organizations, the abbreviation, GGO, will be used.

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Guilds, Gangs and Organizations

Postby Gillar on July 14th, 2019, 12:49 am

The Organization Plan


In order to create a PC Organization, one needs a Plan. The plan provides the basic details about a particular organization. Please refer to the breakdown of the Organization Plan below before developing your own plan. The plan must follow the provided format. When you feel the plan is complete, you may submit it to the Help Desk for approval.

Primary Requirements: All organizations, regardless of type or other requirements, must have at least 3 active PC members in order to be considered a valid organization for the sake of the Organization Plan and all it entails.

Also, the player-character creating the organization must have at least 51 Skill Points in Leadership OR a skill highly relevant to the type of organization/purpose.

Finally, the organization must have starting funds of 3,000 gm upon creation along with a "base of operations" which will house the organization worth at least 3,000 gm.


Name:
Secret :
One of the most basic yet important pieces of any organization is its name. The name of your organization conveys many things beyond a simple title. It conveys purpose, inspire feelings and project influence.

Type:
Secret :
What type of organization is this? Organizations tend to fall into a certain overall type. See further into the article for more details on Organization Types in relation to Tier, Benefits and Assets/Resources.

- A Guild which is a more formal organization like a Craftsmen/Trade Guild or even a Mage or Thief’s Guild. Merchant Houses and Mercenary Groups also can be classified as a Guild. A Guild tends to operate for the sake of controlling activity and/or earning wealth. They are often, though not always, supported by a local governing body or perhaps even hold influence over that body.

- A Gang is a more informal version of a guild although they can share similarities. Gangs often engage in violence, crime and intimidation more so than guilds. They are typically not supported by local governments yet may still hold some influence within said governments. They tend to operate through the imposition of fear and intimidation.

- A Temple or Religious Organization primarily operates on behalf of a deity or deities. Their work benefits the will of the divine figures that they represent.

- A School or Educational Organization works to educate not only their members but can also work to educate those outside of the organization through their actions.

- A Family or House is made up of family members who engage in activity that goes beyond what typical families in Mizahar do. These groups tend to embrace formal status and social structures within their familial makeup which carries on from generation to generation as the family grows and expands.

- Some organizations can be best classified as, Other. These are organizations that may not fit into the above classifications. Assistance may be needed to determine whether or not an organization may need to classified as something other than the above types.

Tier:
Secret :
Every valid PC organization on Mizahar is assigned a tier level that represents the organization’s collective strength, power and influence. The organization’s tier also determines what general benefits it has available to its members based on the organization type. Tiers range from 1 to 4. The tier level of an organization is detailed later in this article.

Description:
Secret :
This is a summary of what the organization is. Note the word, Summary as details such as location, purpose and other more involved elements are addressed in following sections. This is where you would mention things like what the organization does in general.

Purpose:
Secret :
What is the purpose of the organization? Why does it exist? There should be a good reason for why the organization has formed. The reason or purpose of the organization helps define it and forms the core from which so much else about it is built.

Does the organization claim authority over people and/or activities within a given area? It may require people to join it in order to engage in certain activities. Gangs often form with this purpose in mind; requiring people to join them, restricting activities to only that which they control. Members are watched closely and have limits placed on them depending on the nature of the organization.

Maybe an organization seeks to exchange knowledge, ideas and skills. Institutes, schools, education centers as well as organized temples, churches and shrines typically have this as their purpose.

Some organizations have security as their primary purpose and work to protect and secure all manner of things. They may come together for the protection of their members or even the defense of ideas, property or other people. Mercenary Groups often have this type of common purpose.

Organizations often have specific goals in mind that are typically long-reaching. Such goals/tasks are generally ones that take a quite a bit of time to find success. Examples of such specific tasks or goals include but are not limited to, working to free slaves, creating and managing an uprising and changing city laws for the better or for selfish whims.

Many organizations desire nothing other than mizas. These organizations look to make as many mizas as possible through all manner of creative means. They are also the organizations that involve themselves most in businesses. Merchant Guilds are a great example of organizations looking to increase wealth.

Primary Location/Area of Influence:
Secret :
Where is the organization located? What city? What is the base of operations? What sort of structure/building houses the organization?

Membership Requirements:
Secret :
What is required in becoming a member? There can be as many or as few requirements as necessary for a given type of organization. Examples include, a specific gender, certain race or races, skill or skills requirements, social class/wealth, performing of certain tasks or even taking formal tests and even more difficult to classify things like maybe requiring a certain hair-color, ritual scarring, etc.

Advancement/Promotion:
Secret :
Most organizations, though not all, have some form of ranking structure (chain of command as it were). With this comes possible ranks as well as ways to advance or otherwise be promoted to those various ranks. There are numerous ways of handling rank and advancement. Examples include, a cooperative approach where all members are equal and there is no particular ranks or titles. Decisions are made by the group as a whole. There are those organizations that involve control over members by stronger, more influential ones. Basically these are made up of those who control and those who are controlled. There are organizations that engage in elections of members and group choice of who advances and how far. Promotions based on accomplishments of a member may dictate their advancement or meeting certain requirements like time active, age, general activity, that sort of thing. Even wealth and monetary contribution to the organization can offer a path toward promotion and advancement.

Benefits:
Secret :
All types of organizations have some form of benefit to the membership else there would be members. This is where you detail the benefits of being a member. Benefits may include the following:

- Items: The organization can provide items such as weapons, armor, clothing and other equipment that is possibly customized for that particular organization. Items may also be of the kind that are not normally available outside of the organization such as magical or religious offerings. They may also offer items at a reduced cost.

- Room and Board: The organization can provide housing and living essentials. This often takes the form of reduced costs to living expenses along with having a roof over one’s head.

- Training and Education: The organization can provide training in a variety of skills via other members willing to share their knowledge.

- Religious Opportunity: The organization can open their members up to religious experiences and communication with divine beings.

- Support Structure: The organization offers support to its members in a variety of forms; economic, social and even political or geographical. It can even offer benefits based on its own reputation among others.

- NPCs: The organization may offer use of its NPCs to its members.
Income: The organization can offer income either through organization-based occupations, contracts or a variety of other methods.

- Social Status: The organization may, depending on its standing within a city, provide its members with special privileges within a city; granted by the city governing body.

- Special: The organization offers special training and other unique opportunities not available anywhere else. This could be certain types of magics or even lost disciplines. It could also be access to certain special places.

More details on benefits are found later in the article.

Leaving/Exiting:
Secret :
Sometimes there is a need for a member to leave or otherwise exit the organization. This is where you detail this process. What is the process for leaving the organization with permission of the organization’s leader/leaders? What happens if a character leaves without permission as in they are disgruntled and simply walk away? What sort of drawbacks might there be to doing so? What can get a member kicked out? What happens if they are kicked out? What repercussions other than being kicked out might be imposed? For example, maybe they risk being magically bound in some way, beaten, tortured depending on the nature of the organization. Perhaps they may even risk gaining a negative mark from a deity if the organization is religiously-based.

Resources/Assets:
Secret :
Like a Business Plan, this is where the organization’s assets are recorded and regularly updated. This includes the organization’s funds, acquisitions and expenditures, assets with include basically anything purchased by the organization. More details can be found on Resources and Assets later in this article.


Code: Select all
[u]Organization Name:[/u] Your organization's name.
[u]Type:[/u] Your organization's type.
[u]Tier:[/u] Your organization's tier.

[u]Description:[/u] Tell us about what your organization is.

[u]Purpose:[/u] What is the purpose of your organization?

[u]Primary Location/Area of Influence:[/u] Your organization's location

[u]Membership Requirements:[/u] What is required for membership.

[u]Advancement/Promotion:[/u] How to get promoted within the organization.

[u]Benefits:[/u] Benefits for being a member.

[u]Leaving/Exiting:[/u] How does one leave the organization?  What happens?

[u]Resources/Assets:[/u] Organization resources and combined assets.
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Guilds, Gangs and Organizations

Postby Gillar on July 14th, 2019, 12:59 am

Organization Tiers


Tiers. What they are? How they work and what sort of Tiered benefits does an organization receive based on what Tier Level it is? The listed benefits are the default ones that all organizations of that Tier Level receive. As will be detailed later, an organization may offer more benefits as it grows and increases its level. An organization will have its own funds separate from individuals which it can use to purchase expansions, items, structures, benefits, etc. For now though, here arenthe basics of Organization Tiers.

Tiers: What Are They and How Do They Work

Organization Tiers represent the overall strength, power and influence of an organization. The basic format of Tiers is much like that of Skill Levels or Gnosis Marks in that they range from 1 to 4 with 1 being the weakest and 4 being the strongest. Each tier has a range of points associated with it in a way similar to skill points but are called Tier Points.

Tier Points are acquired by doing Organization Threads specifically for your organization in a way similar to job threads. Each Organization Thread must involve actions taken that somehow further the goals of your Organization. They must be 2,500 words each. A member of the organization can engage in any number of Organization Threads per season with each completed, graded, valid thread being worth 1 Tier Point. Multiple members can engage in Organization Threads thus allowing for many possible Tier Points being earned within a season.

Tier Levels
Secret :
Tier 1 (1-25) = Basic Organization: This organization is new and/or still growing. It holds little influence within a given area and maintains modest resources. They garner little notice and/or support or condemnation from local governing powers.

Tier 2 (26-50) = Advanced Organization: While still growing, this organization has established itself as having moderate influence within a given area. They maintain moderate resources and are acknowledge by local governing powers for better or for worse, to some extent.

Tier 3 (51-75) = Influential Organization: Having attained a name for themselves, this organization maintains a respectable amount of influence and/or notoriety within a given area. Local governing powers fully recognize the organization as either a benefit or a threat to the area and respond accordingly. Resources are also impressive.

Tier 4 (76-100) = Powerful Organization: This organization has reached a level of power and influence that often rivals that of existing powerful NPC groups as well as local governments. They are centers of influence within the area (the nature of that influence depending on the type of organization). They often have a number of allies as well as enemies due to their influence. Resources are immense.

Organization Type and Tier Benefits

Different types of organizations maintain different types of benefits. These benefits are then broken down by Tier Level. For example, the benefits of a Guild are different from the benefits of a Temple. Only a single type of organization can offer benefits at a time. For example, one could have a Guild and enjoy the benefits from that organization type or they could have a Family/House and enjoy the benefits from that organization but they could not enjoy the benefits from both. This is not to say you can't design a Family/House and be a part of a Guild; you would only gain the listed benefits from one or the other. However, the PC who creates the organization may offer benefits other than those listed if multiple organizations are involved however those benefits must be acquired separately and/or funded separately.

Any discounts on purchasing structural components for the organization supersede other discounts for things like quality and multiple components bought at one time. This means they all don't stack. Organization bonus is all you get for organization structures. Bonuses for building your own structures do however stack.

Each organization type offers an occupation exclusive to that particular type. This occupation grants a base income that can be modified by increased levels in a skill relevant to the duties the individual performs for the organization. An organization member IS NOT required to take this occupation to be a part of the organization. However, these occupations offer a base income far higher than many non-organization occupations. For example, a non-GGO groom makes 3 gm / day. A groom working for a Guild would make 6 gm / day.

Purchasing items to outfit GGO members; custom clothing and equipment, need only be bought once to create the GGO Clothing/Equipment package. Once all the items, their modifications and customization, are bought, they become available to GGO members. The GGO may require members to buy this package or offer it for free. If purchased by members, the mizas they pay go back into the GGO coffers.

Unless otherwise stated, discounts for purchasing items/structures/services are for the Organization and purchases by the Organization, not individual members.

Benefits by Type and Tier

Guild
Secret :
- A Guild offers a number of Tiered benefits related to its purpose. These benefits involve discounts on skill-based items/structures/services as well as bonuses to guild-related business resources. The bonuses do not stack in that as a Guild increases its Tier, it leaves behind the old bonuses and gains the new ones.

Tier 1 - %10 discount on skill-based items/structures/services based on the type of guild when purchasing such things for the improvement of the guild itself (Not applicable at Guild creation). %25 discount on items purchased for the outfitting of guild members (for the sake of customizing items for guild members; custom uniforms, weapons, armor, etc.). Offer the Guild Member occupation (6 gm/day modified by a skill relatable to the Guild's purpose). Offers Members a default Common Living Expense of 100 gm / Season when living in a Guild Structure and Completing 2 Organization Threads per Season.

Tier 2 - 20% discount on skill-based items/structures/services based on the type of guild when purchasing such things for the improvement of the guild itself (Not applicable at Guild creation). 50% discount on on items purchased for the outfitting of guild members (for the sake of customizing items for guild members; custom uniforms, weapons, armor, etc.). Individual members enjoy a %10 discount on skill-based items/structures/services based on their guild type which can be for their own, non-guild use. Offers Members a default Good Living Expense of 400 gm / Season when living in a Guild Structure and Completing 2 Organization Threads per Season. Offer the Guild Member occupation (6 gm/day modified by a skill relatable to the Guild's purpose).

Tier 3 - 30% discount on skill-based items/structures/services based on the type of guild when purchasing such things for the improvement of the guild itself (Not applicable at Guild creation). 50% discount on on items purchased for the outfitting of guild members (for the sake of customizing items for guild members; custom uniforms, weapons, armor, etc.). Individual members enjoy a %20 discount on skill-based items/structures/services based on their guild type which can be for their own, non-guild use. Offers Members a default Good Living Expense of 350 gm / Season when living in a Guild Structure and Completing 2 Organization Threads per Season. Offer the Guild Member occupation (6 gm/day modified by a skill relatable to the Guild's purpose).

Tier 4 - 40% discount on skill-based items/structures/services based on the type of guild when purchasing such things for the improvement of the guild itself (Not applicable at Guild creation). 50% discount on on items purchased for the outfitting of guild members (for the sake of customizing items for guild members; custom uniforms, weapons, armor, etc.). Individual members enjoy a %30 discount on skill-based items/structures/services based on their guild type which can be for their own, non-guild use. Offers Members a default Good Living Expense of 300 gm / Season when living in a Guild Structure and Completing 2 Organization Threads per Season. Offer the Guild Member occupation (6 gm/day modified by a skill relatable to the Guild's purpose).

Gang
Secret :
- A Gang offers a number of Tiered benefits related to its purpose. These benefits involve discounts on more underworld/taboo/crime-based goods/services as well as territorial boons. The bonuses do not stack in that as a Gang increases its Tier, it leaves behind the old bonuses and gains the new ones.

Tier 1 - %25 discount on the purchase of drugs, poisons, larceny and underworld items for use by the gang as a whole. This represents stores of such items that can be accessed by gang members. Buy each item once and it becomes a permanent addition to available gang stock at discount to members equal to 10%). %25 discount on items purchased for the outfitting of gang members (for the sake of customizing items for gang members; custom uniforms, weapons, armor, etc.). Offer the Gang Member occupation (5 gm/day modified by a skill relatable to more underworldly functions; poisons, subterfuge, larceny, intimidation, etc.). Offers Members a bonus to intimidation based on the gangs overall influence within the area (+10 to Intimidation). All offered by Completing 2 Organization Threads per Season.

Tier 2 - %35 discount on the purchase of drugs, poisons, larceny and underworld items for use by the gang as a whole. This represents stores of such items that can be accessed by gang members. Buy each item once and it becomes a permanent addition to available gang stock at discount to members equal to 20%). %35 discount on items purchased for the outfitting of gang members (for the sake of customizing items for gang members; custom uniforms, weapons, armor, etc.). Offer the Gang Member occupation (5 gm/day modified by a skill relatable to more underworldly functions; poisons, subterfuge, larceny, intimidation, etc.). Offers Members a bonus to intimidation based on the gangs overall influence within the area (+15 to Intimidation). All offered by Completing 2 Organization Threads per Season.

Tier 3 - %50 discount on the purchase of drugs, poisons, larceny and underworld items for use by the gang as a whole. This represents stores of such items that can be accessed by gang members. Buy each item once and it becomes a permanent addition to available gang stock at discount to members equal to 30%). %45 discount on items purchased for the outfitting of gang members (for the sake of customizing items for gang members; custom uniforms, weapons, armor, etc.). Offer the Gang Member occupation (5 gm/day modified by a skill relatable to more underworldly functions; poisons, subterfuge, larceny, intimidation, etc.). Offers Members a bonus to intimidation based on the gangs overall influence within the area (+20 to Intimidation or Larceny; choose one or the other, not both). All offered by Completing 2 Organization Threads per Season.

Tier 4 - %50 discount on the purchase of drugs, poisons, larceny and underworld items for use by the gang as a whole. This represents stores of such items that can be accessed by gang members. Buy each item once and it becomes a permanent addition to available gang stock at discount to members equal to 30%). %50 discount on items purchased for the outfitting of gang members (for the sake of customizing items for gang members; custom uniforms, weapons, armor, etc.). Offer the Gang Member occupation (5 gm/day modified by a skill relatable to more underworldly functions; poisons, subterfuge, larceny, intimidation, etc.). Offers Members a bonus to intimidation based on the gangs overall influence within the area (+30 to Intimidation or Larceny; choose one or the other not both ). All offered by Completing 2 Organization Threads per Season.

Temple or Religious Organization
Secret :
- A Temple or Religious Organization offers a number of Tiered benefits related to its purpose and divine patron(s). These benefits involve discounts on religious-based goods/services as well as greater access to spiritual and divine elements. The bonuses do not stack in that as a Temple increases its Tier, it leaves behind the old bonuses and gains the new ones.

Tier 1 - %10 discount on religious gear and other religious-based items and structures for the sake of improving the Temple itself. %25 discount on items purchased for the outfitting of temple members (for the sake of customizing items for temple members; custom uniforms, weapons, armor, etc.). Offer the Temple Attendant occupation (5 gm/day modified by a skill relatable to Temple duties. Must have some Religion Lore and at least 1 mark of the patron diety). All members gain a physical symbol of their faith in a form dependent on the patron deity; item is of exquisite quality. All offered by Completing 2 Organization Threads per Season.

Tier 2 - %20 discount on religious gear and other religious-based items and structures for the sake of improving the Temple itself. %50 discount on items purchased for the outfitting of temple members (for the sake of customizing items for temple members; custom uniforms, weapons, armor, etc.). Offer the Temple Attendant occupation (5 gm/day modified by a skill relatable to Temple duties. Must have some Religion Lore and at least 1 mark of the patron diety). All members gain a physical symbol of their faith in a form dependent on the patron deity; item is of exquisite quality. Offers Members a default Common Living Expense of 100 gm / Season when living in the Temple Structure and Completing 2 Organization Threads per Season.

Tier 3 - %30 discount on religious gear and other religious-based items and structures for the sake of improving the Temple itself. %50 discount on items purchased for the outfitting of temple members (for the sake of customizing items for temple members; custom uniforms, weapons, armor, etc.). Offer the Temple Attendant occupation (5 gm/day modified by a skill relatable to Temple duties. Must have some Religion Lore and at least 1 mark of the patron diety). All members gain a physical symbol of their faith in a form dependent on the patron deity; item is of historical quality (may be magical quality 50/50 chance). Offers Members a default Good Living Expense of 400 gm / Season when living in the Temple Structure and Completing 2 Organization Threads per Season.

Tier 4 - %40 discount on religious gear and other religious-based items and structures for the sake of improving the Temple itself. %50 discount on items purchased for the outfitting of temple members (for the sake of customizing items for temple members; custom uniforms, weapons, armor, etc.). Offer the Temple Attendant occupation (5 gm/day modified by a skill relatable to Temple duties. Must have some Religion Lore and at least 1 mark of the patron diety). All members gain a physical symbol of their faith in a form dependent on the patron deity; item is of artifact quality (may be magical 50/50 chance). Offers Members a default Good Living Expense of 350 gm / Season when living in the Temple Structure and Completing 2 Organization Threads per Season.

School or Educational Organization
Secret :
- A School or Educational Organization offers a number of Tiered benefits related to its purpose and educational focus. These benefits involve discounts on educational materials/services and structures as well as research materials. The bonuses do not stack in that as a Temple increases its Tier, it leaves behind the old bonuses and gains the new ones.

Tier 1 - %10 discount on educational gear, services and structures for the sake of improving the School itself. %25 discount on items purchased for the outfitting of school members (for the sake of customizing items for school members; custom uniforms, weapons, armor, etc.). Offer the School Associate occupation (6 gm/day modified by the teaching skill or skill related the member's duties within the school). Members gain a 25% discount when purchasing personal items from sources outside of the school for use in research and educational activities. All offered by Completing 2 Organization Threads per Season.

Tier 2 - %20 discount on educational gear, services and structures for the sake of improving the School itself. %50 discount on items purchased for the outfitting of school members (for the sake of customizing items for school members; custom uniforms, weapons, armor, etc.). Offer the School Associate occupation (6 gm/day modified by the teaching skill or skill related the member's duties within the school). Members gain a 35% discount when purchasing personal items from sources outside of the school for use in research and educational activities. All offered by Completing 2 Organization Threads per Season.

Tier 3 - %30 discount on educational gear, services and structures for the sake of improving the School itself. %50 discount on items purchased for the outfitting of school members (for the sake of customizing items for school members; custom uniforms, weapons, armor, etc.). Offer the School Associate occupation (6 gm/day modified by the teaching skill or skill related the member's duties within the school). Members gain a 35% discount when purchasing personal items from sources outside of the school for use in research and educational activities. Members can use the school's influence within an area to gain a 25% discount on skill training outside of the school. All offered by Completing 2 Organization Threads per Season.

Tier 4 - %40 discount on educational gear, services and structures for the sake of improving the School itself. %50 discount on items purchased for the outfitting of school members (for the sake of customizing items for school members; custom uniforms, weapons, armor, etc.). Offer the School Associate occupation (6 gm/day modified by the teaching skill or skill related the member's duties within the school). Members gain a 50% discount when purchasing personal items from sources outside of the school for use in research and educational activities. Members can use the school's influence within an area to gain a 25% discount on skill training outside of the school. Members have a chance of uncovering ancient secrets through their organization's great influence and research capacity. All offered by Completing 2 Organization Threads per Season.

Family or House
Secret :
- A Family or House offers a number of Tiered benefits related to its purpose and family make-up. These benefits involve heavy discounts on living expenses due to the close bonds of the family as well as discounts on structures and items related to the family's focus. The bonuses do not stack in that as a Family increases its Tier, it leaves behind the old bonuses and gains the new ones. A Family or House is one of the more open types of organization as it can engage in many activities and focuses that resemble those of the previous organization types.

Tier 1 - %20 discount on items/structures/services specific to the purpose and focus of the family/house when purchasing such things for the improvement of the family/house itself. %50 discount on items purchased for the outfitting of family members (for the sake of customizing items for family members; custom uniforms, weapons, armor, etc.). Offer the Family Member occupation (5 gm/day modified by a skill relatable to the Family's purpose). Offers Members a default Common Living Expense of 100 gm / Season when living in a Family Structure and Completing 2 Organization Threads per Season.

Tier 2 - 30% discount on items/structures/services specific to the purpose and focus of the family/house when purchasing such things for the improvement of the family/house itself. 50% discount on on items purchased for the outfitting of family members (for the sake of customizing items for family members; custom uniforms, weapons, armor, etc.). Family members enjoy a %10 discount on any purchased items/structures/services due to their family's status and influence within an area. Offers Members a default Good Living Expense of 380 gm / Season when living in a family Structure and Completing 2 Organization Threads per Season. Offer the Family Member occupation (5 gm/day modified by a skill relatable to the Family's purpose).

Tier 3 - 40% discount on items/structures/services specific to the purpose and focus of the family/house when purchasing such things for the improvement of the family/house itself. 50% discount on on items purchased for the outfitting of family members (for the sake of customizing items for family members; custom uniforms, weapons, armor, etc.). Family members enjoy a %10 discount on any personal items/structures/services not related to the organization, due to their family's status and influence within an area. These are purchases that benefit the member but not necessarily the organization. Offers Members a default Exquisite Living Expense of 600 gm / Season when living in a Family Structure and Completing 2 Organization Threads per Season. Offer the Family Member occupation (5 gm/day modified by a skill relatable to the Family's purpose).

Tier 4 - 45% discount on items/structures/services specific to the purpose and focus of the family/house when purchasing such things for the improvement of the family/house itself. 50% discount on on items purchased for the outfitting of family members (for the sake of customizing items for family members; custom uniforms, weapons, armor, etc.). Family members enjoy a %15 discount on any personal items/structures/services purchased due to their family's status and influence within an area. Offers Members a default Exquisite Living Expense of 500 gm / Season when living in a Family Structure and Completing 2 Organization Threads per Season. Offer the Family Member occupation (5 gm/day modified by a skill relatable to the Family's purpose).

- Some organizations can be best classified as, Other. These are organizations that may not fit into the above classifications. Assistance may be needed to determine whether or not an organization may need to classified as something other than the above types.


PC Organizations and NPC Organizations

PC Organizations may hold influence over related NPC businesses and organizations within an area. For example, a PC Blacksmithing Guild may have influence enough to bring a city's NPC Blacksmith businesses into their sphere of influence once they've reached a high enough tier. The NPC business/organization gains OOC benefits from this such as a greater pool of resources and manpower while the PC Organization gains a boost to their coffers from the added membership. This will not allow the PC Organization to control the NPC business or organization however.

Starting at Tier 2, a PC organization may attempt to convince NPC groups to become part of their organization. Depending on NPC organization (Storyteller Discretion), they may join or they may not. Deciding factors may include how influential, powerful and/or established the NPC group is compared to the PC organization. This is done in-thread.

The benefits to the PC organization are as follows:

Secret :
Tier 1 = NA

Tier 2 = 1 gm per joined NPC business/organization added to PC organization Income.

Tier 3 = 3 gm per joined NPC business/organization added to PC organization Income.

Tier 4 = 5 gm per joined NPC business/organization added to PC organization Income.
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Guilds, Gangs and Organizations

Postby Gillar on July 14th, 2019, 1:14 am

Organization Funding/Economics and GGO NPCs


Organizations are treated in many ways like separate characters. They have their own locations in which they operate, they have their own incomes, they have purchasing power and influence and can employ NPCs. Below you will find more information on how an organization is funded as well as the details surrounding the new type of NPC exclusive to GGOs.

GGO Economics

All organizations require some sort of funding; a way to keep operating. There are expenses that include but are not limited to, paying members, operating costs, purchases and overall expansion. Some of these things are built in to the whole economic system of Mizahar as in the case of Businesses. When it comes to Organizations, the system is similar in some ways and different than others.

To begin, as mentioned previously, in order to create a valid organization, you will first need a total of 3,000 gm in addition to the 3 member requirement. This breaks down to 1,000 gm per member. These 3,000 mizas represent the initial investment in the organization and the basis for everything financially that comes later.

In addition to the 3,000 mizas, a starting base of operations for the organization is required. This base of operations can take many forms but must be worth at least another 3,000 gm in structural components (furniture and other additions DO NOT count toward the 3,000 gm).

From the starting 3,000 gm, the foundation of the organization is created. The organization can use these funds to purchase items/structures and services as well as benefit packages (See the Special Use of GGO Income section later in this thread). The routine costs of operating the organization are taken care of behind the scenes and are built into the economic system. This part is no different than what takes place in businesses.

IMPORTANT NOTE: The 3,000 gm starting funds and the 3,000 gm of structural components cannot be acquired through taking out a loan from an NPC. This must all come from the PC members. Otherwise, the GGO is essentially under the control of the one who granted the loan.

Mizas can be contributed to the organization's bank by any member however the organization's tier level determines a default income for said organization. This is regardless of the type of organization.

Organization Income by Tier

Secret :
Tier 1 = 10 gm / day or 900 gm / season
Tier 2 = 15 gm / day or 1,350 gm / season
Tier 3 = 30 gm / day or 2,700 gm / season
Tier 4 = 60 gm / day or 5,400 gm / season

This basic income is derived from the background operations that would normally take place out of thread. It takes into account mizas earned by the organization out of thread as well as common expenses that are incurred. The above amounts are what is left over.


GGO NPC

An organization that has been made valid by achieving the required 51 points in Leadership/Essential Skill, 3,000 gm, Base of Operations worth 3,000 gm, can gain GGO NPCs equal to 3 NPCs to each PC member. GGO stands for Gangs, Guilds and Organizations. These NPCs are paid from the organization's "bank" although the actual wages are not subtracted. It balances out based on their service to the organization which ends up covering their wages; thus, it is a wash. This is part of the built-in functions of the economic system. Thus, 3 PCs forming a valid organization may have up to 9 NPCs that may be shared among the organization's members as a whole. These NPCs do not have to be acquired at the start of the organization; they can be acquired later as well.

These NPCs are very special and are unique to PC organizations. GGO NPCs are the only PC controlled NPCs to be able to grow and change as far as their skills and gnosis are concerned. This ability to change however is tied to the Tier Level of the Organization. With each increase in skill points, new skills can be assigned to these NPCs. GGO NPCs are open to anyone within the organization to use in their threads.

Note that GGO NPCs are mainly for flavor/story purposes and belong to the organization, not individual PCs. They generally have roles relevant to the primary operations of the organization and provide a support structure.

GGO NPCs must be approved in the Help Desk like any other NPC. Starting GGO NPCs can be requested at the same time the Organization Plan is submitted for approval.

GGO NPCs by Tier

Secret :
Tier 1 = Same as a Stationary NPC however they may travel for short periods of time with the PC and their living expenses are covered. They may 1 Gnosis mark.

Tier 2 = Same as a Stationary NPC however they may travel with the PC for short periods of time, have their living expenses covered and gain 50 points worth of skills (total of 100). Skills capped at 56 skill points each. They may have 2 gnosis marks from a single god or 1 mark from two different gods.

Tier 3 = Same as a Stationary NPC however they may travel with the PC for short periods of time, have their living expenses covered and gain 100 points worth of skills (total of 200). Skills capped at 66 points each. They may have 2 gnosis marks from a single god and 1 mark from another.

Tier 4 = Same as a Stationary NPC however they may travel with the PC for short periods of time, have their living expenses covered and gain 200 points worth of skills (total of 400). Skills capped at 76 points each. They may have 2 gnosis marks from two different gods.


Individually Owned Businesses and GGO

PC-owned businesses can play a part in GGOs in a major way. PCs who own their own businesses do not have to give them up when they join a GGO. In fact, they can incorporate their businesses into the GGO and help boost the GGOs overall income.

For example, a PC-owned Blacksmith forge joins a GGO. While the GGO may not focus on Blacksmithing, that PC business can still benefit it. The PC can give some, all or none of their income to the GGO (although the GGO may require some kickback from associated businesses if they so wish). Let's say the PC Blacksmith has an income of 9 gm / day. If they wish, they may contribute any amount of that income to the GGO. For the sake of discussion, let's say the PC Business contributes 4 gm / day from their 9 gm / day to the GGO. This will boost the GGO's income by 4 gm / day. So a Tier 1 GGO with an income of 10 gm / day would now have an income of 14 gm / day. This is only the case for PC-owned businesses not PC occupations.

Note that in order to incorporate a PC-owned business into a GGO, there must be structures/facilities to support said businesses.
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Guilds, Gangs and Organizations

Postby Gillar on July 14th, 2019, 1:21 am

Special Use of GGO Income


This is where we deal with things your organization can purchase to upgrade and customize. This list may be added to as time goes on. Note that the structural components are unique to the GGOs in that you cannot purchase them from the main price list or at least cannot purchase them for the cost listed here. GGO Income may also be supplemented by individual Member Income in order to purchase these "upgrades".

Special use of GGO Income

GGOs earn regular income based on the routine, behind-the-scenes, out-of-thread actions of their members; both PC and NPC. That income can be used to purchase a number of different improvements to the GGO. These improvements go a long way toward customizing a GGO and making it unique and different from others. The improvements have specific costs involved, see each for details. These improvements can be purchased at any time as long as the listed requirements are met. Unless otherwise noted, each improvement can only be purchased once. The improvements may be purchased at the creation of the GGO with the costs coming out of the GGOs starting income or from contributions by members as applicable.

These improvements may also be funded (fully or in part) with the 3,000 gm starting funds to a total of 1,500 gm. 1,500 gm must still remain in the starting funds if these improvements are purchased at GGO creation. Purchased GGO structures also count toward the 3,000 gm structure requirement. In the case of improved purchases like a Simple Guildhall to an Elaborate one, only the difference between the two costs must be paid (2,750 gm).

GGO Structural Components

There are many options for purchasing structures and structural components for a GGO. These do not simply materialize out of nowhere once they are purchased. The GGO will still have to find someone to build them (costs already figured in) or build them on their own. You will need to seek out the appropriate supply dealers, in-thread, to acquire construction materials and/or skilled builders. In the case of building these structures and/or components yourself, see the Price List for Building Yourself details.

Using GGO Income to purchase "buy-downs" such as wage increases, hole-in-the-wall, improved living expenses and similar upgrades comes with a limit to how much GGO Income can be spent in this manner. This is based on Tier.

Secret :
Tier 1 = 8 gm / day spending limit
Tier 2 = 12 gm / day spending limit
Tier 3 = 16 gm / day spending limit
Tier 4 = 20 gm / day spending limit


GGO Occupation Wage Increase
Secret :
– Each GGO type offers an optional basic occupation with a set income for its members. By sacrificing some of the GGOs overall income, the basic occupation wage can be increased. For example, a Tier 1 GGO earns 10 gm / day. If a Tier 1 Guild with a 6 gm / day Guild Member occupation wishes to increase that wage to 8 gm / day, it may spend 2 gm permanently from its T1 GGO income of 10 gm / day resulting in an adjusted GGO income of 8 gm a day and a Guild Member occupation paying 8 gm / day. This reduction in GGO income remains even after a Tier increase. So, when moving from T1 to T2, the GGO in this example would make 13 gm / day instead of 15 gm / day. This increase is capped at 5 gm.

Non-GGO Occupation Wage Increase
Secret :
– GGO members who have not chosen the occupation exclusive to a GGO type, may have their wages increased by sacrificing some of the GGOs overall income. For example, a Tier 1 GGO earns 10 gm / day. If a Tier 1 Temple with a member working as a blacksmith with a base income of 7 gm / day wants to increase the blacksmith’s wage to 9 gm / day, it could spend 2 gm permanently from its T1 GGO income of 10 gm / day resulting in an adjusted GGO income of 8 gm a day and an blacksmith income of 9 gm / day. This increase however would only benefit blacksmiths who are members of the temple. This type of increase can be done for multiple occupation types within the GGO. For example, a T1 Temple wishes to increase the base income for blacksmiths, acolytes, altar boys and guards by 1 gm / day each. They would spend 4 gm / day permanently from their GGO income in order to provide each of these four job types the 1 gm / day increase. This reduction in GGO income remains even after a Tier increase. So, when moving from T1 to T2, the GGO in this example would make 11 gm / day instead of 15 gm / day. This increase is capped at 5 gm total.

Living Expense Upgrade
Secret :
- An organization may add or upgrade their benefits to include a discount on living expenses by sacrificing some of their GGO Income. The living expense discount is automatic for Guilds but can be bought by other GGO types. Guilds may also spend income to improve their living expense offerings. For every 1 gm / day GGO Income spent, a GGO may offer the following:

Non-Guild Type Upgrades

1 gm / day GGO Income = Common Living Expense 100 gm / season
3 gm / day GGO Income = Good Living Expense 400 gm / season
5 gm / day GGO Income = Good Living Expense 350 gm / season
7 gm / day GGO Income = Good Living Expense 300 gm / season

Guild Type Upgrades
1 gm / day GGO Income = Good Living Expense 350 gm / season
2 gm / day GGO Income = Good Living Expense 300 gm / season
3 gm / day GGO Income = Exquisite Living Expense 575 gm / season
4 gm / day GGO Income = Exquisite Living Expense 500 gm / season

Immediate Funds
Secret :
An organization can be costly to start as well as maintain as it grows. Fortunately, there is a way to improve funds upon creation in order to fast-track the organization's inception or to invest in it as it grows. Through a series of deals made with other groups in/around the organization's location of influence, the GGO is able to sacrifice some of its daily income in order to get upfront mizas for use in establishing or improving themselves. This upgrade can only be purchased once per Tier and the cost is permanent and stacks. Thus if at Tier 1, 2 gm / day are spent (1,000 gm gained) and at Tier 2, 4 gm / day are spent (2,000 gm gained), the total expenditure would be 6 gm / day with 3,000 gm total gained). This example GGO, at Tier 2, would then have an adjusted income of 9 gm / day instead of 15 gm / day.

2 gm / day = 1,000 gm
4 gm / day = 2,000 gm
8 gm / day = 4,000 gm
10 gm / day = 5,000 gm

Guild Hall (Simple)
Secret :
– The guildhall is the heart of an organization. It is where members meet to discuss business or to just hang out and relax. It can take on many different cosmetic forms. This space is specifically designed to be the center of an organization. It features smoothed stone or wood floors and a series of comfortable benches. Simple murals and pleasant looking curtains may adorn the walls. There is often a small but serviceable hearth as well as rugs, small tables, chairs and storage items such as chests, crates, barrels and wardrobes. Depending on the needs and focus of a particular GGO type, the guild hall may also include ONE of the following; a modestly stocked bar, good-quality altar (dedicated to specific deity), simple office component, book shelf stocked with common, post-valterrian scrolls and a handful of common books; creators’ choice. This space is 800 square feet in size and costs 1,500 gold mizas.

Guild Hall (Elaborate)
Secret :
- The guildhall is the heart of an organization. It is where members meet to discuss business or to just hang out and relax. It can take on many different cosmetic forms. This space is specifically designed to be the center of an organization. The elaborate guild hall is a step above the simple guild hall. It features tiled stone or carved wood floors and a series of cushioned, elaborately carved stone or wood benches. Fancy murals and high-quality curtains may adorn the walls. There is a large, well adorned hearth empowered with a magecrafted stone that produces the perfect amount of light and heat. There are high quality rugs, well-crafted tables, chairs and storage items such as chests, crates, barrels and wardrobes.
Depending on the needs and focus of a particular GGO type, the guild hall may also include ONE of the following; a well-stocked bar with uncommon to rare spirits, high-quality altar (dedicated to specific deity which may offer blessings equal to L1 gnosis to those who pray in its presence), elaborate office component, book shelf stocked with common, post-valterrian scrolls and a handful of common books as well as older post-valterrian works potentially 100-200 years old; creators choice. This space is 800 square feet in size and costs 4,250 gold mizas.

Adequate Garden
Secret :
This small, yet adequate garden consists of a 400 square foot (20' x 20'), raised bed complete with fertile soil. Purchasing this component grants the garden a collection of pots, gardening tools and a plethora of common seeds for the region. During the Fall Season, enough fruits and vegetables can be harvested to provide a modest-sized organization (12 members; NPC and PC combined) food for the Winter Season. Winter Season Living Expenses for all PC members is reduced by 10%. Can be purchased multiple times although the bonuses are only applied once. Each additional purchase increases the size of the garden and allows for an excess that can be sold each Spring to local buyers for 100 gm. Requires a NPC or PC with a gardening skill. Cost: 1 gm / day from GGO Income.

Greenhouse Upgrade - With a bit of wood and several panels of glass, the garden can be upgraded to a greenhouse; still 400 square feet in size. This greenhouse provides the ideal amount of light and/or shade and extends a growing season for most plants. During the Fall Season, enough fruits and vegetables can be harvested to provide a modest-sized organization (12 members; NPC and PC combined) food for the Winter Season. Winter Season Living Expenses for all PC members is reduced by 10%. Grows food regardless of climate. Can be purchased multiple times although the bonuses are only applied once. Each additional purchase increases the size of the greenhouse and allows for an excess that can be sold each Spring to local buyers for 250 gm. Requires a NPC or PC with a gardening skill. Cost: 2 gm / day from GGO Income.

In-Ground Greenhouse Upgrade - For those regions that have harsh climates, both hot and cold, the in-ground greenhouse offers all the benefits of a normal greenhouse. Partially built into the ground, the in-ground greenhouse utilizes the natural temperature controls of the earth that surrounds it; still 400 square feet in size. This greenhouse provides the ideal amount of light and/or shade and extends a growing season for most plants. During the Fall Season, enough fruits and vegetables can be harvested to provide a modest-sized organization (12 members; NPC and PC combined) food for the Winter Season. Winter Season Living Expenses for all PC members is reduced by 10%. Grows food regardless of climate. Can be purchased multiple times although the bonuses are only applied once. Each additional purchase increases the size of the greenhouse and allows for an excess that can be sold each Spring to local buyers for 250 gm. Requires a NPC or PC with a gardening skill. Cost: 2 gm / day from GGO Income.

Small Farm Plot
Secret :
The small farm plot is a 2,500 square foot (50' x 50') section of land cleared out to allow for the planting of a harvestable crop. The type of crop available depends on the climate of the region with some regions, such as Taldera and much of Kalea, being difficult to impossible to successfully farm. Farms are vulnerable to harsh climates and weather events; thus seasonal events can cause loss of productivity and can reduce or eliminate the farm's benefits. Only a single crop can be planted and harvested at a time. The farm plot includes seeds common to the region as well as basic farming tools. An animal and a plow are required (135 gm value).

During the Fall Season, enough vegetables can be harvested to provide a modest to large-sized organization (12-20 members; NPC and PC combined) food for the Winter Season. Winter Season living expenses for all PC members is reduced by 10% AND there is enough surplus to sell each Spring for a total of 400 gm that can be sold to local buyers with the profit added to GGO coffers. Can be purchased multiple times although the bonuses are only applied once. Surplus harvest increases by 400 gm for each additional purchase of a farm. Requires a NPC or PC with a farming skill. Cost: 2 gm / day from GGO Income.

Orchard/Vineyard
Secret :
The orchard/vineyard is a 10,000 square foot (100' x 100') section of land cleared out to allow for the planting of a fruit trees or grape vines. The type of fruit trees available depends on the climate of the region with some regions, such as Taldera and much of Kalea, being difficult to impossible to successfully maintain an orchard. Orchards are vulnerable to harsh climates and weather events; thus seasonal events can cause loss of productivity and can reduce or eliminate the orchards's benefits. An orchard can be of a singular type of fruit or multiple ones at any one time. The orchard includes seeds common to the region as well as basic planting.

During the Fall Season, enough fruit can be harvested to provide a modest to large-sized organization (12-20 members; NPC and PC combined) food for the Winter Season. Winter Season living expenses for all PC members is reduced by 10% AND there is enough surplus to sell each Spring for a total of 300 gm that can be sold to local buyers with the profit added to GGO coffers. Can be purchased multiple times although the bonuses are only applied once. Surplus harvest increases by 300 gm for each additional purchase of an orchard. Requires a NPC or PC with a gardening skill. Also, fruit will not be available for one year after planting unless affected by beneficial magic/gnosis. Cost: 1 gm / day from GGO Income / plot.

With the addition of a winery (found in the Price List), various types of wine can be made. Each vineyard plot can grow enough grapes to produce 200 bottles of wine per season (roughly 1 barrel). Note that the size and quality of the winery will ultimately determine how much wine production is possible. This wine can be sold for a total of 5 gm / bottle or 1,000 gm for the whole batch to available buyers.

Enhanced Stables
Secret :
– Due to the resources and influence available to a GGO, they are able to acquire an enhanced structure for housing and caring for mounts. These stables offer larger stalls as well as higher quality facilities overall. It includes wood or stone flooring covered in wood shavings from nearby lumber mills. The stable offer fresh hay and independent water supplies for each mount. The troughs are stone and there is a small fireplace included in the structure for warmth. There are small turnouts outside of the stable that allow for mounts to exit their stalls while still being contained in 20 x 40 foot paddocks. Houses up to six mounts and requires one groom to tend to mounts. There is also a simple smithy included with this structure. Cost is 3,000 gm per 800 square feet.

Tower
Secret :
– Organizations of all types often lean toward using towers to house their operations. This structure can be added to existing structures in order to create an elevated space. A set of spiraling stone stairs lead from the ground level to the higher levels of the tower itself. The tower is 30 feet in diameter and upon initial construction is 20 feet tall with a single floor above the ground level and constructed from stone. The tower height may be expanded for an additional cost. Furnishings and accessories must be purchased separately. 1,000 gold mizas for initial construction and 500 gold mizas for each additional level. An optional package that includes fancy minarets and stained-glass windows can be added for an additional 500 gm.

Hole in the Wall
Secret :
– Some organizations prefer to remain hidden from the outside world; operating on the fringes of society and/or simply wishing to have their base of operations remain anonymous. This particular GGO upgrade allows a GGO structure to appear unassuming and nothing special from the outside. Perhaps it appears as a simple, rundown warehouse or an abandoned set of ruins. Whatever the form, the GGO structure does not stand out as being anything special. For non-members, the location is nearly impossible to find. An investigation skill of 80 would be needed to find the GGO structure’s location. The more influential a GGO becomes, the harder it is to stay hidden. Remaining hidden like this takes a constant amount of effort in the form of a permanent reduction in the GGO Income of 3 gm / day / GGO tier. So, at T1 this upgrade costs 3 gm / day. T2 costs 6 gm / day. T3 costs 9 gm / day and T4 costs 12 gm / day.

Merchant Caravel (35-ton Cargo)
Secret :
- A relatively new upgrade to the more common, Saique. Where as the Saique consists of a main deck and a hold, the Caravel includes an expanded lower deck. It includes influences from a variety of other designs which mixes the sturdiness of Zeltivan ships with the versatility and practicality of the Svefra; allowing it to pack a lot into a small package. It's a 3-masted, lateen-rig that is highly maneuverable yet not designed to stray far from coastal waters. Its unique design allows for a mix of cargo space and crew accommodations efficiently packed into a modest space. It has best been described as a miniature Brigandine. As the people of Mizahar continue to rebuild and grow, it use has become more common in smaller merchant operations as well as being found in use by a number of different budding organizations. The main deck sports a sterncastle which houses a small galley and captain's quarters. The lower deck is split into the main hold, crew cabin and ship provision storage. It supports 2 light mounts. Crew: 12, Passengers: 5, Cost: 17,500 gm.

Sea Runner (15-ton cargo)
Secret :
- A slimmed-down fishing boat re-designed for speed and use flexibility. A single mast, lateen rig allows for great maneuverability. A strictly coastal and shallow water ship, the Runner is often found in use as a courier ship, quick delivery merchant boat and even a swift explorer. The compact lower deck serves as a modest cargo hold while the main deck sports a single enclosed cabin with a small crew area. It isn't the most comfortable ship but what it lacks in comfort it makes up for in diverse use. It supports a single light mount and automatically comes with a ballista. Crew: 5, Passengers: 2, Cost: 6,000 gm.

Sawmill
Secret :
A sawmill focuses the act of cutting down and processing trees into usable lumber for use in building and crafting a variety of products. The typical sawmill is established near a stream or river as the running water powers a waterwheel which in turn powers the saw blade that cuts the raw lumber into usable boards. A stone structure is built that houses the operation along with a series of ropes and pulleys for lifting and moving lumber. The waterwheel also powers a simple gadgeteering mechanism that pushes the lumber down a channel built into the overall structure. The raw lumber is pushed slowly toward the saw blade which cuts it into boards which are then trimmed by hand to remove the excess bark. The final product consists of usable construction materials. This adds 4 gm / day to the GGO Income at a cost of 1,500 gm for the initial sawmill construction. Requires 2 dedicated individuals (PC or NPC) to load and cut the lumber. There must be a ready supply of trees nearby for the mill to operate. If built by a PC on their own, a Competent level in Gadgeteering is required.
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