The Social Organizations: The Players, The Silver Guild

The Players

A small and scattered group, the Players are a loosely connected band of singers, acrobats, musicians, and performers. Wherever there is an audience, the Players will play. The Players have few houses or guild halls and those that do exist are usually located in major cities serving as theaters and circuses. Most give into wanderlust and choose to roam the realm in search of loose crowns and smiling faces. They are renown in all the major cities and the more illustrious have performed in the court of the Sar.

The Players are the keepers of the old knowledge preserved, hidden, in the voice of song and stage. They are the storytellers and the storymakers. It is said that those who follow the Players are in turn followed by fortune. It is said that the Players themselves are luck embodied. They live charmed lives.

The Players never ask for payment or reward for their talent for they are content in what they do. And to question or beg in fortune's face is a sure way to sour one's luck. To use their skills and abilities for ill or wrong would certainly bring disaster. Thus, a Player is always free-to-give and free-to-do. They are happy to extend the hand of hospitality as well as to accept it. It is said that those who reward a Player will reward themselves manyfold. It is also said to cross a Player is to cross oneself with misfortune. Therefore, members of this rag-tag organization are often treated with admiration and rewarded with gifts, money, or free food and lodging for sharing their whimsical talents.

To become a Player, the character must meet the following requirements (calculated for Rule of Skill):

RANK

REQUISITES

POINTS

GAINED BENEFITS

Beginner

History 1, Legend Lore 1
Music Lore 1
Courtier 1, Streetwise 1
Nautical Lore 1
any Lore 1, Looting 1
Concealing 1
Climbing 1, Disguise 1
Organization 1

23

• membership
• Organizational perk: Wealth (stipend of 1 Crown per rank per event)
• Organizational language: Foolspeak

Apprentice

History 2, Legend Lore 2
Music Lore 2
1st Lore 2, 2nd Lore 2
3rd Lore 2, 4th Lore 2
Looting 2, Concealing 2
Climbing 2, Disguise 2

28

• +1 Feat of Luck

Journeyman

History 3, Legend Lore 3
Music Lore 3
1st Lore 3, 2nd Lore 3
3rd Lore 3, 4th Lore 3
Looting 3, Concealing 3
Climbing 3, Disguise 3

39

• +1 Feat of Will

Performer of the Song

History 4, Legend Lore 4
Music Lore 4
Mistic Lore 1, Disguise 4
Organization 2

49

• +1 Feat of Luck

Performer of the Dance

History 5, Legend Lore 5
Music Lore 5
1st Lore 4, 2nd Lore 4
3rd Lore 4
Disguise 5
Feat of Speed 1
Feat of Strength 1

57

• +1 Feat of Will

Performer of the Hand

History 6, Legend Lore 6
Music Lore 6
Concealing 5, Climbing 5
Pick Pocket 3
Find/Remove Traps 3
Artisan 3, Aid 1

68

• +1 Feat of Luck

Performer of the Word

History 7, Legend Lore 7
Music Lore 7
Concealing 6, Appraising 3
Read Magic, Forgery 3
1st Lore 5, 2nd Lore 5
3rd Lore 5, 4th Lore 5
any 3 Languages

80

• +1 Feat of Will

Performer of the Realm

History 8, Legend Lore 8
Music Lore 8
Concealing 7
1st Lore 6, 2nd Lore 6
3rd Lore 6, 4th Lore 6
Feat of Will 1
Immunity to Fear 1
Organization 3

95

• +1 Feat of Luck

High Performer

History 9, Legend Lore 9
Music Lore 9
1st Lore 7, 2nd Lore 7
3rd Lore 7, 4th Lore 7
Feat of Will 2
Immunity to Fear 2
Feat of Speed 2
Feign Death 3

103

• +1 Feat of Will

Master Performer

History 10, Legend Lore 10
Music Lore 10
1st Lore 8, 2nd Lore 8
3rd Lore 8, 4th Lore 8
Feat of Will 3
Immunity to Fear 3
Feat of Speed 3
Mistic Ability 1 or Magic Ability 1 Arche

117

• +1 Feat of Luck

Foolspeak is the spoken and written language of the Players. Only members can speak it, write it, and understand it. The spell Translation does not translate Foolspeak.

The Feats of Luck and Feats of Will earned by being a Player do not count toward the maximum number of Feats a character can have. The gained Feats do not count toward organizational requisites.

The Silver Guild

The Silver Guild, also known as the Merchants' Guild, is made up of a motley group of shopkeepers, peddlers, companies, and businessmen. And with a wry face, some would add highwaymen, smugglers, and thieves to the list.

The original purpose of the Silver Guild was to attempt to establish a pricing standard and to unify currency as well as to create a realm bank. The standardization of money has been accomplished, but pricing wars still plague the group. Otherwise, the guild provides a network where money and goods are exchanged.

The Silver Guild is rumored to have started in one of three places. First, in Reiel. Second, in Lacia. And third, which is the most accepted, in Asta in the city of Lathay. In fact, many believe that the Silver Guild is merely a front for the Masquerade. Regardless, the Silver Guild strives to keep the economy of the realm healthy, to protect the interests of trade, and most importantly to make a clean profit.

To become a member of the Silver guild, the character must meet the following requisites (calculated for Rule of Skill):

RANK

REQUISITES

POINTS

GAINED BENEFITS

Favored

Appraising 1, Concealing 1
Courtier 1, Streetwise 1
History 1, Nautical Lore 1
Looting 1, Wealth 1
Organization 1

22

• membership
• Organizational perk: Increased Wealth (stipend of 10 Crowns per event in addition to the character's Wealth)

Apprentice Trader

Appraising 2, Concealing 2
Courtier 2, Streetwise 2
History 2, Nautical Lore 2
1st Lore 2, 2nd Lore 2
any modern Language
Artisan 1
Armorsmithing 1
Weaponsmithing 1

28

• Organizational ability: +1 bonus to Appraising level
• Organizational language: Tradespeak
• Organizational perk: access to Trader's Store
• Organizational perk: Increased Wealth (stipend increased to 20 Crowns per event)

Journeyman Trader

Appraising 3, Concealing 3
Courtier 3, Streetwise 3
History 3, Nautical Lore 3
1st Lore 3, 2nd Lore 3
Read Magic
Lock Picking 1, F/R Traps 1
Forgery 1, Tracking 1

34

• Organizational perk: Increased Wealth (stipend increased to 30 Crowns per event)
• Organizational perk: +1 Personal Item

New Trader

Appraising 4, Concealing 4
Artisan 3, Wealth 2
Organization 2

48

• awarded the Trader's Bag (magical bag of holding)
• Organizational perk: Increased Wealth (stipend increased to 50 Crowns per event)

Trader, 3rd Class

Appraising 5, Concealing 5
Courtier 4, Streetwise 4
History 4, Nautical Lore 4
1st Lore 4, 2nd Lore 4
3rd Lore 3
1st Favored Skill 3
2nd Favored Skill 3
3rd Favored Skill 1

51

• Organizational perk: Increased Wealth (stipend increased to 60 Crowns per event)

Trader, 2nd Class

Appraising 6, Concealing 6
Courtier 5, Streetwise 5
1st Lore 5, 2nd Lore 5
1st Favored Skill 4
2nd Favored Skill 4
3rd Favored Skill 3
Wealth 3

60

• Organizational perk: Increased Wealth (stipend increased to 70 Crowns per event)

Trader, 1st Class

Appraising 7, Concealing 7
Courtier 6, Streetwise 6
History 5, Nautical Lore 5
1st Lore 6, 2nd Lore 6
3rd Lore 5
1st Favored Skill 5
2nd Favored Skill 5
Looting 3

72

• Organizational perk: Increased Wealth (stipend increased to 80 Crowns per event)
• Organizational perk: +1 Personal Item

Merchant Trader

Appraising 8, Concealing 8
Feat of Will 1, Wealth 4
3rd Favored Skill 5,
Organization 3

80

• Organizational perk: access to the Treasury
• Organizational perk: Increased Wealth (stipend increased to 100 Crowns per event)

High Trader

Appraising 9, Concealing 9
Courtier 7, Streetwise 7
History 6, Nautical Lore 6
1st Lore 7, 2nd Lore 7
1st Favored Skill 6
2nd Favored Skill 6
Looting 5, Feat of Will 2

89

• Organizational perk: Increased Wealth (stipend increased to 120 Crowns per event)

Master Trader

Appraising 10, Concealing 10
Courtier 8, Streetwise 8
History 7, Nautical Lore 7
1st Lore 8, 2nd Lore 8
1st Favored Skill 8
2nd Favored Skill 8
Feat of Will 3, Wealth 5

112

• Organizational perk: Increased Wealth (stipend increased to 150 Crowns per event)
• Organizational perk: +1 Personal Item

FAVORED SKILLS: Armorsmithing, Find/Remove Traps, Forgery, Lock Picking, Weaponsmithing

Tradespeak is the spoken and written language of the Silver Guild. Only members can speak it, write it, and understand it. The spell Translation does not translate Tradespeak.

As an Apprentice Trader, the member is given access to the Trader's Store. At times, the Silver Guild will send items and goods to the member via the Trader's Store. The member is allowed to sell the goods to other characters and NPCs with a specified amount of profit expected in return. A merchant may also receive information learned through the guild grapevine. As long as the expected profit is made and delivered to the Guild, the member may choose to sell the goods and items at whatever price they deem appropriate. Whatever money is made in excess of the expected profit is considered the member's commission.

The Trader's Bag is a magic item awarded to a member who has reached New Trader status. It is represented in game by a plaid cloth drawstring pouch (of non-stretch material) of no more than 12" x 12" in size and must bear the symbol of the Silver Guild. Anything which can be fit in the pouch and have the pouch close completely becomes invisible and is considered magically hidden from sight and the skills Looting and Concealing. The Trader's Bag is a small extradimensional space and Detect Invisibility will reveal an area of magic but will not allow the caster to access the bag. A Detect Magic will not reveal the bag. However, a Concealing skill of level 11 or greater will reveal the Trader's Bag. Once the bag is revealed either by magic or skill, a Looting skill of 11 or greater will allow access to its contents.

Finally, access to the Treasury means the trader can sequester items safely away from being taken. To have an item put in the Treasury, the player must present the item and its Item Card to the Elder of the Realm. Once an item has been placed into safekeeping, it is considered out-of-play and cannot be used or stolen. The item must remain out of play for at least one full event. After such time, to retrieve an item from the Treasury, the trader simply requests it from the Elder.

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