Chartered Organizations

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In the world of Mythic Adventures, there are player driven, player created organizations that provide a variety of both in play and out of play benefits. These are organized into two types: Guilds and Mercenary Companies.

Guilds

A guild is a collective of likeminded and (typically) similarly skilled individuals. Examples of existing guilds are: the bardic guild, the merchant build, the scribes guild, etc.

Mechanical Benefits

Each guild proposes and has an associated skill attached to it. This skill is available to members of the guild to teach at each event without consuming one of the character's existing teaching slots. The teacher must have the teaching skill and must have the skill itself in order to teach it, as normal.

Examples of this include the Merchant's Guild teaching the Merchant skill, or the Miner's Guild teaching Mining.

In Play Benefits

The various guilds exist to help grow the world that we all play in. Each individual guild will have its own benefits, but typically it allows players to move into positions of the "movers and the shakers" of their specialty. Examples of this include member's of the merchant guild getting to influence "market price" of materials, or scribes being able to set standardized pricing for their production skill work.

Costs

Each chartered guild requires a fee of 5 crowns per member of the guild, and a 25 crown "guild fee". Guilds start at a base membership of 5, which makes the base cost of a guild 50 crowns. Blank membership roster slots can be paid for, for the purposes of adding new members throughout the year and gaining immediate access to the teaching ability.

Mercenary Company

A Mercenary Company is similar to a guild, but adds in additional in-play benefits.

Mechanical Benefits

A mercenary company shares the teaching ability gifted to guilds.

In Play Benefits

A Mercenary Company allows players to advertise and be hired by other players for the purposes of, typically, combat, guarding, escort, or bounty hunting. Mercenary Companies are granted certain rights under the laws of the kingdom to make them separate than vigilantes, such as the ability to openly carry weapons in areas where they might otherwise be disallowed.

Costs

Each chartered company member requires a fee of 10 crowns per member, and a 10 crown "company fee". Mercenary companies start at a base membership of 5, which makes the case cost of a mercenary company 150 crowns. Blank membership roster slots can be paid for, for the purposes of adding new members throughout the year and gaining immediate access to the teaching ability.

In addition, Mercenary Companies require a "noble sponsorship". This player is essentially the noble who gives their assurance of the skill and takes responsibility for the actions of the company.