The Merchant's Guild
A Guild is a Workshop that has expanded its production to include countless employees and in some cases adventurers and mercenaries.
Guilds will perform the same way a workshop of its kind would but at triple the rate with immeasureable influences within the project. Guilds are not small undertakings. They are known to be rather costly and draw attention from both the right and the wrong types of people.
It is recommended that a town contain a single Guild, as it is not unknown for a town to devote almost everything to it as they often become the pride of its people. A city should only contain no more than one per 20,000 citizens for the same reason.
A Guild must be constructed using a Guild Multi-Service plot, in the same way that a Farm, Merchant or Generator must, however when building a guild of a type for which a Workshop already exists, the plot containing that workshop will become abandoned, as its entire clientele and workforce will have joined and begun service with the newly formed guild.
A Workshop Plot may be upgraded into a Guild Plot by suspending service for 3 months during the renovation and doubling costs during that time.
Guild Master A senior officer in a crafts guild, a 'master' of his trade who has produced his 'masterpiece' to prove his skill and competence.
Journeyman Any worker who works by the day and has completed his appreticeship. But not yet become a 'master' of his trade (guild).
Master Mason A skilled stone mason and leader of the Masons (guild). In medieval societies the master mason was equivalent to an architect in the sense that he drew plans, measured, laid out and supervised building projects, including cathedrals and castles.
Balduran's
Guild Hall
"This clapboard building looks like it has been added to over time, each addition looking more ostentatious than the last."
The guild hall houses the offices and meeting places of an association of craftsmen or professionals.
Prerequisites. In order to build a guild hall, this settlement must have a Commerce score of 5 or higher.
Industry Score Increase. This settlement's Commerce score increases by 1.
Double Prizes. Choose one of your Harvest options. When you make the chosen Harvest decree, you roll all of the earnings dice twice and add them together. Then add any relevant modifiers as normal.
Guilds will provide an incredible benefit to a settlement that is unique to the service that guild provides, with infinite room for employment and a hudge boon to that specific guild's trade within the project.
Guilds can grow into incredible businesses within a project to the point that they can even expand to have a geater influence over the project itself. A guild can have any number of employees at any time so entire cities can be dedicted to a single trade if they so desired.
A Guild will act the same as it's workshop counterpart at a far higher capacity for production. However, there are various guild types that simply do not have a workshop to upgrade from. These are cakked Outlier Guilds and they provide services that are exotic in nature ranging from hunting to thievery.
Guilds that aren't necessarily beneficial to have do not always act outside the control of a ruling body. A Thieves' Guild run by the party's rogue will be able to bend the guilds action to the benefit of the city, instead targeting specific people... Possibly even taking requests.
Every form of Guild has a great benefit, it is up to your players to decide how to utilize that benefit for themselves or the city, but beware the long term effects that some guilds may present. They aren't always clear and they aren't always as helpful as they would seem.
Merchant's Guild. A Merchant's Guild is the result of when merchants work together to support a larger business similar to a corporation. This Guild will support multiple businesses simultaneously, as wellas begin circulation of incredible amounts of gold within the town. A Merchant's Guild will drastically improve town satisfaction and renown.
Argol's
Type | GP Cost | Maint | Units P/Week | Tot. Employment | Influence | Repair Cost | Construction Time |
---|---|---|---|---|---|---|---|
Guild | 20,000 GP/20BP Wd. Bldg. Grand |
100 GP | 8 Units | - | +80 Trade | 10,000 GP | 7 Months (4 men) |
Plot Name | Size of Plot | Cost for Plot | Maintenance | Units P/Week | Tot Employment | Influence | Time to Clear the Land |
---|---|---|---|---|---|---|---|
Guild Plot | 25 BP | 12,500 GP | - | - | - | +10 Trade +5 Entertainment |
3 Months |
Clearing the land assumes a group of 10 men working on the site.
Construction time is found by multiplying the production time by a PM (Production Modifier) that takes into account workforce and location. This gives you a figure that is in man/weeks. This figure can be divided by 7 to get the total weeks and the number is also used to reveal the men needed to do the job.
For an example we use a small wood building with the time of 8. If the modifier is 1 which is a prime site then no change in time and we divide 8 by 7 for 1 weeks. This assumes our workforce is 8 men involved in the wood building.
Use the Castle on the Moors example for a breakdown of the math.
Stronghold Space: An abstract measure of volume within a building. While stronghold spaces don’t have a fixed size, an average stronghold space is equivalent to a 20-foot-by-20-foot room with a 10-foot-hugh ceiling.
GREYHAWK PLOTS
Although there is no standard definition, the typical plot of land in Greyhawk stands at around 100 ft x 100 ft = 30 m x 30 m = 10,000 square feet = 900 square meters. In this case, a half plot can be considered to be 50 ft x 100 ft = 15 m x 30 m = 5000 square feet = 450 square meters.
Depending on the states in question, there can be variations to the sizes of a plot: 18 m x 30 m (540 sqm) and 18 m x 36 m (648 sqm; Lagos) are also common plot sizes. This is why it is essential that you always request sizes in square meters, for such things as ease of comparison.
So a Stronghold Space at 20ft x 20 ft = 400 sq feet or 25 SS per plot of land.
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