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CYCLE 120Current time: Apr 04 2025, 02:50 PM


Leonis: Crafting Guild
He travels with Tukluk the Marmoset on his shoulders.
Offline
Inactive
56 POSTS ʡ 46
Male 55 Cycles
Red Deer (C. elaphus) Java

#1

This is a concept for a crafting guild.

WHERE: Leo (primary), Fornax (secondary), various pop-up locations.

Newcomers to the guild start out as Squires and must seek out an established Tradesman to apprentice beneath; if no such entity exists then they are to meet with the Minister of their chosen craft and be vetted for their abilities.

Once they have been a member of the guild for two cycles they are given a task by their mentor to show off their skills again. This involves the creation of a single item, the acquisition of supplies, or the trade of goods at a pop-up stall if applicable. It is to prove the Squire has learned enough of their craft to advance to their permanent new role - Tradesman (the crafter of things) or Merchant (the seller of goods).

Advancing beyond that to the rank of Artisan is slightly different. They must impress the Minister of their craft but also expand on their knowledge by seeking out rare materials (such as from difficult-to-reach caves) or studying beneath a master (such as making a deal with the Collector). Once every cycle there will be a Middenfaire during which time Artisans show off their master-work creations. It is also a time for Merchants to come together to trade goods from their respective fields of interest, while the rest of the guild celebrates their progress.

Each avenue is led by a Minister who specializes in a particular craft. These are well established experts in their field, or at least the individuals with the most skills at any given time, and they act as representatives of their fields. There are a total of seven and they form the backbone of the guild's counsel.



STRUCTURE:
Hawker OR Squire (Unskilled; Newcomers) [Unlimited]
Merchant OR Tradesman (Skilled: Level 1) [Unlimited]
Artisan (Skilled: Level 2) [Unlimited]
Minister (Crafting Leader) [7]

Tailoring (cloth goods)
Tannery (leather goods)
Metallurgy (refinement)
Toolcraft (utilitarian items)
Smithy (weapons and armor)
Alchemist (potions, brews, dyes)
Lapidary (gem hunting, crafting, etc.)

Ministers periodically send their merchants to pop-up markets to trade their goods with residents of the caves. The guild takes a small commission (an ingredient or material that the guild otherwise cannot acquire alone), but otherwise each merchant can set their own price beyond that. It would be commonplace for merchants to "hire" gembounds to do lesser hunting for their hides, or to employ characters with specific spell combinations that might help with acquiring small bits of thread, etc.



OKAY so I've been amassing all of this stuff as an idea, and I'd love input. If I were to go ahead and start something like this it wouldn't be for a while, but it would be really cool to put those hot regions of the cave to use. I know there are other crafting characters out there too - the builders in Eridanus come to mind - but hopefully this is different enough from that.

I would also really love it if members of other groups could simultaneously be a part of this guild, rather than choosing between multiple (does that even make sense?). For example: A member of the Voidcrawlers becomes a part of the guild as a Tanner, but would still be considered a VC and be sorted in to that group, maybe with a small note on the profile saying they're established in Leonis or something. Just as an option.

 
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He travels with Tukluk the Marmoset on his shoulders.
Offline
Inactive
56 POSTS ʡ 46
Male 55 Cycles
Red Deer (C. elaphus) Java

#2
Item Creation

Obviously a main component of the guild is, uhhh, crafting. We can do this a number of ways OOC, and the end result will be something the group can vote on.

Option 1: Roll an "Other" roll, including a blip about what you're attempting (such as: "Tanning: Lesser Hide" or "Toolcraft: Nails" or "Metallurgy: Melt Material".). Tag a GM afterward, and based on a combination of your roll and their response, you get something out of it.



Option 2: Leave the GMs out of it, leave item creation in the hands of the player entirely. Do the same "Other" roll but have an OOC-ly determined list of percentages and what they equate to.

Example:

Craft User Skill Result Advancement (# of Successes required)
Merchant Hawker 15+ (Success) 10
Crafter Squire 15+ (Success) 10
Any Craft Artisan 10+ (Success) 5
Merchant Artisan 10+ (Success) 5
Any Minister 5+ (Success) n/a



Option 3: Combine everything! Having a list linking up character skill / crafting choice / roll result, plus having the GMs respond with a lore-appropriate item. This means getting GM help to balance the table of possible results, perhaps.


Materials, Recipes, etc.

Would it be beneficial to use lists of recipes? Would anyone want to come up with some, or we could look at MMORPG recipes for inspiration and co-opt some of them / adjust as necessary to account for Origin flora and fauna? I could write up a few item guides if people are interested - or if anyone wants to contribute to that, let me know.

 
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