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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.
Below you will find sample Organization Plans for GGOs. There is an example of what a plan may look like for each Organization Type. The plans use the following format.
[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.
While you are free to liven the plan up with additional formatting, it must include the listed sections and associated details. The plan will be included in your organization's Consortia forum once your GGO is approved for implementation. Be aware that if for some reason, additional formatting and decor of the plan makes it difficult to read, you may be asked to edit it.
Description:The Mighty Fist is a mercenary guild that provides a brotherhood to its members while offering security services to those who can afford them. They operate with a loose code of honor and shy away from contracts that the local city government may deem, illegal as it would damage the group's image and threaten their livelihood. The Fist is led by Gillar, a veteran warrior along with his friend, Mojo, a man of Myrian decent and Mojo's sister, Voodoo.
Purpose:To provide security services via their members who come from all manner of relevant backgrounds.
Primary Location/Area of Influence:Zeltiva
Membership Requirements:No Symenestra, Zith or Dhani. Must have L2 Weapon and L1 Unarmed Combat or Equivalent Skill.
Advancement/Promotion:Stay active and engaged; post on behalf of the Guild and contribute an additional 400 gold Mizas per Season to the Guild coffers.
Rank - Guild Leader - Creator of the Guild Rank - Founding Member - Co-Contributor to the Guild Creation Rank - Veteran - Cold Iron Broadsword, Sponsor new members Rank - Warrior - Isurian Steel Dagger, Default Benefits Rank - Recruit - Default Benefits
Benefits:%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.
%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.).
Guild Member occupation (8 gm/day modified by Weapon Skill). Default Common Living Expense of 100 gm / Season when living in a Guild Structure and Completing 2 Organization Threads per Season.
Leaving/Exiting:Members may ask the Guild Leader to leave The Fist assuming they do so on neutral to good terms. Doing so results in the loss of all Guild benefits although there will likely be no hard feelings involved depending on the situation. If a member leaves without asking permission from the Guild Leader, they lose all benefits and may find the organization grow hostile toward them; depending on the situation. A member can be kicked out of The Fist if they do not participate enough or do things that would otherwise be against The Fist's purpose and/or its general concept. Getting kicked out involves the removal of all Guild benefits with the former member possibly finding life difficult outside of the Guild.
10 gm / day GGO Income (starting income) - 2 gm / day (Guild Member Occupation Wage Increase) 8 gm / day GGO Income (remaining income)
Note that all of the Guild's assets are listed even if they weren't purchased from Guild funds. The horses already belonged to the starting guild members but are included along with their gear and value. They are stabled in a Guild structure. This is just to keep track of as many things involved in the Guild as possible.
Also note that the starting funds is listed at 3,760 gm. For this sample Guild, the members put in more than the minimum 3,000 gm.
This sample Guild has 3 starting GGO NPC. One of those NPCs fulfills the requirement for a groom to operate the stables. The other two have skills that compliment the Guild's concept and purpose as a Mercenary Guild. Feel free to detail your own GGO NPCs as you would any other NPC.
This is a very basic write-up for a sample Guild. Feel free to fancy yours up just like you would a Character Sheet. Just be sure to include all of the listed sections with accompanying details.
Description:Dargon's Dirty Bitches is an all-female gang of thieves who use the profits from their successful thefts to fund a slave trade consisting solely of the trade and sale of male slaves. They are led by a human woman named Dargon. Together with her sister's, Sam and Sara, the Bitches are an up-and-coming gang looking to make a name for themselves.
Purpose:To steal valuable goods and use them to fund a male slave trade all while increasing their influence as a powerful gang.
Advancement/Promotion:Actively thread thefts in the name of the Bitches. Engage in slave activity and kick back to the gang 20% of loot value gained from theft threads or individual slave sales.
Gang Leader - Creator of the Gang Head Bitch - Co-contributor to the Gang creation Bottom Bitch - In charge of the Slave operation; owns the best slaves Rich Bitch - In charge of delegating thefts and organizing them. Little Bitch - Basic Gang Benefits
Benefits:%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.).
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.
Leaving/Exiting:Bitches don't leave. Once a Bitch, always a Bitch. Bitches who do try to leave, with permission or without, must accept a ritual scarring upon their face to symbolize their failure. Former Bitches get Stitches. The scar is formed from a deep cut along the cheek that is shoddily stitched so that the scar itself looks rather gruesome. They also lose all gang benefits.
Hole in the Wall GGO Upgrade - The Bitches operate out of a rundown warehouse on the outskirts of the city. From the outside, it appears abandoned. 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. Costs 3 gm / day from Guild Income
The Bitches Outfit - Red Leather Corset, Black Silk Undergarments, Red Linen Pants, Black Leather High Boots, Black Leather Belt, Cold Iron Wrist Blade
GGO NPCs
Secret :
Glass (20 year old Female Human) Intimidation 20, Seduction 10, Unarmed Combat 10, Larceny 10
Rose (24 year old Female Human) Torture 15, Escape Artist 10, Larceny 10, Dagger 10, Seduction 5
Ice (27 year old Female Human) Intimidation 10, Poison 10, Larceny 10, Longsword 10, Seduction 10
Income/Funds
Secret :
3,000 gm (starting funds) - 1,500 gm (simple guildhall) - 7 sm (Gang Outfit Leather Corset 25% off) - 3 gm (Gang Outfit Silk Undergarments 25% off) - 9 sm (Gang Outfit Linen Pants 25% off) - 11 sm (Gang Outfit Leather High Boots 25% off) - 7 sm (Gang Outfit Leather Belt 25% off) - 1.5 gm (Gang Outfit Wrist Knife 25% off) 1,459 gm, 3 sm (remaining funds)
10 gm / day GGO Income (starting income) - 3 gm / day (Hole in the Wall Upgrade) 7 gm / day GGO Income (remaining income)
Note that this sample Gang has purchased a custom outfit for its members. This outfit is purchased once no matter how many members are outfitted. Also, the outfit items are purchased at 25% discount. This discount is for member-only outfitting and not for purchasing anything else for the organization.
The gang's structures include the purchased guild hall but also include ones that were purchased by the founding member, Dargon, from her own personal funds. They are included as assets but are not included in the ledger.
This is a very basic write-up for a sample Gang. Feel free to fancy yours up just like you would a Character Sheet. Just be sure to include all of the listed sections with accompanying details.
Description:Leth's Garden is a shrine dedicated to the Moon God, Leth. It serves as a place of worship for all who would pay homage to him. Those marked by Leth who tend to the shrine work to open the minds of all who visit through focused mediation and reflection. The shrine itself is in an open location where the full light of Leth shines down on it at night. A series of pillars rise up from the ground. Each pillar is topped with a mirror which focuses moonlight into the center of the shrine where a large dais is located. On the dais sits a large glass orb. When the light hits the orb, it shines brightly. There is a small building that houses sleeping quarters for the shrine's members. The shrine is led by Joshua, a Favored of Leth while his assistants, Maria and Lorcan, both singly marked by Leth, aid in maintaining the shrine.
Purpose:To spread the will of Leth to those who are open to his teachings. To open the minds of others and inspire positive change through thought and reflection..
Primary Location/Area of Influence:Riverfall
Membership Requirements:Minimum 1 mark from Leth, Religious Lore related to Leth, Meditation L1, Astrology or Astronomy L1.
Advancement/Promotion:There isn't any formal rank structure although the more marks of Leth one has, the farther their words go with other members.
Benefits:%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.).
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 Leth).
All members gain a small, mirrored medallion of exquisite quality to symbolize their faith and membership at the shrine.
All Benefits offered by Completing 2 Organization Threads per Season.
Leaving/Exiting:Leaving the shrine is permitted with or without expressed permission as long as the member does not do so by displeasing Leth. Being kicked out of the shrine typically means gaining Leth's disfavor which may bring the loss of a positive mark and the acquisition of a negative one.
The Shrine's Outfit - Black Silk Pants, Black Silk Vest, Black Leather Belt, Black Leather High Boots, Mirrored Medallion, Silver Staff (upgraded iron staff).
Note that this sample Temple has the elaborate guildhall upgrade which grants an updated altar. Also, a benefit of the Temple is a religious object granted to members that symbolize their membership to the religious organization.
This is a very basic write-up for a sample Temple/Shrine. Feel free to fancy yours up just like you would a Character Sheet. Just be sure to include all of the listed sections with accompanying details.
Description:The Hidden Flame is devoted to passing on the knowledge of magic in all its forms. While the use of magic is universally frowned upon across Mizahar, depending upon the location, The Hidden Flame defies this perspective and instead embraces magic as a way of life. Located in Ravok makes for an especially dangerous set of conditions as the rulers of the city do not take kindly to uncontrolled magic use. The Hidden Flame persists however and actively fights the Ebonstryfe's attempts at stopping them. Despite their fight against the Ebonstryfe, The Hidden Flame still pays homage to Rhysol; they just see the Ebonstryfe as a corruption of Rhysol's will.
Purpose:To spread the teachings of magic use throughout the immediate area and educate others in the benefits of magic as opposed to the perceived dangers and threats.
Primary Location/Area of Influence:Ravok
Membership Requirements:To be a teacher; a magic discipline at L2. To be a student; the desire to learn and the ability to keep one's knowledge and talent quiet.
Advancement/Promotion:Students advance through learning their various magical disciplines. Once one has attained an Expert Level in a particular magical discipline, they are considered, graduated and may choose to continue on at the school as a teacher or move on in their lives with their art.
Benefits:%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.).
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.
Leaving/Exiting:Leaving the school, with permission or without, results in the loss of school benefits. All who leave have their memories wiped so as to keep the existence of the school a secret. This is done via a badge handed out to all members. Unknown to students, the badge acts as a safety net for those who may leave the school or choose to betray it. Those who are kicked out or who leave with or without permission, are left to the whims of the Ebonstryfe who actively hunt those who attend the school. The badge removes all memory of the school thus keeping it safe from the Ebonstryfe.
Resources/Assets:
Structures
Secret :
- Simple Guild Hall w/bookshelf filled with common tomes of knowledge. (1,500 gm, 800 sqft) - Simple Magical Laboratory (1,500 gm, 400 sqft) - Barracks (800 gm, 400 sqft) - Simple Master Bedroom (800 gm, 400 sqft)
Special
Hole in the Wall
Secret :
The school is located on the mainland on the western shore of Lake Ravok. It appears at first glance and even with a bit more investigation, to be a series of ruined, broken structures with no real worth. Although appearing abandoned and lacking any noteworthy features, the ruins actually house the school rather well. It is almost impossible to find and exists despite the period patrols of the Ebonstryfe. Reduction of GGO Income of 3 gm / day.
Immediate Funds
Secret :
The school seeks to teach magic despite the heavy restrictions imposed on Ravok by the Ebonstryfe. While the school founders still pay homage to Rhysol, they do not believe in the Ebonstryfe's control over magic. Thus they have established various deals with various organizations and individuals within the city to gain some immediate funds to establish the school. This results in a loss of regular income which the school founders chalk up as a necessary sacrifice. Sacrifice 8 gm/day for 4,000 gm additional funds.
Note that this sample School sacrifices a large amount of daily GGO income in order to gain immediate funds which it uses to purchase its base of operations. This is a school that could be started up as a beginning GGO with the minimum requirements.
NPCs could be added initially or later on to include students or even faculty as the school grows. The 2,400 gm remaining funds could also be used to purchase more school resources/items or even more structures if desired although there would still need to be 1,500 gm remaining in the final coffers at creation.
Organization Name:The Ironwood Family Type:Family Tier:1
Description:The Ironwood family is an isurian family of loggers belonging to the Sultros clan. They operate a small sawmill in the western foothills of the Kingdom of Sultros near the Western Border Post. The Ironwood Mill helps supply cut lumber to the Border Post for all manner of uses. The family patriarch, Gorland Ironwood Sultros runs the mill with his brother, Harvoth and their sister, Nali.
Purpose:To provide lumber to the Western Border Post of Sultros while also helping to explore, expand and defend the Kingdom's interests in the surrounding area of Kalea.
Primary Location/Area of Influence:Sultros Kingdom/Western Border Post
Membership Requirements:In order to be a member of the Ironwood family, one must be born into the family or marry into it. Extended family are also allowed. Only isur PCs can be a blooded member of the family while other PCs, also isur, may marry into it. There is a rare possibility of non-isur being allowed to marry in but this is a case-by-case basis and is unlikely to happen. Starting Characters who are allowed in as part of the family must cash in their starting package house and contribute 300 gm to the family funds.
Advancement/Promotion:While the Ironwood Mill is managed primarily by Gorland and Harvoth, there are no real ranks within the family. With permission from Gorland, Harvoth and Nali, a starting isur PC may begin as a blooded member of the family. Existing PCs may, marry in or somehow work their backgrounds to allow for entry, case-by-case basis. Currently, there are openings for starting family members in the form of 2 younger brothers, a younger sister and cousins.
Benefits: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.).
Family Member occupation (5 gm/day modified by a skill relatable to the Family's purpose; logging camp/sawmill related).
Offers Members a default Common Living Expense of 100 gm / Season when living in a Family Structure and Completing 2 Organization Threads per Season.
Leaving/Exiting:There is no real way to leave the family aside from being banished or exiled. Harvoth is the one who makes such a decision if such a thing becomes necessary. Being banished or exiled means losing all benefits offered by the family and possibly even being shunned by the clan itself.
The Ironwood Family has established a variety of advanced contracts and agreements with the Western Border Post which has provided it with a moderate amount of added funds which has used to further establish the sawmill. These funds take the form of a decrease in daily GGO Income by 8 gm / day in exchange for 4,000 gm of immediate funds.
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.
In-ground Greenhouse
Secret :
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. Requires a NPC or PC with a gardening skill. Cost: 2 gm / day from GGO Income.
GGO NPCs
Secret :
Tori (40 year old Female Isur, Cousin) Gardening 20, Herbalism 10, Botany 10, Food Preservation 10
Barnus (44 year old Male Isur, Cousin) Carpentry 15, Carving 10, Logging 10, Wilderness Survival 15
Baili (50 year old Female Isur, Cousin) Hunting 10, Tracking 10, Leatherworking 10, Shortbow 10, Foraging 10
Jombi (45 year old Male Isur, Cousin) Logging 20, Blacksmithing 20, Metalsmithing 10
Tandas (40 year old Female Isur, Cousin) Wilderness Survival 26, Battleaxe 10, Horsemanship 14
Mounts
Secret :
4 mixed-blood horses (600 gm total value purchased outside of GGO)
4 gm / day GGO Income (starting income = 10 gm - 8 gm - 2 gm + 4 gm)
Note that this sample Family includes a number of NPCs as well as a sizeable homestead along with a sawmill. The sawmill provides a bit of income that offsets some of the other purchases.
This also shows how one can establish a Family GGO with openings for starting players to be accepted as well as a path for outsiders to marry into the family.
While this family has a sizeable amount of beginning funds, a smaller starting family would easily be able to be created for a far less cost. It is all about the thread-work and storytelling that goes into something like this that will make a similar family something to be proud of and enjoyable to play.
Description:The Suvan's Bounty is a sea-going vessel, a merchant caravel, that stalks the Suvan Sea. Its crew is made up of opportunistic thieves, thugs and scoundrels led by the ship's captain, a man named, Vicero. Along with his first mate, a male Iyvess Dhani simply nicknamed, Krait and a female Ethafael named, Salinthia, the Captain's Girl, Vicero sees The Suvan's Bounty as the scourge of the Suvan Sea.
Purpose:To raid, pillage and plunder any ship that crosses their path. Power, profit and most of all, control over the sea is what The Suvan's Bounty is all about.
Primary Location/Area of Influence:The Suvan Sea
Membership Requirements:Sailing L1, Intimidation L1, give up 150 gm / season to the good of the crew in exchange for the privilege of serving aboard The Suvan's Bounty. Living Expenses are currently required to be Poor. The more prosperous the ship becomes, the better the living conditions will get.
Advancement/Promotion:The Captain, Quartermaster and Navigator are the top three members of the crew, in that order, the rest of the crew are, for the most part, viewed as equals save for a handful of important positions. Positions are handed out at the Captain's discretion.
Positions:
Quartermaster: After Captain Vicero, the most authority on the ship belongs to Krait. As the Captain's right hand, he is in charge when the Captain is not around. He has the authority, and he could punish men for not obeying commands. He is also in charge of food and water supplies.
Captain's Girl: Salinthia is the Captain's Girl. After her fall, she was lost and alone. Eventually she found a new life at Vicero's side. She benefits from her position of being so close to the Captain in many ways. Displeasing her usually means displeasing the Captain.
Sailing Master: The Sailing Master is in charge of navigation. It is their duty to know how to read charts and plot courses. Requires L1 in Sailing and L2 in Astronomy. Granted full use of the ship's navigation gear and is fourth in line for divvying out special loot.
Cook: The cook is one step above the ordinary crew in that they have some knowledge of preparing a serviceable meal and are granted a bit more prestige because of it. Requires L1 Cooking. Is fifth in line for divvying out special loot.
Crewmember: The crew of The Suvan's Bounty are each responsible for ensuring that the ship runs smoothly and that the Captain and Quartermaster's commands are followed to the word. In return for their service, they get to share in the plundering. Requires L1 Sailing.
Benefits:%25 discount on the purchase of drugs, poisons, larceny and underworld items for use by the ship's crew as a whole. This represents stores of such items that can be accessed by crew members via the Quartermaster. Buy each item once and it becomes a permanent addition to available ship stock at discount to members equal to 10%). Coral Snake Venom (2 dose vial). The crew of The Suvan's Bounty has access to Coral Snake Venom that they coat their weapons with. It is a potent neurotoxin that causes a slow onset of paralysis and impaired breathing, can be fatal. Purchased for 75 gm for the crew to purchase at 90 gm a vial.
%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.). Suvan's Wrath - A Cold Iron Cutlass with an ornate whalebone handle.
Crew Members automatically gain the Pirate occupation (5 gm/day modified by skills in Sailing or Intimidation.
Members gain a bonus to intimidation based on the crew's overall influence within the area (+10 to Intimidation). All offered by Completing 2 Organization Threads per Season.
- Any plundered loot that does not go directly to the maintenance and improvement of the ship, is divvied up among the crew. The Captain gets first dibs followed by the Quartermaster and Captain's Girl. The Sailing Master is next followed by the cook then the rest of the crew. Surplus Mizas gained directly or through the fencing of plundered goods are split as follows:
Leaving/Exiting:One does not leave the crew of The Suvan's Bounty, period. The only way to leave is death. If, by chance, one were to mutiny or attempt to leave, they are killed and/or hunted down and killed.
Resources/Assets:
Structures
Secret :
- Merchant Caravel 17,500 gm - Simple Guild Hall w/good quality altar to Laviku (1,500 gm, 800 sqft)
Special
Crew Weapon
Secret :
- Each crewmember is given Suvan's Wrath, a cold-iron cutlass with an ornate handle carved from whalebone. 136 gm value.
The Suvan's Bounty
Secret :
- The Suvan's Bounty is a Merchant Caravel. Its design includes influences from a variety of others 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. 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. The crew cabin has been redesigned to house a simple guildhall complete with a small altar sporting a very large shark tooth dedicated to Laviku. The Suvan's Bounty also supports 2 light ballista. Crew: 12, Passengers: 5, Cost: 17,500 gm.
Immediate Funds
Secret :
Vicero had to cut some clever deals in order to purchase The Suvan's Bounty and not be indebted for it. Although he was able to raise the funds, it cost much of the profit the ship's piracy may otherwise garner; at least for the time being. - 10 gm / day from GGO Income in exchange for 5,000 mizas.
GGO NPCs
Secret :
(Sailing Master) Jackson Spire (28 year old Male Human) Intimidation 5, Astronomy 26, Sailing 10, Weapon: Cutlass 9
(Cook) Thomas Lute (24 year old Male Human) Cooking 15, Sailing 10, Swimming 10, Weapon: Cutlass 10, Fishing 5
Remaining Crewmembers (20-30 year old Male Humans) Variety of skills including sailing, swimming, fishing, weapons, unarmed combat, larceny, etc. Total skill points per member: 50.
10 gm / day GGO Income (starting income) - 10 gm / day (Immediate Funds) 0 gm / day GGO Income (remaining income)
Note that this sample GGO is an example of a pirate ship. It has purchased the Immediate Funds option at its fullest. This grant's 5,000 gm but costs all 10 gm / day of starting income. Because of this, PC crewmembers must give up 150 gm / season to the good of the ship in order to maintain funds. The majority of the ship's profit will come from in-thread piracy. With enough thread-work, this GGO will increase it's tier and thus regain a passive income. This sample also shows a possible use of the Merchant Caravel. While it is rather costly, the next sample GGO will showcase the Sea-Runner in a similar role.
Description:Otani's Grace is a small, Sea-Runner style sailing vessel. Its crew, the Ditani family, is made up of Tristin, his wife Milly, their two sons, Honch and Mizer, his brother, Terrance, Terrance's wife, Shalla and their daughter Lily. The Ditani family, unable to prosper on land, chose instead to engage in the pirate life. Abandoning a more civilized life that tends to favor the wealthy, they have chosen to prey upon the weak so that they can survive. As a result, they prey upon the smaller merchant and fishing vessels along the coast of the Suvan Sea.
Purpose:To ensure a livelihood for the family as a whole through selective piracy. Try not to kill unless necessary; the strong survive and prosper.
Primary Location/Area of Influence:The Suvan Sea
Membership Requirements:Must be a member of the family in some form. Blooded, Marriage and possibly even adopted. Sailing L1, Weapon Skill L1, Swimming L1.
Advancement/Promotion:The crew of Otani's Grace are family and equal in nearly all ways. Tristin and Milly are the heads of the family although they only exercise authority when necessary. Plundered profit is dived equally among all family members. There are no ranks as everyone knows their role and works toward the betterment of the family.
Benefits: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.). Ditani Ancestral Kukri: The Ditani Family was not always made up of a bunch of pirates. For many generations, the family was known for their weaponsmithing skill. Although they've moved away from that, Tristin keeps a number of Kukri's; the family's signature weapon, crafted by his grandfather. These weapons are given to family members who join the crew of Otani's Grace. Cold-Iron Kukri with a sword-stealer hilt meant to capture and disarm an opponent's weapon. Also has an ornate pommel in the shape of a fist. 168 gm value discounted to 84 gm.
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. This represents the efforts of the family toward making life aboard Otani's Grace as comfortable as possible; a focus on decent food and the comfort provided by the upgraded crew area in the form of the simple guildhall.
Leaving/Exiting:The only way to leave the family is through death or exile. Which one depends on the specific circumstances involved. Tristin and Milly decide which is appropriate.
- Each family member is given a cold-Iron Kukri with a sword-stealer hilt meant to capture and disarm an opponent's weapon. Also has an ornate pommel in the shape of a fist. 168 gm value discounted to 84 gm.
Otani's Grace
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, Otani's Grace serves as a fast moving pirate vessel. The compact lower deck serves as a modest cargo hold while the main deck sports a single enclosed cabin with a small, simple guild hall serving as the 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 discounted to 4,800 gm with a 1,200 gm discounted simple guild hall.
Immediate Funds
Secret :
By cutting a few deals with family contacts, the Ditani family was able to gain some immediate funds to help purchase Otani's Grace. This is represented by a cost of 8 gm / day of GGO Income in exchange for 4,000 gm up front. This maintains a modest GGO Income of 2 gm / day to start.
GGO NPCs
Secret :
Honch (19 year old Male Human) Sailing 15, Astronomy 10, Weapon: Kukri 10, Swimming 10, Shipbuilding 5
Mizer (20 year old Male Human) Sailing 15, Salvage 10, Swimming 10, Weapon: Kukri 10, Fishing 5
Shalla (36 year old Female Human) Sailing 10, Cooking 10, Swimming 10, Weapon: Kukri 10, Medicine 10
Lily (18 year old Female Human) Sailing 10, Swimming 10, Weapon: Kukri 10, Water Reimancy 10, Larceny 10
10 gm / day GGO Income (starting income) - 8 gm / day (Immediate Funds) 2 gm / day GGO Income (remaining income)
This is an example of a more "budget friendly" GGO using a Family GGO Type with a pirate theme. With only 3,600 gm to start along with some Immediate Funds, the GGO can afford the Sea-Runner ship that serves as their "base of operations". One could even go with less of a cost by foregoing the Simple Guildhall and Family Weapon at the start; saving these things for when the GGO is more established. Also, starting with more PCs in place of the NPCs would allow for more starting funds thus spacing out the upfront cost for things. Keep in mind that if even 3 members cashed in their starting package homes, that's 1,500 gm put toward starting the GGO.