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<blockquote data-quote="EricNoah" data-source="post: 3900313" data-attributes="member: 4"><p>You can see bits of it here: <a href="http://webpages.charter.net/ericnoah/noahrpg/westernshore/index.htm" target="_blank">http://webpages.charter.net/ericnoah/noahrpg/westernshore/index.htm</a> under Player's Guide and House Rules. </p><p></p><p>We then developed benefits for being in the guild to help encourage membership: </p><p></p><p>1) 25% discount on magic items purchased, provided they are of an arcane (not divine) nature. </p><p> </p><p>2) 50% discount on wizardly and alchemical items. Wizardly items would include things like blank spellbooks, material component pouches, etc. Alchemical items are things like acid, alchemist's fire, etc. </p><p> </p><p>3) You can sell magic items to the guild for 75% of their value instead of the usual 50% I dole out when selling to a normal merchant. You can also sell gems, unusual monster parts, alchemical ingredients, etc, at a similar rate. </p><p> </p><p>4) You can claim a reward/bounty for turning in discovered spellbooks and scrolls that have new/currently unknown spells in them. Will have to come up with a price scheme, but thinking somewhere around 200 gp per spell level. </p><p> </p><p>5) You are required to turn in discovered spellbooks/scrolls/wands/other items that have forbidden spells on them. Guild will pay a similar bounty as for new/unknown spells. </p><p> </p><p>6) You have access to masterwork tools of various types that you can use at guild facilities. </p><p> </p><p>7) You have access to libraries of information that can help you in different kinds of Knowledge skill research. Different guild branches will have different materials and the quality of the materials may also vary. </p><p> </p><p>8) Wizard-type characters who need to learn spells as they go up in levels (or at other times) can gain new spells for a reduced price, to be determined.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 3900313, member: 4"] You can see bits of it here: [url]http://webpages.charter.net/ericnoah/noahrpg/westernshore/index.htm[/url] under Player's Guide and House Rules. We then developed benefits for being in the guild to help encourage membership: 1) 25% discount on magic items purchased, provided they are of an arcane (not divine) nature. 2) 50% discount on wizardly and alchemical items. Wizardly items would include things like blank spellbooks, material component pouches, etc. Alchemical items are things like acid, alchemist's fire, etc. 3) You can sell magic items to the guild for 75% of their value instead of the usual 50% I dole out when selling to a normal merchant. You can also sell gems, unusual monster parts, alchemical ingredients, etc, at a similar rate. 4) You can claim a reward/bounty for turning in discovered spellbooks and scrolls that have new/currently unknown spells in them. Will have to come up with a price scheme, but thinking somewhere around 200 gp per spell level. 5) You are required to turn in discovered spellbooks/scrolls/wands/other items that have forbidden spells on them. Guild will pay a similar bounty as for new/unknown spells. 6) You have access to masterwork tools of various types that you can use at guild facilities. 7) You have access to libraries of information that can help you in different kinds of Knowledge skill research. Different guild branches will have different materials and the quality of the materials may also vary. 8) Wizard-type characters who need to learn spells as they go up in levels (or at other times) can gain new spells for a reduced price, to be determined. [/QUOTE]
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