[Book 2] Chapter 53
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Hands still giving off a subtle glow, Hal brought up his Guild Menu and focused on his Guild Perks.

 

[Guild Perks]

Awarded every Guild Level, Guild Perks allow you, as the Guildmaster, to give direction and purpose to your guild. There are 4 base forms of Guild Archetypes to choose from: Mercantile, Adventure, Authority, and Settlement. As you presently lack an outpost, camp, or stationary base of operations along with the missing presence of a Manatree, the Settlement Archetype is unavailable to you.

 

Mercantile Archetype

Mercantile Guilds focus on the creation and acquiring of wealth or rare items. They are often specifically focused on one or two types of generation within a given skill set. Many Mercantile Guilds are formed around a singular discipline such as the Goldsmith's Guild, or the Alchemist's Guild.

 

The Perks associated with a Mercantile Guild revolve around increasing generation of goods or the acquirement of raw materials within the Guild Territory, as well as various boons to crafting quality.

 

Each Mercantile Guild Tier requires a certain amount of stored wealth in a Vault - which must be constructed prior to advancement - as well as rare items created or discovered.

 

Adventure Archetype

Focused on fighting and braving the wilds, an Adventure Guild is one of the most common types of Guilds because of its ease of expansion and requirements. All that is required for an Adventure Guild is a Guild Hall, and those willing to go out into the wilds and fight monsters.

 

Perks of the Adventure Guild Archetype involve boosts to damage, defense, exploration, and general capacity to improve the combat ability of its members within the Guild Territory.

 

Guild Tiers require a number of monsters slain, rare monsters slain, and in some cases, rare ingredients harvested from monsters or dungeons cleared.

 

Authority Archetype

The management and improvement of the Guild as a whole is achieved through the Authority Archetype. As an agnostic type, Authority allows for the Guild to grow without being constrained to the various requirements imposed upon by the specific Archetypes. As a result, its improvements are often more utilitarian in nature.

 

A cool night breeze swept in around Hal, ruffling hair as he thought about his options. He focused on the Authority Archetype. As he discussed it with his companions, that seemed the most likely choice for a starter perk.

 

[Authority Archetype]

 

Statistics 0/1

 

Statistics provide in-depth information to a guild's operations, providing insight to its current rate of production, settlement type, and stores.

Without statistics, none of the aforementioned information will be available through the Guild Status menu.

Expands the Guild Bank to 300 storage units and allows up to 2 Guild Chests that can draw items from the Guild Bank so long as they are within 1,000 feet of each other.

 

Production Rates: The current accumulation rate of various items per day. With the exception of rare items and food, all resources are calculated in tonnage. Food is calculated at a rate of enough food and water for a single person in a given day. Rare items are variable. Consumption values are included, providing a net positive or negative number.

 

Settlement Type: Settlements come in many shapes and sizes, from camps to outposts to metropolitan regions and everything in between. Each settlement type provides a unique set of bonuses and maluses. This view mode shows the attributes of the current settlement type, all values are on a per-day basis.

 

Stores: Without having to look into the Guild Bank, the stores section shows the remaining materials and items the guild has accumulated. Any positive production is placed within the Guild Bank, increasing the stores of those items. Negative production removes from the Guild Bank. It is also possible to list out the remaining days of supply for various items.

 

The Guild Chests were useful enough on their own. The efficiency of the dwarves’ nightly forays into the nearby region for valuable ore and stone could be dramatically increased. Without having to haul their finds back to camp, they could take a Guild Chest out with them and deposit the items into the expanded space within.

And that wasn’t touching on the deeper information it would afford him.

Hal looked back to the current status menu for the Guild, noting how little it actually told him.

 

[Guild Status]

 

Guild Name: Bravers

Emblem: N/A

Guildmaster: Hal Williams

Members: 87/140

 

Guild Level: 1

Experience: 135

To Next Level: 3,500

Perks: 1

 

Guild Points: 10/200

Generation: 10/day

 

Territory: 2,112 feet (-60% from Caravan Type)

 

Alliance: N/A

Opposition: N/A

 

Guild Skills:

 

Regeneration

+50% HP Regeneration within Territory/Influence

Cost: 10 Guild Points

Duration: 24 Hours

 

Effects:

+10% Reputation (Bonecraft Discovery)

 

Without having to see the other Archetypes, Hal knew this would be the one to choose first. If only for the Guild Chests which would be an amazing improvement not only to security but utility as well.

It wasn’t like he expected anybody within the Guild to try and steal from the Guild Bank but if he could keep it safe under Vorax’s ever-watchful eyes, he would sleep easier at night.

The Guild Chests could have food and other useful items in them for people to easily extract as they needed. He would need to talk to Durvin and the Guild at large about organizing their stores into the Guild Bank and subsequent Guild Chests.

He knew several wagons had duplicate stores and many of the wagons were filled to the brim with construction materials weighing them down. As a result, the entire caravan was slowed.

Hal’s mind was a whirlwind of thought when he placed the Guild Perk into Statistics. There were so many new things for him to consider, the Guild was only one of them. His discovery of Bonecrafting was another that he deeply wanted to explore.

No longer tethered to just weaponry that he was familiar with, Hal could now make almost anything his heart desired. Though he wondered what the difference would be between his Blades of Bone and Bonecrafting.

Soon after the Guild Perk was assigned, a pair of silver-chased oaken chests appeared at Hal’s feet. With a thought, he could dismiss or summon them. Provided they stayed within a 1,000 feet from the Guild Bank.

Opening the Guild Status again, he was expecting a bit more information but not that much. His mouth hung open as he parsed all the information before him in an easily digested format.

 

[Guild Status]

 

Guild Name: Bravers

Emblem: N/A

Guildmaster: Hal Williams

Members: 87/140

 

Guild Level: 1

Experience: 135

To Next Level: 3,500

Perks: 1

 

Guild Points: 10/200

Generation: 10/day

 

Territory: 2,112 feet (-60% from Caravan Type)

 

Alliance: N/A

Opposition: N/A

 

Guild Skills

 

Regeneration

+50% HP Regeneration within Territory/Influence

Cost: 10 Guild Points

Duration: 24 Hours

 

Guild Chests

2 Chests summoned within 1,000ft of Guild Bank

 

 

Effects:

+10% Reputation (Bonecraft Discovery)

 

[Statistics]

  

Production

Food: -12u (-2u from Caravan Type)

Stone: +2.1t (-0.7t from Caravan Type)

 

Settlement Type: Caravan

Consumption: +20%

Production: -25%

Influence Area: -60%

 

 

Stores

Food: 548u

Days Remaining: 45

 

Stone: 30t

Rough Stone: 15t

Stone Bricks: 5t

Dressed Stone: 7.4t

Unrefined Crystal: 6t

Shardite: 1.2t

Empyreal Shardite: 0.4t

 

Wood: 20t

Raw: 0t

Lumber: 20t

 

Metal: 5t

Copper: 1t

Iron: 2.5t

Steel: 0.5t

Silver: 0.7t

Gold: 0.3t

 

The food stores were something he was concerned about, even though Angram and the dwarves had repeatedly told him they were fine for well over a month. It would seem he worried for nothing. Though the production rate seemed odd to him.

From what he understood, the Mirrorlands hardly had anything they could forage or find to eat. And yet, they were only losing 12u of food a day. With the malus to production and consumption that the caravan settlement type inflicted on them, they were still gathering a great deal of food each day.

Taking a closer look, Hal could see the consumption rate as well as the base production rate.

 

[Statistics]

 

Food Production

          Raw Production: 92 (-31u from Caravan type)

          Consumption: 104u (+17u from Caravan Type)

Food Total: -12u (-2u from Caravan Type)

 

 

Stone Production

          Raw  Production: 3.3t (-1.1t from Caravan Type)

Consumption: 1.2t (+0.2t from Caravan Type)

Stone Total: +2.1t (-0.7t from Caravan Type)

 

Hal hissed when he saw how much food and stone they were losing each day from the caravan status. His brow furrowed at the stone consumption. Who the hell is using a ton of stone a day?

Ultimately, it didn’t matter. The dwarves were producing a surprising amount of stone per day, even if they were using a ton on their own works. Which he wasn’t about to limit.

They would have no stone if not for the dwarves except that which they carried with them. On that note, Hal remembered his desire to organize the Guild Bank - which was practically empty at that point.

With so much data at his fingertips, he could make a big difference with the way the Guild worked. At the very least, he knew he could lighten a few wagons by placing all the goods - provided the dwarves didn’t object - within the bank and setting up Guild Chests for deposit and withdrawal across the caravan.

Even if the Guild Bank didn’t cut down on weight - as nearly every magically imbued storage system seemed to - it would still consolidate more than a couple wagon’s worth of materials into one.

That alone would be worth the effort if not for the organizational benefit.

Hal set off to find Durvin at once, only remembering halfway through his short trip to the surly dwarf’s wagon that it was still incredibly early.

A glance eastward toward the lightening sky told him he didn’t have long to wait and instead Hal found his attention settle on an older dwarf to the side of the glowing campfire.

The copper-bearded dwarf was bent over a piece of crystal with a telescoping monocle over one eye as he used a small tool to sculpt the glassy substance. Bit by bit the raw crystal became bright and faceted, shining in the campfire’s warm glow and reflecting across the grim and determined face of the dwarf.

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