- The Guild of Adventurers is to be composed of a number of Adventuring Companies. When a group of adventurers from a Company wish to undertake an expedition they will form an Adventuring Band.
- An Adventuring Company will be composed of Novice Adventurers, those of levels 1 through 3, Expert Adventurers, those higher than level 3, Companion Adventurers, those having achieved name level in a single class, and Master Adventurers, those which were founding members of a company or have put some stake into the company.
- The Masters of each Company will elect from among their own number a Company Captain. Th Captain may direct the affairs of all Companion, Expert, and Novice Adventurers of the Company and establish general policies of the Company. The captain also sits on the Guild Council as a representative of the Company.
- All affairs of the Dragon City and of the Guild as a whole is to be governed by the Guild Council. Each Company of Adventurers is given one seat on the Council. For any resolution of the Council to be enacted it must be agreed upon by all parties.
- The Guild shall provide a location to purchase standard arms and armor, magical scrolls and potions, and equipment necessary for expeditions for sale at a standard price set by the Guild.
- The Guild of Adventurers will maintain an Arcane Library and Laboratory which are to be used in common by all guild members. Private use of the Laboratory for research purposes may be rented for a fee of 1,000 denarius a week.
- Class training is provided free of charge by the Guild to all Novices; however, all expert adventurers must pay a fee equal to one quarter of the experience required to reach the next level of the class being trained.
- Each Company shall maintain a Company House in the Dragon City and a Stronghold without the Dragon City. Within each stronghold shall be a Door of Transit which connects the stronghold to the Company House. These doors are only to be used by members of the Appropriate Adventuring Company. Each Master in a Company is to be assigned a key to these doors.
- The Stronghold of a company will offer free room and board to members of the Company and a discount price of 50% to any other guild members.
- Any treasure; including coins, gems, and jewelry, looted by a Band of Adventurers on an expedition will be deposited with the guild to be appraised whereupon each adventurer will be awarded a commensurate value of denarius from the Guild Bank.
- Each adventurer present on an expedition will receive a number of shares of any treasure looted equal to their level in the adventuring guild; in addition the Adventuring company to which the members of the expedition belong shall receive 1 share of any treasure looted.
- When hiring outsiders a Band of Adventurers will pay 3 denarius per month to every Torchbearer, those hired to carry loot, equipment and perform general labor on an expedition, and 20 denarius per month to every Retainer, those hired to fight alongside trained Adventurers on an expedition.
- Upon preparing for an expedition each Band of Adventurers is to appoint a Leader to make essential command decisions and represent the Band to others.
- No Band of adventurers is to haggle over the price of their services with those requesting aid, neither shall one band or company attempt to usurp another by offering services at lower charge than what has been agreed upon by the first Band or Company.
- Upon the death of an Adventurer, any surviving members are expected to retrieve the body if possible whereupon the deceased will be buried by the Church in hallowed ground.
- Upon joining an Adventuring Company, each Novice Adventurer will be given an Adventurer's Guidebook which will contain information about common monsters, traps, situational advice and tips, and basic information on the region and dungeons and lairs which are familiar to the Company. Each Novice will also receive a Company Badge which is to be sewn on an outer garment worn by the adventurer; in addition a license to adventure within the Holy Empire will be issued to the Novice and these papers are to remain on their person at all times.
- An Adventurer may designate a family member or friend as heir to all their possessions and shares in the company in the event of their death; if no heir has been designated all such possessions and shares will default to the Adventuring Company.
- Each Master Adventurer must spend at least three months out of every year training Novices.
- If any individual is found participating the activities reserved to the Guild of Adventurers and the aforesaid individual cannot produce a license from the Guild of Adventurers, any and all treasures may be seized the agents of the Guild without fear of retribution from the Church, the Emperor, the Noble subjects of the Emperor or from the Guild itself, even if such seizure results in violence and or death.
- All Adventurers in the guild will pay obeisance to the Holy Church of the Creator and observe all the proper behaviors and practices required of someone in good standing with the Church.
- If an Adventurer is accused of breaking the statutes of the guild they will be judged by the Captain of the Company if a Novice or Expert, any such which are Companions or Masters shall be tried before the Guild Council. Those judged to be guilty shall pay a fine to the guild equal to 1,000 denarius per their adventuring level for the first offense, 3,000 denarius per adventuring level upon the second offense, 10,000 denarius and suspension of all adventuring activities for one month upon the third offense, and if a fourth offense shall occur the individual will be expelled from the Adventuring Guild.
28 January 2021
Adventurer Guild Statutes
21 January 2021
Adventurers Guild Charter
20 January 2021
Complete List of Armours for OSE
Go to the Delvers and Denizens Index
A list of different types of armor that can be purchased from the Adventurers Guild, their AC and their price in silver denarius(d).
Armour |
AC |
Price |
notes |
Padded
Barding |
8 |
200d |
|
Padded Coat |
7 |
100d |
|
Scale Coat |
6 |
- |
not found
within known world, only in ruins |
Chain Shirt |
6 |
150d |
|
Chain Barding |
6 |
750d |
|
Chain Coat |
5 |
200d |
|
Lamellar Coat |
5 |
160d |
only
available in Emirate of Ylaruam |
Coat of
Plates |
5 |
175d |
|
Chain Suit |
4 |
400d |
|
Scaled Chain
Coat |
4 |
- |
not found
within known world, only in ruins |
Plate Barding |
4 |
2500 |
Only
available from legendary craftsman in the largest cities |
Plate and
Chain Suit |
3 |
800d |
|
Suit of
Plates |
2 |
1000d |
Only
available from legendary craftsman in the largest cities |
Jousting Suit |
0 |
1000d |
Only
available from legendary craftsman in the largest cities |
Helm |
- |
50d |
When dealt
death wound may save vs death and wound is only critical |
Great Helm |
-1 |
70d |
When dealt
death wound may save vs death and wound is only critical, surprised on 1/6 |
Wooden
Buckler |
- |
10d |
if trained in
use of shields may block wounds, break when block serious wound |
Reinforced
Buckler |
- |
15d |
if trained in
use of shields may block wounds, break when block critical wound |
Metal Buckler |
- |
20d |
if trained in
use of shields may block wounds, break when block death wound |
Wooden Small
Shield |
-1 |
10d |
if trained in
use of shields may block wounds, break when block serious wound |
Reinforced
Small Shield |
-1 |
20d |
if trained in
use of shields may block wounds, break when block critical wound |
Metal Small
Shield |
-1 |
50d |
if trained in
use of shields may block wounds, break when block death wound |
Wooden Large
Shield |
-4 |
35d |
if trained in
use of shields may block wounds, break when block serious wound |
Reinforced
Large Shield |
-4 |
100d |
if trained in
use of shields may block wounds, break when block critical wound |
Metal Large
Shield |
-4 |
200d |
if trained in
use of shields may block wounds, break when block death wound |
19 January 2021
Fae Spell Lists
Elf Spells
Level 1
- Detect Magic
- Detect Danger
- Enchant Missile(as magic missile but on missiles already in hand)
- Faerie Lights
- Fellowship
- Light
- Longstride
- Precipitation
- Shield
- Sleep
- Ventriloquism
- Faerie Fire
- Locate plant or animal
- Predict Weather
- Watcher
Level 2
- Continual Light
- Detect Invisible
- Entangle
- ESP
- Heat Metal
- Invisibility
- Levitate
- Locate Object
- Mirror Image
- Obscure
- Phantasmal Force
- Produce Fire
- Silence(single target)
- Warp Wood
- Web
Level 3
- Call Lightning
- Clairvoyance
- Cure Disease
- Cure Light Wounds
- Dispel Magic
- Fireball
- Fly
- Haste
- Hold(Person or Animal)
- Infravision
- Invisibility 10' radius
- Protection from normal missiles
- Protection from Poison
- Speak with Animals
- Water Breathing
Level 4
- Charm Monster
- Confusion
- Control Temp 10' radius
- Enchant Weapon
- Fear
- Growth of Nature
- Hallucinatory Terrain
- Ice Storm/Wall
- Plant Door
- Protection from Lightning
- Remove Curse
- Speak with Plants
- Summon Animals
- Transform(may massmorph, polymorph self, or polymorph others)
- Wall of Fire
Level 5
- Anti-Plant Shell
- Cloudkill
- Commune with Nature
- Conjure Elemental
- Control Winds
- Dissolve(Transmute Rock to Mud)
- Feeblemind
- Hold Monster
- Insect Plague
- Neutralize Poison
- Pass Plant
- Telekinesis
- Teleport
- Wall of Stone
- Wall of Thorns
Forest Gnome Spells
Level 1
- Animal Friendship
- Auditory Illusion
- Chromatic Orb
- Color Spray
- Detect Danger
- Detect Illusion
- Entangle
- Faerie Fire
- Faerie Lights
- Glamour
- Hypnotism
- Light
- Phantasmal Force
- Spook
- Wall of Fog
Level 2
- Barkskin
- Blindness/Deafness
- Blur
- Detect Magic
- False Aura
- Fascinate
- Hypnotic Pattern
- Improved Phantasmal Force
- Invisibility
- Magic Mouth
- Mirror Image
- Produce Fire
- Quasimorph
- Warp Wood
- Whispering Wind
Level 3
- Blacklight
- Dispel Illusion
- Fear
- Growth of Nature
- Hallucinatory Terrain
- Hold Animal
- Invisibility 10' radius
- Nondetection
- Paralysation
- Phantom Steed
- Rope Trick
- Spectral Force
- Suggestion
- Treeshape
- Wraithfrom
Level 4
- Charm(Monster, person , or animal)
- Confusion
- Dispel Magic
- Emotion
- Illusory Stamina
- Improved Invisibility
- Massmorph
- Minor Creation
- Phantasmal Killer
- Polymorph(other or self)
- Rainbow Pattern
- Shadow Monsters
- Solid Fog
- Summon Animals
- Veil of Abandonment