Showing posts with label Adventurer's Guild. Show all posts
Showing posts with label Adventurer's Guild. Show all posts

28 January 2021

Adventurer Guild Statutes

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Each Master Adventurer must spend at least three months out of every year training Novices.
  19. 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.
  20. 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.
  21. 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. 

21 January 2021

Adventurers Guild Charter

The Charter of the Dragon City and the Adventurer's Guild:

Corwyn Mauntea, the Most Holy Emperor and Emperor of Thyatis, to his Dukes, Counts, Barons, Lords, Patriarchs, Justices, Officers, and all loyal subjects, greetings. Know that I have granted, and by this charter confirm, to my citizens of the Dragon City for themselves and their heirs that they hold the Dragon City of me and my heirs for a farm of 8,000 denarius per annum and military service in times of war.

The governance of the Dragon City is hereby granted to the Guild of Adventurers, and all members of the guild shall be citizens of the Dragon City, and afforded all the concordant rights, privileges, and duties of such status. The guild may appoint as sheriff whomever they want from among themselves and as judge whomever they want from among themselves to take charge pleas of the crown and supervise their conduct; no one else shall be judge over the citizens of the Dragon City. The citizens of the Dragons City are afforded rights to any lost, hidden, or ancient treasures recovered from their exploits, are exempt from murder-fine, tax on real estate, war tax, and none of them need undertake trial by battle. If a plea to the crown is accused upon a citizen, the citizen may defend himself by adjudication within the city. Within the walls of the Dragon City no one need be billeted, neither my household nor anyone elses, nor is any billet to be undertake by force. 

All tolls and taxes within the Dragon City are confirmed to the Dragon City and alienated from me and my heirs for above mentioned farm of 8,000 denarius. All royal merchants and members of my household are exempt from any and all taxes and tolls of the Dragon City. All merchants and citizens of the Dragon City are half exempt from tolls and taxes throughout my realm.

Concerning lands for which citizens bring complaint before me, I shall uphold their rights according to the law of the city. If anyone exacts toll or customs from a citizen of the Dragon City, the citizens may in the city recover from members of the borough of town where the toll or customs were taken half the amount given by a citizen or merchant of the Dragon City for toll and any and all applicable damages. All debtors who own debts to citizens must repay them, or in the court of the Dragon City offer defense that they are not indebted.

By my hand and seal, Corwyn Mauntea, the Most Holy Emperor and Emperor of Thyatis, on this the 5th day of Kaldmont One Thousand years after the Conquest of the Ancient Empire. Given at the Great Temple of the Imperial City of Darokin.

18 January 2021

Adventurer Guild Contract

This is the contract a PC agrees to before joining the Adventurer's guild:

I (Name) swear before the Dragon Council to serve the Guild of Adventurers and no other master for the period of time necessary to achieve the ninth level within the aforementioned guild. While in the service of the Guild of of Adventurers I will show friendship, benevolence and fidelity to all Dragons and make no unprovoked attack against such. In all cases where a dragon may appear hostile I will first attempt to persuade them to be obeisant to the Dragon Council before resorting to violence. As a Licensed Adventurer I will seek after remnants of ancient civilizations and lost treasures, protect the weak and defenseless from those who would usurp their rights and labors, treat all other Adventurers with trust and respect, remain faithful to the Church, and obey the laws and ordinances of the rulers of any country, principality, or city I may be in.

27 June 2017

The Adventurers Guild

The Adventurers Guild was established in the Dragon City as a training facility and common meeting place for adventuring parties. It began as an extension of the first Green Ale Tavern. The Guild is organized into different companies; each adventurer is part of a company of adventurers. Generally when a group of adventurers complete their training they form a new adventuring company; each individual adventurer also may opt to join the company of an adventurer who agrees to mentor them. The adventuring company allows a group of adventurers to pool their resources and and have companions on which to call when in need of aid. All treasure found is property of each company; a company member may withdraw up to half of company resources from any chapter house with the available funds. Adventurers of different companies may work together; usually each company will agree to a percentage of any treasure found.

Each adventurer receives a magically enchanted iron badge after completing training and joining a company. The badge identifies the wearer and the company to which they belong. Any adventurer may be voted out of his company by a unanimous vote. An adventurer without a company receives none of the privileges of membership in the guild and may often be hunted down by the guild. When a character is ousted from a company he must relinquish any magical items owned by the company. Such a character may petition to join another company at which time they regain all their past privileges.

The Adventurers Guild has three types of establishments: the guild house, the chapter house, and the safe house.

A safe house is usually a single story one room building of sturdy wood or stone provisioned with 40 rations and water. The food and water is restocked every week by a permanent create food and water spell. The Safe House contains 3 bunk beds, has a single door which can be barred from the inside, and no windows are present. A permanent protection from evil spell has been cast on the building. The inside of the house also has a permanent control temperature spell present, keeping the temperature at 70 degrees Fahrenheit. There is also a small stone embedded in the ceiling with a continual light spell cast on it. Once the door to a Safe House is closed, it is sealed by a Wizard Lock. Access to a Safe House can be gained by pressing a guild badge against a small circle on the door, if the door is barred from the inside the adventurer trying to gain access will also have to circumvent that obstacle through negotiation or force.

A Chapter House is fronted by a Green Ale Tavern. Adventurers receive one free pint of Green Ale and one free meal every day, and may stay at the Inn without charge. The chapter house has a backroom available only to adventurers stocked with provisions and supplies. These supplies are given at a standard rate no matter location. Items stocked will include everything from the Expert Rules equipment section. The Green Ale Tavern will also always have a bulletin board where locals or adventurers may post help ads. Often the local populace that frequent the Green Ale Tavern can be hired as Hirelings or Torchbearers. Torchbearers generally start at 1cp/day, and Hirelings start at 1sp/day. The Chapter House will also have the same enchantments as a Safe House, excluding ration replenishing and the wizard locked door. The continual light will only be present in the main tavern.

A Guild House has all the amenities of a Chapter House with the addition of training facilities. A Guild House is a compound composed of  a large chapter house and separate buildings for each type of class to train in. In the center of the compound will be a courtyard dedicated to weapons training. The Guild House also contains a small alchemical laboratory available for the creation of potions and scrolls. Sometimes the Potions and Scrolls will be available for sale, these will be priced at 100sp/spell level of the potion/scroll. It is also possible to sell potions and scrolls to the guild at 3/4 price. If a character(the whole company must agree to such a sale) wishes to sell a more permanent magic item(such as a sword) he can do so by putting up an ad on a selling list in the Guild House and must negotiate for the price with the buyer. There is a 10% chance that 1-4 magic items will be up for sale at any time. Each Guild House has a secret closet with a teleportation spell which will take the Character to any other Guild House. An adventurer wishing to use this device must contact the local Guild Master who has a key to unlock the closet and a separate key to specify destination.

Training at the Guild House is as described in the current house rules document. To level up a character must pay 1/4 of xp needed to level and take 10 days to trains per level. Weapon mastery training is as described in the Masters Rules as if trained by a Grand Master.