- 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
18 January 2021
Adventurer Guild Contract
30 September 2020
The Little People
Go to the Delvers and Denizens Index
TLDR: In my campaigns from now on, Hobbits/Halflings and Dwarves will no longer be called as such anymore, and are simply varieties of Gnomes
The reasons for this change are really for semantical(is that a word?) purposes and out of respect of Tolkien and his imagined world and languages. Essentially Hobbits are an intrinsic part of Tolkien's world and legendarium, and as I feel they aren't represented very well in D&D and using a bastardized version of them as so called 'halflings' is kid of disrespectful to Tolkien and then not renaming the D&D version just shows the lack of effort; probably the only version that really stands on its own are the Kender from Dragonlance. Hobbits are specific to Middle-Earth and are present to portray specific thematic elements, so while I'm not changing the D&D rules or description I think it is a disservice to the actual Hobbits of Middle-Earth to continue calling them Halflings. Basically D&D Halflings are not Hobbits and deserve their own treatment divorced from the Halfling/Hobbit connotations.
Dwarves are a whole other can of worms. Naming a species or race(in the sense of an actual subspecies) dwarves is extremely problematic. Dwarfism is a real world disease/disorder/syndrome(its status in the medical community has changed over the years and is in fact now a disused term) and implying that people with Dwarfism are not Human should be seen as the bigotry it really is. Then if you say, no they aren't a different species, just a race of humans, you run into the problems of comparison with the actual medical condition; if dwarves have separate communities, then what about the dwarves who are born to 'normal' human parents, and what about the different varieties of dwarfism, etc, etc. It's better to not relegate human beings with a medical condition as a separate species or race or people from the rest of humanity. So this people will simply be another variety of Gnome in my campaigns.
______________________________
On to how this works in game. Gnomes are a Species of the Homo Genus, and each variety described below is a Subspecies, or race, of that Species.
All Gnomes are short of stature, though their physical features may vary by type, some with long noses, long beards, large heads, etc. Gnomes typically live in a burrow of some sort made for that purpose. These burrows are generally clean and well-kept, and vary on location and specific adornments and disguises again based on the type of Gnome inhabiting the burrow. These burrows are generally well hidden and go unnoticed by most humans. The term Gnome is used by outsiders to describe the 'little people', each variety has their own term that they refer to themselves with.
Mountain Gnomes(Dwarves) refer to themselves as Denwarf's Folk and are native to the Altan Tepe Mountains and the Nation of Dengar or Rockhome. Mountain Gnomes live underground and they have a close connection with the Earth, minerals and metals. They are primarily miners, their focus is on extracting the metals and gems and other precious stone from the earth, and not necessarily the crafting or smithing of these items. They are enamored by the natural beauty and essence of the earth not the objects made from it. Mountain dwarves are barrel chested, with disproportionately short arms and legs, and both the males and females grow long and bushy beards, and generally are no more than four and a half feet tall.
Garden Gnomes(Halflings) refer to themselves as the Hin and call the Five Shires home. These people are much more numerous than appearances would lead an outsider to believe. The Five Shires may in fact appear uninhabited to an uninformed human. Their lands appear as one large garden, untouched by plow or traditional agriculture, yet every part of their lands is carefully maintained and produces bountiful harvests. These people live in shallow burrows in hillsides near the land they cultivate. Garden Gnomes have an affinity to living things and a natural talent in the cultivation of plants of all types. They have an average height of three feet, are beardless, have short legs and long torsos and arms, and large hairy feet. They dress in bright colorful clothes and are always wearing a brightly colored pointed cap and almost neve wear shoes.
Forest Gnomes(the traditional D&D gnomes) live in burrows in woodland areas, often entire clans occupying a single complex of burrows. These gnomes have a connection to the wild plants and animals and it is rumored can even speak with the animals of the wood. These gnomes also average about three feet in height, have large noses and ears and long beard often reaching past their knees.
Tinker Gnomes, commonly referred to as House Elves, are the only gnomes that are comfortable with living in houses of a fashion similar to humans. Some even live in Human houses or adjacent to human workshops and are considered good luck and will often discreetly mend broken objects or help the business of a human craftsman. These gnomes are smaller than most of their cousins, ranging between 2 and 3 feet in height usually. They tend to be thin and waiflike with long fingers, making them adept at manipulating objects, and bulging eyes and wrinkled skin, with sharp pointed facial features. Tinker Gnomes call the flying city of Serraine home. They have a fascination with mechanical things and are expert craftsmen of all sorts; they make great smith and jewelers, and tailors, and cobblers, and inventors, just to name a few of the crafts they are most known for. It is rumored they have unlocked a new sort of magical machine through the use of steam and have secret weapons that make use of a magical exploding powder.
Other types of gnomes, such as the deep gnomes or gray gnomes, are rumored to exist, but encounters with the world of man are sparse.