Adventurer's Guild
You'll either make a fortune or die trying
Structure
Among adventurers there are seven ranks that denote their skill and difficulty of tasks they can take. They are as follows:
Beginner - Level 1-2
Intermediate - 3-4
Advanced - 5-8
Saint - 9-12
King - 13-16
Emperor 17-19
God - 20
Joining the guild is the easy part however once you are past Intermediate you are required to take a test to prove you are worthy of ascending the ranks. These exams can only be performed at Guild Halls, and the higher ranks of Emporer and God can only be taken at the guild HQ in Maris. The rankings and their benefits are as follows:
Beginner
Beginner - Level 1-2
Intermediate - 3-4
Advanced - 5-8
Saint - 9-12
King - 13-16
Emperor 17-19
God - 20
Membership and Ranking
Joining the guild is the easy part however once you are past Intermediate you are required to take a test to prove you are worthy of ascending the ranks. These exams can only be performed at Guild Halls, and the higher ranks of Emporer and God can only be taken at the guild HQ in Maris. The rankings and their benefits are as follows:
Beginner
- Access to any Guild Hall, and the services provided at charge
- Guild Fence with a 15% cut taken
- Access to Merchants selling basic equipment, weapons, and armor
- Weapon Teachers that can train proficiency in one Martial Weapon per PC level
- Previous benefits included
- Merchants selling Common Magic Items at 1.5X the list price
- Crafting Teachers that can train proficiency in one set of tools per PC level
- Previous benefits included
- Guild hall services free of charge
- Common Magic Items are now at list price
- Access to Merchants selling Uncommon Magic Items and 1.5X list price
- Access to Guild Facilities such as a Forge or a Loom for larger crafting projects
- Skill teachers that can train proficiency in one STR or DEX skill per PC level
- Previous benefits included
- Uncommon Items now at list price
- Access to Merchants selling Rare magic items at 1.5X list price
- Language Teachers that can train proficiency in one language (dialect specific) per PC level
- Skill teachers that can train proficiency in one WIS skill per PC level
- May apply to create a clan and head it
Culture
The guild really has only two rules, don't make the guild look bad, and uhhh well I guess its just the one really.
Assets
Ebonwood Prison - A special prison operated by the guild for adventurers that have broken laws, and are too powerful to be kept in a normal jail
Guild Halls
- The Citadel, Maris
- The Black Sanctuary, Winhold
- Maplewood Hall, Lakeshore
- Sungazer Garrison, Dawnkeep
- Blacksong Sanctum, Sanorio
- The Gilded Towers, Denover
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