Ram's Circle
A prestigious adventurers guild that is based in the capital city, Trienna . They accept jobs all over the continent and are renowned for their achievements in doing so.
Structure
Ranks are gained through renown and renown can be gained through several means, mainly through the undertaking of quests. There are four major break ups for quests, each with varying levels of difficulty and rewards.
- Domestic quests (Available to all): Domestic quests are menial tasks that usually take place in towns close by Trienna . They include finding a petty thief, guarding a merchant's stall, and other lowly tasks. These tasks include very low pay (Min 14 sparrows). The guild also claims 10% of all rewards greater than or equal to 15 sparrows. They earn 1 renown point
- Travel quests (Rank 1+): Travel quests require adventurers to leave Trienna in order to go on serious quests that range anywhere between escort and kill quests. They often last a short while but reward fairly well (Min of 2,000 sparrows). Magic items found on these quests are allowed to be kept by the adventurers. However, the guild claims 20% of the reward. They earn 2 renown points
- Grand quests (Rank 2+): Grand quests require adventurers to embark on a perilous journey to achieve some extremely important gold. These quests are often requested by high profile patrons or the government itself. While on grand quests, adventurers are mostly autonomous as they travel. They are expected to do whatever is necessary to achieve their goal. Death is a true concernGrand quests goals include: slaying a dragon, finding a lost artifact, recovering a sunken treasure etc. These quests often reward the adventurers with large amounts of treasure (Min of 10,000 sparrows). The guild claims 10% of the reward. All magic items not explicitly requested by the patron are fair game to the party. These quests earn 3 renown points.
- Legendary quests (Rank 3+): Legendary quests are very rare and are akin to crusades, matters of the utmost importance. Each legendary quest is recorded in the history books. Only the Blades of the Golden Fleece are able to undertake these quests. These quests are reserved for tasks that are necessary for the salvation of the continent, or world. The rewards themselves are legendary in both quality and quantity. These quests each 10 renown points.
- Rank 1: Adventurer (Renown 3): The player is now treated with a mild amount of respect for he or she is a fully fledged adventurer who can now undertake Travel Quests. Adventurers are offered discounts at guild-affiliated shops (usually 10%-20%off). Adventures are offered discounted room in board around the North District at certain inns (15% off).
- Rank 2: Iron Horn (Renown 10): The player is now treated with great respect for he or she has proven themselves as a most competent adventurer. Some Iron Horns take to mentoring adventurers to better the guild as a whole. Adventurers who reach this rank will gain the privilege to take on Grand quests and even higher discounts for equipment and supplies (20%-40%). To denote their station they are given a special white and red cloak with shiny grey trim. For housing they are often given 30% or more off.
- Rank 3: Blades of the Golden Fleece (Renown 25): The player now joins the most prestigious ranks of the legendary Blades of the Golden Fleece. These warriors are famed for being some of the greatest adventurers on the entire continent of Ophira. They are given complete autonomy and are able to take on legendary quests. They receive 50% or more off on many goods and services. They often stay for free in many inns. To denote their prestigious station they wear great golden fur cloaks that are fitted to each member individually.
- Rank 4: Guild Master (Renown 50): The player is now in charge of the entire guild.
Type
Guild, Adventuring
Training Level
Professional
Subsidiary Organizations
Location
Notable Members
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