Patron

Written by Silverblood on 07/20/1510.
In the context of the Guild of Misfits & Majesty, a Patron is a revered and influential figure who assumes a leadership role, guiding and overseeing the activities of the guild and its members, especially concerning the adventurers under their supervision.  

Qualifications

The qualifications of a Patron of the Guild typically encompass a combination of experience, skills, and personal attributes that make an individual well-suited to lead and guide a group of adventurers. Here are some key qualifications that are often sought in a Patron:  

Leadership Skills:

  Strong leadership abilities, including the capacity to inspire, motivate, and guide others. A Patron is meant to order its group of adventurers. Not only management skills are important, but checking the well-being of an adventurer is a must. The Guild does not want to make bets on the sanity of one of its members and potentially fail a mission because of it.  

Communication:

  Excellent communication skills allows a Patron to effectively convey information, foster collaboration, and resolve conflicts within the guild. The less a Patron communicates, the more their adventurers will be lost in what to do and how to perfom well.  

Diplomacy:

  Strong diplomatic skills are valuable for representing the Guild's interests in negotiations, interactions with external entities, and the formation of alliances or partnerships.

Duties

The duties of a Patron are to represent and manage a group of adventurers of their choosing. The duties are broken down thus.   

Representation: 

 

A Patron will represent their adventures regarding all personal matters between them and other Patrons. If an issue arises and an adventurer is accused of breaking one of the guild rules or of poor behavior and or breaking the town of Havens rules, it is the duty to represent them as if they were themselves to make sure they are treated fairly and with dignity.

 

Acting as the public face of the Guild, a Patron also represents the Guild's interests in negotiations, diplomatic functions, and interactions with external entities. Networking and relationship-building to expand the Guild's influence, form alliances, and explore collaborative opportunities is something that will help the Misfits & Majesty in the best way possible.

 

Strategy:

 

A Patron is tasked with making key decisions that affect the collective endeavors of the group, such as selecting quests, allocating resources, and devising strategic plans for successful undertakings. They are to discussed with their adventurers and choose which of them will be the most fitted for a mission, whether it is by skills, knowledge or because the choosen adventurer has a particular bond with the theme or place of the mission.

 

Conflict Resolution:

 

Addressing internal conflicts or disputes within the Guild is always important. A Patron should work to resolve them in a fair and constructive manner, especially if the initial conflict is coming from one or more of their adventurers. Harmony and unity must be maintained inside the Guild's walls.

Responsibilities

The responsibility of a Patron is to represent and manage a group of adventurers of their choosing. They are responsible for their actions, especially on the Guild's grounds or within the town of Haven.  
  • Make sure a report has been written after each mission.
  • Make sure all damages to persons and property are taken responsibility for if they are found to be caused by one of their adventurers.

Benefits

Each Patron has its own quarters, or office to work in. It is located in the Patron's quarters of the Guild, away from the main areas. They are also offered shelter, the Guild being the place for it. Food and medicine is also available to them in reasonable amounts.

Accoutrements & Equipment

A Patron has an insignia showing both its title and the experience of the highest member of its group. The insignia should be wore outside of the Guild's walls or at any official event.   In addition to that, a Patron is capable of carrying any equipment that are appropriate of their style of defense: weapons, armors, magic focus, etc.

Grounds for Removal/Dismissal

A Patron is free to leave the Guild at any time of their choosing. In that case, some steps are taken to ensure little to no disruption is caused by their absence.   However, the removal or dismissal of someone from the position of patronship is not something taken lightly. They can be dismissed only by the highest patrons of the Guild, Patron Pax, and Patron Crumpet. A Patron can be removed from their function for committing a crime. The severity of the crime may induce a severity in the punishment; weither it is demotion, dismissal, imprisonment, magic concealment or death.

In-Progress Article


  ❗ This article is currently being worked on. It is subject to changes and modifications.
Type
Professional
Form of Address
Patron "Name"
Source of Authority
High Patron Pax and High Patron Crumpet
Length of Term
Lifetime or until their agreed upon contract with High Patron Pax and Crumpet has been completed
Reports directly to

Comments

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Dec 18, 2023 19:38 by Marc Zipper

What a cool idea having a person responsible for the adventurers getting a paperwork done helping them with the reputation and getting them the quest they need or want

Let's have fun creating the impossible, building new worlds, and all types of possibilities. Valcin