Adventurers Guild

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The Adventurer's Guild is rumored to predate the events of Holy, though no one has ever confirmed the fact. In reality, the guild has disbanded and reformed numerous times in the past thousand years. The occupation put forth by the guild is hazardous as it is inspiring, and disasters tend to coincide with each time the guild has disbanded or reformed.
The current incarnation of the Adventurer's Guild was formed by Stanley Sharp, in response to the flan crisis near Fort Phoenix in 976. Since then Sharp's leadership spread the guild throughout the empire with rapid speed, bringing in the courage that the empire is famous for. It was not until after Sharp's death in 994 that the guild expanded into the Valente region, and to this day the guild remains unestablished further west. There are rumors of an Adventurer's Guild in the north, but it is unclear if it is the same.

Basic Principles

  1. Adventure is a choice. No adventurer is ever required to answer a posting. The guild promotes the courage to go out and face the unknown, but is not a mercenary or military outfit which orders its members.
  2. Adventure is in everything. Large or small, any task can be posted with the guild for the same fee. This does not promise an adventurer will answer the call.
  3. Adventure is dangerous. Death of guild members is common news, and the guild honors the dead by recording their deeds. Recovery missions for deceased are the only job postings that originate from the guild itself.
  4. Adventure is honorable. All members are expected to be honest in their dealings with clients and in their personal life. Misdirection and subterfuge are for combat and politicians, as they say.
  5. To join the guild is as simple as agreeing to follow their rules ( see below )

Internal Services

  • Ensures any offered rewards for tasks are paid. The guild works with local authorities to prevent any such contract from being reneged.
  • Adventurer Supplier: Guild members may declare one potion from the below list during any adventure. If they declare that potion, they must immediately spend the gil cost associated. Regardless of if the potion is used or not, it is gone after the adventure. Only one potion may be declared during any adventure, so choose wisely.
    • Novices may declare one poor healing potion: 15 gil cost
    • Novices may declare one poor antidotes: 5 gil cost
    • Novices may declare one poor ether potion: 25 gil cost
    • Novices may declare one poor remedy-potion: 150 gil cost
      • Adventurers may instead declare an average version of the above, for twice the cost.
      • Veterans may instead declare a masterwork version of the above, for triple the cost.
  • Exclusivity: The Mage's Guild, Merchant's Guild, and Church frown upon their members that join the adventurer's guild for various reasons. The most often cited is the high fatality rate, while others see them as mercenaries. Despite this, all three guilds call on their services frequently, and have solid relations with the guild.
    • If your Primary faction is Mage's Guild, Merchant's Guild, or Church, you may not have the Adventurer's Guild as a secondary faction.

The Guild Task System

Adventure Fee - How your skills pay the guild bills.
Any task posted with the guild requires 5 gil be paid, and any adventurer accepting a task must pay 5 gil. It should be noted that some tasks will take months to complete, while others may be impossible. Those posting tasks are allowed to require a minimum guild rating of whoever accepts it.


Fulfilling Tasks - The Road to Recognition
Any task you take on may have a deadline for completion. Failure to complete it by that deadline will reduce your guild rating by 1. Completing the task on time will improve your guild rating by 1. Your rating can never go below zero, even if you're completely incompetent.
Rookies are allowed only one task be accepted at a time, with the number of tasks allowed increasing in proportion to the number of tasks completed as follows. This is also how titles are given to normal members of the guild. Many titles exist which cannot be gotten by tasks alone.

Guild Rating -- Open Tasks Allowed -- Guild Title

0-5                1 Task            Novice
6-10               2 Tasks           Trainee
11-25              3 Tasks           Adventurer
26+                5 Tasks           Veteran Adventurer
Honoring Tasks - The Do and Don't List

If a task is given to the guild and accepted by a member, any other member completing that task will not be credited with completion. Likewise, attempting to claim a reward for a task you have not accepted is bad form and no credit will be given. In instances where a task is completed before posting or where the adventurer accepts the task due to being approached outside of the guild, it should be considered separate of all guild business and a personal venture.


Members


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