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Adventurer's Guild

Foundation

A decade after the official foundation of the Empire of Teran, its lands were filled with mercenaries and vagabunds that after the formation of the Imperial Army had no place in the new nation. During this time, the upper echelon of the EMpire feared that if left alone, these restless elements would sooner or later lead to great destabilization, and they concluded that they needed to control them in some way.
As the problem started from them rejecting imperial rule, imperial officials instead funneled capital to a third party that founded the Mercenary Exchange Centre. Designed as a neutral organisation that would take in requests and allocate them to appropriate mercenary groups and finanzed by anonym patrons, it only needed a few years to rope in over 60 percent of the mercenaries and co.
After establishing their monopol in this new business the centre changed its name in the year 6971 to the famous Adventurer's Guild and all their contractors are now called adventurers. They managed to sign contracts with most major powers in Teran and are the biggest international organization.

Contracts

In general the guild is an intermediary: They accept contracts from everyone, organize them and hand them out to adventurers that are suitable for it. Most cities and bigger towns have guild branches than can accept & assign contracts. Contracts can also be posted independent from these branches if the client is willing to pay the fee.

Client-side requirements

  1. The client can't have hostile relations with the guild.
  2. The client has to proof their ability to pay.
  3. The client has to provide all relevant information.
  4. The contract can't stand in contrast to an already established contract.
  5. The contract can't exceed a timeframe of more than a decade.
  6. The contract can't affect the neutrality of the guild in any way.
  7. Half of the contracts rewards must be deposited in advanced.
  8. Necessary expenses of adventurers have to be paid by the client.
  9. In case of an adventurer's death and completion of the contract, the client has to pay compensation to the family according to the deceased's rank.

Guild obligations

  • The guild can refuse any contract they deem to dangerous or not rewarding enough.
  • Once a contract is established, its fees cannot be changed.
  • An established contract can only be abolished by the original client. In that case the original deposit is kept by the guild.
  • If an adventurer already accepted the contract, the full price has to be paid when abolishing it.
  • If an established contract is not accepted within a predetermined timeframe, the guild pays the deposit and 25 percent of the promised rewards back to the client.
  • If an accepted contract is not completed within a predetermined timeframe, the adventurer has to bear these costs.

Cost & Rewards

The client normally can determine the reward he is willing to give himself as long as they don't go under the treshold for the contracts danger rating. These ratings correspond to the adventurers ranks and have following tresholds:

  • Stone: 10 copper coins
  • Copper: 5 silver coins
  • Iron: 50 silver coins
  • Silver: 75 silver coins
  • Gold: 1 gold coin
  • Mithril: 50 gold coins

An additional 10 percent of the reward is taken by the guild. Various special sub-categories of contracts can have different tresholds:

  • Assassination contracts have triple the normal treshold.
  • Extermination contracts have half the normal treshold as long as the adventurers can keep everything collected on the quest.
  • Extermination contracts where the harvets must be relinquished have their tresholds doubled.
  • Political contracts have triple the normal treshold.

Structure

On top of the guild stands the guildmaster. They mainly serve as the public face of the guild and have only little executive powers. Every decade, or when the current guildmaster dies, most branch leaders come together in the headquarters in Excidium to electe a new one. These leaders have different voting rights depending on the size of the settlement whre their branch is located:

  • Village: Only participation rights.
  • Town: 1 point
  • Cities: 2 points
  • Major cities: 3 points
  • Capitals & metropoli: 5 points

The leaders from major-city and upwards are also the true power in the guild: They form the council who decides every major change for the guild ranging from contract fees to the building of new branches. Also they appoint the members of the small council who are in charge of everything else like employing new clerks or confirming contracts. While there is only one council, there are several small councils in charge of a region respectively.
Branch leaders are appointed for lifetime and the first for every branch is appointed by the council, while the successors are appointed ny the leader themselve. In cases where this is not possible the small council in charge of the respective region appoints a new leader from the employees and adventurers of the branch.
The branch leaders then appoint clerks and other people how they see fit. This results in various different structures depending on the branch. In the first decade after the opening of the branch, they get a fixed sum from headquarters as a boost, but after this decade every branch has to take care of its finances alone. Of course they can get cheap loans and other forms of help but when a branch becomes a losing bargain longer then a few years, they are usually closed.

Adventurers

Adventurers are not completely bound to a branch but instead have one "home-branch" where their affairs are handled. This "home-branch" is usually the place where they first signed up and can only be changed under special circumstances. The "home-branch" also defines where an adventurer can become branch leader. All adventurers are globally sorted into various ranks signifing their strength:

Stone:
  • Can accept stone-ranked contracts in tandem-groups.
  • Can rent rooms in branch for a copper the day.
  • Can have at most a month between contracts.
Copper:
  • Can accept stone-ranked contracts alone.
  • Can accept copper-ranked contracts in tandem.
  • Can have at most a month between contracts.
  • Can buy access to basic training facilities for 1 silver a day.
  • Get a free meal every day.
Iron:
  • Can accept copper-ranked contracts alone.
  • Can accept iron-ranked contracts in a group with at least three members.
  • Can have at most two month between contracts.
  • Get a free room at their "home-branch".
  • Get two free meals every day.
  • Get free access to basic training facilities.
Silver:
  • Can accept silver-ranked contracts in groups of five.
  • Can buy access to advanced facilities for 50 silver a day.
  • Get a monthly wage of 50 silver.
Gold:
  • Can accept iron-ranked contracts alone.
  • Can accept gold ranked contracts in groups of five.
Mithril:
  • Can accept all contracts alone.
  • Get access to all facilities free.
  • Get a monthly wage of one gold.

Neutrality & Gold

Founding Date
27 / 04 / 6971
Type
Guild, Adventuring
Alternative Names
Explorers Guild / Faithful Mercenaries

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