The Guild Organization in Ddaear | World Anvil
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The Guild

The mercenary guild serves as both a hierarchy/structure for adventurers as well as a home base and meeting spot for them. There are three branches of the guild: Warrior's Guild, Magic User's Guild and Merchant's Guild. Adventurers can gain experience points in the guild. The more experienced and powerful they get, the higher their rank becomes. The higher the rank, the more privileges and rewards they get. This could be in the form of use of the guild’s facilities, access to lucrative jobs, or gain access to high-profile connections due to their prestige.   Guilds have many facilities and perks for their members to partake in. It’s one of the primary reasons a lot of adventurers will join up with a guild. Well-stocked libraries, state-of-the-art workshops, and other such facilities are open to members to use.   The primary goal of an adventurer’s guild is that it gives adventurers access to opportunities they couldn’t afford by themselves. Ergo, they can attract new blood as well as seasoned veterans looking for more structure.   Guild membership carries with it privileges and obligations, and other guild members are expected to be able to be easily identify a guildsman's rank and standing. Upon passing apprentice level in a guild, most members are marked with a tattoo in a visible place: the back of the hand, on the chest, or even on the face.
Guildsmen expect to wear the tattoo for life and embellish it with additions which indicate rank and specialty skills. Tattoos are removed only if a person leaves the guild or is removed for some reason. The removal process uses an acid wash; it is a painful and scarring process and is not undertaken lightly.  

Lucrative Contracts and Jobs

  The guild offer jobs for their members. A group can take up to two jobs at a time. The group can exchange a job they already chose for a new one. The jobs are leveled for your group at the time the job was taken. If your group exceeds that level that job it will be removed and considered fulfilled by another group. There are several types of jobs: Investigation, Retrieval, Escort, Monster Hunt, Exploration, or Delivery to name a few. The fee that is charged by the guild depends on the job.  

Guild Ranking

  Tier 1
Level GRP Title Rewards
0 0 Trainee 1 potion of healing, 1 equipment pack of your chose
1 30 Initiate +5% increase to sell items at guild run shops, 1 bag of holding
2 90 Novice +1 magical weapon of your chose, 1 mount worth 30gp or less
3 270 Apprentice  Access to guild run amenities like alchemist lab, smithing tools, access to the guild library
4 650 Journeyman +1 on all Charisma checks while on a Guild mission, Free lodging at any guild house that is not your home base
5 1400 Adventurer -2% fee when depositing money with the World Bank, residence in guild owned house
6 2300 Gallant +5% increase to sell items at guild run shops
7 3400 Adept +2 to all Charisma checks Guild missions
8 4800 Veteran +2 magical weapon of your chose
9 6400 Protector +5% increase to sell items at guild run shops
10 8500 Hero You get your own Keep, Tower or Temple
Tier 2
Level GRP Title Rewards
11 10000 Hunter -2% fee when depositing money with the World Bank
12 12000 Savant +5% increase to sell items at guild run shops, +3 to Charisma checks while on Guild missions
13 14000 Stalwart
14 16500 Champion One rare magical item
15 19500 Templar +5% increase to sell items at guild run shops
16 22500 Elite One epic boon
17 26500 Officer +3 magical weapon of your chose, +4 to all Charisma checks on Guild missions
18 30500 Chief +5% increase to sell items at guild run shops
19 35500 Master One very rare magical item
20 50000 Grand Master You get an upgrade to your Keep, Tower, Temple or have a second Keep, Tower, Temple

Buying and Selling

  Buying and selling with the guild depends on your guild rank. Guild run shops only buys from guild members of level one or higher. The guild buys items at 30 percent of their list price. This can increase depending on your rank.

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