Drumshade Adventuring Society
The Drumshade Adventuring Society (DMS) is an association of explorers, adventurers, and researchers operating out of Luxxon in the The Republic of Amoa. They are the foremost adventuring guild in the Northern Wildlands. Many adventuring parties register with them, paying a small fee for access to their supplies, weapons, lodgings, and lucrative contracts. One of the privileges, at least within the city of Luxxon, is that only guild members have access to missions gathered by the guild's extensive network of operatives and informants. The DMS has steadily gained influence over the past several decades, and it attracts many would-be adventurers from across the Northern Wildlands and even some people from the lands to the south.
Organization Structure
The DMS operates out of Luxxon and currently has a roster of 50 non-adventuring employees. Those who work for the DMS in this capacity operate in the guildhall kitchens, work the supply depot, forge and sell weapons, send and receive shipments, maintain the job board, and clean the guildhall. All employees are paid well enough to have a home within the walls of Luxxon, so securing a position in the guild is highly desirable, if not always glamorous. In addition to these 50 employees, the DMS leadership is comprised of a board of ten executive members representing the most well-established parties in the guild and led by an appointed arbiter for breaking ties on votes. These eleven individuals operate the DMS's eyes and ears, secure contracts, and decide whether or not new adventuring parties are worthy of membershipRank System
The DMS, like many other businesses, has an operational hierarchy. They operate on a system of renown. Aspiring adventuring parties will get more from the guild if they invest more into the guild. This core system manifests itself as a tier system moving from Initiate to Diamond ranks. Before someone can become an initiate at the Guildhall, they must first prove themselves as capable adventurers. This stage is often when individuals come together to form teams. The trial task usually helps the local people in some capacity, and the difficulty can range depending on what the current issue is. If would-be adventurers succeed in this mission, they are given the rank of initiate and must head to Luxxon for their next mission. Initiate The first level of guild membership is less of a membership and more of a second stage trial run now that the newly formed parties have had a chance to work together. While in this stage of recruitment, adventuring parties are given access to the communal lodgings, but they must gather their own supplies and weapons for jobs; however, adventuring parties are only here for a very short time. The guild has a number of low-level missions that they assign to hopeful recruits. If they complete the contract to a satisfying degree within the stipulated timeframe, they are officially welcomed into the guild, awarded with a chance to name their party, and move up to the Bronze rank. These missions are usually local jobs, reserved for Luxxon inner-city issues or areas immediately around the city. Bronze After completing their initiation mission, adventuring parties are officially registered under the banner of the guild. They are given limited access to the supply stores and weapons depot, but they are still relegated to the communal lodging area. Additionally, the newly-minted adventuring party gains access to the job bulletin; although, their access is very limited at this early stage. Missions on the board are given ratings from E to A. While in the Bronze rank, adventuring parties may only accept jobs of rank E or D. These missions tend to involve the wilds beyond the city borders. The pay is low, and all income and treasures earned on the mission are to be handed over to the guild. Once the total value has been calculated, the party will receive a 10% cut of the loot. Typically, if the party can complete three to five contracts, depending on the mission class, they will be recognized for promotion to Silver rank. Silver Once promoted to silver rank, adventuring groups are granted further access to the supply stores, weapons depot, and access to rank C missions. These missions have a much wider range than those in rank E or D, and they can even take adventuring groups south of the Sunset Peaks on occasion. Similar to the Bronze rank, any income or treasures found while out on the mission is to be turned over to the DMS; however, the cut the adventurers get increases to 30%. Silver rank also grants the party, as a whole, a vote on any guild matters and decisions. Once a party has completed between fifteen and five contracts, depending on the rank of the mission, they are promoted to Electrum rank. Electrum Electrum rank gives adventuring parties access to the private, four bed, quarters. Parties at this rank can also access the potion stores from the supply desk and rent low-grade magical items from the weapons depot. Additionally, adventurers may accept contracts of rank B. Such contracts are very dangerous and generally involve seeking magical artifacts from dangerous locales along the west coast of Elyria for nobles willing to pay a pretty penny. At this level, adventurers may also start being approached directly from nobles in the city, thanks to their impressive renown, for private contracts. These private contracts, while rare, are not subject to the guild's service fees, but they tend to involve less than legal activities. If the party does not choose to accept these, the usual fees for guild contracts apply, but their share is bumped up to 50%, and the pay is much better than in previous ranks. If adventurers want to earn a promotion, they are expected to stick to contracts of rank C or B. Once ten to seven contracts have been completed, the party is promoted to Gold rank, a very prestigious position since many groups perish before making it this far. Gold Gold rank opens up the guild completely to the adventuring parties who make it this far. With a promotion to gold, adventuring parties are able to accept contracts of rank A, which pay the best, but are also the most dangerous. These contracts spread down into the Golden Peninsula and the Shifting Sea of Sands. Adventurers receive an 80% cut of any income or treasure gathered on these trips. Perhaps most exciting is the opportunity to sign up for expeditions. The DMS often fields recruitment campaigns for long-term expeditions from a variety of interested parties. These expeditions could range from exploring a new, far off land, researching strange phenomena, and delving into ruined sites of forgotten monuments of times long past. Expeditions take anywhere from three weeks to six months, but there have been longer expeditions in the past. These expeditions pay adventurers enough to spend the rest of their lives in retirement, but they are also incredibly dangerous. Aside from missions, adventurers may also purchase magical weapons and supplies, have access to personal rooms in the guildhall, and cast votes individually, rather than as a group, in guild matters. There are rumours of higher ranks, but nobody in living memory knows what they are, how to achieve them, or if they're even real; however, it is always fun to speculate.
Location: Luxxord
Member Parties: 300
Founder: Alucard Drumshade
Current Board Members:
Type
Guild, Professional
- Lucien Grayboar, leader of the Northern Slayers
- Ter'andel Mythdrenna, leader of the Apostle's Fury
- Galadrien Whiteharbor, leader of the Birds of Prey
- Ungthar Bloodtooth, leader of the Sleeping Vagabonds
- Roma Bluebellows, leader of the Death Watch
- Percy Ontharr, leader of the Striking Panthers
- Maladon Gomeshii, leader of the Midnight Sun
- Quen Tribblestone, leader of the Voyageurs
- Turanga Balaton, leader of the Whispering Winds
- Lorren Adelard, leader of the Knights Imperium
- Travia Heavensgate, outside Arbiter
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