The Adventurers Guild Organization in The Eternal Lands | World Anvil
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The Adventurers Guild

The Adventurers Guild serves as a regulatory government body to oversee and tax adventuring activities conducted within the Kingdom. While the main guild hall is located in Faron, every town in Dreymore has a guild representative that adventuring parties can request adventuring licenses from and report fulfilled contracts.   Other than serving as a regulatory body, the guild does offer additional benefits for it's members.
  1. It serves as the primary vendor of arms and armor for adventurers in Kingdom. The selling of weapons is also heavily regulated, however members of the guild can purchase these items at the main guild hall in Faron. (Most items in Weapons and Armor section of the PHB are available at listed prices)
  2. Guild members who are disabled (can no longer adventure or obtain other means of gainful employment) during a registered adventure can receive a 6gp monthly payment from the guild for living expenses.
  3. If a member of the guild dies during a registered adventure, the guild will pay a sum of 50gp to an individual that the member has listed as beneficiary, or to the surviving party members if no individual is named.
  4. Alternately, the guild offers resurrection services for members. The guild will front half of the 5000gp cost of the reresection. However, the guild will demand 90% of treasure obtained from all future adventures until the debt is paid.
The guild enforces the following regulations:
  • All members must register their abilities.
  • Arcane Classes of significant power must also register with the Battle Mages. Casters who can cast spells level 1-4 are considered of insignificant power, level 5-6 are of significant power, level 7-8 are exceptional power, and casters who can cast level 9 spells are considered to have formidable power.
  • Magic item found during adventures must be handed over for inspection. Value of the item (minus the 10% adventuring tax) will be given as a retainer to the finding adventurer. If the item is found to pose no threat to the kingdom, the adventurer may pay the full value for the item back to the guild and it will be returned. (Fine quality, non-magical, items such as a +1 sword, do not have to be turned over for inspection, only reported for taxation).
  • 10% of all treasure including the value of all gems, jewelry and other valuables found during adventures must be paid as a guild tax to the Crown.
All members are given a pin made of iron, bearing two crossed battle axes and a sword within a circle of entwined cords, that may be worn or presented to members of the Argent Company or Battle Mages if required. All members currently on an adventure must obtain a permit detailing the scope of activities for the adventure. Once the adventure is concluded the party must return this permit and report any treasure or magical items acquired for inspection and taxation (see above). All permits must be returned before new permits may be issued.

Structure

The organization is overseen by both members of the Argent Company and the Battle Mages alike.  Battle mages are specifically concerned with wizards sorcerers, and other arcane casters with significant or greater power.  They typically inteview such individuals to ascertain their intentions.

Public Agenda

To regulate and control adventuring activities that occur within the borders of Dreymore.  Taxes acquired are utilized to provide for the injury/death indemnity payments of dead or disabled adventurers as well as the general welfare of the Kingdom.
Type
Guild, Adventuring

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