Adventurer's guild Organization in Toriel | World Anvil

Adventurer's guild

The adventurer’s guild has a reputation as a collection of helpful and good-hearted adventurers. Members who tarnish the guild’s reputation can no longer take advantage of the guild’s benefits.  

Relationships

Relationships with most of the guild’s allies are based on business and built on upstanding reputations. Ultimately, though, the guild is a loose affiliation of groups, and organizations that have a good relationship with one of those groups might not transfer their good will to another. The following groups do brisk business with members of the Adventurers’ Guild:  
  • Temple of Kiennavalyriss (god of knowledge). A group of acolytes, worshiping Oghma and specializes in translating texts. It also provides legal services for adventurers in trouble.
  • Tana Mercenary’ Club. A fierce rivalry simmers between the adventurer’s guild and the Mercenary Club, probably due to the way both can be hired for sometimes similar jobs. Sometimes the rivalry can be described as almost friendly, but the mercenary club occasionally escalates it with vandalism of the adventurer’s guildhall or even physical (but usually nonlethal) attacks on guild members in dark alleys.
  • Oakheart Watch. Oakhearth is protected by the garrison and watch commander Lian Halamar. Halamar has no love for adventurers and is happy to catch guild members on the wrong side of the law. Especially since adventurers got away with killing a few of his guards, and breaking into a private lab.
 

Perks

As members of an adventurers’ guild, your group gains the following benefits:  
  • Accommodations. Guild members can stay at the guildhall. The room is comparable to one you’d find in a comfortable inn, but at a modest price (5 sp per day).
  • Dues. These benefits require the monthly contribution of 5 gp paid to the Adventurers’ Guild, tho, adventurers who do quest for the guild do not have to pay this monthly fee. These dues fund the guild’s services and activities.
  • Information. An adventurers’ guild headquarters makes a good place to learn about topics relevant to adventurers’ interests. If you need to find someone who’s knowledgeable about the Green earth, for example, the guild’s headquarters is a good place to look.
  • Referrals. The guild can recommend hired services to its members at a 20 percent discount, drawing on other guild members’ experiences to provide honest, reliable, and skillful hirelings.
  • Training. The adventurer's guild is full of scholar, expert swordsmen and other knowledgeable tutors. When you undertake the training downtime activity (as described in the Player’s Handbook and Xanathar’s Guide to Everything), the training takes half as long if its one of expertise of the guild member, such as language, weapon and armor, or or you can gain proficiency in the Investigation, Perception, or Survival skills by this method, as if you were learning a language. A character can only learn one of these skills in this way.

Base of Operation

The Adventurers’ Guild headquarters are located in most major cities in the world, from Holypertuis to Oakhearth. An adventurer’s guild is often the physical and social center of its district. Part quiet library, part comfortable inn, part active gymnasium, and part rowdy tavern, the guildhall contains practically every facility adventurers could need to train, study, and socialize. The neighborhood around it caters to adventurers’ other needs with its variety of shops and services.    

Quests

Among its various services, the Adventurers’ Guild offers a launchpad for all manner of adventures. Potential employers bring all manner of work to the guildhall, posting messages or seeking out those with specific fields of expertise. Guild members also relate news about opportunities via word of mouth. Such jobs might resemble those assigned by any other patron. Without a patron directing your assignments, your group is free to pursue its own goals, whether you’re seeking wealth, struggling against evil, pursuing a personal vendetta, or simply reacting to disastrous events around you.  

History

The adventurers' guild, despite its omnipresence and usefulness in our world, is a fairly recent grouping. Indeed it is only 247 years ago that Jaskier Tourtefoin founded the guild. The adventurers as we know them already existed, but he had the idea to create a structure grouping them together, allowing to easily deposit quests and making it easier for adventurers to find quests. Soon, because of the usefulness of this grouping, and because of the achievements of the members of the guild, the influence of the guild spread. Today, the guild is a pillar of Tana’s Empire, and many official guild buildings are established all over the country, and even in surrounding countries such as the Lightfoot Kingdom.  

Notable members


Basic Information

Alias(es)
/
Base of operations
One in most major cities
(Holypertuis, Megima, Oakhearth, Windrin,etc..)
Founding Date
887 AD
Leader(s)
/
 

Membership

Alignment
/
Members
Adventurers, mercenaries  

Others

Type
Guild, Adventuring

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