Adventurer's Guild
The Adventurer's Guild (AG) has been around for an unknown amount of time. Sages past have seen references to the guild's existence as far back as history has been written. It is a guild that serves no God, king, or country. The AG is a person's quickest path to fame, power, and wealth. It's also a person's quickest path to death, as jobs and quests within the AG become more dangerous the higher in the ranks one climbs. To ascend the ranks of the AG is to gain benefits, power, and fame in a region, kingdom, and eventually the entire continent.
Individual: 50gp Name Nickname (if any. This serves also as the alias which most people will refer to one as.) Job Title (Ranger, Rogue, Assassin, Priest, Entrepreneur, Gold Digger, anything you deem fit.) Group: 100gp Group Name (what people will call your group, or see on billboards, or spoken about.) Name (of yourself, for each person.) Nickname (if any. This serves also as the alias which most people will refer to one as.) Job Title (Ranger, Rogue, Assassin, Priest, Entrepreneur, Gold Digger, anything you deem fit.)
Upon registering, a plaque will be presented that requires a drop of blood from the joiner. The blood bonds the plaque to the individual's soul which allows the AG to easily track, update and verify the information of any Individual or Group who accepts jobs and quests. A major benefit of the AG is that one can accept a job or quest in one branch, and turn it in at any other, provided they have the Writs of Completion (usually given by those who commission the quest to the AG).
Copper II = 1,000gp | 5 Q&J
Copper III = 2,000gp | 10 Q&J
Copper IV = 4,000gp | 15 Q&J
Silver I = 8,000gp | 20 Q&J
Silver II = 16,000gp | 25 Q&J
Silver III = 32,000gp | 30 Q&J
Silver IV= 64,000gp | 35 Q&J
Gold I = 128,000gp | 40 Q&J
Gold II = 256,000gp | 45 Q&J
Gold III = 520,000gp | 50 Q&J
Gold IV = 1,024,000gp | 55 Q&J
Platinum I = 2,048,000gp | 60 Q&J
Platinum II = 4,096,000gp | 65 Q&J
Platinum III = 8,192,000gp | 70 Q&J
Platinum IV = 16,384,000gp | 75 Q&J
Diamond I = 32,768,000gp | 80 Q&J
Diamond II = 65,536,000gp | 85 Q&J
Diamond III = 131,072,000gp | 90 Q&J
Diamond IV = 262,144,000gp | 95 Q&J
Halifax I = 524,288,000gp | 100 Q&J
Halifax II = 1,048,576,000gp | 105 Q&J
Halifax III = 2,097,152,000gp | 110 Q&J
Halifax IV = 4,194,340,000gp | 115 Q&J
Registering:
In order to register with the AG, one must first decide whether to join as an Individual, or a Group:Individual: 50gp Name Nickname (if any. This serves also as the alias which most people will refer to one as.) Job Title (Ranger, Rogue, Assassin, Priest, Entrepreneur, Gold Digger, anything you deem fit.) Group: 100gp Group Name (what people will call your group, or see on billboards, or spoken about.) Name (of yourself, for each person.) Nickname (if any. This serves also as the alias which most people will refer to one as.) Job Title (Ranger, Rogue, Assassin, Priest, Entrepreneur, Gold Digger, anything you deem fit.)
Upon registering, a plaque will be presented that requires a drop of blood from the joiner. The blood bonds the plaque to the individual's soul which allows the AG to easily track, update and verify the information of any Individual or Group who accepts jobs and quests. A major benefit of the AG is that one can accept a job or quest in one branch, and turn it in at any other, provided they have the Writs of Completion (usually given by those who commission the quest to the AG).
Quests:
Quests and Jobs (Q&J) on the open boards within the AG's main hall range from Copper I to Halifax IV. A Q&J will have the associated rank with a color coding associating with it on the bottom left of the page. A Copper I quest will have the words 'Copper I' in a copper color, just as a 'Gold IV' Q&J will be in a golden color. This makes it easy for the many people who cannot read Common to still pick out Q&J within their ranks. The AG is a benevolent entity, and will aid Individuals and Groups in various ways. One of which is by increasing coin earned for completing Q&J above one's own rank. The AG will increase payout of the Q&J by 25% for each rank it is above one's own. For example: You are Copper I and accept a quest for Copper IV. The reward for the Copper IV quest is 1,000gp. Successful completion of the quest will net you a 75% increase in reward, bringing your total payout to 1,750gp. There is no reduction in coin for completing Q&J lower than one's own rank. There are a range of Q&J for both Individuals and Groups. There are also Q&J listed as 'Public'. Both Individuals and Groups can accept any amount of Q&J from any rank. Once the bills have been stamped and placed upon the Active boards, the person(s) in question may not return to the AG main hall/help counters for any reason until all accepted Q&J have been completed. If an Individual or Group returns with incomplete Q&J, they will be identified as failures, and the appropriate fine given. Completed Q&J will be able to be turned in, however.Failing A Q&J:
Failing a Q&J is a consequence of various factors. Sometimes it's going in unprepared. Sometimes it's having the person who was giving you a Writ of Completion die from poison. Regardless of the reason, failing a Q&J will result in a fine to the AG. The size of the fine is equal to the payout of the Q&J, plus 25% for each rank higher than one's own. For example: You are Copper I and accept a quest for Copper IV. The reward for the Copper IV quest is 1,000gp. Failure of the quest will net you a 75% increase in fine, bringing your total debt to 1,750gp. 6 months is the standard repayment time frame of debt within the AG. The AG will not enforce repayment of the debt unless it is a considerable amount higher than what you would likely be able to pay off within 6 months. If the debt has not been repaid within the allotted time limit, then debtors will become wanted by the AG, as they will be stripped of their freedoms and sent on Q&J of various difficulties until the debt has been repaid. The AG will generally hire other members to track down and collect the debtors.Rules:
1) An Individual can only ever accept Q&J on the boards for 'Individuals', which is denoted by a silver star in the bottom left along with the rank of the Q&J. 2) A Group can only ever accept Q&J on the boards for 'Groups', which is denoted by a black star in the bottom left along with the rank of the Q&J. 3) 'Public' Q&J are acceptable by anyone within the AG, as they are deemed so problematic it requires all possible hands.Ranks:
Rank within the AG signify power, fame, trust, and many other things, such as cheaper weapons, inns, and personalized requests by those in positions of power. Rank is gained one of 2 ways: Buy the rank, or complete enough Q&J of higher ranks that you are promoted. A Copper I adventurer must complete 5 quests to become Copper II, 10 for Copper III, and 15 for Copper IV. The number of Q&J required to promote follows that formula all the way through. This is also assuming the adventurer is completing Q&J only 1 rank higher. Completing a Q&J 2 or more ranks higher than one's own will count for an equivalent amount of Q&J toward promotion. An Individual or Group cannot be demoted in rank, but can be expelled from the AG. Below is the table of ranks, how much it is to buy one's way up, and how many Q&J must be completed to be promoted.Copper II = 1,000gp | 5 Q&J
Copper III = 2,000gp | 10 Q&J
Copper IV = 4,000gp | 15 Q&J
Silver I = 8,000gp | 20 Q&J
Silver II = 16,000gp | 25 Q&J
Silver III = 32,000gp | 30 Q&J
Silver IV= 64,000gp | 35 Q&J
Gold I = 128,000gp | 40 Q&J
Gold II = 256,000gp | 45 Q&J
Gold III = 520,000gp | 50 Q&J
Gold IV = 1,024,000gp | 55 Q&J
Platinum I = 2,048,000gp | 60 Q&J
Platinum II = 4,096,000gp | 65 Q&J
Platinum III = 8,192,000gp | 70 Q&J
Platinum IV = 16,384,000gp | 75 Q&J
Diamond I = 32,768,000gp | 80 Q&J
Diamond II = 65,536,000gp | 85 Q&J
Diamond III = 131,072,000gp | 90 Q&J
Diamond IV = 262,144,000gp | 95 Q&J
Halifax I = 524,288,000gp | 100 Q&J
Halifax II = 1,048,576,000gp | 105 Q&J
Halifax III = 2,097,152,000gp | 110 Q&J
Halifax IV = 4,194,340,000gp | 115 Q&J
Public Agenda
To serve the peoples across all lands and facilitate growth of economy via partnerships with nobility, royalty, and other organizations.
Foreign Relations
The AG has existence in almost every country on the continent, with the exception of Vitrelia.
Nothing ventured, nothing gained.
Founding Date
Unknown
Type
Guild, Adventuring
Alternative Names
AG
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