Adventurer's Guild
The adventurer's guild is a world-spanning organization that organizes the adventuring trade via a system of contracts paid to, and executed by, ranked and rated guild members skilled in the adventuring craft.
Rate
Rating is a system used to evaluate the complexity of contracts an adventurer is eligible to accept. Rating is denoted on a guild badge as one, two, or three stars. Progression through the rates is managed by the regional directorship of the guild and is evaluated after every five contracts or as otherwise deemed required. Rates are not an explicit reflection of the adventurer's intelligence or wisdom, but a general indication of their judgement.
Rank
Ranking is a system used by the guild to evaluate the relative strength of adventurers and is used to determine the contracts an adventurer is eligible to accept along with other benefit entitlements. Ranking is denoted by the material of the rating stars. Each guild member is given a rank from the following list:
- Rank 1: Copper
- Rank 2: Silver
- Rank 3: Gold
- Rank 4: Platinum
- Rank 5: Mithril
Ranks are not an explicit reflection of the adventurer's level. Progression through the ranks is managed by the regional directorship of the guild and are evaluated after every five contracts completed.
Guild Halls
Regional directorships are required to build and maintain a guild hall to the standards of the global directorship. Allowances are made for regional restrictions, but the standard minimum is listed below:
- Red Wagon Inn: At least one franchised Red Wagon Inn must be on-site.
- Crafts Hall: Basic crafting materials and equipment must be available for use.
- Member Market: The member market is expected to be a defined space where shop fronts from across the region make themselves accessible to guild members.
Due to these requirements, guild halls are generally moderately sized campuses that encompass one or more city blocks. If they are based in smaller towns, they may be distributed across the town as an allowance.
Contracts
The primary responsibility of the adventurer's guild is to organize and deploy adventurers to areas in need. This is done by accepting and issuing contracts.
Each regional directorship establishes a guild hall and accepts contracts from the surrounding areas. A portion of the offered payment is taken as guild taxes with the rest being the posted bounty for the contracts completion.
The guild may also issue contracts themselves when the need arises as opposed to relying solely on the needs of those nearby.
The notice boards within all franchised Red Wagon Inns are magically linked to the regional guild hall, allowing a central posting location for contracts. When a scrip is posted or pulled at one location, all locations are updated in real time.
Note: It is a civil offense to remove a contract scrip from a guild notice board without then accepting the contract. The penalty for Scrip Tampering is, typically, one half of the Contract Price paid to the guild. Repeated offenses may lead to increased penalty up to, and including, guild expulsion.
Contract Acceptance
Contracts are accepted by pulling the contract scrip from a notice board and adding it to a guild badge. This notifies the regional directorship of who has accepted the contract.
Contract Completion
Upon completion of a contract, payment is issued from the guild hall into the regional payment fund. This fund may be drawn against by all guild assigners to provide bounties for completed contracts.
Contract Default
Should an adventurer accept a contract and fail to complete said contract by the posted date, a failure fee is collected by the guild. This fee is a minimum of one half the contract price, including all posted bonuses. Repeated offenses may lead to increased penalty up to, and including, guild expulsion.
Special dispensation may be granted by the regional directorship should proof be provided that the contract was improperly ranked.
Contract Pricing
There are two distinct payments for a contract within the guild. First is the Contract Price, which is the price the guild charges to post any given contract. Second, is the Contract Bounty, which is the payout due to adventurers who complete the contract.
Contract Prices are typically calculated as:
Contract Price: 2gp*(Estimated Time To Completion)(Rank Requirement)(Rate Requirement)*(Party Size Requirement) + (Priority Bonus + Hazard Bonus)
Contract Bounties are typically calculated as:
Contract Bounty = (Contract Price) * 0.9
Additional bonuses may be made by the guild itself based on exceptional difficulty within the assignment. This could be due to a higher degree of hazard than anticipated or an exceptionally long completion time. This bonus is left to the discretion of the regional directorship and must be applied for within a Contract Report submitted within 15 days of completing the assigned contract.
Note: Unless otherwise stated within the contract, all claim to loot collected during the contract is ceded to the adventuring party who took the contract.
See also: Contract Pay
Dues
In addition to the contract fee, the adventurer's guild is funded by the regular collection of dues. Dues are collected every thirty days at a rate of ten coins of the adventurer's rank material.
Should an adventurer so choose, dues may be paid in advance up to one year out. However, if an adventurer's dues are in arrears, all contract rewards are automatically garnished up to the amount owed.
Expeditions
Should the need arise for an organized effort from a large number of adventurers, an expedition may be called. An expedition is usually funded by regional powers and includes all stated objectives, priorities, and stipulations.
Enrollment within an expedition carries with it a degree of obligation based on the size and complexity of the initial contract, typically taking the form of a required number of completed contracts before non-expedition contracts may be accepted.
Guild Membership Benefits
The primary benefit of guild membership is an adventuring license that provides access to legal contracts. Due to the near monopoly on adventuring that the guild holds, unlicensed adventuring within an area that has a guild hall is typically illegal and highly inefficient.
Additional benefits include:
- Red Wagon Discount: Typically a 50% room rate, but different provisions may be put in effect on a case-by-case basis.
- Crafts Hall Access: All members of Silver rank or higher are entitled to access the guild hall's crafting equipment for small service fee.
- Money Changing: All members are entitled to improved money changing rates. Exchange rates are typically 1-1 but may be affected by regional influence.
- Member Market Access: All members are entitled to access the Member Markets for free. These typically have access to premium products and services and joint access to local shops.
- Death Care: The guild handles all costs associated with guild member's death care, including body recovery, internment, and a weregild of one year's dues to their designated beneficiary.
- Healing Discount: Each guild hall keeps a medical staff on-hand that will offer members healing at a discounted rate. Discounts are typically set at 50%, but may be affected by regional influence.
- Yearly Resurrection: All members of Gold rank or higher are entitled to one resurrection per year at the guild's expense. This does not cover complications related to divine entities or post-resurrection counseling.