Adventuring in Werlyth: Difference between revisions
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''"Here, give me your arms" as the man reaches over the desk and clamps two thick metal bracelets over your wrists. There is a short searing pain before the bracelets unclamp themselves and fall to the disk'' | ''"Here, give me your arms" as the man reaches over the desk and clamps two thick metal bracelets over your wrists. There is a short searing pain before the bracelets unclamp themselves and fall to the disk'' | ||
''There on your wrists are quickly fading | ''There on your wrists are quickly fading pale white tattoos.'' | ||
''The man brings a strange green monocle to his eye, presses down on the wings of the filigreed dragon, and inspects your wrists'' | ''The man brings a strange green monocle to his eye, presses down on the wings of the filigreed dragon, and inspects your wrists'' | ||
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|- | |- | ||
|White | |White | ||
|[[File:Rank 1.jpg|center| | |[[File:Rank 1.jpg|center|120x120px|border|frameless]] | ||
|Everyone starts as a White badge but typically doesn't stay one for long. A sort of trial period and only able to take minor escorts and basement rat clearing jobs | |Everyone starts as a White badge but typically doesn't stay one for long. A sort of trial period and only able to take minor escorts and basement rat clearing jobs | ||
|- | |- | ||
|Yellow | |Yellow | ||
|[[File:Rank 2.jpg|center| | |[[File:Rank 2.jpg|center|120x120px|border|frameless]] | ||
|Yellow badges are somewhat proven and trusted to take on slightly more dangerous jobs, usually involving minor monster attacks or trade caravan protection. | |Yellow badges are somewhat proven and trusted to take on slightly more dangerous jobs, usually involving minor monster attacks or trade caravan protection. | ||
|- | |- | ||
|Green | |Green | ||
| | |[[File:Rank 3.jpg|center|120x120px|border|frameless]] | ||
|Greens are given the jobs that are deemed slightly too difficult for Yellows but not quite on the level of Reds or Blues, individual monster hunts or ambassadorial escorts. | |Greens are given the jobs that are deemed slightly too difficult for Yellows but not quite on the level of Reds or Blues, individual monster hunts or ambassadorial escorts. | ||
|- | |- | ||
|Red | |Red | ||
| | |[[File:Rank 4.jpg|center|120x120px|border|frameless]] | ||
|When an ogre or troll attacks your farm, or you need some local bandits cleared out, the Hall will bring out a Red or two to help you out. | |When an ogre or troll attacks your farm, or you need some local bandits cleared out, the Hall will bring out a Red or two to help you out. | ||
|- | |- | ||
|Blue | |Blue | ||
| | |[[File:Rank 5.jpg|center|120x120px|border|frameless]] | ||
|Spending some time in the Royal courts? Planning an expedition to a forgotten crypt? You can't go wrong with getting a Blue badge on your crew. | |Spending some time in the Royal courts? Planning an expedition to a forgotten crypt? You can't go wrong with getting a Blue badge on your crew. | ||
|- | |- | ||
|Purple | |Purple | ||
| | |[[File:Rank 6.jpg|center|120x120px|border|frameless]] | ||
|Purple badges are specialist adventurers, equal in rank to Black badges but with very specific sets of skills. Best to speak to the Hall Master, in private, about hiring one | |Purple badges are specialist adventurers, equal in rank to Black badges but with very specific sets of skills. Best to speak to the Hall Master, in private, about hiring one | ||
|- | |- | ||
|Black | |Black | ||
| | |[[File:Rank 7.jpg|center|120x120px|border|frameless]] | ||
|Black badges are considered amongst the best of the best, heroes if you will. Fighting a dragon? Taking on a cloud giant? Go with the Black, if you want to come back. | |Black badges are considered amongst the best of the best, heroes if you will. Fighting a dragon? Taking on a cloud giant? Go with the Black, if you want to come back. | ||
|- | |- | ||
|Silver | |Silver | ||
| | |[[File:Rank 8.jpg|center|120x120px|border|frameless]] | ||
|Silvers and Golds work on tasks that only governments can raise, only the continents Hall Quartermaster can command these badges | |Silvers and Golds work on tasks that only governments can raise, only the continents Hall Quartermaster can command these badges | ||
|- | |- | ||
|Gold | |Gold | ||
| | |[[File:Rank 9.jpg|center|120x120px|border|frameless]] | ||
|Gold badges may be the most secretive adventurers in the world. At the call of Kings, Queens and Emperors only, these enigmatic heroes go where they please and do as they will. | |Gold badges may be the most secretive adventurers in the world. At the call of Kings, Queens and Emperors only, these enigmatic heroes go where they please and do as they will. | ||
|- | |- | ||
|Platinum | |Platinum | ||
| | |[[File:Rank 10.jpg|center|120x120px|border|frameless]] | ||
|There has only ever been one Platinum badge, Alver Ion and they disappeared 15 years ago on a job that has never been completed. | |There has only ever been one Platinum badge, Alver Ion and they disappeared 15 years ago on a job that has never been completed. | ||
|} | |} |
Revision as of 17:35, 21 February 2024
A small rotund man sits behind a desk overflowing with papers, books and unrecognisable paraphernalia. He looks up as you enter and carelessly waves you to the only other chair in the office.
Here, far from the bustle of the front of the Guild Hall, you wait patiently as he finishes writing some letter in a language you cannot recognise.
"So ... ready to become an adventurer ehh?" He looks you up and down before giving an audible HMPH.
"Well, I hope you're ready for danger, riches and more danger, because we've got it all in spades!" He seems to stare at you expecting some reaction or other.
"Right, well I assume you've read all the rules and taken the initial oath taking, otherwise you wouldn't be here."
"Here, give me your arms" as the man reaches over the desk and clamps two thick metal bracelets over your wrists. There is a short searing pain before the bracelets unclamp themselves and fall to the disk
There on your wrists are quickly fading pale white tattoos.
The man brings a strange green monocle to his eye, presses down on the wings of the filigreed dragon, and inspects your wrists
"Very good, fine, now get out there and collect your badge, time is money kid and there's always more work to be done"
The Adventurer's Guild
The Guild is how things get done all around the world. Originating in Lathlenn during the height of the Camborn / Modern Era, the Guild was originally a Trading Association Recognising that, given different languages and cultures, some form of common communication and a central place for managing trade contracts would facilitate continent wide trade and be more profitable for everyone, a group of Lanercoast Merchants began the Guild and developed the Trade Basic language, a very simplistic version of Cambornian. Over time the Guild grew in power and Halls became a common sight in every big town and capital. It didn't take long for the Halls to be used as ways for commoners and royals alike to get things they wanted and services they needed done.
Under Hall Quartermaster Bertold the Guild added a jobs board to its list of services that allowed folks to request help with whatever task they needed and from this small step, the need for men and women of cunning and brawn to accomplish all sorts of tasks grew. It wasn't long before the Guild took it upon itself to formalise this process and thus the Adventurer's Guild was born, quickly surpassing the business of the Trade Guild, which was in competition with dozens of other trade confederations.
With the fall of the Mist Wall and the Return, the Adventurer's Guild was among the first human groups who entreated with other races to facilitate trade and spread Trade Basic. Over the last 50 years, the Guild is now everywhere in the known world and Trade Basic has become an almost defacto lingua franca.
If you need a job done, a dragon slain, a princess rescued, the Guild is here and the Guild provides.
Becoming an Adventurer
Joining the Guild is fairly easy, forever eager for more members to take on the ever growing list of jobs and tasks. You just need to read the rules, agree to them, take the oath and then accept your mark. Simple.
Guild Rules
- Work within your Rank
- Do not bring disrepute on the Guild
- Do not interfere with other Adventurers who are working for the Guild
- Never reveal your mark to anyone but a Hall Master or above
- Your badge must be on display at all times when on Guild business
Guild Oath
The Oath was written by Hall Quartermaster Bertold, and truth be told he wasn't the most eloquent of men. Still, tradition dictates that new adventurers recite it before receiving their badge and so it continues to be done by dozens of hopeful souls every month.
We Are Adventurers
Going Where None Dare Tread
The Guild Provides
By My Arm And By My Mind
A Doomed World Will Be Delivered
Guild Ranks
Badge Colour | Tattoo | Description |
---|---|---|
White | Everyone starts as a White badge but typically doesn't stay one for long. A sort of trial period and only able to take minor escorts and basement rat clearing jobs | |
Yellow | Yellow badges are somewhat proven and trusted to take on slightly more dangerous jobs, usually involving minor monster attacks or trade caravan protection. | |
Green | Greens are given the jobs that are deemed slightly too difficult for Yellows but not quite on the level of Reds or Blues, individual monster hunts or ambassadorial escorts. | |
Red | When an ogre or troll attacks your farm, or you need some local bandits cleared out, the Hall will bring out a Red or two to help you out. | |
Blue | Spending some time in the Royal courts? Planning an expedition to a forgotten crypt? You can't go wrong with getting a Blue badge on your crew. | |
Purple | Purple badges are specialist adventurers, equal in rank to Black badges but with very specific sets of skills. Best to speak to the Hall Master, in private, about hiring one | |
Black | Black badges are considered amongst the best of the best, heroes if you will. Fighting a dragon? Taking on a cloud giant? Go with the Black, if you want to come back. | |
Silver | Silvers and Golds work on tasks that only governments can raise, only the continents Hall Quartermaster can command these badges | |
Gold | Gold badges may be the most secretive adventurers in the world. At the call of Kings, Queens and Emperors only, these enigmatic heroes go where they please and do as they will. | |
Platinum | There has only ever been one Platinum badge, Alver Ion and they disappeared 15 years ago on a job that has never been completed. |
Accepting Jobs
Accepting work as an badge up until Blue is fairly simple. Each Hall maintains a job board with local postings and two books. These two books are magically linked to every other book of their title in all other Halls. The first book is a listing of every adventurer, living and dead, since the beginning of the Guild, listing the Adventurers name and rank (though it only shows up to Black, even for those ranked as Purple, Silver, Gold or Platinum). The second book is a listing of all currently available job, everywhere in the world, sorted by rank from lowest to the highest. When accepting a job, an adventurer picks up a job slip, or requests a clerk produces a job slip from the job books and touches the slip to their wrist where the tattoo would be. This causes the job slip to disintegrate and the job be marked as Accepted and unavailable to any other adventurer.
If an Adventurer dies when on a job, the job doesn't immediately become available again. Their body must be found, and all their accepted jobs will appear as job slips pinned to their arm where the tattoo would be. If an Adventurer finds them, they may immediately accept the jobs, or if they tear the slips in two the job will appear in the book again.
A typical job slip contains an interesting eye catching name for the job, the job provider, the job task and the reward for completion.
Guild Structure
Guild Halls
Guild Halls are run by a Hall Master. Under the Hall Master are two Hall Advisors who manage the day to day running of the Guild Hall and ensure that local jobs are correctly graded. Beneath the Advisors are a number of Clerks who run the front of the Hall, providing petitioners and adventurers with whatever assistance is needed. Larger Halls may have dozens of clerks and the look of a very busy market day.
Guild Offices
Guild Offices exist in each regional capital city, separate from the Halls themselves. Here a Hall High Master oversees the running of all Halls in their respective region and they are assisted in this matter by one or more Hall Seneschals. Several Bookkeepers also maintain their lodgings in the Guild Office and their role is to manage the magical books that are linked in each hall, creating new books when necessary and working with the Seneschals to ensure that the information in each book is correct.
Continental High Offices
A specific Guild Office on each continent is selected to be the Continental High Office and this office changes every 2-3 years, the Hall High Master temporarily becomes the Hall Quartermaster and is responsible for any decisions that need to be made which would affect the entire Guild on that Continent. Decisions that need to be made that will affect the Guild as a whole are done through committee with all other Hall Quartermasters.