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Author Topic: The Adventurers Guild  (Read 2580 times)

Megam0nkey

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Re: The Adventurers Guild
« Reply #15 on: April 10, 2024, 08:19:07 pm »

Zorr Red Cloak agrees on Yorases ideas for the rules, though not name, and suggests perhaps agreeing to Yorb Borbs  offer, sure that the Outer Flame would definitely be a great fit for ethical adventuring. When asked on the ethereal creatures evil sounding titles, he shrugs it off, claiming most beasts from beyond the veil have that sort of naming convention.


Spoiler: Zorr Redcloak (click to show/hide)
« Last Edit: April 10, 2024, 08:21:20 pm by Megam0nkey »
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Maximum Spin

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Re: The Adventurers Guild
« Reply #16 on: April 10, 2024, 10:20:48 pm »

Golachab would prefer to avoid being overly tied to this idea of mortal "ethics". While he has no particular difficulties with any of the proposed rules, he lobbies for a lenient interpretation, since sometimes extraordinary circumstances demand responses beyond the ken of moral philosophers or theologians. For example, raising a corpse to fight against its former allies should not be considered desecration, or at least not desecration for which you can be blamed; it might be desecration when the allies hack it up afterward, but that's hardly our fault.

Golachab is also suspicious of this eldritch entity, having had experiences with eldritch entities in the past, and tries to haggle it down to a more reasonable price. Certainly not accepting anything over 50% which would allow it to make decisions unilaterally.
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chubby2man

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Re: The Adventurers Guild
« Reply #17 on: April 11, 2024, 10:39:27 am »


Okay so mini update, still have time to join, and turn 1 has not finished.

The gaggle of 6 would-be adventurers are ushered into the yard of the Last Light Tavern. They are greeted with cheers and hearty pats on the back. They studiously ignore the man muttering to himself in the corner, told by the innkeep that he is "communing with the astral plane".

Percy Bethan was found by Azriel to have some magical talent and is taken on as an Apprentice. He will require a spellbook, which typically cost around 30 gold. 

Hil Hailey attempted to pickpocket Golachab, and was offered to either work for him or speak to the guards. She elected to join.

Friede, Earle, Porter, and Adamina were all enticed by Aywen to sign up to become adventurers. No particular talents to speak of, but who knows what you will uncover?

Reminder each will need 4 gold to be properly equipped for venturing.

Spoiler: Adventurers (click to show/hide)

Assets so far: 70 gold pieces
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Sudurandom

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Re: The Adventurers Guild
« Reply #18 on: April 11, 2024, 11:12:35 am »

Name: Arithor the (un)wise
Former profession: Spellwright (wizard focused on the creation of new spells.)
Reason for retirement: "Yes, well.. it's a bit embarrassing. I was working on a spell wizards have been seeking for centuries, a way to remove a mage's ability to work magic. And I was successful... mostly. There was an unanticipated interaction in the spell matrix, and rather than manifesting at range like I intended the effect coalesced around the nearest source of magic. So now we have a way to non-lethally deal with dark wizards... if we can get them to cast it themselves." 
« Last Edit: April 11, 2024, 11:21:31 am by Sudurandom »
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BlackPaladin99

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Re: The Adventurers Guild
« Reply #19 on: April 11, 2024, 11:22:28 am »

Quarterly Action: (Explorer Career) Explore around for some low danger ruins or areas that weak monsters are common.

Guild Discussions/Votes
Guild Name: I say we keep it fairly simple and to the point! No sense of making it complicated... How about The Guild of Ethical Adventurers and Explorers?
Purchase a Base: Too damn expensive right now... Maybe i could dig up some old maps and find some ruins we can try and build back up?... Either way we can't afford buying a whole building yet...
Guild Rules: If we're gonna hold the title of being Ethical, we're gonna need some rules of course... My proposal for this is as follows...
1. Never betray, attack, steal from or manipulate another Guild Member or Contract Holder unless you are wronged first.
2. Never go alone, no matter how easy the job. (I've seen too many new laggards die or go missing because of this)
3. Never deface or destroy ruins that could be recorded and studied for history's sake unless absolutely nessesary for your or others' survival.
4. Always seek to do your best, but do not be afraid to ask for help or guidance with a mission.
5. Always treat every monster, creature, being, anything you slay with respect. Disrespecting a corpse because you won is an easy way to get a revenant after you.
6. Always take a job for the chance to better your skills and help the locals, not just for the money. (I've seen one too many adventurers be swept under the bus when a shady nobleman has them doing glorifed tax enforcement and harrassment jobs for them)
Finding a Patron: I say its a no brainer we should look for a Patron of some sort, but I would like for them to match up with my ethical focus on adventuring and exploration that i hope all of you share as well.

Spoiler:  Yoras Golendir (click to show/hide)

+1 to all this

Name: Knight
Profession: Swashbuckling Arcane Trickster (See the two D&D rogue classes)
Assets: 1 share

Recruit 1 Recruit with significant martial potential

Adventuring Rules: (Just some guidelines for while actually adventuring, feel free to add to these)
  • Assume it is trying to kill you
  • Never trust anything sexy where it shouldn't be
  • Do what you told your teammates you would do, unless it would kill you, then tell them that
  • Always put someone on watch
  • Always check to make sure it's dead
  • If there is no corpse, it's not dead
  • Always check the ceiling
  • Stab all inanimate objects to make sure they are, indeed inanimate objects
  • Fire is only your friend when the wind is blowing towards your enemies
  • it's not enough to win, you have to look cool doing it
  • A hammer is just a really big set of lockpicks
« Last Edit: April 11, 2024, 11:24:01 am by BlackPaladin99 »
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chubby2man

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Re: The Adventurers Guild
« Reply #20 on: April 11, 2024, 11:43:18 am »

Name: Arithor the (un)wise
Former profession: Spellwright (wizard focused on the creation of new spells.)
Reason for retirement: "Yes, well.. it's a bit embarrassing. I was working on a spell wizards have been seeking for centuries, a way to remove a mage's ability to work magic. And I was successful... mostly. There was an unanticipated interaction in the spell matrix, and rather than manifesting at range like I intended the effect coalesced around the nearest source of magic. So now we have a way to non-lethally deal with dark wizards... if we can get them to cast it themselves." 
Quarterly Action: (Explorer Career) Explore around for some low danger ruins or areas that weak monsters are common.

Guild Discussions/Votes
Guild Name: I say we keep it fairly simple and to the point! No sense of making it complicated... How about The Guild of Ethical Adventurers and Explorers?
Purchase a Base: Too damn expensive right now... Maybe i could dig up some old maps and find some ruins we can try and build back up?... Either way we can't afford buying a whole building yet...
Guild Rules: If we're gonna hold the title of being Ethical, we're gonna need some rules of course... My proposal for this is as follows...
1. Never betray, attack, steal from or manipulate another Guild Member or Contract Holder unless you are wronged first.
2. Never go alone, no matter how easy the job. (I've seen too many new laggards die or go missing because of this)
3. Never deface or destroy ruins that could be recorded and studied for history's sake unless absolutely nessesary for your or others' survival.
4. Always seek to do your best, but do not be afraid to ask for help or guidance with a mission.
5. Always treat every monster, creature, being, anything you slay with respect. Disrespecting a corpse because you won is an easy way to get a revenant after you.
6. Always take a job for the chance to better your skills and help the locals, not just for the money. (I've seen one too many adventurers be swept under the bus when a shady nobleman has them doing glorifed tax enforcement and harrassment jobs for them)
Finding a Patron: I say its a no brainer we should look for a Patron of some sort, but I would like for them to match up with my ethical focus on adventuring and exploration that i hope all of you share as well.

Spoiler:  Yoras Golendir (click to show/hide)

+1 to all this

Name: Knight
Profession: Swashbuckling Arcane Trickster (See the two D&D rogue classes)
Assets: 1 share

Recruit 1 Recruit with significant martial potential

Adventuring Rules: (Just some guidelines for while actually adventuring, feel free to add to these)
  • Assume it is trying to kill you
  • Never trust anything sexy where it shouldn't be
  • Do what you told your teammates you would do, unless it would kill you, then tell them that
  • Always put someone on watch
  • Always check to make sure it's dead
  • If there is no corpse, it's not dead
  • Always check the ceiling
  • Stab all inanimate objects to make sure they are, indeed inanimate objects
  • Fire is only your friend when the wind is blowing towards your enemies
  • it's not enough to win, you have to look cool doing it
  • A hammer is just a really big set of lockpicks

Good and good, but reminder that magic former careers cannot cast spells or use magic. This goes for all magic users. Your magic is stripped/exhausted, but your ability is gone.
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Sudurandom

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Re: The Adventurers Guild
« Reply #21 on: April 11, 2024, 04:24:46 pm »

Arithor the (un)wise, theoretical spellwright. 1 share

Arithor works to drum up beginer level contracts.
 
Yoras' rules look good, although I'd suggest truncating rule 3 to just "unless necessary" and leaving what makes it necessary up to interpretation and precedent. And rule 5 should understand that simple looting isn't disrespect, and neither is harvesting materials from animals and unintelligent monsters.


It does not seem wise to give up controlling interest to an otherworldly being we've just met.

I recommend we offer no-interest loans to all recruits to cover the cost of starting equipment.
« Last Edit: April 11, 2024, 09:43:33 pm by Sudurandom »
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Shadowclaw777

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Re: The Adventurers Guild
« Reply #22 on: April 11, 2024, 08:46:21 pm »

(Assets, gold, is shared between all the guild founders, correct? So we have to a make a communal vote on all our decisions?)

"Well, I have recruited an apprentice, I used to know to find my marks before then, but we need some contracts and missions to get some revenue and profits in, got bills to pay. Also, pretty sure the adventurers we hire belong to the guild for employment, so I don't believe giving them a loan for equipment is a thing because all money they through our contracts are direct profits to us."
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Sudurandom

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Re: The Adventurers Guild
« Reply #23 on: April 11, 2024, 09:40:18 pm »

"Yes, we must ensure Mr. Bethan gets a spellbook.

I had assumed the recruits would receive a cut, if not the majority of the profit from their jobs. If that's not the case we should of course buy the equipment outright."
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chubby2man

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Re: The Adventurers Guild
« Reply #24 on: April 12, 2024, 11:32:29 am »

A meeting of the Founders is called to Order.


A Name for the Guild must be Decided by a Majority of the Shareholders (currently numbering nine.)

Additional Rules may also be voted on, including the rules of which votes require majority.

It may be wise to decide on How to Vote on outfitting your Brave Adventurers.


Vote on a name, 5 votes will decide.

You may vote on changing the rules (even for requiring a majority vote) as well.

Prospective players are still welcome to join. 
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Maximum Spin

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Re: The Adventurers Guild
« Reply #25 on: April 12, 2024, 12:40:18 pm »

I vote for The Learnéd and Exalted Order of the Knights of Acquisition. LEOKA for short.

I also vote for establishing a bureaucratic system of administration where guild responsibilities will be divided into offices with elected heads who may then delegate responsibility at will. At any time, a vote of no confidence may be held to replace an office head. If this plan is accepted, I further vote for the establishment of an Office of the Treasury to be responsible for budgeting and equipment, and nominate myself as its head.
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a1s

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Re: The Adventurers Guild
« Reply #26 on: April 12, 2024, 01:01:04 pm »

I would like to propose a rule change that says that as long as they ayes (yess) outweigh the nays (nos) in the 24 hour period after a question has been put to a vote it becomes passed, in addition to being the rule that it is passed immediately if more than half of the current members of the guild vote aye on it.

as for the name, my vote goes to "The Guild of Ethical Adventurers and Explorers"
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Sudurandom

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Re: The Adventurers Guild
« Reply #27 on: April 12, 2024, 05:21:17 pm »

I vote for The Learnéd and Exalted Order of the Knights of Acquisition. LEOKA for short.
Seconded

I would like to propose a rule change that says that as long as they ayes (yess) outweigh the nays (nos) in the 24 hour period after a question has been put to a vote it becomes passed, in addition to being the rule that it is passed immediately if more than half of the current members of the guild vote aye on it.
I'd support this for routine decisions, but anything effecting guild ownership or voting procedure should require at least 72 hours if a majority isn't reached.
« Last Edit: April 14, 2024, 09:28:53 am by Sudurandom »
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Megam0nkey

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Re: The Adventurers Guild
« Reply #28 on: April 12, 2024, 06:37:37 pm »

Zorr Thirds LEOKA! He also Agrees with the Guild Rules Yoras suggested, And Arithors changes to it.
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Crystalizedmire

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Re: The Adventurers Guild
« Reply #29 on: April 13, 2024, 11:59:24 am »

Taarka votes for LEOKA for the guild name
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