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Author Topic: The Adventurers Guild  (Read 2584 times)

chubby2man

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The Adventurers Guild
« on: April 10, 2024, 04:16:50 pm »

The Adventurers Guild

The Guild was founded on an ale soaked table, lit by a sullen fireplace. The tavern was shelter for weary travelers, and worn down tradesmen, and weather-beaten farmers in town for the night. 

And of course, adventurers. Plucked from the populace for a lack of good sense and care for their own survival. Fate had gathered such a group of the rarest kind, the retired adventurer. 

An idea was hatched, to pool their experience and knowledge of the dangers of the trade, use their connections, and push the young and foolhardy into great wealth and treasures that they might share with their elders.

And so, clanking their mugs and tankards together, they sign their names onto a greasy paper.

The future seems much brighter in the light of the fire.




Welcome to Adventurer's Guild!
You play as the retired adventurers forming the management of the Guild. To start it's just you and the other founders.


-Each joining Founder adds 10 Gold to the Pot. Founder's get 1 share of the Guild.

You had a previous career. Options include, but are not limited to: 
-Fighter
-Loremaster(able to teach magic users)
-Cleric
-Rogue
-Ranger
-Peddlar
-Blacksmith
-Chirurgeon
-Something else


Please include a reason you are retired. Wizards and other such magic users are not prone to retirement so are not included. You may train students and adventurers in your particular profession, and may hire tutors to expand your students repertoire. 


-In addition to voting on the Guild's board you may perform 1 action. This includes, but is not limited to:
-Recruiting ( may recruit either 1 person with either strong martial or magic potential that you can customize, or a random number of people with random potential)
-Training (educate a member in your class, they gain a +1)
-Craft something (+1 items, rare materials will allow stronger crafts
-Drum up contracts ( get more jobs in)
-Sell magic artifacts( price can be highly variable)
-Work in Facility (Once you start building infrastructure you can work in them to improve their effects)
-And probably other stuff (Rangers can do a bit of scouting, Rogues can "deal" with problematic individuals, etc.)


Bold your Actions and your Votes!


Turns take place over the course of a season (~90 days). Any income is collected, then expenses are taken out. You have no income at the moment, and the Last Light Inn charges your new guild 30 GP a quarter for the use of a room and yard. 

Adventuring gear takes around 4 gold, you can forgo paying for this and the adventurer receives a -1 malus. Magic Users like Wizards require spell-books which cost 30 gold pieces.

Starting Vote:
-Decide name for the Guild. 
-Purchase a base. (500 gold to build a Tavern, the owner of the Last Light will sell it for 250. Optional)
-Decide any rules for the Guild (Optional.)
-Find a patron to invest in the Guild. (Optional.)

Current Status
Income: None
Expenses: 30 Gold a Quarter.
Adventurers:None!

Spoiler: What is this? (click to show/hide)
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chubby2man

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Re: The Adventurers Guild
« Reply #1 on: April 10, 2024, 04:17:26 pm »

Reserved.
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Maximum Spin

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Re: The Adventurers Guild
« Reply #2 on: April 10, 2024, 04:31:55 pm »

Golachab, a former sorcerous cult leader. Retired due to his cult having successfully brought about a local apocalypse that obviously required him to find a new, non-destroyed place to live.
« Last Edit: April 10, 2024, 05:27:24 pm by Maximum Spin »
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a1s

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Re: The Adventurers Guild
« Reply #3 on: April 10, 2024, 04:35:01 pm »

Aywen the retired Fighter, because she was getting too old to actually go out and fight the monsters herself.

My action for this season is recruiting a bunch of random people.
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Oakrose905

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Re: The Adventurers Guild
« Reply #4 on: April 10, 2024, 04:39:18 pm »



Name: Yoras Golendir
Race: Dwarf
Hobbies: Alchemy/Cooking, Building Things.
Previous Career: Explorer (Like a Ranger, but less focused on Nature and Combat and more on Discovery and Travel)
Reason for Retiring: Getting too old to explore on his own, having lost his expedition group in a trek far north to the bitter cold lands. Looks to teach now rather than risk him or others again.

Current Holdings
1 Share of the Guild

This guy good?
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chubby2man

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Re: The Adventurers Guild
« Reply #5 on: April 10, 2024, 04:45:12 pm »



Name: Yoras Golendir
Race: Dwarf
Hobbies: Alchemy/Cooking, Building Things.
Previous Career: Explorer (Like a Ranger, but less focused on Nature and Combat and more on Discovery and Travel)
Reason for Retiring: Getting too old to explore on his own, having lost his expedition group in a trek far north to the bitter cold lands. Looks to teach now rather than risk him or others again.

Current Holdings
1 Share of the Guild

This guy good?

Looks good!


Aywen the retired Fighter, because she was getting too old to actually go out and fight the monsters herself.

My action for this season is recruiting a bunch of random people.


And also looks good!
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Shadowclaw777

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Re: The Adventurers Guild
« Reply #6 on: April 10, 2024, 04:47:44 pm »

Guild Sheet
Guild Founder: Azriel The Retired Assassin, (A rogue more focused on the elimination of targets and stealth, then direct thievery)
Retirement Reason: Been in the trade for too long and now in the senile age, but still wants to share the tools of this trade to fellow youngsters
Founder Motto: Requiescat in pace

Recruit a high-potential magic user, preferentially someone focused on illusion (invisibility and trickery) or necromancy style magic.
« Last Edit: April 10, 2024, 07:11:10 pm by Shadowclaw777 »
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Oakrose905

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Re: The Adventurers Guild
« Reply #7 on: April 10, 2024, 05:09:29 pm »

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)
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Maximum Spin

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Re: The Adventurers Guild
« Reply #8 on: April 10, 2024, 05:35:55 pm »

Golachab will attempt to recruit an individual of flexible ethics, which is to say, a rogue.

I'll come up with something to say about the votes shortly.
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Crystalizedmire

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Re: The Adventurers Guild
« Reply #9 on: April 10, 2024, 05:55:18 pm »

Name: Taarka
Background: Was a simple peddler who sold items(that she stole) to other corvids
Retirement Reason: Not really retired, just thought working at the guild would be better for business
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chubby2man

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Re: The Adventurers Guild
« Reply #10 on: April 10, 2024, 06:18:47 pm »

Guild Sheet
Guild Founder: Azriel The Retired Assassin, (A rogue more focused on the elimination of targets and stealth, then direct thievery)
Retirement Reason: Been in the trade for too long and now in the senile age, but still wants to share the tools of this trade to fellow youngsters
Founder Motto: Requiescat in pace

Recruit a high-potential magic user

Golachab, a former sorcerous cult leader. Retired due to his cult having successfully brought about a local apocalypse that obviously required him to find a new, non-destroyed place to live.
Name: Taarka
Background: Was a simple peddler who sold items(that she stole) to other corvids
Retirement Reason: Not really retired, just thought working at the guild would be better for business

Good, good, and good (but we’re eyeing you Taarka)
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Crystalizedmire

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Re: The Adventurers Guild
« Reply #11 on: April 10, 2024, 06:48:18 pm »

Action: Pick everything shiny that is on the ground
The name is terrible as it is too long. How about: Shinies
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crazyabe

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Re: The Adventurers Guild
« Reply #12 on: April 10, 2024, 07:03:38 pm »

Name: Voltun'Klankn-Klakn Vun Dov Wultun'Klankn-Klakn, responds to "You there" "Voltun" and "Klankn-Klakn"
Background- ""former"" Barbarian raider, is not particularly fluent in the local language, and wasn't particularly sober when he misinterpreted contributing his gold to founding a guild- for buying a everyone a round of ale. his Honor demands he see this through since he joined.

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Megam0nkey

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Re: The Adventurers Guild
« Reply #13 on: April 10, 2024, 07:17:50 pm »

Name: Zorr Redcloak,
Background/retirement reasons: Retired Mage and Loremaster, finding his body a bit tired and weary, he realised he needed the funds to create a new body without expending what’s left in this one, so he agreed to found the guild.
Holdings: 1 share of the guild

Taking the need for a patron all too litterally, Zorr begins communing with the astral plane, seeing if any spirits or creatures from beyond have a interest in funding and investing in the guild
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chubby2man

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Re: The Adventurers Guild
« Reply #14 on: April 10, 2024, 08:06:56 pm »

Name: Voltun'Klankn-Klakn Vun Dov Wultun'Klankn-Klakn, responds to "You there" "Voltun" and "Klankn-Klakn"
Background- ""former"" Barbarian raider, is not particularly fluent in the local language, and wasn't particularly sober when he misinterpreted contributing his gold to founding a guild- for buying a everyone a round of ale. his Honor demands he see this through since he joined.


Name: Zorr Redcloak,
Background/retirement reasons: Retired Mage and Loremaster, finding his body a bit tired and weary, he realised he needed the funds to create a new body without expending what’s left in this one, so he agreed to found the guild.
Holdings: 1 share of the guild

Taking the need for a patron all too litterally, Zorr begins communing with the astral plane, seeing if any spirits or creatures from beyond have a interest in funding and investing in the guild

Good, and



Yorb Borb of the Inner Darkness and Outer Flame answers your query. He offers forbidden knowledge and powerful artifacts in exchange for 60% (a controlling portion) of the Guild’s Stock.

(A majority vote by the end of the quarter is required to accept, non votes count as nays.)
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