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Ideas needed for an adventurers' guild
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<blockquote data-quote="Wiseblood" data-source="post: 5734020" data-attributes="member: 42437"><p>A guild needs bylaws that apply only to guildmembers.</p><p> </p><p>Two or three levels of membership.</p><p> </p><p>Member: It has it's perks.</p><p> </p><p>Guild Officer : These guys can tell members what to do with a reasonable expectation of obedience.</p><p> </p><p>Guildmaster: This person runs the show and is usually feared for their political clout or actual personal power or deeds. </p><p> </p><p>First, you are a nothing. You either are recommended or seek out members to sponsor you. You get hazed. Which <u>might</u> mean crappy or dangerous missions to enrich the guild these also display loyalty and or talent. After the initial phase of hazing is concluded there is a vote by the guild to let you in or not. Once you are a member you get full benefits. If you break guild bylaws too often you may get kicked out or worse.</p><p> </p><p> </p><p>Once you're in, common adventurers/citezenry are unlikely to cross you because you have the guild backing you. Authorities are less likely to hassle you, again, because you are one of a powerful and exclusive group of dangerous folks. You instantly get street cred, at least amongst the non-guild people. Most guildmemebers will back you, even in dangerous situations and they are very likely to treat you like family. With that said, family squabbles and drama still arise. Non-members that wish to get into your good graces will perform favors. Equipment can be baught through the guild cheaper. Guild dues are collected as a share of the loot taken while adventuring. If you don't make money you don't pay. You can help the guild out other ways.</p><p> </p><p> </p><p>You all meet in an inn. No, seriously.The guildhouse is probably an inn or a fortress. (a few safehouses squirreled away too) Because these structures meet the needs of adventurers moreso than a mansion, library or sewer system. </p><p> </p><p> </p><p>Guilds have markers, pins, cloaks, tatoos or whatnot that all members carry. This is not to identify other guildmembers. You already know them, some quite well, they're family remember? It is so common folk can tell who you are.</p><p> </p><p> </p><p> </p><p>Some guild bylaws migh be:</p><p> </p><p>Defend the reputations of the guild and it's members.</p><p> </p><p>Always aid a fellow guildmember.</p><p> </p><p>Never betray the guild or a member to outsiders. ( authorities or their enemies)</p><p> </p><p>Be ready to punish traitors to the guild.</p><p> </p><p>Guild tokens (cape, knife, tatoo or whatnot) must never be defaced.</p><p> </p><p> </p><p>Other perks of membership might be. </p><p> </p><p>Guild sponsored restorative magic. (raise dead, cure disease and so on)</p><p> </p><p>Taxes are paid on your behalf by the guild from dues.</p><p> </p><p>Places to stay, eat and seek employment. (or hide from enemies)</p><p> </p><p>Assistance from other guildmembers.</p><p> </p><p>Legal defense. ( and he's probably a bard)</p><p> </p><p>Guild favors, when the guild calls in a favor they have a much bigger pool to draw from than just your party.</p><p> </p><p>That's just the tip of the iceberg.</p><p> </p><p>These are the kind of folks that you can call on to hide the bodies.</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 5734020, member: 42437"] A guild needs bylaws that apply only to guildmembers. Two or three levels of membership. Member: It has it's perks. Guild Officer : These guys can tell members what to do with a reasonable expectation of obedience. Guildmaster: This person runs the show and is usually feared for their political clout or actual personal power or deeds. First, you are a nothing. You either are recommended or seek out members to sponsor you. You get hazed. Which [U]might[/U] mean crappy or dangerous missions to enrich the guild these also display loyalty and or talent. After the initial phase of hazing is concluded there is a vote by the guild to let you in or not. Once you are a member you get full benefits. If you break guild bylaws too often you may get kicked out or worse. Once you're in, common adventurers/citezenry are unlikely to cross you because you have the guild backing you. Authorities are less likely to hassle you, again, because you are one of a powerful and exclusive group of dangerous folks. You instantly get street cred, at least amongst the non-guild people. Most guildmemebers will back you, even in dangerous situations and they are very likely to treat you like family. With that said, family squabbles and drama still arise. Non-members that wish to get into your good graces will perform favors. Equipment can be baught through the guild cheaper. Guild dues are collected as a share of the loot taken while adventuring. If you don't make money you don't pay. You can help the guild out other ways. You all meet in an inn. No, seriously.The guildhouse is probably an inn or a fortress. (a few safehouses squirreled away too) Because these structures meet the needs of adventurers moreso than a mansion, library or sewer system. Guilds have markers, pins, cloaks, tatoos or whatnot that all members carry. This is not to identify other guildmembers. You already know them, some quite well, they're family remember? It is so common folk can tell who you are. Some guild bylaws migh be: Defend the reputations of the guild and it's members. Always aid a fellow guildmember. Never betray the guild or a member to outsiders. ( authorities or their enemies) Be ready to punish traitors to the guild. Guild tokens (cape, knife, tatoo or whatnot) must never be defaced. Other perks of membership might be. Guild sponsored restorative magic. (raise dead, cure disease and so on) Taxes are paid on your behalf by the guild from dues. Places to stay, eat and seek employment. (or hide from enemies) Assistance from other guildmembers. Legal defense. ( and he's probably a bard) Guild favors, when the guild calls in a favor they have a much bigger pool to draw from than just your party. That's just the tip of the iceberg. These are the kind of folks that you can call on to hide the bodies. [/QUOTE]
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