Adventurers' Guild
The Pitch
The Adventurers' Guild
Who we are
This world is dangerous, filled with wild beasts, remnants of previous ages, and things even older…
There is also lots of treasure to be found, be it physical, magical, or scientific.
The brave people who face these dangers are called Adventurers, and while many of them are good, honest people, not all of them are.
So the Adventurers' Benefit Society decided to hold their members to a Code of Conduct, to arbitrate conflicts, and to make sure they get paid fairly and on time (plus of course health insurance, resurrection insurance, and a pension).
Over time, this evolved into the Adventurers' Guild.
We have now spread to many regions of the world, where we give locals the confidence that Certified Guild Adventurers won't try to rob or scam them, and give the Adventurers confidence that, as long as keep paying their dues and stick to The Code, the Guild will have their back if they ever need it.
Code of Conduct
- Do not start a fight, but always finish it.
- Do not kill, show mercy.
- Do not take from the living, or from the dead who are cared for by the living.
- Respect local laws, customs, and traditions.
- Come to the aid of all good people.
- Do not stray from these rules, unless it is to protect your safety or a higher duty or greater good¹.
Adventure Board
The Guild operates a world-wide Adventure Board, available to all full members.
Some Adventurers travel from place to place, following where the Adventure Board leads them, many find their own Adventures while traveling across the world, and some like to settle down in a place, and take whatever Adventures happen to come up in the area².
Apprenticeship
Aspiring Adventurers can apply for one of our exciting Apprenticeships!
After a brief aptitude test, you will be assigned to a Party and will meet up with your Mentor who will supervise your first steps into Adventuring, and will be there for you to provide advice and assistance as needed.
Once your Mentor judges you ready, you can join the Guild as a fully Guild Certified Adventurer!
Joining as an independent Adventurer
If you are an established independent Adventurer and want to join, please send your résumé and all corroborating documentation (letters of commendation, receipts, arrest warrants, treatises, etc.) to our Recruitment Department.
We are looking forward to Adventuring with you!
Footnotes
⇮1: While this gives Adventurers a lot of leeway, do not abuse it. Adventurers who violate The Code willfully and without need will face consequences³.
⇮2: Wherever you find your Adventure, don't forget to pay your dues! Make sure to report all Adventure income at the end of the fiscal year, or your insurance coverage might lapse⁴!
⇮3: Remember: We have easy access to what is effectively a sizeable and highly skilled mercenary army.
⇮4: Remember: We employ a small army of auditors and investigators!
Campaign Details (OOC)
System: A slightly tweaked version of this Pathfinder-themed Fate Accelerated hack
Format: Voice chat, some kind of Virtual Tabletop (tbd)
Time: Open-ended campaign, ideally weekly. Sessions ~4 hours, some time between <t:1739624400:t> and <t:1739660400:t>.
Tone: High Fantasy Adventure. Some seriousness, some lightheartedness, mostly PG-13 with maybe some Noir elements. No Grimdark, no Horror, nothing gross.
Safety Tools: RPG Consent Checklist & XNO cards, I'm open to other suggestions
~ ~ ~ ~ ~
You will start out as Apprentice Adventurers with the Guild (see above), and once you graduate, you'll have access to the Adventure Board, where you can choose between different adventures.
I'm not a fan of long fights or trap-filled dungeons, but there will be some combat and some ruins to explore. There will also be lots of cities and forests and fields and mountains to explore, and their inhabitants to make friends, negotiate, and/or struggle with.