[A-RP] The Adventurer's Guild

Hello, everyone! With TBC just around the corner, and the RP community here on Bloodsail taking a new leap, I have finally decided to revive this attempt of an idea I had when I first started playing on Classic. The idea was sparked by the desire to delve further into the world of the Warcraft adventurer, on a much more personal scale, and more in-line with whom we, the players, are during the leveling experience. At its core, it will be a roleplay guild, though will hopefully have outlets in the future for some light PvE by way of dungeons, and maybe even raids, and serve as a small social network for those within as well. I’d also like to note this guild will be friendly to new or inexperienced roleplayers.

A quick word. On an OOC level, members are expected to uphold the standard of human decency. Azeroth is a dark and sometimes grim reality, as such we require maturity to some degree from each member. If any problems arise, the guild master or guild staff will be available to help settle disputes.

Anyway, I hope you enjoy the read!

Section I
What is the <Adventurer’s Guild>?

The Adventurer’s Guild, or often simply called, “The Guild,” represents a united front for persons of various races and practices to band together, form parties, and complete various quests at the behest of the citizens within the Alliance. Based out of Stormwind, the heartland of the Alliance, the adventurers of The Guild serve the greater good of the people above all else.

OOC: The Adventurer’s Guild, (in game name ) is an RP guild with a mixture of both lighthearted and dark, or otherwise mature, themes. Themes reaching some of what can be found in Grimdark settings may become present, but will be completely optional throughout its environment.

Section II
How does one join The Guild? (In-character)

To become a member of the Adventurer’s Guild, one must be of an age no lesser than fifteen (in character age, of course), have a basic understanding of either combat or spellcraft, or be able to supply one’s own equipment. Once a member, the applicant will be given a badge marking themselves as an Adventurer.

(To join, OOC: One need simply speak to the guild master or member of the guild staff. No, you do not need to join the guild in-game to be a member! This is both a community and a guild!)

Section III
What are the ranks of The Adventurer’s Guild?

The Guild is made up of 5 Ranks, in addition to support staff and the Guild Master.

The ranks are as follows:

  1. The Guild Master - The Guild Master manages and operates the guild. The Guild Master oversees promotion exams, and tests the aptitude of each candidate via various means. Otherwise, the Guild Master acts in an advisory capacity to the rest of the guild.

  2. Guild Staff - A non-combat role, the Guild Staff run the day-to-day activities of the guild, from handing out quests for parties, to recruiting new members into the ranks. Guild Staff also handle rewards for various quests, as well as assist the Guild Master in promotion exams.

  3. Obsidian - The highest ranked adventurers. These adventurers, being quite rare, will be able to take on any mission the guild is presented with, and can champion the guild on the battlefield with the Alliance military.

  4. Ruby - Among the top tiered ranks for the guild’s adventurers, those of the Ruby Rank have proven themselves masters of combat or spellcraft, and seek to form their own branches within the Guild, in various locations, and under the oversight of the Guild Master. These branches serve as a go-between for adventurers to pick up quests from far-away places.

  5. Emerald - Specialized warriors and casters that have begun to take up the tasks given by the Alliance itself. Often, these quests will send adventurers into enemy, or otherwise dangerous, territory.

  6. Silver - The most common insignia seen within the Adventurer’s Guild, those of the Silver Rank are often seen within the territories of the Alliance, performing enhanced jobs and removing local threats as necessary. They have begun to show some strength with combat or spellcraft, and have begun to learn the true dangers of the world.

  7. Iron - The rank of new adventurers joining the guild, the number of missions for this group is selective. Adventurers of an Iron rank are permitted to embark on missions alongside Silver-ranked adventurers, however they are cautioned against doing so, and urged instead to stick to safer jobs around their home territory.

Section IV
What are the maximum threat levels each rank is permitted to combat?

  1. The Guild Master, and adventurers of Obsidian rank are permitted to take on, or lead other adventurers, on the harshest of missions. Rare are these missions, and so to is their involvement. Examples of this threat level may include assaulting the lair of Nefarian, or delve into the depths of the Molten Core, or even launching an assault on the Dread Citadel
  2. Adventurers of Ruby and Emerald rank will be permitted to delve deep into hostile territories where no formal military dares to go. Such places include striking into the heart of an enemy’s homeland. Examples include but are not limited to striking into Horde or Scourge territory.
  3. Adventurers of Silver rank will be permitted to take on jobs anywhere within Alliance borders, against any and all local threats. Examples include infestations of spiders, kobolds, murlocs, or troops of bandits.
  4. Adventurers of Iron rank are permitted to assist those of a Silver Rank as permitted by said Silvers, but are encouraged to supply their services to town or caravan guards, or other jobs where threat of combat is minimal.

(OOC note: All members are able, and encouraged, to attend and organize events for the guild’s members. Rank will not prevent involvement in any way. Assistance with the creation or management of such events will always be available).

(OOC note: Below is a list of in-character rules for the Adventurer’s Guild. A basic guideline for members to follow).

Section V
Rules of the Adventurer’s Guild

  1. The Adventurer’s Guild shall follow the laws of the peoples of the Alliance, where applicable.

  2. Any and all adventurers will be responsible for their own equipment. Special circumstances can be made where an adventurer can be re-outfitted, but otherwise all adventurers must take care of themselves.

  3. The guild reserves the right to a total of 10% of each quest’s rewards in terms of coin. This sum will pay for the guild’s services to each member, including but not limited to;
    a) Room and Board
    b) Transportation from city to city for a long-distance quest.
    c) Payment and upkeep for the Guild Hall.
    d) Acquisition and distribution of quests from distant territories.
    -----An adventurer’s findings during a quest will not be counted amongst the taken 10%.

  4. The guild reserves the right to deny an adventurer a quest based on the capabilities of the adventurer (and his/her party) and the potential requirements for the quest.

  5. The guild will not, itself, partake in combative action against the Horde in the spirit of the adventurer’s lifestyle. Jobs may be offered to adventurers involving Horde-based targets, however the guild will not divert its resources to mass conflict.

  6. Adventurers will not be required to form parties with other adventurers, though it is encouraged. Adventurers may take on any quest available for their rank regardless of projected difficulty.

  7. Within a party, the leader’s rank shall determine the level of quest the party is permitted to take.

  8. An adventurer will be free to form parties with whomever they wish, however it is recommended that the difference between ranks of a party’s membership be no greater than one.

  9. A quest shall be counted as “completed” when the victory conditions have been met, and the adventurer or party charged with the quest return to the Guild Hall for their reward. Word shall be sent from the guild hall to the client, confirming quest completion.

  10. Total rewards for an adventuring party are to be evenly divided amongst the party’s membership.

  11. A quest shall be counted as “failed” upon either
    a) The disappearance of the adventurer or party undertaking the quest.
    b) The “victory” conditions of the quest are not met.

  12. In the event an adventurer or their party fails a quest, the quest will then be offered again to other adventurers or parties. No quest can be undertaken twice by the same team.

  13. If an adventurer or party shall be caught “completing” a failed quest, the offending parties shall be suspended, pending an investigation by guild staff and the guild master. Results of investigation may result in reinstatement or expulsion.

  14. If an adventurer is caught cheating their party out of loot, by any means, the adventurer will be immediately expelled from the guild without question, and will forfeit a total of 200 gold pieces for each party member cheated.

  15. If an adventurer or party are caught committing a crime, the offender(s) shall also be suspended or expelled. Length of sentence may vary, depending on the crime.

Quick update, though I loathe the length of this post…I now have a Discord up and running! There are still a few minor tweaks to make to it, but I believe it shall work fine for now. If you have any questions or comments, post them here or in the discord itself!
https:// discord.gg/MyfRMM9nGB
(Delete ^ space)

4 Likes

I am interested in joining, though do have a question.
Are quests and events limited to combat?
Like, could there be an occasional event of an evening out at the bar? With bar games?

Absolutely! The spirit of the Adventurer’s guild is in every pint shared amongst comrades, every story told in a warm tavern to embolden the spirit. As such, we will be hosting or joining in our server’s wonderful tavern nights, hopefully with enough music, booze, and tomfoolery to keep every Adventurer entertained for hours!

On a far more serious note, no, combat will not be the only event type focused for the Adventurer’s guild. While many events may or will contain elements of combat, the Adventurer’s lifestyle will remain the focus. So any job could show up on the “quest board”!

Massive Fable vibes, much like.

1 Like

Tonight is the guild’s first official meeting, both IC and OOC! If you’ve been eyeing us for a while, I think now would be the perfect time to peak your head in and join in on the conversation. Always looking and accepting for fresh blood to join us on our adventures!