Introductions
The scroll or parchment before you reads:
Admission to the Adventurers Guild
I the undersigned do agree to abide by all the rules of the guild, doing my utmost to fulfill both the letter and the spirit of the jobs assigned to me.
I swear allegiance to the guild, the guild master and the guildhall and all it contains, all space is to be cared for accordingly.
There is but one capital punishment for any crime against the guild, banishment, marooned to the nether regions, abandoned to eternity.
“Do you think that a city, an army, or bandits, or thieves, or any other group that attempted any action in common, could accomplish anything if they wronged one another?”
--PLATO'S REPUBLIC, BOOK I
Guild Law
The Guild's Charter requires that all Adventurers acting on behalf of the guild follow certain rules. Naturally, out in the field, rules may end up being overlooked... At each character's own risk.
The rules are simple and straightforward:
1. All Guild members will act in the Guild's interest. One may not speak openly about the guild, except during events or one may only reveal little when one has retired from the guild.
2. No Guild member shall harm another Guild member or their possessions, restitution will be in order.
3. A guild member may not withhold valuable information he will share it with his guild and master.
4. Guild members will aid one another, even in spite of personal differences, debts or enmity between them.
5. Local Laws shall be respected always. The guild will not overstep the boundaries or usurp the authority of those who have hired the guild.
6. Surrendered foes will be under our protection until handed over to the local law.
7. The use of force against innocent parties is never an option, force is a valuable commodity and given for free devalues us all.
8. The protection of innocent parties, is allowed in the event your code or honor requires it.
9. Guild members will submit inspection and questioning by local law enforcement though they should be given some respect treated well, they can not impede the timeliness of a mission.
10. The raising of undead and the summoning of celestials/fiends is strictly prohibited in any place within the guild.
Punishment for breaking these rules varies case by case, and is delivered by the Guildmaster
Options:
If you should die during a mission and your fellows are able to return with your body intact you can opt into ressurection and will in turn owe the guild 6,000 gold.
If your body is left behind, and the guild must retrieve it, your debt to the guild will double to 12,000 gold.
If your body is utterly destroyed and you wish to be returned to life, you will become part of the guild plane as a permanent resident and marked with the smoking eye.
This message was last edited by the player at 13:53, Tue 31 Oct 2023.