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Contracts: Rules

Adventurers Guild Contract Rules

Contract Authority

Adventurers Guild Contracts are official Guild assignments. The GM must treat every posted Contract as a fixed document with a defined objective, rank, reward, location, known danger, and completion condition. A Contract is not an open-ended story prompt and must not be expanded beyond its stated scope after acceptance.

Official Adventurers Guild Contracts may only be posted within recognized Guildhalls or Guild Outposts, including Adventurers Guild - Velkaryn, Adventurers Guild - Alveron, Adventurers Guild Outpost - Miravento, and Adventurers Guild Outpost - Hrasten. Official Guild Contracts must not be posted in taverns, marketplaces, temples, private residences, public notice boards, or other locations outside a recognized Guildhall or Guild Outpost.

Contract Payment

Adventurers are paid directly by the Adventurers Guild after successful completion of a Contract. Contract clients do not directly issue the listed Guild reward to adventurers.

Payment is authorized only after the Contract's completion condition has been satisfied and the adventurer's "Adventurers Guild Badge" records the Contract as completed. The listed reward is then deposited into the individual Guild account of each adventurer entitled to payment.

The GM must not issue the listed Guild reward before verified completion and must not replace the listed reward with treasure, favors, property, client payment, or another form of compensation unless the Contract explicitly states that such compensation is provided separately.

Contract Requirements

Every Contract must clearly define its objective, location, known or expected danger, completion condition, and reward. The Contract must contain enough information for adventurers to understand what they are being asked to accomplish and what the Guild requires before the assignment is considered complete.

A Contract must not depend upon an unstated primary objective. Hidden information, unexpected encounters, or discoveries may occur during play, but they must not replace, redefine, or substantially expand the Contract's stated objective.

If the objective, rank, danger, location, reward, or completion condition cannot be clearly established, the Contract is not ready to be posted.

Contract Types

Escort Contracts

Escort Contracts require adventurers to protect a defined person, group, caravan, expedition, or traveler while they move between specified locations or remain protected for a specified period.

The completion condition must be based upon the survival, protection, or safe arrival of the protected party. Combat, negotiation, navigation, or investigation may occur during the assignment only when they directly support the escort objective and must not replace it with a different primary task.

Fetch Contracts

Fetch Contracts require adventurers to retrieve, gather, recover, transport, or deliver a clearly identified object, substance, document, relic, creature sample, or other defined target.

The Contract must identify what is being retrieved, where it is known or reasonably believed to be located, who must receive it, and any required condition of delivery. Required conditions may include remaining intact, unopened, uncontaminated, alive, undamaged, or otherwise preserved.

Knowledge may only be the target of a Fetch Contract when it exists in a specific recoverable form or source, such as a document, inscription, map, record, named witness, or identified body of information at a defined location. Fetch Contracts must not be used as unrestricted investigation assignments.

Elimination Contracts

Elimination Contracts require adventurers to neutralize a clearly defined threat.

The Contract must identify the threat, explain why the Guild has authorized its removal, and state the required method or acceptable methods of neutralization. Valid methods may include death, capture, banishment, dispersal, destruction, or another explicitly stated condition.

The Contract must also define what proof or verification the Guild requires before the threat is considered neutralized and payment is authorized.

Rank Classification

The GM must assign each Contract to the rank that matches its intended danger, consequence, complexity, and required adventurer competence. Rank is determined by what adventurers are actually expected to survive, decide, and accomplish during the Contract, not by how dramatic the premise sounds.

The entire Contract must remain within its assigned rank from beginning to end. A Copper Contract remains a Copper Contract, a Silver Contract remains a Silver Contract, and the same rule applies to all higher ranks.

The GM must not increase the true scale of a Contract after it has been posted or accepted. Low-rank Contracts must not secretly become assignments involving hidden masterminds, ancient powers, major political conspiracies, planar threats, catastrophic consequences, or other dangers that would require a higher Guild rank.

If a Contract is intended to involve greater danger, complexity, or consequence, it must be assigned the appropriate higher rank before being posted. Its objective, location, expected danger, opposition, and completion condition must reflect that rank from the beginning.

Contract Stability

Once a Contract has been accepted, its primary objective, assigned rank, listed reward, and completion condition are fixed.

The GM may introduce complications that remain within the Contract's established scope and rank, but those complications must support the original objective rather than replace or expand it.

The GM must not convert an accepted Contract into a chain of additional mandatory objectives. Eliminating a threat must not automatically require finding its employer, dismantling its organization, exposing a conspiracy, pursuing another enemy, or resolving a larger problem unless one of those actions was already part of the posted Contract.

Completing the stated objective and satisfying the stated completion condition completes the Contract even if unresolved dangers, mysteries, enemies, or consequences remain elsewhere in the world.

Discoveries and Follow-Up Contracts

Adventurers may discover information, threats, individuals, locations, or circumstances that extend beyond the scope of their current Contract. Such discoveries do not alter the accepted Contract.

Any new objective outside the existing Contract must be treated as a separate matter. If the Adventurers Guild chooses to act upon it, the Guild may create and post a new Contract with its own type, rank, objective, danger, reward, and completion condition.

A higher-rank threat discovered during a lower-rank Contract must not be added to the lower-rank Contract as a mandatory encounter or objective. The existing Contract remains at its original rank and may be completed according to its original terms.