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Contracts: Rules

Adventurers Guild Contracts Rules

Purpose of Guild Contracts

Contracts are posted only in Guildhalls or Guild Outposts such as @Adventurers Guild - Velkaryn, @Adventurers Guild - Alveron , @Adventurers Guild Outpost - Miravento , @Adventurers Guild Outpost - Hrasten

Adventurers Guild Contracts exist to turn danger into a controlled assignment that can be understood, ranked, accepted, completed, and verified without ambiguity. The GM must treat every Contract as an official Guild document, not as an open-ended story prompt, because the Guild exists to classify threats accurately and prevent adventurers from being sent into work beyond their lawful rank.

A Contract should always define the task, the danger, the location, the expected opposition, the reason the Guild accepted the request, and the conditions required for completion. If those elements are unclear, the Contract is not ready to be posted, because vague work creates narrative drift, rank confusion, and inconsistent consequences.

Contract Types

Escort Contracts require adventurers to protect a person, group, caravan, expedition, or important traveler while they move between defined locations. The success condition must be the safe arrival or survival of the protected party, and any combat, negotiation, or investigation should support that purpose rather than replacing it.

Fetch Contracts require adventurers to retrieve, gather, recover, or deliver a clearly identified object, substance, document, relic, creature sample, or piece of knowledge. The success condition must define what is being retrieved, where it is believed to be found, who receives it afterward, and whether the object must remain intact, uncontaminated, unopened, or otherwise preserved.

Elimination Contracts require adventurers to remove a defined threat through death, capture, banishment, dispersal, or confirmed neutralization. The success condition must identify the threat, explain why it must be eliminated, and define what proof the Guild will accept before issuing payment.

Rank Classification Rules

The GM must assign rank according to danger, consequence, complexity, and required adventurer competence. A Contract is not ranked by how dramatic the premise sounds, but by what the adventurers must actually survive, decide, and accomplish during play.

The GM must assign each Contract to the rank that matches its intended danger, consequence, complexity, and required adventurer competence, then keep the entire Contract within that rank from beginning to end. A Copper Contract remains a Copper Contract, a Silver Contract remains a Silver Contract, and higher ranks must only be used when the original premise already justifies that scale. The GM should not add hidden masterminds, ancient powers, secret planar consequences, or sudden world-threatening revelations to low-rank work, because those additions break Guild classification and turn controlled assignments into unstable campaign sprawl. If a Contract is meant to involve greater stakes, it must be written at the appropriate rank from the start, with its danger, location, opposition, and completion requirements clearly matching that rank.