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  1. THUNDER RIFT
  2. Lore

Adventurer/ Mercenary Guild Hall.

As paying members of the adventurers’ guild, you/ your group gains the following benefits:

Dues. These benefits require the monthly contribution of 5 gp/person paid to the Adventurers’ Guild, tho, adventurers who do at least 1 quest a month (or equivalent) for the guild do not have to pay this monthly fee. These dues fund the guild’s services and activities.

Accommodations. Guild members can stay at the guildhall so long as there is room available. There are two types of accommodations the first being a bed in the dorm room and then there is the twin share rooms. The dorm room is comparable to one you'd find in a modest soldiers barracks with bunk beds (5 sp per day). The twin share room is comparable to one you’d find in a comfortable inn, but at a modest price (1 gp per day). All include 3 square meals a day each with a mug of house ale. (Anything else meals or drinks wise is paid for separately.)

Information. The adventurers’ guild headquarters makes a good place to learn about topics relevant to adventurers’ interests. If you need to find someone who’s knowledgeable about the best armourer in the city, for example, the guild’s headquarters is a good place to ask.

Referrals. The guild can recommend hired services to its members at a 20 percent discount, drawing on other guild members’ experiences to provide honest, reliable, and skilful hirelings.

Training. The adventurer's guild is full of scholar, expert swordsmen and other knowledgeable tutors. When you undertake the training downtime activity, the training takes half as long if its one of expertise of the guild member, such as language, weapon and armour, or or you can gain proficiency in the Investigation, Perception, or Survival skills by this method, as if you were learning a language. A character can only learn one of these skills in this way. (remember the max limit for extra skills as well)

The rules are simple and straightforward:

  • All Guild members will act in the Guild's interest.

  • No Guild member shall harm another Guild member or their possessions.

  • Local Laws shall be respected always.

  • Surrendered foes will be under our protection until handed over to the local law.

  • The use of force against innocent parties is never an option.

  • The protection of innocent parties supersedes all above rules.

  • Guild members will submit to the will of local law enforcement unless that law enforcement has itself been compromised.

  • The raising of undead and the summoning of fiends is strictly prohibited.

Punishment for breaking these rules varies case by case, and is delivered by the Guildmaster.

Extra Information:

Ranks: The guild has a rank progression system (based on the number of quests performed) for members. The system is purely used internally by the guildhall aiding in administration but also as a system for bonuses/perks and such for the individuals registered. Ranks are Copper, Silver and Gold.

Quest Completion: At the completion of a Quest from which all the members return safely it is customary for Elara to push a button under her desk which tolls a bell. This signifies their safe return and the quests completion and also means that everyone at the tavern area is entitled to a free drink. needless to say the tolling of the bell is followed by cheers from the tavern area.