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| {{Infobox Business
| | #REDIRECT [[Quar Morrenair]] |
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| | name = The Trouble Finders Guild
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| | image =
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| | alt =
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| | caption =
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| | slogan = “The only job guaranteed to fail is the one you never begin.”
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| | location = [[BlkDragon District]]
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| | established = 486
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| | type = Adventuring Guild
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| | owner = Gruzbal Blackheart
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| | employees =
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| }}
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| =Description=
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| From the outside, the guild hall appears as trio of nondescript buildings east of BlkDragon Inn, each of variable size. Right inside the central building is a large room with trophies, two of the most notable being a stuffed hell hound in a large glass display case and the head of a pit fiend mounted on the wall.
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| A receptionist occupies a desk beside two bulletin boards. One holds bounties and the other bears requests from taskmasters seeking adventurers and dungeon crawlers. Nearby, there are benches for people to sit. Several doors and a staircase lead off to members only areas of the building.
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| =Membership=
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| To become a Trouble-Finder, pay a minimum fee of 50 crowns annually. This can be tithed at a rate of 10% from all profits until the fee is paid. Following that, the receptionist will pass the adventurer a liability waiver. The guild assumes no responsibility for dismemberment, disease, or loss of life during the course of an adventure.
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| Once a character has joined the guild they are assigned a temporary badge with their member number on it. After the completion of their first successful mission they are assigned a steel badge which they can pin to their clothing or secure to armor for official missions.
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| =Benefits=
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| Chief among the benefits of becoming a Trouble-Finder, is access to the guild’s armory and a wealth of training from professional fighters. Meals are included in membership fees, and beds are available to any member who needs a place to rest their head. Access to the Portal Chamber is provided in pursuit of guild work, dramatically reducing travel time.
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| =Guild Rules=
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| #No In-fighting! Please refrain from attempting to injure or kill fellow guild members during adventures. Save it for off-hours. Picking fights during missions/quests is prohibited.
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| #Notify the reception before you leave. This way if the group does not come back they will know where to send more experienced adventurers to go look for missing people.
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| #An adventurer will not receive funds for failed missions. | |
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| =Guild Layout=
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| Living Quarters and Dining Halls are lowered on the main floor adjacent to each other.
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| *Living Quarters: a general, open floor dormitory with numerous beds for the homeless adventurer (or quest-goers too exhausted to make it home after a difficult journey). The price of room and board comes from the annual fee.
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| *Mess Hall: a cramped but tidy room with an assortment of round tables where members can receive basic morning oats and pork, lunchtime fish and leek stew, or evening mutton stew. Efficiently served by a cranky old orc woman with a ladle. Meals served at the seventh, noon, and sixth evening bell. Late arrivals will go hungry.
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| *Banquet Hall: an enormous room with grand carpets and wall tapestries depicting glorious battle alongside a lengthy banquet table providing elaborate cuisine of every Arangothian style and some from distant lands. The ale and mead are never-ending. Opened for parties and celebrations after a successful mission, otherwise closed.
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| *Bounty Collection Office: official crown representative’s office for bounty collections. Located beside the receptionist’s desk.
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| *Guildmaster’s Office: Located upstairs at the top of the stairs, manned by an angry orc woman with no love for lazy adventurer’s.
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| *Portal Chamber: a room with a circle of standing stones and magic runes to teleport adventurers directly to the dungeon. Entrance to this room is prohibited when the Translocation Master is not present.
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| *Armory: a collection of basic, non-magical armor and weapons for the standard adventurer available on loan.
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| =Services=
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| All services are split among the number of participants in the adventure. A small portion has been paid in advance to the guild to guarantee expedient action.
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| *General extermination of vermin(s), small/non-dangerous - 10 crowns
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| *General extermination of vermin(s), large/semi-dangerous - 15 crowns
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| *Monster slaying, lesser - 20 crowns
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| *Monster slaying, intermediate - 30 crowns
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| *Monster slaying, dangerous - 50 crowns
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| *Monster slaying, multiple dangerous or advanced - 250
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| *Monster slaying, abomination - 500 crowns
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| *Treasure retrieval/dungeon crawl, minor - 50 crowns
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| *Treasure retrieval/dungeon crawl, intermediate - 100 crowns
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| *Treasure retrieval/dungeon crawl, dangerous - 250 crowns
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| *Treasure retrieval/dungeon crawl, death is eminent - 500 crowns
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| *Emergency Fees - additional rewards may be offered on occasion, as determined by the taskmaster for prompt services rendered.
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| =Services, explained=
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| Fees for tasks rated as dangerous or higher are given under expectation that they are to be completed by a pair or group of adventurers.
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| General extermination includes but is not limited to such creatures as wharf roaches, rats, and similar nuisances. Dangerous monsters are creatures such as vampires and beings of that nature which can be destroyed by a single well-trained individual. Advanced creatures are of nature such as beings with magical abilities. Abominations include, but are not limited to: liches, greater vampires, and demons.
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| [[Category:Establishments]] | |