Quar Morrenair: Difference between revisions
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Originally branded as "Trouble-Finders", the Adventurers' Guild was sold to Jericho Dogwood in 492, after years of peace and quiet under [[Dolurn ul-Dorn Rumunire|Sithire Dolurn ul-Dorn Rumunire]] caused the guild to fall into disrepair. Dogwood renamed the guild 'Quar Morrenair', Arangothek for 'the Black Guild' upon its reopening in spring of 492. Though he has ambitious intents to remodel and renovate the buildings, he is currently focusing on rebuilding the guild's prestige and membership. Recruiting the exceptionally brave people who flock to Drache, membership is open to any who would like to try their hand at slaying mythical beasts, or dispatching of the strange things brought to Drache. | |||
=Facility Description= | =Facility Description= | ||
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From the outside, the guild hall appears as a 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. | From the outside, the guild hall appears as a 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. | ||
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. | 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. | ||
=Membership= | |||
Membership to Quar Morrenair is open to anyone with the skills to complete the jobs of the danger level and difficulty they choose to pursue. A membership fee is charged at a rate of 50 rixtles annually, and can be paid in a one time fee, or tithed at a rate of 10% per job until the 50 rixtles has been paid. | |||
Member benefits include a newly introduced token incentive, utilizing special coins called Morrenair tokens. These tokens can be collected and used to purchase the services of mastercraftsmen to create custom or enchanted gear such as armor, weapons and accessories. The guild is also working on the breeding and importation of exotic mounts and companion animals that will be made available for Morrenair tokens to those members who are willing to undergo a vetting process and training to care for these special animals. | |||
Quar Morrenair has a special agreement with the [[House of Healing]] to provide free medical care for members injured on the job. Speed healing is not covered by the guild, and members will have to make their own arrangements to cover the cost of such a service. | |||
=Job Tiers= | =Job Tiers= | ||
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Typically pest clearing work or finding a lost animal, this is the lowest job. A perfect place for beginners to start. | Typically pest clearing work or finding a lost animal, this is the lowest job. A perfect place for beginners to start. | ||
Rewards: 10-15 rixtles and 1 Morrenair token | '''Rewards:''' ''10-15 rixtles and 1 Morrenair token'' | ||
==D Tier Job== | ==D Tier Job== | ||
An upgrade from the previous job types, this one will still likely not involve true combat. Work in this level will most likely consist of delivering packages over long distances or aiding in the protection of storage warehouses. | An upgrade from the previous job types, this one will still likely not involve true combat. Work in this level will most likely consist of delivering packages over long distances or aiding in the protection of storage warehouses. | ||
Rewards: 15-20 rixtles and 2 Morrenair tokens | '''Rewards:''' ''15-20 rixtles and 2 Morrenair tokens'' | ||
==C Tier Job== | ==C Tier Job== | ||
This tier of work mostly consists of guard duty for various places all over the city and sometimes outside of it. Jobs like escorting minorly important people or aiding in the protection of merchant caravans. While it’s hardly any action, it means those doing this job are trusted enough to defend something if need be. | This tier of work mostly consists of guard duty for various places all over the city and sometimes outside of it. Jobs like escorting minorly important people or aiding in the protection of merchant caravans. While it’s hardly any action, it means those doing this job are trusted enough to defend something if need be. | ||
Rewards: 30-35 rixtles and 3 Morrenair tokens | '''Rewards:''' ''30-35 rixtles and 3 Morrenair tokens'' | ||
==B Tier Job== | ==B Tier Job== | ||
In this level of work, one will start to see some true action. While there’s no dungeon crawling, one begins to see jobs such as clearing out small bandit camps or guarding caravans as they make their way to other cities. This can also involve clearing out pests of the larger variety, such as giant scorpions or feral wolves. Having more than one person on these jobs is recommended | In this level of work, one will start to see some true action. While there’s no dungeon crawling, one begins to see jobs such as clearing out small bandit camps or guarding caravans as they make their way to other cities. This can also involve clearing out pests of the larger variety, such as giant scorpions or feral wolves. Having more than one person on these jobs is recommended | ||
Rewards: 40-45 rixtles and 4 Morrenair tokens | '''Rewards:''' ''40-45 rixtles and 4 Morrenair tokens'' | ||
==A Tier Job== | ==A Tier Job== | ||
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This category also contains a subcategory of jobs given by the Adventuring Guild’s current proprietor. Through mysterious means, the current owner is able to track and discern the location of werewolves who have gone feral. Feral werewolves are a danger to the populace. The guild owner will pay adventurers himself to handle the problem. | This category also contains a subcategory of jobs given by the Adventuring Guild’s current proprietor. Through mysterious means, the current owner is able to track and discern the location of werewolves who have gone feral. Feral werewolves are a danger to the populace. The guild owner will pay adventurers himself to handle the problem. | ||
Rewards: 50-55 rixtles and 5 Morrenair tokens | '''Rewards:''' ''50-55 rixtles and 5 Morrenair tokens'' | ||
==S Tier Job== | ==S Tier Job== | ||
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=Gear Rewards= | =Gear Rewards= | ||
The adventuring guild commissions the finest smiths to provide adventurers with a top of the market item that properly incentivises them to bring in money for the guild. These masterwork craftsmen, however, are artists. They desire freedom in their work and can only create masterworks when inspired. Thus, it is rare to find a blacksmith who will make a completely custom order at a reasonable price. | The adventuring guild commissions the finest smiths to provide adventurers with a top of the market item that properly incentivises them to bring in money for the guild. These masterwork craftsmen, however, are artists. They desire freedom in their work and can only create masterworks when inspired. Thus, it is rare to find a blacksmith who will make a completely custom order at a reasonable price. | ||
The guild expects the utmost politeness and decorum when the buyer interacts with the smith. Failure of this will bring guild membership into question. | |||
'''Masterwork Gear:''' Can be any type of weapon or armor. The masterwork smith lets their imagination run wild to create a piece befitting of a hero. The issue is that you never know what kind of masterwork you’ll end up with. You can pay 1 extra GC to make the masterwork come with a combat enhancing enchantment. | |||
''Cost: 5 Morrenair tokens'' | |||
Masterwork | '''Masterwork Armor:''' In this case, the guild finds a smith who is willing to create a piece of armor specifically. The buyer can narrow it down to an article of attire and the smith will make a piece of gear befitting that category and a desired aesthetic style. Like a masterwork gear order, the look and materials of this masterwork is random. 1 extra GC can be paid to make it come with a combat enhancing enchantment. | ||
Cost: | ''Cost: 8 Morrenair tokens'' | ||
Masterwork | '''Masterwork Weapon:''' In this case, the guild finds a smith who is willing to create a weapon specifically. The buyer can narrow it down to a weapon type and the smith will make a piece of weaponry befitting that category and a desired aesthetic style. Like a masterwork gear order, the look and materials of this masterwork is random. 1 extra GC can be paid to make it come with a combat enhancing enchantment. | ||
Cost: 8 Morrenair tokens | ''Cost: 8 Morrenair tokens'' | ||
Masterwork | '''Custom Masterwork:''' A custom order. This order can range from anything from a weapon to an armor piece. The guild has found a smith that’s willing to make a creation that’s exactly to the buyer’s specifications. In this case, all enchantments and enhancements come with the armor provided it’s in the buyer’s original order. In order to make this order, however, the guild member has to meet the smith in person and work out the details. | ||
Cost: | ''Cost: 12 Morrenair tokens'' | ||
'''Masterwork Armor Set:''' A custom order for an armor set. The smith is willing to make an entire set of masterworked armor that’s exactly to the specifications of the buyer. All enchantments and enhancements come with the purchase. In order to make this order, however, the guild member has to meet the smith in person and work out the details. The guild expects utmost politeness and decorum when the buyer interacts with the smith. Failure of this will bring guil membership into question. | |||
Cost: | ''Cost: 15 Morrenair tokens'' | ||
=Mount & Companion Rewards= | |||
TBD. Quar Morrenair is still working on making these animals available to their members. | |||
[[Category:Establishments]] | [[Category:Establishments]] | ||
Latest revision as of 02:01, 4 April 2022
| Quar Morrenair | |
|---|---|
| Information | |
| Established In: | 486, under new management in 492 |
| Location: | BlkDragon District |
| Type of Business: | Adventurers’ Guild |
| Owner: | Jericho Dogwood |
Originally branded as "Trouble-Finders", the Adventurers' Guild was sold to Jericho Dogwood in 492, after years of peace and quiet under Sithire Dolurn ul-Dorn Rumunire caused the guild to fall into disrepair. Dogwood renamed the guild 'Quar Morrenair', Arangothek for 'the Black Guild' upon its reopening in spring of 492. Though he has ambitious intents to remodel and renovate the buildings, he is currently focusing on rebuilding the guild's prestige and membership. Recruiting the exceptionally brave people who flock to Drache, membership is open to any who would like to try their hand at slaying mythical beasts, or dispatching of the strange things brought to Drache.
Facility Description
From the outside, the guild hall appears as a 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. 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.
Membership
Membership to Quar Morrenair is open to anyone with the skills to complete the jobs of the danger level and difficulty they choose to pursue. A membership fee is charged at a rate of 50 rixtles annually, and can be paid in a one time fee, or tithed at a rate of 10% per job until the 50 rixtles has been paid.
Member benefits include a newly introduced token incentive, utilizing special coins called Morrenair tokens. These tokens can be collected and used to purchase the services of mastercraftsmen to create custom or enchanted gear such as armor, weapons and accessories. The guild is also working on the breeding and importation of exotic mounts and companion animals that will be made available for Morrenair tokens to those members who are willing to undergo a vetting process and training to care for these special animals.
Quar Morrenair has a special agreement with the House of Healing to provide free medical care for members injured on the job. Speed healing is not covered by the guild, and members will have to make their own arrangements to cover the cost of such a service.
Job Tiers
When the adventurers' guild was sold and revitalized in 492, a new job system was added to the guild's organization. With the new revamped job system, there are only six types of jobs, with all having set rewards except for the the most dangerous S Tier Jobs.
E Tier Job
Typically pest clearing work or finding a lost animal, this is the lowest job. A perfect place for beginners to start.
Rewards: 10-15 rixtles and 1 Morrenair token
D Tier Job
An upgrade from the previous job types, this one will still likely not involve true combat. Work in this level will most likely consist of delivering packages over long distances or aiding in the protection of storage warehouses.
Rewards: 15-20 rixtles and 2 Morrenair tokens
C Tier Job
This tier of work mostly consists of guard duty for various places all over the city and sometimes outside of it. Jobs like escorting minorly important people or aiding in the protection of merchant caravans. While it’s hardly any action, it means those doing this job are trusted enough to defend something if need be.
Rewards: 30-35 rixtles and 3 Morrenair tokens
B Tier Job
In this level of work, one will start to see some true action. While there’s no dungeon crawling, one begins to see jobs such as clearing out small bandit camps or guarding caravans as they make their way to other cities. This can also involve clearing out pests of the larger variety, such as giant scorpions or feral wolves. Having more than one person on these jobs is recommended
Rewards: 40-45 rixtles and 4 Morrenair tokens
A Tier Job
This is where the serious dangers begin seeping into the work. It’s recommended that jobs of this level be taken by more than one person. Moreso than even a B tier job. Work within this rank includes all sorts of work. Caravan escorting, dungeon crawls, bounty hunting, bandit camp clearing, all of it is here. However various circumstances such as possible hazards, assumed enemy skill level, and possible enemy count causes these various jobs to be placed in the A category.
This category also contains a subcategory of jobs given by the Adventuring Guild’s current proprietor. Through mysterious means, the current owner is able to track and discern the location of werewolves who have gone feral. Feral werewolves are a danger to the populace. The guild owner will pay adventurers himself to handle the problem.
Rewards: 50-55 rixtles and 5 Morrenair tokens
S Tier Job
The place where legends are born. S tier is saved for the most dangerous and hazardous work possible. Adventures within the S tier rank typically have few survivors. The types of work vary, much like in A tier, but most S tier jobs are deadly dungeon crawls for unimaginable loot or epic quests to end land threatening monsters. Once again, the kind of adventures that go down in history.
Rixtle and Guild coin amount will be calculated at the end of the quest.
Gear Rewards
The adventuring guild commissions the finest smiths to provide adventurers with a top of the market item that properly incentivises them to bring in money for the guild. These masterwork craftsmen, however, are artists. They desire freedom in their work and can only create masterworks when inspired. Thus, it is rare to find a blacksmith who will make a completely custom order at a reasonable price.
The guild expects the utmost politeness and decorum when the buyer interacts with the smith. Failure of this will bring guild membership into question.
Masterwork Gear: Can be any type of weapon or armor. The masterwork smith lets their imagination run wild to create a piece befitting of a hero. The issue is that you never know what kind of masterwork you’ll end up with. You can pay 1 extra GC to make the masterwork come with a combat enhancing enchantment.
Cost: 5 Morrenair tokens
Masterwork Armor: In this case, the guild finds a smith who is willing to create a piece of armor specifically. The buyer can narrow it down to an article of attire and the smith will make a piece of gear befitting that category and a desired aesthetic style. Like a masterwork gear order, the look and materials of this masterwork is random. 1 extra GC can be paid to make it come with a combat enhancing enchantment.
Cost: 8 Morrenair tokens
Masterwork Weapon: In this case, the guild finds a smith who is willing to create a weapon specifically. The buyer can narrow it down to a weapon type and the smith will make a piece of weaponry befitting that category and a desired aesthetic style. Like a masterwork gear order, the look and materials of this masterwork is random. 1 extra GC can be paid to make it come with a combat enhancing enchantment.
Cost: 8 Morrenair tokens
Custom Masterwork: A custom order. This order can range from anything from a weapon to an armor piece. The guild has found a smith that’s willing to make a creation that’s exactly to the buyer’s specifications. In this case, all enchantments and enhancements come with the armor provided it’s in the buyer’s original order. In order to make this order, however, the guild member has to meet the smith in person and work out the details.
Cost: 12 Morrenair tokens
Masterwork Armor Set: A custom order for an armor set. The smith is willing to make an entire set of masterworked armor that’s exactly to the specifications of the buyer. All enchantments and enhancements come with the purchase. In order to make this order, however, the guild member has to meet the smith in person and work out the details. The guild expects utmost politeness and decorum when the buyer interacts with the smith. Failure of this will bring guil membership into question.
Cost: 15 Morrenair tokens
Mount & Companion Rewards
TBD. Quar Morrenair is still working on making these animals available to their members.