Adventurers Outposts & Adventurers Guild
Adventurers Outposts are like General Stores specifically for Adventurers.
They are funded and operated by the Adventurers Guild.
Outposts have at least crude lodgings, a hot meal, a wash-room (sometimes), a surgery, an armoury. Some have a yard to practise fighting, a study, a workshop, stables. They never under any circumstances house a treasury although Membership Fee collections are made at your designated Outpost.
Outpost buildings are fortified whenever possible and can usually be easily defended. Some may be basic shacks while others have secret tunnels and vaulted cellars storing food, equipment and mysteries.
Membership of the Adventurers Guild is required to access the facility.
Every Adventurers Outpost has a resident Handler.
Basic Rate Adventurers Guild Membership Fee 1 GoldCoin per month
includes:
-medical and surgical aide,
-access to Guild Facilities,
-funeral costs,
-enlistment for missions involving the greater good,
-inter-outpost mail-messaging service,
-jobs bulletin,
Premium Rate Adventurers Guild Membership Fee 1 GoldCoin per week
includes:
-all Basic benefits, plus;
-legal representation,
-magical medical and surgical aide,
-repayable loan of standard weapons and equipment if necessary for the greater good,
-investment and savings fund,
-mentorship,
-posthumous family member protection,
All members agree to uphold the Guilds Reputation at all times. Failure to do so will result in a harsh warning for any mild offence followed by revoked membership and name-listed as Bandit on the Guilds hit-list for any severe or second mild offence.
The Adventurers Guild is a private operation started generations ago by Adventurers now known as Custodians. It has wildly mixed reviews by different factions.
On the one hand it’s an organised militia of experienced warriors and wizards set to the task of peace-keeping in the world.
On the other hand it’s a disorganised mess of selfish sociopaths stepping ungently on the toes of any other similar organisations, including the stability brought about by Kings, Knights, Town Guard, and similar forms of regional policing.
There is a grey area where individuals may belong both to such an organisation and simultaneously pay the Adventurers Guild membership fee.
In some Kingdoms the Adventurers Guild is banned as a terrorist organisation comprising of bandits. In other Kingdoms it is welcome as a necessary force bringing stability, protection and peace.
If the Adventurers Guild wanted to take over a region it possibly could. However the Guild Management know from experience that correlating Adventurers is not dissimilar to herding cats. Some work with the Guild and will unquestioningly ‘follow orders’ from their Mentor/Handler. Others have a less harmonious relationship with the Guild for any number of reasons.
Structure
Adventurers Guild organisational structure is every paying member has a trained Mentor/Handler as their contact. Usually one Handler is assigned to each adventuring party. Handlers often have their own agenda because they are already caught up in next-level adventuring politics across the realm involving different people, places, situations. They have got their head around it to the extent necessary for the role.
Handlers who deal with Adventurers sit on a theoretical round table and themselves have a Handler called a Custodian, who sits on a theoretical round table. Custodians are the decision-makers for the Guild.
Custodians are aging, experienced adventurers who have by their actions in world-saving earned the respectful position. Many Custodians are alive only by use of longevity magic. They are few in number.
The ratio of Adventurers to Handlers to Custodians varies greatly. It depends on the intake of new adventurers compared with Guild members who reported to have survived the month.
In practise the Handlers have discovered they can successfully work with three surviving adventurers on an ongoing basis.
It is estimated for every paying Guild Adventurer there are ten Rogue Adventurers who are not members of the Guild. Membership of the Guild helps to reaffirm the otherwise thin and often invisible line between Adventurer and Bandit.