A Selection of Adventurer's Guild Rules and Bylaws
The source is Owen KC Stephens on Facebook, author, and gamer extraordinaire. Clause 1.1.a. Each quest contract specifies under what conditions you receive payment for completing the quest. While many quest grantors offer bonus money or titles for other activities of benefit to them, such gratuities are never required, and should not be expected. You can abandon the quest to kill 12 dire wolves to save the barony if you feel moved to do so, but the baron still doesn't have to pay you for it
Clause 7.5.c. While the Guild does its best to keep records on adventuring sites up-to-date, none of the information we have is guaranteed. Better results are available by paying Guild researchers, but even this is not assured. No refunds. Cave pugnatores.
Clause 11.0.n. Being evil is not itself grounds for dismissal from the Guild. Being a dick is not itself grounds for dismissal from the Guid. Being a bigger dick to a Guildmember than they have been to you is, itself, grounds for dismissal from the Guild.
Clause 37.5.c. Twisted religious dogma and philosophical points of view are not considered acceptable reasons for willfully misinterpreting guild rules and bylaws. We accept devil's advocates in the guild, but we won't put up with your shit.
Clause 50.5.a. Per the Adventure Guild Charter, there shall be established a Committee on Deceit, Cheating, and Misdirection. Clause 50.5.b. No one is officially a member of this committee, but those who convince people they are on the committee shall be considered to have the authority of such a position.
Clause 115.2.a. All decisions of the reincarnation and clone council are final. If you don't want to risk not being considered really you, get your method of cheating death pre-approved.
Clause 160.4.5. The use of miracles and reality-warping powers to overturn Guild decisions is forbidden. You may think you can use those powers to make changes we won't notice. Don't bet on it.











