| Post/Author/DateTime | Post |
|---|---|
| Fobbo03-13-06, 05:54 PM | Does anyone know where I can get information on adventuring charters. I am looking to have my players form an official adventuring group but I need information on what that takes and how much a local governement may charge and allow they will allow the group to do in regards to weapon and spell usage in the city. |
| KnaveofClubs03-26-06, 11:35 PM | The DM determines this. In most campaigns there is no charter, its basically a bunch of guys got together and started adventuring. An as for law, they change per city. One might let you do whatever you like as long as no one gets hurt. Another may ban magic use and keep your weapons at the gate. |
| Gilganarz_the_reporter03-27-06, 04:47 AM | An official adventuring group would probably be given some title like 'defenders of the realm'. They would be sworn into government service like any soldier and probabaly have some sort of jewellry or symbol on their clothing and armour that defines them as such. In addition, the party would recieve a stipend of some kind. They can probably keep the treasure they earn, but the government would probably be able to seize what they want. They would probably have the same rights as guards in carrying weapons. However, like any police force, lethal force or major collateral damage due to spells would not be allowed without a very good explanation. |
| OravennasBrother03-27-06, 11:32 AM | Try getting a copy of the Out of Print game "Dragonquest" (orignially by SPI but re-released by TSR) they have an excellent adventure charter. OOP games can be found with a little Google-jutsu. |
| gleep03-27-06, 11:56 AM | check out letters of marque (http://en.wikipedia.org/wiki/Letter_of_marque) for a rough historical equivalent. I believe there is (or were?) examples in the FR campaign setting. They way I handle it is usually a tax exemption for the Party as long as they meet certain requirements; the sharing of information, handing over of lesser items for common defense, etc. If a tax on magical items or property isn't logical for your campaign, a promise of military aid or healing may be appropriate. You don't have to make it a complex agreement. They tend to boil down to "don't mess with the Kingdom and we'll let you get away with stuff." :D --gleep |