Guild Lore & Edicts

Guild Lore & Edicts

The Guild Master sets down his tankard and leans back in his chair, the firelight catching the grey in his beard. He gestures to the empty seat across from him.

"Every hall needs its rules, friend — even one built on dragons and dice. Ours aren't chains; they're the timbers that keep this old roof from caving in on a good night's storytelling. Read them, keep them close, and you'll find there's precious little to remember beyond common decency and a fair go for everyone at the table. Now — pull up that chair, and let's see what trouble your character can get into."

The Guild Edicts

I. The Guild Hall is for the grown.
Only those who have seen eighteen winters or more may take up a seat at our tables. No child-minding services or facilities exist within these walls. Ale, mead, and spirits are welcome guests of the Guild — but never at the gaming table. Take your drink outside, or to the kitchen hearth.

II. Honour the Hall and its keepers.
Treat the venue, the organisers, and your fellow adventurers with respect. A word of thanks costs nothing and carries far.

III. Settle your quarrels like adventurers, not rivals.
When disputes arise between members, seek first to resolve them between yourselves. Should the disagreement persist, bring it to the organisers, who stand ready to mediate.

IV. Meet each traveller where they stand.
Approach your fellow Guild members with acceptance and empathy. Every adventurer arrives at the table carrying their own journey — meet them where they are.

V. The Stoplight Card is sacred.
Every member is granted a stoplight card, to be raised whenever needed, for any reason or none at all. "Stop" requires no explanation and will always be honoured.

VI. All paths lead to the Hall.
This is an open Guild. However you found your way to us — by phone, by Facebook, by Discord, or by simply wandering in off the street — you are welcome here.

VII. No table grows too crowded.
Each table is capped at six adventurers, plus their DM or GM. This ensures every player gets a fair share of the spotlight, and gives new Dungeon Masters room to grow into their craft.

VIII. The Hall must be kept.
Each session carries a toll of $5 per person, to cover the cost of the venue. This may be paid in coin or by bank transfer.

IX. Above all — have fun, and don't be a d*ck.