Does anyone use "The Adventurers' Guild"?

Unironically, I mean. In your game, do you have an institution called "The Adventurers' Guild" (or something along those lines) where the PCs can rest up, get assignments, training, rumors, beer, etc.
 

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Not exactly, but Eberron has "The Wayfinder Foundation" and Golarion has "The Pathfinder Society", both of which fulfill that role. Since I'm currently running in Eberron, the Wayfinders feature IMC.

(In a homebrew setting I wouldn't use such a thing - I generally lean towards the notion that 'adventurer' isn't really a career and so there won't be an "Adventurer's Guild" as such. There would be guilds for wizards and thieves, churches, mercenary companies, and many other organisations characters can join.)
 

(In a homebrew setting ... There would be guilds for wizards and thieves, churches, mercenary companies, and many other organisations characters can join.)
This, but when you look at all those guilds and organizations as a whole they pretty much add up to an adventurers' guild only spread out all over the place.

My worlds have establlished guilds for Thieves, Assassins, Magic-Users and other Wizard types, and Mercenaries (i.e. Fighters, Cavaliers, and the like). There's temples for Clerics and Paladins, colleges for Bards, and monasteries for Monks. About the only class without any real sort of organization is Ranger.

The best places to look for adventuring opportunities are the MU's guilds and the Mercenaries' guilds as the bigger ones will often have notices of what needs doing that they know of, and where. Sometimes this information is even accurate and up to date, but don't count on it. :)

Lanefan
 

From what I can tell, there is no mention of an adventurers' guild in the early D&D rules (I purchased the pdf versions of B/X, Mentzer's Basic Rules, Rules Cyclopedia, and 1st Edition AD&D). The first place I can find the concept is the crpg "The Bard's Tale".
 
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Yep. My first Story Hour campaign, "Wing Three," was specifically about a group of adventurers assigned to Wing Three of the Greyhawk City Adventurers Guild. (Link: Wing Three) It provided a simple way to get the PCs together, and furthermore it allowed each player to have two separate PCs and switch out which one they were going to run through any given adventure.

That campaign came to its logical conclusion, and our new campaign is set in the same game world 20 years later and concerns a small kingdom creating its first-ever Adventurers Guild. (Link: The Kordovian Adventurers Guild).

Johnathan
 
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My old Eberron game used "The Order of Ancient Mysteries", an adventurer's guild my PCs joined that was dedicated to unearthing ancient relics. It, uh, disbanded after it was revealed its leader was a Gold dragon who was gathering pieces of an artifact known as the Demon Glass to free all the raksasha rajahs so he could institute an apocalyptic battle between the fiends and the dragons, in according to the prophecy and the dragon was subsequently slayed by the PCs to prevent armageddon.

Aside from that one, nope.
 

In my earlier gaming days, "The Guild" was where players went to get info on quests/interesting stuff to do. The Guild works better for sandbox-style games than others.

Note that the Eberron setting offers Sharn, a city-based, guild-focused hub for characters who want to get involved in intrigue-style adventures.
 

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