Guild Policies (Subject to Change and Adjustments)
Monthly Dues (game months): This is membership. 3GP/mo at rank 1 (current), 9GP at rank 2, then 25 for 3, 70 for 4 etc. Higher ranks grant access to better facilities, quests, contacts, and items. “Modest”-level lifestyle is included (shared bunks at rank 1-3, single rooms after that). Can upgrade to a solo Comfortable room by paying an extra fee of 1GP each month. Room quality improves at rank 4 and above.
Tithes: 10% of the price the Guild will normally buy the items for fair market value, more if an NPC guild member wants it ASAP. Tithe is due at the end of each month along with membership dues OR when you increase in rank (dues for the new rank are also due immediately in this case). To be tithed, items in question must be: a) Worth over 100GP, b) neither gems nor coins (unless that character’s share was worth over 500GP total), c) NOT sold to the guild within a week or so. Items sold to the guild are not tithed, and (of course) rewards provided by the guild or their clients are not tithed.
*Note that the guild WILL know if a character sells an item worth 1,000GP or more to an outside buyer such as a shop or fence. They just know! Tithe will be charged for those.
Ammenities and Benefits: Adventurers will have access to level-appropriate magical and mundane libraries and a guild shop (limited hours), training grounds, basic healing, etc, at a steep discount — generally half of what the public would normally pay. It is assumed that guild members will defend the property in case of attack, though non-guild guards are nearby at all times.
Libraries/Spell Scribing: Small access fee, and it is assumed that the materials cost (5GP/spell lvl) is paid to the guild. Availability is in PHB (use same Scroll availability).
Magic Items: Available at market cost for level 1-3, and 5% off for each rank above that. Healing potions are available by the case, if desired, +3 weapons, not so much. Need to advance in rank to gain access to good items. Crafting services also available; character must supply all materials aside from things like needle, thread, embroidery, etc
Skill Training: At DM’s discretion. Not cheap. Only one new skill or weapon proficiency can be learned at each character level. (Tentative: 1000GP per skill). Minimum level of 6 to learn a new skill. Takes an in-game 2 weeks-1month to learn a skill. Exp cost of 200 per skill for the first; 400 for the second; then 600; then 800, etc.