What is the adventurers' guild's policy on good necromancers?

What is the adventurers' guild's policy on good necromancers?

>good necromancer
An oxymoron.

try to set them up on missions that benefit the guild, then kill the mage when you get the chance.

>The boring answer
Depends on your setting and the system you're playing.

>The fun, creative answer
[Insert world-building]

Says right in the manual there are none.

The only '''good''' necromancer is a dead necromancer

Basically this. But also insert some comments about whether or not your system has guilds in the lore or if you ported the idea in.

>The fun, creative answer
Keep that cringy shit on /qst/ please

Depends on the setting.
I've been in games where an entire nation used necromancers and their zombies to handle farming or jobs that required little to no finesse or skills.

Underrated.

>Assumption that you're playing a D&D clone
>Assertion that a good necromancer is impossible as per the ruuuuuruus
>Inappropriately smug, derisive tone

You have to grind their bones to a powder after the execution.

Needs certification from the crown. That means they're already scrutinized constantly and must be fairly dependable. Also assures they're telling the local necro-lord to suck it by siphoning from his power well/soul collection.

In my setting Necromancy is neither inherently evil nor illegal, however grave robbing is highly illegal meaning the actual procuring of materials is one of the hardest parts of being a necromancer since you basically rely on people who donate their bodies to science [magic] and other obscure sources like certain criminals.

What's a good necromancer? Someone who is polite when asking questions of the dead?

They are assigned a gunslinger ladyknight partner to watch over them and pay extra taxes to the king.

only acceptable if they're amazons

An adventurers' guild is generally a lazy plot vehicle, so its policy is whatever assists in progressing the plot.
If they shun necromancers, that'll force necromancer characters to hide or disguise their true abilities. If they welcome necromancers, then the necromancer can more quickly get to the monster fighting action without social hurdles needing to be written and jumped over.

Death by musket firing squad if they're proved to have abused their powers and/or stolen corpses...

Good necromancers get better rewards and quests befitting their skill.
Bad necromancers probably don't even come back from their quests, and once they do they probably messed stuff up so they get less rewards and have a harder time climbing the ranks.

Good necromancers get head pats and belly rubs, bad necromancers get the water spritzer.

Like everyone else; they are held responsible for collateral damage and consequences from misuse of powers.

If a wizard's fireball blows up a grain mill, he is responsible. If a fighter's army commits rape and murder in a village, he is responsible. If a necromancer's skeletons break from his control and kill people, he is responsible. The guild however is a heavy contributor to an insurance and construction organization which is funded by all guilds across the region according to the terms of a peace treaty. Guilds who do not pay into this are considered illegal mercenary groups.

Depends on the quality of their skeletons. Useless wannabes with remaindered cadavers bought straight from the skeleton store have their applications firmly denied. Genuine artisans who go through the trouble to tend their own skeleton garden, however, tend to get signed on to groups faster than even thieves.

Why do you think that being dead would stop a necromancers plans ?

If they take CN/CE members, they should be willing to take someone who is at least trying to be good.

What about the usage of animation on monstrous or otherwise bestial remains, for defensive purposes only of course?
Is it illegal to have a cow skeleton or owlbear zombie?

A good necromancer would either be a cleric of the god of the dead, or have reached some compromise with him in order to be permitted to raise the dead.

So they'd probably be cool with it.