Adventurer's Guild

• Questing

The Adventurer's Guild serves as a stable organization for Adventurers of virtually all kinds, and entry is fairly simple. With Guilds in every major city, and in some smaller townships, they have a significant spread across the world, but also significant influence within almost every nation or city-state.

## History

The Adventurer's Guild was formed in the early days of Mythgate, and was originally started in **Lightreach**, and was supposedly started by the **Companions**, as a way to regulate adventurers and those who wished to, well, adventure. Over the years, as more and more Guilds appeared in City-States, it became the standard for Adventurers to join the Adventurer's Guild. The majority of new adventurers sign-up with the Guild by default, and it has a substantially loyal base of individuals who commission the guild for quests; they pay the guild, and the guild places their Quest on their Board, allowing Adventurers to take the quest.

Over the many hundreds of years, the Adventurer's Guild has remained at the forefront of global issues - handling numerous issues, exploration, dungeon diving, ruins exploring, archeology. In many ways, the Adventurer's Guild truly serves as an organization that can 'do it all'. There are even rumors that, if prompted, the Guild could mobilize an actual military force, although there would never be any reason for that, as the Guild stands as a neutral entity in all global affairs.

In the current Age of Might, the Guild continues their constant service and vigilance, although of late there has been a significant influx of new adventurers to the guild.

## Membership

Membership in the guild is automatic for all Adventurers - odds are, if an Adventurer has ever gone on a quest, they're part of the Guild. Some Adventurers may not even be entirely aware of their membership, and all Adventurers are even graded based upon their skill, strength and experience, and given new ranks as time goes on. There have been Adventurers who have reached some of the highest ranks without ever being aware of it.

### Ranks

Every Adventurer's Guild has access to a magical item known as the 'Adventurer's Book', which is a unique magical item that detects anyone who has ever taken a quest, and classifies them based upon their skill, strength and experience levels. This is automatic and nearly impossible to prevent without exceptionally high level magic, and by then, the book has likely already logged your existence. It also has a unique ability to get a general idea of the abilities of an individual Adventurer.

This all comes together, and aids the Guild Masters in assigning Adventurers to their ranks, which is also done semi-automatically. The ranks go in order of lowest, to highest:

* **Wood**: The lowest rank of Adventurer; Wood is the default starting rank of all Adventurers, and allows them to take Rank 1-2 Quests.
* **Bronze**: The next lowest rank. Bronze Adventurers can take Rank 3-4 Quests.
* **Iron**: Iron Adventurers are usually mid-range adventurers, and this is where many Adventurers remain. Iron Adventurers can take Rank 5-6 Quests.
* **Steel**: Steel Adventurers are getting into higher tiers, and can typically take Rank 7-8 Quests.
* **Silver**: Silver Adventurers common enough, but many Adventurers plateau at this point, and are typically only sent on the particularly dangerous quests. They can take Rank 9-10 Quests.
* **Gold**: Gold Adventurers rather uncommon, but there are still many Silver Adventurers who do make it to this point. They can take 11-12 Quests.
* **Mithral**: Mithral Adventurers are rarer, but considered quite powerful. They can take 13-14 Quests, which are just as rare as they are. Although there are many individuals at this rank, a larger majority of them are either **Chosen**, or retired Adventurers.
* **Adamantine**: Among the rarer of Adventurers Adamantine Adventurers are often the highest ranked Adventurers; rarely do Adventurers reach past this rank, but with **Chosen** in existence, it is thought to be possible. Adamantine Adventurers take 15-16 Quests.
* **Siccatite**: Siccatite Adventurers are incredibly rare, and it is thought that there are less than 500 in existence at any one time. They can take 17-18 Quests.
* **Orichalcum**: The rarest of rare. There are less than 50 known Orichalcum Adventurers. The Companions were thought to be this rank at their height. They can take 19-20 Quests, but none such quests have ever been recorded.

### Leadership

The Adventurer's Guild is run, officially, by the Council of Masters - a collection of the 6 most influential Guild Masters, which come from the 6 most populated Capital Cities. Generally speaking, however, most Guilds are free to run their Guildhall as they please - individual Guild Masters receive quests from the surrounding area, and adventurers in the area claim them. Rarely does the Council gather, and typically only to provide quests to Silver or above Adventurers. They do, however, gather when a meeting is called by another Master, or in the event a Master is slain.

## Goals

The Adventurer's Guild has few goals; realistically, most of them depend greatly upon the Guild Master. Some Guildhalls focus on making money, other's on gathering knowledge, some on exploration. There is no real unifying goal for the entire Guild, other than to provide a home for Adventurers of all kinds.

## Quests & Missions

The Adventurer's Guild separates it's Quests & Missions based upon the estimated level, and the difficulty. The estimated level of the quest is typically between levels 1 and 20, and those levels can have an Adventurer of the associated rank.

Furthermore, the Guild also assigns a Difficulty Modifier. The Difficulty Modifier is usually specific to that Rank, so something that is deemed 'Easy' for an Adamantine Adventurer would likely be Impossible for a Wood Adventurer.

* **Easy**: Self-explanatory. Easy Missions are the lowest of the low, but they're a good way for new Adventurers to get their feet wet, or for Adventurers to take it easy.
* **Moderate**: Just a few steps up above Easy. Moderate Quests usually have no chance of injury or failure, so long as your party is working well.
* **Hard**: Hard Quests are difficult, and require an exceptionally skilled party, or one of higher level.
* **Deadly**: Deadly Quests are among the most difficult. They require equal parts skill and luck to achieve. Most Guilds do not offer these, and instead, downgrade their Difficulty and offer them to higher ranked Adventurers. Some Guilds, however, will allow them to remain for a short time, to give Adventurers a challenge, should they wish it.
* **Impossible**: Don't try it.

## Continental Quest System (COQS)

The Continental Quest System - hereby referred to as COQS, is an experimental and powerful new system developed by the Adventurer's Guild, and they are allowing any Adventurers to opt in to handling their new COQS. With the discovery - and settling - of new continents, and a lack of Waystones, information is becoming more difficult to gather. Now, Capital Cities that have an Adventurer's Guild may get access to the new, enlarged COQS system - a throbbing, pulsating lattice network of connected Guild Hubs. Although individuals may not freely teleport from one Guild to another, each Guild's Quest Board is intimately connected to one another via a miniature portal network. COQS is entwined deeply within the P...ortals found at each Quest Board.

When a quest is inputted from one Guild, the COQS network transfers the precious cargo, and implants it into each other Quest Board. When an Adventurer accepts a Quest from the Quest Board, they are given a limited time teleportation scroll; these teleportation scrolls are extremely easy to use, requiring no skill for it. However, the downside of this ease of use and quick generation is that the scrolls are unstable; they are given just enough power to last until after the quest is finished. Adventurers may then use these Scrolls to teleport to, and then from, their quest location, easily allowing a large, multi-continent wide network of Adventurers able to respond to requests and quests.

Some Adventurers are even known to use this system to travel the world, simply choosing not to use the Return Scroll.

### How-to-Use

Using a COQS Scroll is very simple. Upon receiving one, you may focus on it for a long moment(Full-round), and upon finishing, it will Teleport you to the location of the quest. After finishing the quest, you use the Return Scroll in the same fashion, and it returns you to where you previously were. The scrolls only hold a small amount of power, just enough to get you there, and then another to get you back. They also burn out, losing power after a short amount of time. The requester of the quest is required to give a time frame, and the Scrolls are automatically given enough power for that length - if a Mission goes over that required length, and the scrolls fizzle out, the Requester is charged, and the Adventurers are provided new scrolls.

The scrolls cannot be sold, nor replicated. They are obvious as COQS Scrolls, and thus, are known to hold no value, and the secret to their creation is an extremely closely guarded secret.