The Adventurer's Guild

## Purpose

The adventurer's guild is an international coalition of militia or servants to the common people's interests specialized in providing respectable avenues of work for mercenaries and mercenary adjacent professionals. In general, they are devoted to providing the following services:

* Organizing expeditions into the Ephelian waste
* Organizing odd job requests from the public and finding motivated adventurer's to complete those jobs
* Bearing arms against threats to public safety
* Rehabilitating and legitimizing people with uniquely combative, applied, or specialized skillsets

## Founding

The Adventurer's Guild was founded in the year 1214 P.E. by a group of wandering mercenaries who came into unlikely wealth. They saw many of their past companions turn to banditry and evil acts when they fell on desperate times and decided to create a system for bringing consistent work to those who work short term jobs. They started by installing simple message boards and giving unique tattoos to trusted adventurer's to signify their affiliation. They asked for small commissions to build out their organization. Though they had to enforce the agreements with many adventurer's, sometimes through force, they eventually accrued enough extra commissions to build their first Guild Headquarters in Zuberon along the border of Ephelia in 1265 P.E. During the following years, they met with the nomadic Ephelian's and partnered with them to bring training and understanding of the dangerous wastes of Ephelia to naive adventurer's so as to mitigate deaths that had become common. By 1420 P.E. adventurer's guild headquarters were instated in every large region, with affiliated outposts in most populated townships and tribes.

## Structure

The main headquarters of the Adventurer's Guild is on the border of Ephelia and Zuberon. A township, Akinan, has built up around it and is considered to be a sovereign state from Zuberon. They have individual headquarters in Murdova, Mellon'dolon, and Barsukja, as well as outposts in most townships, island communities and more. Most Adventurer's Guild facilities have the authority to issue a basic license, and organize jobs from the community for adventurer's to apply to.

There are 7 ranks in the Adventurer's Guild:

##### The First Maitome

Unobtainable through normal progression. Must be voted into place by the Six Senshome when the previous holder passes, resigns, or is deemed unfit for the position

##### The Six Senshome

Each Senshome picks an Exemplar to train as a ward to take their place after they're relieved of their position. If a Senshome passes before an Exemplar is chosen, the most qualified Exemplar is elevated

##### Exemplar

Highest non-positioned rank of the Adventurer's Guild. Necessary to be hired by government agencies to divert world-ending disasters

##### Accomplished

Must have been tested by an Adventurer's Guild headquarters and lead a successful expedition into Ephelia

##### Steel-forged

Must have received a recommendation from ten Adventurer's Guild outposts for satisfactory service within the community. May be employed for contract work with government agencies

##### Adventurer

Must have completed at least ten quests with satisfactory results

##### Traveller

The most basic license. They are now registered in the Adventurer's Guild system and can be identified for jobs. Usually employed for simple odd jobs

## Headquarters

Zuberon - Akinan

Murdova - Mer'Iktanai

Mellon'Dolon - ??

Barsukja - Sukoj