MagicFaction: Adventurer Guild

## Overview:

Basically a guild set up to take up requests. However requests does not include assassinations, killing of people and stealing. Adventurer Guild mainly invoke monster extermination, items fetching, items production and etc.

## Ranking:

### Guild Cards:

1. Upon entering the Guild for the first time, the Guild will get either a badge if the country is not advanced enough and Guild Cards is for decent country and Guild Chip. Badge only shows what rank the user is, Guild cards can show information and Guild Chips is connected to a universal network.
2. Badge is made up of the corresponding material till Adamantite. King and Higher are usually available at decent countries already meaning the adventurer should already have met them. But a very small badge only.
3. Guild Cards cost 1 iron to produce and shows Name, Rank, Total Jobs Succeeded / Total Jobs Done, Job. Improved Cards costs 1 silver to produce and is senses where is the closest adventurer Guild, Advanced Cards cost 1 Gold and tells the Adventurer Guild where are the adventurer and allows the adventurer to call for back up which makes the adventurer pay 90% of the commission.
4. Guild Chips are similar to Guild cards but is installed under the skin and connected to the network. It allows for online taking of contracts and messaging. Advanced version can teleport contracted items to the Guild.

### Grade:

1. None mainly invokes finding herbs, items and killing easy monsters in nearby areas.
2. Each Rank allows the user to gain 4.5% discount per rank allowing for a max of 90% discount.
3. Copper is similar to None but 50% further.
4. Iron invokes fighting average monsters generally all over the country. It is the most common in decent countries
5. Silver invokes fighting average monsters and exploring ruins
6. Gold invokes fighting average monsters and exploring dungeons. Most Planet-based Empires have knights around this level
7. Platinium invokes fighting strong monsters and exploring dungeons.
8. Diamond.
9. Mithril
10. Orichalcum
11. Adamantite
12. Elite
13. Champion invokes fighting space invaders
14. Saint allows for inter-stellar travel but only within solar system
15. King allows for inter galactic travel
16. Emperor allows for universe travel
17. God invokes fighting realms ending disasters
18. Star invokes fighting planet killing disasters.
19. Galaxy invokes fighting galaxy killing diasters
20. Universe invokes fighting universe ending diasters
21. Eternal invokes fighting universe ending disasters

## Contracts:

1. When doing a Monster Extermination, one has to take a proof of subjugation like a ear and etc along with the Monster Core. However the entire bodies will be best.
2. If adventurer cancel contract, the adventurer must pay 50% of the payment done on the contract
3. Contractor has to pay up front 50% of the contract and 1 iron to issue the contract.
4. Contractor can choose to rate the contract from 1 to 10 with 10 being best. 9 results in paying 100% of payment and 10 has to pay 120%. The Guild will check reasons if contractor chooses 8 and below and if reason is not reasonable, the contractor has to pay 200%. The Rating except for 10 is not known to Adventurer. 8 pays 90% and 1 pays 10%.

## Rules:

1. One does not kill other Adventurers - result in expulsion, jail and possible execution
2. One does not accept contracts not contracted at the Guild