Adventurers' Guild

This article is need of cleanupParts of this article may be disorganized, difficult to reference, have ambiguous information, or have problems with styling or layout. If no reason has been given, it's usually because the article contains copy-pasted text that needs to be rewritten into independent prose. Please see our wiki's quality standards.
*See also: Adventurers' School and Adventurers*
**Adventurers' Guild**HistoryRelationships

## Adventurers' Guild

### Status

Operational

The **Adventurers' Guild** is an international organization that aims to assist its members in hunting and resource-gathering in Devil's Nests and dungeons, so that the gathered resources may benefit society.

## Application

There are two requirements for registration:

1. **Personhood**. First, one must be a *person*. This is a broad term that encompasses humans, Elves, Dwarves and some of Vida's Progeny. However, the definition of this term differs from country to country. For example, Dhampirs are treated as monsters in the Amid Empire, so they cannot register as adventurers there.
2. **Age restriction**. In the Amid Empire, one must be of fifteen or more years of age. In the Orbaume Kingdom, each duchy has a different age requirement, but the age requirement is generally around ten. Duchies with an age requirement of less than ten conduct tests for reading, writing, and arithmetic. Those determined to have academic abilities at the level of a ten-year-old are allowed to register.
3. **Incarceration**. There are other conditions such as that one must not be a criminal or a slave.

The **Adventurer registration** is performed by qualified staff with specialized magic items. The applicant hands in a form with their personalia details (such as real name, age, and race), which is handed in to a staff member. Then a drop of blood is applied to a magic item, which will display the applicant's status. At this point, applicants are sometimes rejected if there are any inaccuracies in the filled-out form. This is also the point at which the Guild ensures that there is no bounty on the applicant’s head. If there are no problems, a Guild Card is issued. From that moment on, the applicant is an official member of the Adventurers' Guild; an Adventurer.

## Policies

The Adventurers' Guild is fundamentally independent from all nations, but like every other Guild, they are not completely free and has to e.g. pay taxes.

The Guild keeps the status information revealed during registration in confidential registers, so that they will only be known to the staff member in charge of your registration. However, if you fill out the Specialities field in the form, it's a declaration of your intent to make that unique skill public and make use of it in competing requests. For example, a Goblin Slayer will be set up with requests and introduce appropriate clients suitable to that skill, like goblin extermination. But if the adventurer wanted to keep the skill a secret, it would basically be sealed within the mind of the staff member. Although, one has to beware that the policies may in some cases not be followed properly, as the organization is fallible to corruption.[?]

In the Orbaume Kingdom, it's compulsory to attend the Adventurers' School if you are underage. This system does not exist in the Amid Empire, however. This policy may have applied to the entire Bahn Gaia continent in the past, before the system was changed a hundred years ago.[?]

* The Guild branch deducts tax from the reward money it pays to adventurers. The tax rate differs depending on the nation, but it is generally around 10 %.
* The Guild decides which requests Adventurers can accept based on their class.[?]
	+ Adventurers can accept requests up to one class above their own.
* You may apply for a promotion after completing multiple requests of your class, which the Guild will review. Onwards from D-class, there are *promotion examinations*.[?]
	+ There's no clear requirements for promotion to A-class.[?]

Changing a policy may be done under a joint signature of a Feudal Lord and the Guild Master of HQ. For example, Lord Belton of Hartner Duchy and HQ's Guild Master, made a rule that mixed-blood children under 10yo does not have the right to sit the examination. This includes blood of Vida's races that originate from monsters such as Lamias, Centaurs and Dhampirs.[?]

Sometimes, a Guild Master may be bribed or blackmailed to promote adventurers. For instance, Earl Thomas Palpapek bribed the Mirg Guild Master to fraudulently promote the Green Wind Spear Riley to A-class. Of course, there were some Guild Masters who managed their branches in a wholesome manner, but there were also those who did not.[?]

## Code of Conduct

The **Adventurers' Code** can be summed up in three points:

* Do not break the laws of the region
* Help other adventurers when possible
* If you fail to complete a request, pay a penalty fee

These three rules are strictly adhered to. Depending on the severity of the violation, adventurers face fines, class demotions, expulsion or even having a bounty put on their heads and arrested. There are even cases where requests are issued to hunt them down. Such cases would cause the nation to hunt them down as criminals as well.

## Culture

* Whether Vida's races such as Dhampirs are treated as monsters, the type of support given to adventurers and rules within the Guild depends on the nation as well.
* The organization may be fallible to corruption.[?]

## Trivia

* Marrying the reception lady is a common dream among male adventurer, since they are often young, beautiful and single. The guild is aware of the popularity of such receptionists, so while they maintain that such hiring criteria do not exist, they often choose to hire beautiful women.[?]
	+ Marrying a fellow adventurer is acknowledged as much more realistic, than marrying "a prince on a white horse".[?]

## References

1. ↑ Volume 8 Character Summary 2 (Web Novel)
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Appendix 3: *Adventurers’ Guild explanation* (Web Novel)