Adventurer's Guild

**Adventurer's Guild** is an association of adventurers that operate throughout the nations of the **New World**. 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.

### **Background**

The Adventurer's Guild was originally founded by a group of intrepid explorers and adventurers who sought to explore the uncharted wilderness of the New World. Over time, the guild evolved into a formal organization with its own rules, regulations, and governing body.

Today, the Adventurer's Guild is a thriving institution with branches in every major city and town throughout the New World. Each branch is staffed by experienced guildmasters who oversee the daily operations of the guild.

The main business of Adventurer's Guild is to receive requests instead of the individual adventurer needing to do so. The Guild examines whether or not the request is legal, and how difficult it will be. Afterward, the guild classifies the request within the rank system, giving it an appropriate one and releases information about the quest to the public. Such requests would be listed on the guild board as specific missions for different ranked adventurers to accept. Also, if a client nominates a certain adventurer, the guild will liaise between the client and the adventurer. Guild also collects and registers information about unknown monsters.

Also, it seems that there is an Adventurer's Guild in each city with a big enough population. As each guild has its own respective guild master, the system of command between different guild headquarters is unknown. Yet it is clear that the basic system, like the rank and difficulty for both adventurers and missions, is shared cross-nationally. In times of crisis, the guild master can summon all registered adventurers for support or even enlist help from the likes of the Magician's Guild, government associations, and so on.

### **Rules and Practices**

In order to gain entry into the Adventurer’s Guild, some basic requirements are needed:

1. Entry Fee
2. Literacy Test

All Adventurers are even graded based upon their skill, strength and experience, and given new ranks as time goes on.

While the profession of an adventurer may have been glamorous, even heroic, the administrative structure is very strict and specific to certain standards and rules that adventurers must adhere to.

* **Unsanctioned Jobs**: The work given to adventurers are directly provided by the Adventurer's Guild, where the content and difficulty of the tasks were thoroughly investigated beforehand. Only the ones that are deemed suitable are assigned to adventurers that have the corresponding rank as the difficulty of the task. Jobs that might endanger the safety of the public, break the law, or damage the ecological balance, are instantly rejected by the Adventurer’s Guild.
* **Healing Magic**: Healing magic is heavily restricted to the healing temples, which had strongly pressured the Adventurer's Guild into enforcing this regulation.
* **Discovery of Ruins**: Ruins are supposed to be reported to the administration of the country through the Adventurer's Guild. After the record of the ruins are registered, the discoverer is granted a limited amount of time to explore it. Due to this rule, for ruins not discovered by a national body or Adventurer’s Guild, killing the illegal squatters are tolerated.
* **Creation of Requests**: If someone offers less money than the minimum required to make a request, it will be placed under low priority, so the person may have to consider the possibility that there may be no takers. According to the retired adventurer Brita, when it comes to emergency requests, the prices will go up than normal. This can only mean that the Guild will tend to assign higher-ranked adventurers to deal with a threat, even if the situation technically doesn't warrant them.
* **Politics**: Ever since the creation of the Adventurer's Guild, its motto has been to defend humanity from external threats. So there is an unofficial rule that the Guilds would never take part in inter-human conflicts. If not, the Guilds couldn't co-operate with each other in different countries.

Those who failed to follow these rules faced penalties by the Guild. Punishments range from issuing a simple warning to being blacklisted from all requests and in the worst-case scenario, expulsion from the Adventurer's Guild. The adventurers who were kicked out of the guild went on to take illegal requests are known as ‘workers’. According to rumors, the Adventurer's Guild even hired assassins to eliminate the worst of them.

However, this rule seems to be exempted from A rank and above adventurers. The guild could not impose punishment or expel the highest-ranked adventurers for breaking the guild rules since their existences are necessary for the morale of the people and stability of the guild.

### **Ranks of Adventurers**

* **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.

### **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.

### **Strength**

The Adventurer's Guild was regarded as an independent military by the nations that they resided in. While their official stance in neutrality in inter-humans was maintained, many nobles and officials were wary of them as adventurers skills and abilities far surpassed their own vassals. As they were an organization which was integral in protecting the nation from monsters, nobles and other people of authority were irked that they were unable to command them. However, the strength of the Adventurer's Guild and influence in a nation usually depended on the nation they were based in. If the military might of the nation surpassed the guild's, they would be marginalized or even conscripted.

### **Trivia**

* The Guild has the rights to reject a country for hiring adventurers to help in the country's political issues.
* Upon the completion of a request, the guild collects 20% of the reward received by adventurers as payment of services rendered.
* Although the Guild claims to be independent of politics, it cannot fully escape the rules of the nation housing them.