Adventurer's Guild

Born from a desire to help the Sanctuary and its inhabitants stay safe, the Adventurer’s Guild has been created by The Guild Master Tian O'Connell and endorsed by the Settlers. The Adventurer’s Guild proposes a wide array of work that can suit many people, whether they want to fight or not.

## The steps to become an adventurer

The steps to becoming an adventurer are easy. First, if you have been in the scouts and made all the levels, you undergo a final test (a practice quest) and are accepted in the squadron. If you haven’t been a scout, you must take two tests: One written test and one practical test with different sections: fighting, survival, and social. If you want to be prepared and are too old to go to the scouts, you can also go to the Adventurer’s academy and take a five-year course as well as passing the test.

## Shortcut to the Adventurer's Pages

* General Hierarchy
* Adventurer's Specific gear and Items
* The Main Fellowships

## The difference between your Fellowship and your Party

Your fellowship is an adventurer’s home, sigil, and colors. A Party is made out of 6 adventurers, regardless of their fellowship. You can create any party that you like to go on quests (unless it is specified that only one fellowship can partake in the quests)

Adventurers can make their party become official (thus names of this party will be registered as one entity) and the party can make their own sigil, provided they use the colors of the fellowship they have (if more than one fellowship exist, either the colors or the sigils need to be on it)

If multiple parties want to ally together, they can do so by creating a legion. This will ensure that the allies have priority on help or replacement of one of their party members. Some legions also only share information or resources with themselves, making it essential to find a good legion sometimes.

## How to create a Party

There are two types of party : the registered and the non-registered party. Regardless of the type, a party must include six members, and according to the adventurer’s guide, typically resemble this : Two tank people, Two protectors, one ranger (magical or not) and one healer. The law only requires six people, regardless of their fighting background, especially since some quest could require a different set of skills. However, a poorly-made group can have devastating effects.

### Non-registered party

A non-registered party is created when an adventurer must take a quest and he doesn’t have a registered party, or some of his registered party cannot make it for any number of reasons. An adventurer can either make up his own party or can request the help of the Guild. By doing so, the guild will send a party-finder message to all who aren't currently undergoing a quest. Those who are the closest to the adventurer in need will have the monopoly.

### Registered Party

When six adventurers know they work well together, and have done at least 5 quests that have been successful, they can register their party. As such, they can take quests and automatically be paired together. This doesn’t mean that the party members cannot do other quests with other parties, but the registered party can take up a name and a sigil and be more famously known in their quests, earning their fellowship more reputation points.

## How you can help the reputation of your Fellowship

Each Fellowship has a reputation system, dictated by points. It is given by civilians or patrons which the adventurers have helped. Those points give the Fellowship interesting bonuses: The more points a fellowship has, the more discounts they can have at certain shops, or the more they will be contacted first for quests. Reputation differs from town to town. Therefore, the reputation will be counted in two different instances: Citizen and guild reputation.

### Citizen reputation

The Citizen's reputation shows the appreciation of a certain village, town, or city for a specific Fellowship. The fellowship that has a higher reputation always has discounts in this area, as well as the priority for any quests available. Plus, an adventurer from that specific fellowship might be able to receive favors, such as gifts, free rooms, or help when they need it.

### Guild Reputation

The Guild who has the most reputation points in total are the ‘’celebrities’’ at the annual Guild party, and their face, emblem, and position are quite envious for the upcoming year. They also are the ones who chose the special tournament in the annual festival.

## How to get up the Ranks (and make money) as an adventurer

In order to get up in the Adventurer’s Guild hierarchy, you must complete not only a series of trials, but also promote yourself with adventurers' token. Those tokens are given in three different ways:

### The Den

The Den is the adventurer’s guild arena where adventurers can test their might and strength against themselves or monsters that have been caught. Depending on the amount of enemies you have, and if you win or not, you get more or less adventurers' token.

### Quests

The quests are given by patrons of the guild and describes tasks that need to be done in a certain amount of time. Adventurers who succeed are given adventurer’s tokens as well as money for their effort.

### Fellowship Endeavors

Fellowship Endeavors are events happening throughout Viverian that one's fellowship creates. Those endeavors can be vast : Helping a village in need, escorting someone from one town to another, delivering heavy packages, protecting a town from a sudden attack, and so on. Any adventurers from rank 5 and up can create an endeavor if they think that people are in need. To create one, an adventurer must use the Adventurers Link and request an Endeavor. If the guild accepts it, the endeavors will be seen by all adventurers and those who can help will “register” their name or their party and they will be eligible for the rewards, which will be Money, Adventurer’s token and Fellowship reputation.