General Hierarchy

### The GrandMaster

The Grandmaster Yahweh is the one who oversees everything in the Guild. He has the final decision on who can enter and who can stay. No one is higher than him.

### The GuildMaster

The GuildMaster is the one who takes executive decisions in the Guild. Trusted by the grandmaster, He is the one who will decide who becomes champion and High commanders. He can decide if someone stays or leaves the Guild.

### The Fellowship’s Champion’s Commander

The Champion’s Commander is the highest rank an Adventurer can climb up to in the Guild’s rank. They oversee the Champions and can legally demote a champion (with the confirmation of the GuildMaster or the GrandMaster) if their action diminishes the name of their Fellowship or the guild itself.

### The Fellowship’s Champion

The Fellowship Champion is apart from all the other ranks as a unique rank that one can obtain by Either winning consecutively 100 fights in the Den, having gained more than 100 000 adventurer’s Token, saving the sanctuary from a big threat, or having participated in more than 500 endeavors. Champions are Prized and are given a more “royal treatment”: They can take Champion’s quests that are extremely profitable and have many heavy deals in towns. Their gear is paid in full by the Guild and they are often chosen as the mascot of the Guild when events, festivals, or presentations occur. They are however linked by (and looked upon to) Champion’s Commanders. In order to become a Champion’s Commander, a Champion must not only participate but lead 100 platinum quests, which are the specific quest reserved for champions.

### The Fellowship’s First Commander

The First commander will take care of the decisions about an adventurer's behavior. As such, he is the one who talks to the second commander about who needs to be expelled, awarded, warned, or who needs to be looked upon. The second commander will then act upon those orders.

### The Fellowship’s Second commander

As a second commander, an adventurer will be under the orders of the first commander. As such, he will oversee the fellowship's adventurers' actions and go talk with misbehaving (or well-behaving) adventurers if ordered by the first commander. He can become a first commander after being recommended by his superior as a first commander.

### The Fellowship’s Captain

As a captain, an adventurer will have the opportunity to be responsible for his first squadron. In order to become a second commander, an adventurer must not only continue to be an active adventurer but also make his squadron gain, collectively, 60 000 adventurer tokens (10 000 each).

### The Fellowship’s rank 1

You can now take rank 1 quests. You must receive 10 000 adventurers tokens and pass a test called the Royal Battle in order to be considered for a promotion to be a captain, as well as having upped the reputation of their Fellowship by at least 500.

### The Fellowship’s rank 2

You can now take rank 2 quests and are given the right to create new quests on behalf of other people. You must receive 9 000 adventurer Tokens in order to be considered for promotion to rank 1.

### The Fellowship’s rank 3

You can now take rank 3 quests. You must receive 8 000 adventurers Token in order to be considered for promotion to rank 2.

### The Fellowship’s rank 4

You can now take rank 4 quests. You must receive 7 000 adventurers Token in order to be considered for promotion to rank 3.

### The Fellowship’s rank 5

You can now take rank 5 quests as well as being given the responsibility of supply and deliveries for your fellowship. Those deliveries are requested from the adventurer’s fellowship and help them give the adventurers in their care better equipment and care and give you money and tokens. You must receive 6 000 adventurers Token and pass a test called the emerald battle in order to be considered for a promotion to rank 4.

### The Fellowship’s rank 6

You can now take rank 7 quests. You must receive 5 000 adventurers Token and pass a test called the emerald battle in order to be considered for a promotion to rank 5.

### The Fellowship’s rank 7

You can now take rank 7 quests and have access to the special hunting quest log. This quest log will provide the adventurers with special quests that require a bigger party in order to complete (normally 12 instead of 6). You must receive 4 000 adventurers Token in order to be considered for promotion to rank 6.

### The Fellowship’s rank 8

You can now take rank 8 quests. You must receive 3 000 adventurers Token in order to be considered for promotion to rank 9.

### The Fellowship’s rank 9

You can now take rank 9 quests. You must receive 2 000 adventurers Token in order to be considered for promotion to rank 8.

### The Fellowship’s rank 10

After your fellowship captain believes that you are capable of becoming a full-fledged adventurer (normally after a dozen quests), you will be given the title of (your fellowship) adventurer rank 10. You must receive 1 000 Adventurers token in order to be considered for promotion to rank 9. You can now create your own party.

### The Fellowship’s Squadrons

The Squadron is open as soon as one reaches 18 years old, assuming they have either climbed the previous ranks or they can show that their expertise is the same as a Venturer Scout. In order to become a squadron, they must choose your fellowship. Each fellowship has a different goal (and specialty) and they will receive their first quests by them. Activities include "high adventure activities" ranging from multi-week expeditions with increasingly difficult challenges, taking on leadership roles working with younger sections, and assisting with or running service projects at a local/national/international level. Once the fellowship is chosen, they will be paired with other apprentices and a captain that will be in charge of them.

### Venturer Scouts

The Venturer Scout section is for teens between 15 and 17 years old. Its stated aim to "offer exciting, real life, hands-on experiences for youth". Its activities include hiking, camping, and more advanced training programs: white water kayaking / canoeing, mountaineering, week-long expeditions in National parks and international activities including service projects.They also learn their respective program chosen at the last rank : Medical, Fire, Guard or Service.

### Wolf Scouts

The Wolf section is for youth between 11 and 14 years old. Activities include outdoor activities, camping, and hiking, as well as participation in youth forums. It claims that its purpose is "having fun while gaining valuable leadership skills and self-confidence". This is also where they can choose their Scouts fellowship for their next rank.

### Little wolf Scouts

The Wolf Scouts section is for children ages 8 to 10. Activities of the program include hiking, camping, and water activities such as canoeing and kayaking. The program's purpose is to encourage members to "try new and more challenging activities". Their motto is "Do your best".

### Pup Scouts

Pup scouts is the adventurer’s guild section for children between ages 5 to 7. The Pup Scout uniform includes a hat, a neckerchief, a neckerchief slide, and a vest. Activities include crafts, games, sports, music, hikes, and camping. Their motto is "Sharing and Caring"