Adventurers Guild
"The monsters won’t slay themselves—but we’ll gladly take your coin to try."
The Adventurers Guild is a globally recognized but locally run network of freelance problem-solvers, mercenaries, explorers, and monster slayers. From retrieving herbs to killing dragons, the Guild is present anywhere danger, mystery, or good pay calls—boasting locations in cities, towns, and even remote outposts.
While often compared to mercenary companies, the Adventurers Guild has stricter ethics, a deeper internal culture, and a more rigid organizational structure than most hired sword networks.
Ranking System
Adventurers rise through the ranks by proving their skill, loyalty, and competence:
- Bronze: Entry-level. Mostly non-combat tasks. Seen as desperate or transitional workers.
- Silver: Basic combatants. Dirty work, low pay, little trust.
- Iron: Mid-tier. Battle-tested, reliable, and trusted for more serious assignments.
- Gold: High-risk, high-reward. Often team-based contracts. Paid in gold.
- Platinum: Elite-level. Can form sub-guilds. Sponsored by nobles and higher authorities.
- Adamantine: Legendary. Nation-sponsored heroes with wide influence and multiple bases.
Joining & Advancement
Anyone can join—assuming they have a pulse and aren’t an active criminal. Advancement beyond Silver requires demonstration of combat ability, reputation, and mission success. High ranks are earned through merit, observed performance, and, at times, formal trials. Special advancement contracts can be issued for those seeking promotion.
Culture & Code
- Low Ranks are cutthroat and competitive—pay is minimal, and morale is inconsistent.
- High Ranks operate with camaraderie, respect, and strategic cooperation.
- Party Bonds are sacred. Most adventurers eventually find a team to call home.
- The Dog Tag Code: Every adventurer carries a gold-tag necklace tied to a coin for gravekeeper services. Stealing or desecrating these is a cultural taboo—punishable by death from any rank.
Guild Operations
- Accepts contracts from citizens, nobles, merchants, and governments.
- Strictly bound by local laws and authorities.
- Offers training, legal support, discount supplies, and monster processing.
- Maintains sub-guilds such as the famous Dragon Fell Adventurers.
- Works with Mage Guild and Silent Tome for regulated spellwork and academic resources.
Governance
- Each Guildhall is led by a Site Manager.
- Regions are governed by Regional Directors.
- Nations have National Heads who report to the Guild President, who negotiates internationally and manages policy.
- Rogue sub-guilds are excommunicated within 24 hours and then marked for bounty.
National Relations
- Mechanis: Welcomed and widely respected.
- Oralthis: Respected and relied upon.
- Voltaris: Pragmatically welcomed—especially for odd jobs humans are suited to.
- Ironspire: Tolerated; not particularly loved.
- Shinryu: Heavily restricted on the island. Permitted in mainland territory with oversight.
Legacy & Lore
- The Adventurers Guild has existed in some form since early post-apocalyptic Ashara.
- They played a crucial role in the Great War, handling dirty and dangerous work too costly for formal militaries.
- While corruption does appear in lower ranks, the guild is known to aggressively police its own, preferring internal solutions over public scandal.
Religious & Arcane Influence
- Faith-based adventurers are accepted, as long as they follow the law.
- Maintains strong ties with the Mage Guild (for arcane vetting and training) and the Silent Tome (for contract literacy and advanced education).
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