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Adventurer's Guild

An organization separate from local governments able to provide services that the nobles cannot. Such as personal guards, hunting, and killing of monsters. Even though they pay adventurers to complete missions they normally have a hefty fee for joining. That has been temporally removed to bring in many new adventurers in a time of political instability

Structure

Each guild hall acts independitly from the main hall in the capital they are overseen by a local retired adventurer of Knight rank or higher.

Rankings

  • Recruit
  • Journeyman
  • Knight
  • Hero
  • Dragon

Public Agenda

Has lifted the entry fee to bring in new adventurers to take the place of guards along the roads and to fulfill the duties the nobles are neglecting with the threat of civil war looming overhead.

Assets

It is said that the guilds wealth rivals that of the kingdom but most scoff this off as boasting from the guild and that they are actually struggling to pay non-adventures in their employ

History

Founded in 482 during the orc invasion to help the soldiers with a more localized approach. After the main war was over it continued to hunt down orc bands in an attempt to keep the roads safe where guards and soldiers could not. this later evolved into any problem they could not handle and soon every town in Asirith had a local guild hall.

Adventurers never die

Founding Date
482 SD
Type
Civil Services
Training Level
Semi-trained
Subsidiary Organizations
Related Ranks & Titles
Notable Members

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