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Adventurer's guild

The adventurer's guild is focussed on processing incoming quests, ranking their difficulty, and sending out a suitable party for the job. The ranking system works based on a points system. Adventurers are able to accept quests up to their own rank, but only gain points for ranking up when they complete quests of their own rank. Thus, for instance, a Tin level adventurer will only be able to rank up if they do enough Tin level quests, but they're still able to accept Iron and Wood level quests.   The guild is divided into three branches: the adventuring branch, the artisan branch, and the archive branch. Every member of the guild is associated with the adventuring branch at least, and is able to join either the artisan branch or the archive branch once they've raised their rank high enough.   The adenturing branch   The ranks and sub-ranks in the adventuring branch are as follows, ranked from highest to lowest:
  1. Mithril
  2. Gold 1-5
  3. Silver 1-4
  4. Bronze 1-4
  5. Tin 1-3
  6. Iron 1-2
  7. Wood
The wood rank is used as an introductory rank to the guild, given to new parties. It only takes one wood level quest to advance to Iron rank. Most ranks have sub ranks (such as Tin 1, 2, or 3). These sub ranks need to be progressed through as well in order to advance to the next rank. The amount of quests of that rank that need to be done to progress to the next sub-rank (or the next rank entirely) is defined as the number of the highest sub-rank of that rank (meaning that, in order to progress from Tin 1 to Tin 2 an adventurer would need to succesfully complete 3 Tin-level quests). This structure ensures that an adventurer cannot reach the maximum rank of Mithril just by completing the lowest level quests over and over. It also forcefully creates a more difficult climb later on whilst still allowing a quick climb through the early ranks. This ensure the party is sufficiently motivated early on to keep going and sufficiently invested in the guild later on whilst not able to get to the highest rank super easily.   Additionally the guild's organisation is set up in a complex way in order to tackle more difficult and intricate problems. The rank of an adventurer is directly corrolated to their influence in the guild, with Mithril adventurers having a significant say in how the guild operates in a crisis situation. Apart from the normal adventuring ranks, there is also the guild master who oversees all guild branches and has the final say in everything. The guild captains who run each run a branch of their own, their only superior being the guild master. The vice captains who oversee most incoming quests and the guild branch's inventory. In order to become a guild captain an adventurer needs to be of at least Gold rank, whilst a vice captain needs to be at least Silver rank.   Additionally there is a subsection in the guild for raids. These consist of a raid leader, a dungeon guide, and multiple raid squads. Each squad consists of one squad leader and anywhere between 10-25 squad members. Before an adventurer is allowed to participate in a raid as a squad member they need to be at least Tin rank. A squad leader needs to be at least Bronze rank. A raid leader needs to be at least Silver rank. The dungeon gide needs to be at least Silver rank and also be an adept in the archive branch.     The artisan branch   The artisan branch itself is divided into two parts. The first part consists of artisans who create materials, equipment, and comsumables for the guild to use. The second part consists of adventurers specialised in collecting materials in difficult situations to be used in by the first part of the artisan branch.   At the top of the artisan branch is the artisan master who oversees the entire branch. The creation part of the artisan branch consists of blacksmiths, leatherworkers, and alchemists. Each with a rank of either master, normal, or apprentice (for instance, there are master alchemists, regular alchemists, and apprentice alchemists). The specific rank of an artisan is dependent on the highest level of their product they are able to create.   The collection part of the artisan branch is handled by the collection master, who handles the logistics of all collectors and the requests from the artisans. The collection part is split up into three different sections: The mining section, the foraging section, and the hunting section. The mining section is focussed on gathering ores and materials required for blacksmithing. The foraging section is focussed on gathering materials required for brewing potions. The hunting section is focussed on hunting animals and monsters for their materials required in both the brewing of potions and leatherworking.   The ranks and sub-ranks of the mining section are as follows, ranked from highest to lowest:
  1. Mithril
  2. Gold 1-3
  3. Silver 1-3
  4. Bronze 1-2
The ranks and sub-ranks of the foraging section are as follows, ranked from highest to lowest:
  1. Dragon's Tongue
  2. Witch's Root 1-3
  3. Fern 1-3
  4. Moss 1-2
The ranks and sub-ranks of the hunting section are as follows, ranked from highest to lowest:
  1. Dragon's Eye
  2. Claw 1-3
  3. Ivory 1-3
  4. Bone 1-2
  The quest structure for the collection part of the artisan branch is similar to that of the adventuring branch, meaning you can only progress to a higher rank by succesfully completing quests of the same rank. In order to become a member of one of the branches in the collection part an adventurer needs to be at least of the Tin rank within the adventuring branch. An adventurer can only be a part of one of the collection sections at a time.     Archive branch   The archive branch has a more mixed structure compared to the other branches. Within the archive branch there is the archive keeper, who oversees the entire branch. There are also the Keeper of magic and the keeper of wisdom. The keeper of magic oversees all information currently known about magic and oversees all other keepers within the magic section. The magic section consists of the keeper of the forbidden and the keepers of each school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation). The keeper of magic themself is also one of these keepers, elevated to a higher position due to outstanding results in their research.   The keeper of wisdom oversees all other knowledge, as this is a much wider topic compared to what the keeper of magic oversees this is their only responsibility. The keeper of fauna and the keeper of the laws are both direct subordinates to the keeper of wisdom. The keeper of fauna oversees all knowledge regarding fauna throughout the lands. The keeper of the laws oversees all knowledge regarding the natural laws of the world.   In order to become a keeper an archivist needs to be of master level within the archive branch. This is the highest level within the branch as the levels, in decreasing order of influence, are: master, expert, adept, and novice.   Each member of the archive branch is a subordinate of one of the keepers (safe for the keepers themselves) and receive their level accordingly (this results in levels such as novice of the laws or expert of illusion). In order to become a member of the archive branch an adventurer needs to have a rank of at least Bronze.     All adventurers associated with the adventurer's guild are issues a passport. This passport lists their name, race, the city where the passport was issued, a document number (a randomly generated number), their adventuring rank, and a table for their collector rank if they wish to pursue such a career.   Most shops and inns give a small discount to people associated with the adventurer's guild, which can be proven by showing the passport. Every guild location also has lodging and some basic food on site for a reduced price, but this is only available to members.
Guild, Adventuring

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