Adventurers Guild Organization in Fortuun | World Anvil

Adventurers Guild

The adventuers guild is a guild that started in Draco by Trath Gresk and Blaze and has continued to serve the world for 20 years.   The guild has spread throughout Nitsoba and Kannien, has established itself well in Delta, and is attempting to get into the Eastern Bonata.   The guild is known for being a hub of information that can be useful on adventurers, such as enemy weaknesses, habits, or abilities, and can be helpful in assisting adventures, whether veteran or newbie.   The guild has a rulebook, which also helps to lay out some useful terms for adventurers, such as:
  • How the guild operates and gets their money (they have a variety of resources adventurers can purchase from them, including magic items, potions, and monster cards, as well as the amount of money they typically take for a job).
  • Explaining the Classes and the differences between them in full detail.
  • Explains what subclasses are and attempts to define many of them. For some classes, this is easy (Clerics, sorcerers, Wizards, etc.) but for others (Fighters, Rogues, Barbarians, etc.) it is a little more loosely defined than rigid as its difficult to really separate them very easily.
  • Gives a new definition for what levels are, and how certain classes kinda learn a similar pattern of things in order. Typically, levels are just used as a rough power estimate for how powerful a class is and how difficult of challenges they can take on.
  • Explains what CR is, and how it came into being. it is still a rough estimate on a monsters power level, and even then doesn't determine how dangerous they can be.
  • Other basic rules that are common sense but need written down, such as "don't start fights with other adventurers/parties", "don't make the guild look bad with your actions", etc.
The guild is a good hangout for party conversations, and a great place to gather jobs and information, but does not have any form of lodging, food, or drink, and relies on other establishments around the town/city to supply these.  

Ranks

Copper: Also called shinnies (because if the shiny new armor) or Squishies (because level 1 adventures die way too often), this is the basic rank everyone is given upon entering the guild. It gets you basically no special perks, but everyone's gotta start somewhere. Usually the most basic jobs are given to these groups, but some higher ranked groups are willing to give them a hand and teach them the ropes and get the experience they need to make it to Silver. If you are higher than level 1, you will be given the ability to take jobs rated for silver. Usually for level 1.   Silver: You are somewhat experienced and you've stared death in the face sometimes. You have some respect from the other adventures and can generally get some requests made in the guild but you're still lower ranked. Other people will probably come first, but you're also allowed to take on larger threats. Usually for levels 2-4, and adventures who are of these levels will quickly rise to this rank from Copper.   Electrum: Way more experienced and in a higher tier of play, this rank is mostly for levels 5-10, and they are also called Heros. People of this rank usually have their name spread across an area, and are seen as reliable. Being gold ranked often gets you discounts within the guild and access to more specialized equipment. Gold also gets you access to higher level jobs.   Gold: For levels 11-16, this rank gets specialized jobs that are typically harder. People of this rank typically face off against threats that usually require an entire army of trained soldiers to fight.   Platinum: Levels 17-20. Truly powerful people, basically unheard of at this level.   Adamantine: Also known as the Walker Rank, this is a hidden rank that isn't listen in the books. Typically reserved for NPC's, usually walkers. But if a player made it this far, they deserve this. This rank means you basically own the place. You can get most equipment for free and have access to the truly powerful stuff in back. The only downside is you can't show off this tag, or else people will question what it means or even beg you for things. Typically these people have a previous tag (usually of Electrum or Platinum) to prevent drawing eyes.  

Guild Tags

Guild tags are dog tags that are given to adventures and work as a sort of I.D. system with the guild, as well as a way to show off your status within the guild. The tags are labeled and produced with magic. Adventurer I.D.s are labeled as follows:
  • Has the adventurers given name and party name printed in bigger letters.
  • Below it in smaller letters, a 3 or 4 letter shortening of the class the person is. People with multiple classes (Multiclassers) have each classes shortening separated by a /.
  • This is followed by a Town I.D., which is just the id of the town from which the character signed up with the guild in.
  • Tis is followed by a dash, and then a random 6 digit I.D. number is given at the end of this.
A new tag is printed and made each time the adventurer receives a promotion of some kind, and they are allowed to keep each tag just in case. Any guild member who brings back a current tag of an adventurer that has died grants an award of 50 gold pieces for bring back the tag.

Structure

At the top is the Head Guildmaster/President, who runs the entirety of the guild and makes the biggest decisions, such as where the guild shall expand and focus its efforts. Below them are the Guildmasters, who are entirely in charge of running their own guild. These people are more local, and are responsible for finding and keeping adventurers for the town they exist in, as well as dealing with more high priority adventurers (such as a Gold, Platinum, or Adamantine tier adventurer). They also decide how best to use the resources of the guild to keep things safe. After them, there are several jobs that are necessary to keeping the guild running. There are the Stock Clerks, which are responsible for keeping inventory and ordering new supplies when they are necessary. Stockers also have a variety of skills that can help make items for the guild, such as healing potions or other, common magic items. Then there are the Handlers, who are the faces of the guilds. They are the front desk people, who sign adventurers up on adventures and handle bringing in new adventurers. Typically a party will have one handler who handles all of their cases, but adventures that move around often typically deal with several handlers that help keep track of things. high Level (Platinum and Adamantine) might have their handler be the guild master themselves depending on circumstances. Researchers are the people who collect information on monsters and materials, and bring this info back for the sake of the guild. While some of these people are independent adventurers, some have been hired directly by the guild in order to perform these tasks.

Culture

The guild is very independent, and no matter where they go they insist that they are for the people under all circumstances. They are not mercenaries to be hired by the government of wherever they are, and do not fight wars. While adventurers typically have a variety of reasons for joining, many of them agree that being conscripted into a war is a bad thing.   The people of many towns that have had a guild within them for a while is often very high, as they get jobs done very easily.

Public Agenda

The public agenda of the guild can be described as simply: For the People. They wish to be an organization that can assist both adventurers and the people with their daily lives, ensuring the world is kept safe.

Assets

The guild has access to a vast variety of resources, including a network of information between the guilds, several adventures that are on call at any moment within each one, thousands of platinum, and tons of magic items. Behind that, they also have the backing of several walkers who see this as a great thing for the world.

History

The history starts when Blaze had noticed that many adventurers die at very low levels, and it was becoming a problem to him. He approached Trath Gresk to help him set up a new guild, one that could be used to help adventurers at least get on their feet. They set up in Draco and began to work out the kinks in their whole plan before eventually moving to the City of Nitsoba, getting the permission of the Empress to set up there at the turn of the century (16th of Lyc, 10,900). From there, they spread out through Nitsoba, then through Kannien. They were unable to get into Leyaavi due to the Infinite Rift, but were able to get into Delta before they were able to.
A of right now, they are attempting to establish guilds in the Eastern sections of Bonata, but are having difficulties due to the free nature of the area.

For the People

Guild Tag Shortenings:
  • Artificer: ATFC
  • Barbarian: BBN
  • Bard: BRD
  • Blood Hunter: BDH
  • Cleric: CLRC
  • Druid: DRD
  • Fighter: FIT
  • Monk: MNK
  • Paladin: PLDN
  • Psychic: PSY
  • Ranger: RNG
  • Rogue: ROG
  • Sorcerer: SORC
  • Warlock: WAR
  • Wizard: WZRD
Founding Date
28th of Mej, 10,894
Type
Guild, Adventuring
Leader
Founders
Town ID's: Shadyrun: SHDRN

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