Adventurers of the Guild
Adventurers, labourers, specialists: Rather, all professions and workflow within Alestia and its various nation-states are all under one cohesive system of management and solicitation of goods and services, known as the "Order", more commonly just the "Guild". Officially given the name [Hazmanot], The Guild is mainly referred to by its generalised acronym [AGE]: The Alestian Guild Enterprise.
Due to the integral position of the Guild within Alestian society, The Guild has a strong hold over the mainstream and legal workflows, which usually divides workers into two categories. The first is a typical citizen who must be registered to participate in the job market that generally covers the mundane sector of commerce and labour industries. This category is somewhat vague and covers most job types, including political positions, which are usually seen as their separate field. This field of work does not have a grading system like the Adventurers have; one cannot possess both.
Adventurers are a staple point of the Alestian economy and tend to the less mundane works that the general population would be unable or unwilling to do. An Adventurer is best described as a temporary worker, Mercenary, or specialist. They are some of the most respected workers and vary in all conditions and specialisations. Because of its inherent importance to the ever-changing wave of job requests, Adventurers are typically a one-stop-shop for most job types one may require.
To become an Adventurer, one must pass a certification test and various other examinations to pinpoint specific abilities and where they fall into the Guild's system. These also include typical tests for one's ethics and general character, such as literacy and the ability to understand what their work may require. Because of this, the examination stages are not hard-set and can change depending on the initial induction process, during which the applicant may display their specific characteristics. The induction process covers all forms from written and practical exams.
This also includes various background checks, which the Guild extensively checks for inconsistencies, especially one's educational history and whether they passed the final exam in the nation's leading academic institution, ERA. Registration as an adventurer at the Guild is paid by an annual fee, which varies with status and benefits like tax-free thresholds and housing and discounts for items such as potions and weapons at participating outlets. Some members are given Scholarships or other methods of joining, but they are uncommon.
Once someone has passed their subsequent field of exams to determine their specialties, they will be given a [Mashkon] “Pledge” that is one's registration papers as well as a physical "Badge" or identification which they must display when they are taking on any job regardless of its fields. This is categorised in the well-known classification systems, which have some variants, but the general idea is universal.
It should be noted that despite the dubious variety of skill categories and "Classes", the Guild follows the same "Six Orders" as its central system and namesake. The [Mashkon] one possesses will reflect this and changes depending on one's rank within the Guild. A little-known secret is that it is technically possible for someone to hold multiple [Mashkon] at a given time; some have possessed all six, though none have reached the highest ranks within each [Mashkon]. Few have even come close to said rank in a single [Mashkon] .
The Six Orders are not directly tied to the [Mashkon] in a literal sense, but they do fall under the specific order that governs them. [Mashkon] can be changed via an application process. The idea behind this is that it divides rough outlines of each specialty and related Classes to better filter job types and party requirements.
As previously mentioned, Adventurers are graded in a ranking system that governs their position within the Guild and their capacity to take on higher-level job requests that may be far beyond their abilities. If one passes their final exams within ERA at such a high status, it may be a defining factor in their entry-level rank within the job market.
The primary ranking system of the Guild takes after the Twelve Sacred Gemstones and their place within the High Priest Breastplate of Aaron. These ranks would be comparable to the generic Iron, Bronze, Silver, Gold, and Platinum ranks in other media.
These are shown in [Mashkon] badges that depict AGE's crest, symbolising the Philosopher's Stone. They are typically worn on someone's clothes or can be a necklace or something similar.
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