Adventurer’s Guild

The Adventurer's Guild is at the heart of Krynn. It is an young and vibrant organization with its two main headquarters, the Halls of Heroes, in the western district of Southern Ergoth. And the jeweled city of Palanthas. The Adventurer's Guild was commissioned by the Mercantile Alliance to clean away bandits, hunt monsters, scavenge old ruins and otherwise make the lands connected by the Grand Trade Routes safe and profitable for the Alliance.   Membership Membership in the guild is automatic for all Adventurers - odds are, if an Adventurer has ever gone on a quest, they're part of the Guild. Some Adventurers may not even be entirely aware of their membership, and all Adventurers are even graded based upon their skill, strength and experience, and given new ranks as time goes on. There have been Adventurers who have reached some of the highest ranks without ever being aware of it.   Guild Membership Benefits
  • adventurers can receive free training in arms, weapons, armor, tools and skills related to their class.
  • licensed adventurers are able to purchase equipment from Alliance merchants at a 15% discount.
  • guild members receive traveling papers related to their mission that will be honored by local and national governments.
  • adventurers are able to stay and re-provision at Adventurers' hostels for free.
  • Ranks Every Adventurer's Guild has access to a magical item known as the 'Adventurer's Book', which is a unique magical item that detects anyone who has ever taken a quest, and classifies them based upon their skill, strength and experience levels. This is automatic and nearly impossible to prevent without exceptionally high level magic, and by then, the book has likely already logged your existence. It also has a unique ability to get a general idea of the abilities of an individual Adventurer.   Wood: The lowest rank of Adventurer; Wood is the default starting rank of all Adventurers. Quests Rank 1-3   Bronze: The next lowest rank. Quests Rank 3-5   Iron: Iron Adventurers are usually mid-range adventurers, and this is where many Adventurers remain. Quests Rank 5-7   Steel: Steel Adventurers are getting into higher tiers. Quests Rank 7-10   Silver: Adventurers are quite rare, and are typically only sent on the particularly dangerous quests. Quests Rank 10-13   Gold: Gold Adventurers are even rarer, with only a few parties in existence. Quests Rank 13-15   Mithril: Mithril Adventurers are few and far between, and among the most powerful of Adventurers. Most Mithril Adventurers are the leaders of Gold or Silver Adventuring Parties, or Guild Masters. Quests Rank 15-17   Dragon Steel: The rarest. Adamantine Adventurers are legendary figures, such as the Companions. There is currently less than 5 known Adamantine Adventurers still alive. Dragon Steel quests are incredibly rare and only 3 have been issued, which as of yet none have returned from. Quests Rank 17-20   Leadership The Adventurer's Guild is run, officially, by the Council of Masters - a collection of the 6 most influential Guild Masters, which come from the 6 most populated Capital Cities. Generally speaking, however, most Guilds are free to run their Guildhall as they please - individual Guild Masters receive quests from the surrounding area, and adventurers in the area claim them. Rarely does the Council gather, and typically only to provide quests to Silver or above Adventurers. They do, however, gather when a meeting is called by another Master, or in the event a Master is slain.   Goals The Adventurer's Guild has few goals; realistically, most of them depend greatly upon the Guild Master. Some Guildhalls focus on making money, other's on gathering knowledge, some on exploration. There is no real unifying goal for the entire Guild, other than to provide a home for Adventurers of all kinds.   Quests & Missions The Adventurer's Guild separates it's Quests & Missions based upon the estimated level, and the difficulty. The estimated level of the quest is typically between levels 1 and 20, and those levels can have an Adventurer of the associated rank.   Furthermore, the Guild also assigns a Difficulty Modifier. The Difficulty Modifier is usually specific to that Rank, so something that is deemed 'Easy' for an Adamantine Adventurer would likely be Impossible for a Wood Adventurer.   Easy: Self-explanatory. Easy Missions are the lowest of the low, but they're a good way for new Adventurers to get their feet wet, or for Adventurers to take it easy.   Moderate: Just a few steps up above Easy. Moderate Quests usually have no chance of injury or failure, so long as your party is working well.   Hard: Hard Quests are difficult, and require an exceptionally skilled party, or one of higher level.   Deadly: Deadly Quests are among the most difficult. They require equal parts skill and luck to achieve. Most Guilds do not offer these, and instead, downgrade their Difficulty and offer them to higher ranked Adventurers. Some Guilds, however, will allow them to remain for a short time, to give Adventurers a challenge, should they wish it.   Impossible: Don't try it.   Each guild hall offers most of the following Healing. Blacksmithing. Item appraisals, purchase, and pawn. Basic magical item crafting Sleeping and cooking space. Monster research. Contract management with locals. Gear storage. Stables and grooms.

    Comments

    Please Login in order to comment!