AURA Organization in Lands of Erdos | World Anvil
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AURA

Adventurers Union Regulatory Agency

AURA is a multinationally-supported organization tasked with managing the activities of adventuring parties. It is the world's only adventurer's guild, and it exists not only to protect the rights and freedoms of adventurers, but to also monitor and curtail them when they go renegade.   AURA can trace its origins to a similar state organization ran by the Iron Empire. After the empire's fall, the nascent nation states of the new era faced the same issues the Empire did: While many were heroic, most parties had a mercenary approach to adventuring. That in itself was not always a problem, particularly since most adventurers were either killed in action or retired soon after a big score. However they tended to uncover ancient secrets both for good or ill and typically felt no obligation to share their findings with the rest of the world. Furthermore, seasoned adventurers gained great power and influence. That made many uneasy--after all, the Iron Empire itself was forged by the Ravenguard, an ancient group of adventurers.   Reacting to this, many kingdoms wished to outright ban adventurers unless they were state-sanctioned and controlled. However, this would stiffle the activities of well intentioned brave souls who wished to use their abilities to help. And so, after much international deliberation, the multinational Adventurer's Union Regulatory Agency was born.   AURA answers to no single country or state. All countries contribute a small amount to the funding of the organization, but no country is allowed to invest more than others, thus helping secure that no single entity can have more influence over the organization. The rest of the funding comes from the parties themselves, who are levied annualy.   AURA often acts as an agency, finding potential jobs and suggesting them to parties, but can not order a party to take specific jobs, except those related to internal enforcement of AURA's rules.  

AURA's Laws

• None can be an adventurer without registering with AURA.
• Adventurers must always wear their group’s Diamond Emblem.
• Adventurers may serve their own interests but never at the expense of the world’s peace, and the lives and wellbeing of innocents.
• Adventurers are exempt from taxes for loot and rewards gained by adventuring.
• Adventurers may keep all mechana they find, but must always register them with AURA.
• Adventuring magicians must inform AURA of their progress in the mastery of magic.
• Adventurers must report firsthand confirmed discovery of Vaults.
• Adventurers may own a registered skyship.
• Adventurers need permission to own Titan Armors.
• Adventurers may not fight other Adventurers—exception being adventurers serving warring countries.
• All disputes must be brought before AURA for resolution.
• When commanded by AURA, you must hunt down and destroy renegade Adventurers.

 

Naming Conventions and the Diamond Emblem

The diamond emblem is a badge that all adventurers have. It is always diamond-shaped (hence its name) and it typically has two colors (the vast majority of cases, one color is black). At the center of them badge is the party's symbol colored in reverse tones. In the lower left side, the party's name is written. Most badges have the name in singular as the wearer is one member of the team but some may opt for plural.   Some parties register with AURA complete with name, symbol, and color scheme to go with their Diamond Emblem. Most just start with the Provisional badge, and let fate find them a name. For instance, the Brightstones chose their current name once they took control of Brightstone Keep, the Fatebreakers when they found their skyship, and the Raven Swords once they made it their mission to safeguard the sanctity of death and in that sense become spiritual successors ro the ancient Ravenguard. For these kinds of adventurers, finding a name is an important rite of passage.
Founding Date
1610 AV
Type
Guild, Adventuring
by Vass Detsikas
Diamond Emblem of a Party that has not yet taken a name and symbol.

Guild Association



Cover image: by Vass Detsikas
Character flag image: by Vass Detsikas

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