The Hunters Guild Organization in Nexus Reborn: Rise of the Fallen | World Anvil

The Hunters Guild

There are very few people who possess the tenacity, and skills to becoming an adventurer, and even fewer still with the desire or capability to do so. To venture out into the unknown and stand up against the odds is the life of an adventurer, and the opportunity provided by The Hunter's Guild.   Anyone can leave their home and head out into the wilds of Nexus, but it helps to have a group of likeminded individuals supporting those adventures. Here at the Hunters Guild, we provide new adventures with the resources needed for them to venture out into the world. From access to training, weaponry, and the connections of a reputable organization, the Hunters Guild can be a key resource for any aspiring adventurer.   Hunters are elite fighters that are specially trained to fight against the likes of Beasts, Fiends, and Monstrocities, while also catering to the needs of the Common folk. They are expected to be well rounded in many skills from survival, strategy, exploration, and even politics. But their most important skill needed is a sense of compassion and honor.

Structure

By joining the Hunters Guild, you become a licensed member of the organization granting you a plethora of benefits. One of which is the title of Hunter.   By becoming a Hunter, you gain access to various jobs sent into the Hunters Guild. These jobs can vary drastically in the tasks requested, and the complexity of these tasks. However upon completion, the jobs can pay handsomely.   As a Hunter completes jobs within the Organization, they are evaluated on their performance. A poor performance within the Hunters Guild can result in an individual being kicked out, if they haven't been already been killed during a job that is. While a positive performance can lead to promotions within the organization. These promotions can open up even more opportunities, resources, and connections available to only the best Hunters.    The Ranks are listed out below:

Culture

Hunters are often, high spirited, eager, or ambitious individuals who constantly seek the thrill of adventure. This can lead them to explore far off lands, encounter wonderous regions, or even face against dangerous foes. While most Hunters claim to not be afraid of danger or the unknown, a healthy level of caution and fear can go a long way in ensuring a Hunters survival. Still, it is expected of everyone within the Hunters Guild to constantly be expanding their reaches, pushing their limits, and testing their comforts, all while seeking out adventure. A Hunter will also be expected to become proficient in their knowledge of exploration, combat, social dilemmas,  both for their own survival, and for the preservation and protection of those who seek a more subtle and quite way of life.   While exploration and adventure is a large part of a Hunter's life, they must also have a sense of honor to protect anyone who cannot protect themselves from the dangers of the world, and obey the laws established across the kingdoms. No Hunter will be forced to choose an allegiance or kingdom that they pledge themselves to, though Hunters with such an allegiance will not be discriminated against. As long as their core fundamental align with the cause of the Hunters Guild, anyone will be welcome into the organization.    The Fundamentals can be found below:   
  • Have a desire for Perseverance.
  • Have a thrill for Exploration.
  • Have a heart for Compassion.
  • Have a respect for Life.
  • Have a passion for Adventure.
  • Have a taste for Wonder.

Public Agenda

The Hunters Guild fulfills a similar purpose to what it did before it disbanded from the Azure Sol. That is: 
  • To expand the scope and knowledge of the lands around through exploration and discovery. 
  • To fend off against enemy threats encountered in the wild.
  • To respond to public concerns regarding the monstrous and supernatural. 
  • To uphold the safety of the inocent in matters regarding monstrosities and the supernatural.
The Hunters Guild accomplishes this by responding to distress concerns submitted by the common folk. These jobs are then handed down to available Hunters who complete it to the best of their abilities.    While the services or a Hunter are not free, they are reasonably priced based on the threat or challenge presented. On occasion, Hunters may even respond to threats preemptively even when no job has been submitted, or take on jobs that promise little to no pay or suboptimal pay for the request presented, though that is entirely up to the Hunter.

Assets

Over the years,  the Hunters Guild has accumulated a bountiful wealth. With it, they have been able to create Guildhall within all major cities, as well as smaller outposts located in various small settlements. This has allowed them to expand their influence and assist a wider number of individuals.    Additionally, each of the Guildhalls and Outposts have various resources they can use to accommodate traveling Hunters, as well as the locals around them. These include:
  • Expeditious Communications 
  • Rentable Mounts
  • Improvised Repair Services
  • Lodging
  • Meal Preparations
  • Ration Replenishment
  • And Temporary Recruitments
Lastly, and possibly the largest asset of the Hunters Guild are their members. Each Hunter is trained in various styles of combat and magic, while also being skilled in a plethora of day to day and specialized practices. If gathered together, the Hunters Guild has enough Hunters to create a moderately sized army. This is particularly why the Hunters Guild and the Hunters are encouraged not to have alliances with any one kingdom, as to not force the organization to choose a side in the event of a War.

History

Before the Hunters Guild was established as its own organization, it actually served as a branch of the Azure Sol.   Known then at the Hunter Sol, that decision of Azure Sol were specialized to handle enemy threats such as monstrosities and fiends. They were also designed to handle outer city issues, most of which required exploration of the surrounding wilderness.    However, the at the time commander of the Hunter Sol Artemis Moonbow began to questions the methods which the Azure Sol operated under, as well as disagree with the limitations placed by the organization. Therefore she left the Azure Sol in the year 4418 and established her own organization, that being the Hunters Guild, and filled it with her own group of protectors who became known simply as Hunters. This new organization aligned closer with the needs of the common folk and less so with a focus on monetary success.   While most of the services provided by the Hunters Guild echo the services they offered as the Hunter Sol, they do not operate under the same limitations presented by the Azure Sol. The largest of which is the refusal of service without pay. While the Azure Sol refuse to assist anyone in need who stretches beyond their primary objective or jurisdiction, or turn a blind eye when enough Shimmer offered to them to do so, the Hunters within the Hunters Guild are expected to show more compassion and duty for helping those in need.   While not all of the Azure Sol operates on such a negative light, it is a well known fact that aspects of their organization are built around monetary gain. And that is not to say that the Hunters Guild does not expect to profit from their services either, but they do not reject individuals in need simply because they cannot pay. Though even the brightest bunch of apples can have a few spoiled fruit.

Danger, Thrill, and Wonder, A Hunter seeks it all!

Founding Date
4418
Type
Guild, Adventuring
Alternative Names
Monster Slayer Guild, Adventurer Guild, Wonder Seeker Guild, Hunter Sol
Demonym
Any and All
Leader Title
Head of Government
Government System
Monarchy, Elective
Power Structure
Confederation
Controlled Territories

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