The Galorian Adventurer’s Guild Organization in Rex Machina | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Galorian Adventurer’s Guild

Rule One: You want to fight, then do it right!
Rule Two: Hog the glory and you’ll be sorry!
Rule Three: You ain’t alone, so welcome home!
— The Golden Rules of the Zaman Division Explorer’s Guild

United in gold, glory and a burning desire to help those in need, the Galorian Adventurer’s Guild is a long-standing and ancient collective of mercenaries, explorers, archaeologists and monster-hunters who come together for a simple goal: Adventure.   The Adventurer’s Guild acts as management for groups of adventurers, called parties. These parties are organised by the Guild to take on requests or jobs from the townspeople. When a job request comes in, it is usually handled like so:  
  1. The client approaches the guild’s Jobseekers with a task. This can be anything, from a rescue mission to extermination to exploration.
  2. The reward for the task is offered by the client and negotiated by the guild. More gold may be demanded for dangerous missions or missions that require significant financial investment from the guild.
  3. The job is OKd by the treasury and client, who signs a contract. The job is then passed onto parties best fit for the task. Miscellaneous or simple jobs are pinned up on a board, free for any party to take.
  4. The party goes on the job and completes it to the best of their ability. When complete, the job is turned in and the party gets paid. The guild takes a cut of the money. If the job in question involves treasure-seeking or dungeon delving, the Guild may take a cut of found loot.

Structure

In the days of old, each separate guild would establish a specific territory from which to work, and more often than not there would be territorial disputes over which jobs went to what guild. Collaborations between guilds were only organised in the most dangerous of missions. After the Alliance was formed in the Second Era, permanent message lines and formal pacts of cooperation were struck to prevent any more damage as the world recovered from the Sundering War. The Guilds nowadays are split into various headquarters which govern a particular province. Each province’s guildhouses report to their own respective HQ which in turn communicate with one another. Individual guildhouses can be anywhere, but each major city has one as it’s those areas where people and problems tend to congregate. Particularly ‘adventure-rich’ areas, such as outposts near old ruins or mining towns also generally has a guildhouse. The Guild hosts annual conferences within their province or the rest of Galoria where guildmasters gather to discuss base tenets and rules.
  Roles in a guild include:
  • The Guildmaster: The boss of a guild hall or division, with absolute authority over how that particular guild operates. They run the division how they see fit, though they must adhere to the Guild’s base tenets of honesty, equal pay and safety.
  • The Treasurer: The accountant and financial master of the Guild branch. They oversee all spending and funding.
  • The Jobseekers: General managers for the Guild, and ‘the middle man’. Their work is to seek out potential clients and arrange jobs for them or with them. The better the Jobseeker, the more consistent - and trustworthy- their jobs are. Jobseekers answer to the Guildmaster and Treasurer, and are generally in charge of which jobs go to who.
  • Adventurers: Anyone who goes out and goes the work. Adventurers themselves are ranked from neophyte to veteran: the better your rank, the more challenging and better-paying jobs you get. Any newbie with a sword can join the guild. True veterans however, are legendary celebrities of the adventuring world.
  To register for a Guild, the adventurer must first be in a party. If the whole party is new to the Guild they are registered together; a solo entrant generally contacts a local Jobseeker to see if any current parties are ‘looking for group’ or have position openings. Once a party is registered to the Guild, they are able to receive jobs from Jobseekers.

Public Agenda

The Guild's first and foremost agenda is to solve people's problems. Need a goblin nest exterminated? Are you a wizard who needs bodyguards for their research project? The Guild has you covered.
In turn, guilds also provide various services to adventurers: Not only are they a source of work, they also provide food, healing, lodging, teaching, magical services, access to equipment and networking opportunities. If you go missing on a job, the Guild is in a position to find and rescue you. Guilds are safe-havens for adventurers-- there’s always a warm bed and a good meal if you’re a member. Some adventuring parties live and work full-time at a guild, with their own private room in a guild hall. In turn, the guild takes a cut of all jobs completed by adventuring parties to stay funded and pay their employees.

Assets

Guilds are mostly funded by the work they take in, but some guilds are kept afloat by being registered as a charity by their local government. The Association trust also holds assets they may distribute to a Guildhouse that struggles for funds, or they may choose to disband a particular guildhouse if the job demands are too low. Each guildhouse is responsible for itself, owning not only the guild building itself but its own treasury, facilities, lodging, some form of telecommunications hub, garage and stables.

History

The Adventurer’s Guild predates the Sundering and possibly even the First Era, reaching back to the medieval times of old where small rural villages and towns rarely had the means to defend themselves in times of crisis or incident. People who needed aid would visit places like taverns or inns where they could find someone who could help them. In turn, those who had the skills to fight would seek out those who needed their abilities for pay. These meeting-places eventually put up job boards or notice boards specifically for these requests. As the market for mercenary work increased, these notice boards were moved to independent meeting places run by managers and treasurers-- and thus, the first adventuring guilds were born. Over time, hundreds of these guild halls were established across Galoria.
Type
Guild, Fighter / Mercenary
Alternative Names
'The Guild'
Demonym
Guild Adventurers

To Party or Not To Party?

Ultimately, whether an adventuring party chooses to run with a guild or not is up to their choice. Most do, since Guilds provide a financial and hazard safety net in exchange for treasure and coin. Other adventurers prefer to take full payment and recognition for their efforts. Some guilds take more than others, some guilds provide more than others. Leadership between Guilds is loose at best - a party that might not agree with the way one guildhall runs things might find better employment in another one.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!