Adventurer's Guild Organization in Taraan | World Anvil
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Adventurer's Guild

"Well I just think it's just about the most wonderful thing that's ever happened to me. Before I was a nobody, a castoff left to fend for herself in the gutter. Now look at me! I have a beautiful home, a beautiful wife, and am surrounded with the best of friends. Not to mention all the people we've managed to help."
- Claudia Haverton, when asked her thoughts on the adventurer's guild.

Structure

The Guild Master is a hereditary title, passed on from the previous master to one which he or she deems to be worthy of the position. This has been mostly agreeable, resulting in only a handful of mutinies over the thousands of years of history that the guild holds. Advisors to the guild master officially include the directors of each of the ten most powerful fellowship, however this is mostly a remnant of guild law which went out of use many years ago. Each fellowship is sponsored by a noble of appropriate rank for their size from the area in which the fellowship is structured, and lead by a director, which is chosen privately by the members of the fellowship. Any given fellowship may have as many members as it wishes, so long as each meets the guild requirements, and no less than five, or the fellowship will be dissolved. Each fellowship follows it's own sets of rules, guidelines, and traditions, as well as adhering to the few tenets universal throughout the guild.

Public Agenda

The Adventurer's Guild stands for honor and the preservation of peace. Each fellowship has their own ideals and desires but the base goal is the same: protect those who cannot protect themselves. The guild accepts any job available, and because of it's international reputation enjoys certain diplomatic immunities and legal protections.

History

The Adventurer's Guild formed in the year 321 GME by five of the most powerful heroes of the time. Their goal was to create a society to protect the people from the monsters that ran rampant during the Grand Magic Era, and formed the first fellowship. Their deeds became known far and wide, and soon brought the attention of other like-minded individuals who wished to create their own chapters, or fellowships, and to remain in contact with the rest of the organization. The Adventurer's Guild played a major role during the Esper Era in protecting pockets of civilizations from the overlords, and were a powerful force during the Esper Wars. The ever-present aura of the guild has stood for millennia as a beacon of hope for some, and as a promise of wealth and glory for others.   Near the end of the Grand Magic Era, it had become clear that allowing just anyone into the guild, without verification of skill or moral integrity, was cause for concern. It was then that the sponsorship system was set in place, in which a set of guidelines must be met for any person wishing to join a fellowship, or any group intending to start a new fellowship. Among these guidelines was the condition that any fellowship must have sponsorship by a noble of high rank in order to be lawful and official.

For peace. For glory. For power.

Founding Date
321 GME
Type
Adventuring Party

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