Fidiran Adventurers' Guild Organization in Tellanor | World Anvil

Fidiran Adventurers' Guild

The Adventurers' Guild is not limited to Fidira alone, but it is from the kingdom that it operates, weaving its ever-expanding web of influence. The Guild collects vitals on each of its members, requiring them to be updated each time an adventurer seeks to gain access to more perilous -- and lucrative -- tasks.  

Adventurer Rank

Each registered Adventurer has a rank assigned to them. This rank is an arbitrary measure of an adventurer's demonstrated skill in not only undertaking the tasks they have accepted, but in representing the Guild and the profession of Adventurer. When a person or group submit a task for adventurers to undertake, they may stipulate a minimum or maximum rank required by Adventurers, sub-Guilds or Parties. A higher rank generally indicates a higher level of skill. As such, these Adventurers tend to demand higher rewards than colleagues of lower rank.

Adventurer Guild Statistics

The Guild assigns ranks to a number of measures, and designates each adventurer as a Role. These statistics inform the tactical and logistical branches of the guild.

Designations

Designations are given to adventurers in order to better manage the coordination of Guild members, understand statistical trends and pair adventurers and scholars. Each designation has several subdesignations further denoting specialised skills. While most adventurers have a subdesignation, this is not the case for all adventurers, who do defy fine-grained definition due to either a surplus or paucity of specialties.
Magician is the designation given to those whose primary tool to overcome the challenges placed before them is magic. This designation has the following subdesignations: elementalist, necromancer, sorcerer & witch.


Operative is the designation given to those who use charm, stealth, skill and trickery to overcome the challenges placed before them. This designation has the following subdesignations: acrobat, assassin, bard, rogue. An acrobat takes the nimbleness associated with this designation to an astounding extreme. They excel at feats such as climbing, balancing, jumping or even dancing. Acrobats tend to have backgrounds as performers, explorers or burglars. An assassin is, as the name suggests, an individual who excels at quietly removing obstacles. The subdesignation's term is burdened with implicit definitions, and the Guild makes it clear that any assassins who work for the Guild must not accept jobs that would have them use their arts on law-abiding individuals. Bards are the artistic cousins to acrobats, using their artistry to inspire, delight and entertain. The Tamard lands have a strong tradition of warrior-bards; minstrels who would compose odes to immortalise battles and honourable opponents. While some modern-day bards in the guilds consider these battlebards their kin, most of the Guilds bards are of jovial, mercurial temperaments and are more at home in a ballroom than on a battlefield. Rogues can be at home on either, and tend to excel at the subtle arts of subterfuge, stealth and inexplicably entering places they should not. Like assassins, rogues are monitored closely by the guild; this particular skill set lends itself easily to unsavoury activity. Rogues are valued by the society for the ability to infiltrate bands of outlaws and ancient crypts alike, disarming defences with quick fingers and wits.


Warrior is the designation given to those who primarily use their physical might to overcome the challenges placed before them. This designation has the following subdesignations: berserker, fighter, gladiator, paladin, pugilist. The berserker designation is used to denote adventurers who rely on brawn and a wild, ferocious fighting style. The name comes from legends of Tamard warriors who would let the land's spirits possess them in battle, flying into a sublime fury as they bathed in the blood of their enemies. A fighter is a generalist warrior whose techniques are grounded in sound tactical theory. Fighters tend to be versatile and comfortable with a number of weapons. A gladiator specialises in performing daring manoeuvres and fighting with flair. They tend to excel in single combat. A paladin is a consecrated warrior beholden to a goodly religious order. Often working closely with the various churches, paladins are a mouthpiece and force of their order expected to embody its virtues. Pugilists are fighters who eschew the more storied weapons of the continent in favour of swift barehanded combat, or combat with makeshift weapons often associated with The Neriusan Archipelago. Pugilists tend to be very physical, either due to discipline or an extreme lack of it.
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