The Quest Guild Organization in Traverse | World Anvil
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The Quest Guild

The Quest Guild is a guild for adventurers to take on certain jobs for pay. These jobs (or "quests") are of varying difficulty and type, taking the adventurer anywhere from ancient crypts to a public library.  

Guild Rules

  Rules

Rules


Rule 1: Do not fight with fellow guild members unless both parties seek to do so.
Rule 2: What the guildmaster says goes.
Rule 3: No harming/attacking people outside of the guild unless provoked, or forced to do so.

Breaking any of these rules will result in a "strike". Once a member has reached three strikes, they will be removed from the guild.
  Quest Ranks

Quest Ranks

This list goes from the lowest rank to the highest rank. The higher the quest's rank is, the more difficult it is. To take on a quest, one must be the same (or a higher) rank than the quest.

Rank E
Rank E quests are available to all guild members, and reward 10 guild points upon completion. They're usually very simple tasks such as delivering a parcel or acquiring a very common item (such as apples). They don't pay very well.

Rank D
Rank D quests are tasks that require more effort than E, but still do not have any risk of danger or harm befalling the one doing it. They reward 30 guild points upon completion.

Rank C
Rank C quests are tasks that are not incredibly dangerous, but still have a risk to them. Some examples include: going into a dark cave to retrieve a sword, slaying a wild boar, or chasing ghosts out of a haunted house. They reward 50 guild points upon completion.

Rank B
Rank B quests are inherently dangerous, and harm will befall inexperienced adventurers who attempt to take them on. Tasks such as felling a troll or sneaking into an ogre's den can be found here. They reward 80 guild points upon completion.

Rank A
Rank A quests are extremely dangerous, and involve the most difficult work the guild has to offer below Rank S. Quests of this rank often involve slaying a dangerous creature such as a dragon or wyvern. Or finding an ancient artifact that was lost for thousands of years. They reward 150 guild points upon completion.

Rank S
Out of all the quests found in the Quest Guild, Rank S quests are the most difficult. They are only for the most powerful adventurers, and it is often seen as an incredible achievement to even be able to take on one. To be able to take one, a member must become Rank S, and receive the guildmaster's/assistant's approval. There are only a few who have been able to actually complete any, but those who do are remembered as heroes in their own right. There have been tasks on this list such as defeating one of the strongest warriors of the land in single combat, going through a hellish dungeon in order to acquire a staff capable of opening portals to other dimensions, and even one to defeat a legendary necromancer capable of raising enough undead to populate a city. These quests reward no guild points, as there are no higher ranks above this, but those who complete them are often paid vast fortunes capable of allowing dozens of people to live comfortably for years.
  Member Ranks

Member Ranks

This list goes from lowest rank to highest rank. As a guild member attains higher ranks, they gain access to more difficult and higher paying quests.

Rank E:Gained upon completing an initiation quest.
Rank D: Gained upon reaching 150 guild points.
Rank C: Gained upon reaching 450 guild points.
Rank B: Gained upon reaching 850 guild points.
Rank A: Gained upon reaching 1500 guild points.
Rank S Gained upon reaching 4000 guild points, and completing a test given by the guildmaster.
  Quest Categories

Quest Categories

All quests in the guild are sorted into categories, just as they are with ranks.

Fetch: A quest wherein an item must be retrieved.
Delivery: A quest wherein an item must be delivered to a certain place or person.
Bounty: A quest wherein a creature or person must be restrained/slain.
Escort: A quest wherein a person is escorted safely to a certain location.
  Expeditions

Expeditions

Expeditions are special quests that take place usually a few times within a year. Most of the members of the guild show up to participate in expeditions.

These expeditions are usually set with the goal of doing something very important, that require many adventurers to complete.

Past Expeditions:

Defeating Azel: When the guild was quite small, a threat came to the land. A demon named Azel sought to control all souls. But, the guild came together and managed to defeat the demon. Thirty members (the whole guild) came along to help.

Finding a Second Er'Rift: Once before, the Quest Guild had come upon a strange rift which would take whoever entered it into a random location in the dimension they were currently located in. They heard whispers of a second one being somewhere else, and began to research. Then, the guild searched the most likely places. However, they were unable to find a second er'rift. Fifty members participated in this expedition.

Defeating Basarios: Basarios was a menace from the Elemental Plane who almost completely wiped out the Spellquivers, save for one. For months, the guild worked up to preparing to face off against him. And then, every member entered the Elemental Plane, and the guild faced off against Basarios. The guild succeeded in doing so. Around 120 members participated in this expedition.

Defeating King Lestinst: Having made their way to Arrenterius from the Elemental Plane, the guild wandered into the Hidden Grove, and slowly discovered what King Lestinst had done to his country. They decided to confront and defeat him, to put the undead to rest. Even as a zombie, the king was extremely strong, but the guild prevailed in the end. Having defeated Lestinst, they were able to access a portal to Torodo, and the guild moved there. Around 130 members participated in this expedition.
 

Guild Hall

  The Quest Guild has an expansive guild hall with many different amenities. The building itself has two main floors, as well as a basement level.  

Entryway Park

  Just past the main gate of the guild is a park, with a large oak tree and a pond in the center. A path of cobblestones leads to the three main entryways to the different wings.   The park is surrounded on all sides by walls, but there is no ceiling above.   Floor Layout
qg park
  Portrait
qg park portrait
 

East Wing

  The east wing of the guild hall is home to all of the quests. Rank E through C quests can be found on the first floor, while B through S can be found on the second floor.   It has chairs and round tables scattered about so that adventurers may meet up and discuss the quests or plans they have.   Floor Layout
qg east f1
qg east f2

From left to right: Floor 1 & Floor 2
 

West Wing

  The west wing of the guild hall contains a library that spans from the first floor to the second floor. It contains all manner of books, from history to magic to biology. Chairs and tables can be found to sit and read the books within.   Floor Layout
qg lib f1
qg lib f2

From left to right: Floor 1 & Floor 2
 

North Wing

  The north wing of the guild hall is where the main desk is found. Unlike the rest of the building, the back of the north wing protrudes out into a semicircle, making more room behind the main desk itself.   By the main desk, the guild bank can be found. It is a group of magically enchanted chests that allow each member to safely store their goods. Only the person who deposited an item may retrieve it back.   Floor Layout
qg north
 

Observatory Tower

  Built out of the top of the east wing is a tall tower where members of the guild can look at the night sky with clarity. On the four sides of the tower, the floor prodrudes out, forming a sort of plus sign (+). When one leaps off one of these ends, they'll be sent flying in that direction by a powerful wind. Combined with the guild's gliders, it can allow for very fast travel to different locations.   Floor Layout
qg tower
 

The Basement

  The basement of the guild mainly contains the guild's storage and vault, as well as a mysterious bar.  
Guild Storage: A good portion of the basement is filled out by a large room with the similar enchanted chests as the ones used for the guild's bank. They are filled with anything from gliders, to weapons, to food. The chests can only be opened by guild staff.

Guild Vault: The guild's vault contains just about every bit of wealth the guild has made. Many have tried, and none of have succeeded at breaking in. So none besides the guildmaster, their assistant, and the employees truly know how much is inside.

The Bar: Right near the entrance to the guild's basement is a cozy bar. Most of the time, it is unmanned, and without any customers. However, every so often it can be found with seats full, and a strange elf in proper bartender attire actively taking orders and pouring drinks.
qg bar
 

Quarioe's Sanctuary

  Deep beneath the guild hall is a small underground forest. In the center is a lake, a waterfall flowing into it from above. Large, azure crystals grow from the ground here. These crystals are inhabited by the rentis Quarioe. From this cavern, Quarioe protects the guild with her magic. Entrances to the cavern can be found under the pond in the entryway park, under a trapdoor behind the main desk, and past a secret door in the basement.   Some few adventurers speak of going to the cavern and gaining advice from Quarioe. There are also rumors that if you offer her a crystal infused with magic energy, you'll be granted a favor of some sort.

Structure

Guildmaster: The guildmaster is the leader of the guild, and can steer it in whichever direction they wish.   Guildmaster's Assistant: The guildmaster's assistant acts in important matters when the guildmaster cannot.   Guild Employee: A worker of the guild. They can register new members and hand out rewards to members who turn in quests.   Guild Member: A member of the guild. They can participate in quests.

Assets

Gliders: The guild has a large supply of "gliders" that can allow the user to slowly descend from a height.   Guild Hall & Outposts: The guild has a main guild hall and many small outposts scattered around Neranda and the Elemental Plane.   Guild Staff: The staff of the guild are, in terms of strength, easily comparable to a Rank S adventurer. On top of that, most of them are holders of magical artifacts.   A Large Quantity of Cloaks: Years ago, guildmaster Marbinbur Telan insisted on making a large stockpile of cloaks for members to wear. This didn't catch on very well, and they still sit in the basement to this day.
Type
Guild, Adventuring

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