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Organizations, Leagues and Interest Groups


KaeCozy

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The Adventurer's Guild

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Capable, courageous, and candid in their work, Adventurers are notorious for being eccentric individuals and certainly one must be in order to put themselves in harms way day in and day out all for the sake of fame and fortune. A mixed bag, one will likely not find as much diversity gathered in any one place than in an Adventurer's Guild Hall.

Adventurer's are professional problem-solvers, some specialized in certain classes and skill sets, while others tend to be more flexible jack-of-all trades who are willing to do anything as long as the coin is right. The most common types of adventurers are warriors who sell their steel against monsters that inhabit the lands, followed closely by delvers who plumb the depths of old ruins on behalf of scholars and other parties of interest. No matter what kind of help a person needs, there is at least one or two adventurers out there out there waiting to assist.

Structure & Politics

Though technically single organization in the eyes of the average outsider, the Adventurer's Guilds of each region largely operate independent of one another, sharing information by way of a network of special couriers. Though they do not observe jurisdictional boundaries in the way that law enforcement or political entities often do, there are rigid guidelines as to which Guild certain quests fall under, especially in the fringes and distant hinterlands of the civilized world.

Each Guild Hall is headed by a Guild Master, who is responsible for the overall conduct and guidance of the adventurers of the region. Depending on the guild's size and notoriety, many also have Captains, who serve as an extension of the Guild Master's will and assist with training new recruits, overseeing particularly dangerous ventures, and otherwise helping with more important functions that the guild serves.

Though most members of the Adventurer's Guild are technically not bound to remain and operate in only one location, the Guild at which they submit their membership is considered their 'Home' establishment, and they are usually 'assigned' to the Captain who trains them, who may keep tabs on them throughout their career and send important correspondences now and again. They are considered part of that Guild, even if they travel and work abroad, and their actions directly impact the reputation of their Home Guild. Adventurers can always opt to change their Home Guild at any point by registering directly at that Guild's regional headquarters and taking the requisite exam. After being accepted, they are usually able to select a new Captain, though their old Captain is usually informed during the process.

Members of the Guild are offered work and paid based on their Rank, which is designated in the form of a coloured crystal that is prominently featured on their person at all times. The colour of a crystal represents their level of skill, experience, and reputation in the guild, with Gray or "Misty" being for Novice recruits, Black or "Onyx" for fully-trained cadets, and so on. The highest rank of the Guild is given a "Prismatic" crystal, which glows faintly with an array of different colors.

Membership & Progression

The specifics of joining the Adventurer's Guild vary from region to region, with some maintaining strict requirements for joining the cause, while others preferring to keep things fast and loose. Most Guilds' admission processes end in an exam--written, practical, or sometimes both--to be officially inducted to the ranks, and some basic training is provided thereafter if the Adventurers deem it necessary.

Regardless of the region, the process typically begins with the potential recruit submitting an application either in the form of a written request, a direct personal interview with a trusted member, or some other medium. Some particularly bull-headed adventurers even apply by requesting a duel with an establish member, though this rarely goes well for them.

Provided their application is accepted by the Guild Master and following the initial exam, hopefuls are allowed to take part in training and/or beginner-level quests. In most cases, Captains designate certain parameters that need to be met in order for adventurers to obtain a Lexicon, a lesser magical tome which allows them to travel freely to other regions, serving as a passport, as well as containing some other helpful functions. Without the seal of a region's Guild Master, however, the Lexicon limits function to only providing proof of identity, thus make it a required practice for adventurers new to a region to meet with the local Guild with all haste.


Other Functions of the Guild

Beyond serving as an intermediary between adventurers and venture commissioners, the Adventurer's Guild offers various amenities to its members. Guild Halls provide a place for adventurers to meet, socialize and relax between adventures, as well as providing some basic room and board as long as the member in question is either in training or regularly completes commissions. Most guilds also have a small infirmary just in case adventurers find themselves in hot water during their commissions.

Finally, many Guilds also offer several resources to aid adventurers on their ventures. While most guilds buy and sell basic supplies to members, some also feature small libraries with information of locations, monsters and all manner of other topics, and in others one might find a fully-functional alchemy lab or even an observatory.

The day-to-day affairs are overseen by the Guild's support staff, who serve as the guild's liaisons to the public, as well as quest givers, organizers of events, secretaries to higher-ranking members, and everything in between. Though adventurers are expected to regularly report to their Captains, most of their typical interactions with the Guild go through these support members.

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