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The Adventurers Guild

Standing as the largest and most influential international organization in the current era is the glorious Adventurer's Guild. Found in every city and town worth the name, the Adventurers Guild serves as the intermediary between those in need of help and those claiming the title of adventurer.

Structure

Guild Halls and Masters

Within the Adventurers Guild, the hierarchy of Guild Halls and their masters is somewhat simple. Listed in descending order below are the types of Guild Halls:
  • Guild Headquarters
  • Continental Guild Halls & Masters
  • National Guild Halls & Masters
  • Regional/City Guild Halls & Masters
  • Local Guild Halls & Masters
Local Guild Halls are found in sizeable villages and small towns generally in the outer regions of nations or territories.  Regional or City Guild Halls are found in sizable cities or within capitals of large or well-populated regions. National Guild Halls are often found on the outskirts of most nations' capitals Continental Guild Halls are often built within the wilderness or near dangerous regions, generally as central within the continent as possible.   The Guild Masters of these Halls are often former adventurers of noteworthy rank within the Guild or trusted and truly expert members of the Guild's Administration who worked their way up or received some kind of special recognition. Some Guild Masters take a Vice Master though it is not required and is normally done to cover the weaknesses of the Guild Master.   

Administration 

Though guild masters and adventurers are vital to the Guild, it would hardly function without the administration of the Adventurers Guild. The many responsibilities and roles of the administration are often grouped into five unofficial fields:
  • Quest Processing 
  • Adventurer Training and Relations 
  • Harvesting and Material Supply
  • Travel Management
  • Accounting
Generally, there is at least one member of the administration who is at least familiar with every field if not trained personally in every guild hall. This applies mostly to local guilds as they make up the majority of the guilds. For the other guilds, it becomes an unspoken requirement to have at least one, if not entire teams, of administration members thoroughly trained and specialized in one of the fields above. Despite being unofficial fields or divisions of the administration, each one has a sort of hub and training center within the territories or buildings of the Adventurers Guild.    Local, Regional, and City Guild Halls are typically responsible for finding their administrative personnel, either through internal searches and connections or through trusted outsiders. As such it is not uncommon to find guild masters from all over within or near the centers of the various fields in search of personnel. Guild Halls with special exceptions and National and Continental Guild Halls are all assigned personnel by Headquarters, however. These tend to be exceptional experts in their field or those with noteworthy connections or lineages.

Public Agenda

Standing as the foundation of the Adventurer's Guild is its mission of connecting those in need with those capable of helping them.

Assets

The amount of assets of the Adventurers Guild as a whole rival those of the Merchant Kingdom, The wealthiest nations and the oldest largest dragon hoards, only somewhat surpassed by the assets of the Golden Creed. However, the Guild's assets are scattered amongst the various guild halls worldwide, diminishing its impact.    Every guild hall's only guaranteed asset is the guild building itself. Every building is well-built and gets renovated at the headquarters' expense once a decade. Additionally, every guild hall, except local guild halls, is built like a fortress able to withstand most external attacks, and in some cases, allow local forces to contain or deal with threats from within. Though it may seem excessive this is done to prevent misuse of, or the thought of misusing, one of the Guild's more important assets, a teleportation circle network.    To expedite communication between the various guild halls and ease the transfer of goods and personnel, all guild halls except local ones, are connected by a network of teleportation circles. The administration primarily operates these circles, with passage between specific guilds only being opened at scheduled times. There are only three times the network is utilized outside of scheduled times; when under the order of a guild master of a national guild hall or higher, in times of an emergency, or when used by a top-ranked adventurer. The expansive network is thought to be the largest network currently known and active in current times. Such a network is the envy of trade-focused organizations like the Merchant Kingdom and the warmongers like The Armora Territories alike.

History

The Adventurers Guild is one of the oldest organizations still existing. Its roots begin back in the Age of Ascension when it was founded by a Fable of Anasri. In its early days, it served not just as an intermediary but rather as an important part of Anasri's main religion, The Keepers of the Story. Back then their main purpose was to help people and raise those who might create stories with their deeds and those who would join the ranks of the Heroes and the Fables. WhenThe Sundering began and the world started becoming cut off and divided the highest ranked adventurers at the time and students of the Guilds' founders went to Anasri and asked for their independence so that the guild may continue to help the people of Dicathia regardless of location or religion. Their passionate plea reached Anasri, who granted their request and shockingly declared the headquarters of the Adventurers Guild and all branches a sovereign entity. With the momentum from such a declaration the representatives of the Guild went to each of the Gods to ask them to allow the Adventurers Guild to continue their work in their territories. In the face of such a plea to help the people and knowing that Anasri not only allowed their separation, which weakened her forces, but also recognized them as an independent neutral force, the other gods could only agree.    Since then the Adventurers Guild has refashioned itself from an arm of The Keepers of the Story into a neutral and independent organization spread across the world where things such as one's race, religion, or location do not matter. Rather than those, the things that matter the most within the Adventurers Guild are simply your registered adventurer rank, the jobs you've completed, and your willingness to continue taking jobs and helping people.
Type
Guild, Adventuring
Location

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