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Adventuring Guild

Structure

Each of the branches of the guild have brokers that keep track of local adventurers and quest postings Each branch also has at least one dedicated adventurer that specializes in being able to travel from place to place quickly, and are given the 'exclusive' rank of Steel to denote them as package carriers for the guild, though they are not the only ones who can deliver mail. Each location will also have a guild master that handles all of the behind the scenes logistics and ensures the guild stays funded in order to hand out rewards when quest ordered by the guild itself are completed   The ranks of adventurers are as followed, in order of relative talent/power   Bronze
Silver
Steel
Gold
Steel-Silver
Platnium
Mythril
Oricalchum
Adamantine

Culture

Adventurers usually see themselves as benevolent protectors, great warriors, or explorers of the unknown. They will usually see other adventurers as fellow companions and will usually gladly help each other.   Just about 75% of all adventurers are either bronze or silver,  with the remaining 25% being distributed in the other ranks. Those with the ranks of Platinum, Mythril, or Oricalchum are usually seen has celebrity like heroes who are capable of saving entire cities themselves.   The Adamantine adventurers are seen as myth and legends, with their feats being legendary and each one of them being credited with saving entire nations single handedly. All of them are rather aloof and reclusive, sticking by themselves or with a select few. There are only 5 of the Adamantium adventurers and they are as follows:
  Xun Maarick, Silver Wolf and Slayer of The Farspawn

Grasha Fillver, Megabeast Hunter and Tarasque Slayer

Wolven, Weapons Master and Warden of the Outlands

Spesza Cavera, Mortal Demon and Victor of the Council of Wyrms

Aretha Osmine, Knight of the Floating City and Serpent Slayer

Public Agenda

The Guild is seen by the public as a group that can be hired to protect or solve many issues. Though the guild was first established to truly search the unknown, it has now been mostly regulated to problem solving

Assets

Most of the funds that the guild has comes from large donations of it's own adventurers or interested parties

History

It was founded halfway into the second Era as a means to keep mortals safe from the Nations of Monsters and to seek out a safe place for mortals to truly live without constant fear. The guild had nurtured the growth of all of the Founders, save for Shi-Shi, and provided what aid they could when they challenged the Nations of Monsters. After the new nations were founded, the guild vowed that they would not directly intervene in any war between mortals and it has dutifully kept to this doctrine since.

Protect those that cant protect themselves

Founding Date
2300
Type
Guild, Adventuring
Demonym
Adventurer
Subsidiary Organizations
Location
Controlled Territories

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