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Adventurer's Guild

Structure

Even though many might think otherwise, the adventurer's guilds around Neoria have a pretty sound structure. In each major city, a guild is placed and the guild master ensures the functioning of it. The receptionist's take the adventurer's completed tasks and provide the corresponding rewards for them. They also tend to the people who come to the guild with a petition and act as a middleman between the common folk and the adventurers.

Then you have the adventurers. They are classfied by their ability and amount of requests completed. The guild's ranks are as follows:

  • Wood. Newly appointed adventurer's with 0 request completed. They are only allowed to take F rank requests.
  • Copper. Rookie adventurers with 5 requests completed. They gain access to D rank requests.
  • Silver. Slightly more experienced adventurers with 15 missions completed. They are allowed to take C rank requests. Silver ranked adventurers gain the benefit of staying in the guild's more humble dorms for free. Silver is the most common rank amongst adventurers.
  • Gold. Seasoned adventurers with 35 missions completed. They can take B rank requests. Gold ranked adventurers can eat three meals a day at the adventurer's guild's hall for free.
  • Electrum. Highly experienced adventurers that have completed 60 missions. They are able to take A rank requests. Electrum adventurers gain acess to the guild's stable from where they can borrow mounts. From this rank on, adventurers are elegible to be guild master's.
  • Platinum. To become a platinum rank adventurer, one needs to have completed 90 missions. Platinum adventurers can take S rank requests and get a higher percentage of the requests rewards.
  • Adamantite. Adamantite adventurers are the peak of adventurers. They have completed 125 requests or more and achieve a sizeable feat. This feat can be the extermination of a EX rank creature, the defense of a city from a calamity or anything of the sort. Adamantite rank adventurers can take on EX rank requests (if there are any) and gain access to the guild's magical item treasury. They can borrow any magical item from the guild for free (to be returned on the next 5 days).

When an adventurer reaches the number of missions necesary to increase their rank, they can take a test. If they pass the test, their rank increases to the next one with all the advantages this brings. On the other hand, if they fail, their amount of quests done in their current rank resets. This rule ensure that adventurers aren't able to take on missions that would cost them their life. Adventurer's can take requests one rank higher than they normally would be able to take if they go in a party of at least four.

Culture

Adventurers are hearty people, always willing to lend a hand, if the price is fitting. They enjoy a good party more than any other fellow, specially if it comes from other person's pocket. Used to hardship and overcoming it, they are always ready for a fight. They take pride in their rank as it is a proof of their worth at their job.

Adventurers don't usually get along with law enforcers and are more likely to run into trouble with them than to befriend them. They take their beliefs at heart and if breaking a law helps keeping those beliefs, so be it.

Assets

Depending on the city, guild's can range from very modest to luxurious demipalaces. However, something stays true for them all, they manage a lot of coin. People are always in need for beasts to be slain, for loved ones to be rescued, for artifacts to be recovered... As such, there is never a guild dry on business.

Most guilds own horses and different mounts for their members to loan, as well as magical items and various adventuring gear.

"To the Hells and back again. Ad Infinitum"

Founding Date
14th of Lemmus, 0 a.M.B.
Alternative Names
Request Hall
Subsidiary Organizations
Notable Members

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