The Adventures Guild
Structure
Rules of the Guild Missions
DO NOT COMPLETE MISSIONS if it turns out the objective is going to violate international laws made by the governments of the world and report it directly to Heimdall.
Adventurers are ranked as follows
Bronze Adventurer
Adventurers are ranked as follows
Bronze Adventurer
- Can complete their own types of missions unless the group totals in 11 then they are allowed to complete Silver Missions.
- If by a miracle an entire team completes a mission ranked higher than their current ranks it is up to the three gods on what their rewards shall be.
- Can complete their own types of missions unless the group totals in 11 then they are allowed to complete Gold adventures as long as they are not marked as Ruby.
- If by a miracle an entire team completes a mission ranked higher than their current ranks it is up to the three gods on what their rewards shall be.
- Can complete their own types of missions unless the group totals in 11 then they are allowed to complete Platinum adventures.
- If by a miracle an entire team completes a mission ranked higher than their current ranks it is up to the three gods on what their rewards shall be.
- Gold Adventurers are not allowed to take Bronze or Silver Missions.
- They are only allowed to complete their own missions or gold ruby missions.
Silver Adventurer
Gold Adventurer
Platinum Adventurer
Public Agenda
Per Torm, god of courage and self-sacrifice, Heimdall, god of watchfulness and loyalty, and Hercules, god of strength and adventure.
Our goal as of creating this and sending trained Adventurer's into the world are very simple.
Our goal as of creating this and sending trained Adventurer's into the world are very simple.
- Make this world a better place by striving to help those you encounter and are in need.
- An Adventurer is loyal to THE PEOPLE of this WORLD and all those who live in it.
- This world is deeply rich with stories, relics, and more that are waiting to be discovered. Adventurers should be the ones to lead these discoveries for the world with NO AGENDA behind them.
History
The academy was started in the year 1900 by the gods Hercules, Heimdall, & Torm in an attempt to show the world that exploration and adventure are better goals to aim for as well as to assist the world as a whole. The three gods request a certain amount of gold per mission to place it on the boards for adventurers. Hercules and Torm usually manage how much gold should be offered while Heimdall is the one who decides the difficulty. In exchange for gold adventurers are allowed to trade in their gold to receive a magical item gifted by one of the three gods. They have recruited several different races that have been blessed with immortality as long as they always live within the walls of the Adventure academy or the areas known as Anzen'na Kūkan. Anzen'na Kūkan’s are huge castles or areas within major cities throughout the world that are meant only for adventurers. The guidelines and rules are as follows. There have been 2.1 Million people who have become adventurers since the beginning. Of these 2.1 Million only 1.4 Million are still alive today. So less than 1% of the world's entire population attempt to join the Academy/Guild.
In the year 1945 the world saw its first potential attack from the Dragon Countries. The Adventure Academy sent its first Platinum Adventurers to go on their greatest mission to stop a monstrous threat. When they arrived back from their mission it was a complete success. They were given the status of Champions. From there they went on to do their own things after the event and only one of them is an active member for the Guild while another has "taken the challenge" to restart from a lower level,but just recently passed away. The other 4 members have disappeared and have not been seen since 1967.
Nearly EVERY CITY in the world as well as some towns have a designated “building/areas.” That is ONLY for Adventurers. These areas/buildings are known as Anzen Kūkan and is a place where Adventurers are healed, given new equipment, and paid for any past missions they have completed.
Education
Basic Adventure Guidelines
- Adventurers are allowed to kill BUT it is shameful and if done exsesively and will recieve punishemt
- Adventurers are to abide by laws of countries they are working in unless job requires otherwise
- Free for All system: Adventure Teams/Groups are not required to work together or share rewards
- More TBD
Infrastructure
Rules of the Anzen'na Kūkan
- Upon entering ALL the rules of Guild Inns still apply, Minus that adventurers have to pay 10 gold to get in, but do not have to request a leaving time.
- Fighting other adventurers is completely forbidden in these castles/areas.
- Laws of the city/country do not apply within these areas/castles.
- There are missions from ALL AROUND THE WORLD posted within these areas, whereas only some villages/cities have boards but not as many jobs on them.
- If you bring your mission to the boards within these areas/castles it will tell you how many others have taken the same missions
- There is also a magical portal available to all adventurers. If each member pays 75 Gold they are able to walk through and enter into a new Anzen’na Kūkan anywhere in the world they all choose. If they are unable to decide the portal will pick for them
- Merchants are the only NON-Adventurers allowed within these areas if they do not sell something within 24 hours they are removed.
- The only thing that these locations cannot protect adventurers from are dragons or gods.
- Adventurers are able to pay 10,000 gold to have Torm and Hercules change their expertise in a class from one to another. (this will keep their level as well)
- All prior knowledge of the last class will be lost
- When checking in Adventurers must show proof they are part of the guild, pay 1 gold, as well state the time in which they are wanting to leave their rooms.
- Each member can pay for their own rooms or all pay one gold to stay in a joint suite room for the entire party, as well as stating the time in which they would like to leave their room.
- ROOMS have god tier level magic applied to them.
- For security once all members of the party entire their room they are unable to leave until the time of their stated time. If time is not stated then 8am is the auto time slotted for.
- Guests have access to any kinds of food at anytime of the day/night
- Guests may choose to activate the “Absolute Silencer” spell to make sure no one can hear what is going inside their room, as well if the guests are being too loud in general the spell will activate automatically.
- Guests can also request a WORLD MAP to go over during their stay.
- Unless within a designated area: magic is completely dispelled and weapons are unable to be unsheathed or sharpened.
- ALL ROOMS are unable to be destroyed
- ALL ROOMS are only able to have designated people within them. Any magic or item hiding a person, being, or creature that was not disclosed upon check in will be exposed upon entering the room.
Type
Guild, Adventuring
Head of State
Head of Government
Notable Members
Comments