The Karmic Adventurers Initiative
With the resurgence of adventuring in 1325 AE, the populace of Tyria faced hundreds upon thousands of helpful souls willing to pitch in with even the most menial of chores. Wanting to make use of this tidal wave of good samaritans, several former adventurers pitched the idea for a guild that would help bring structure to the flurry of blades and guide helping hands in the direction where it is needed most.
As such, the Karmic Adventurer’s Initiative was founded.
Payment is often small, but given the amount of work an adventurer can do in a single day, they quickly earn a livable wage. Adventurers are also entitled to any of the loot they happen to acquire during their adventures and no tax is charged for the guild’s services.
The guild stays afloat thanks to partnerships with local taverns, blacksmiths, tailors and inns, ensuring plentiful adventurers are sent their way for services that they might require.
As such, the Karmic Adventurer’s Initiative was founded.
Recruitment
Adventurers willing to make use of the guild’s services report to a Branch Director and go through a rather brief process of induction. Requiring only the most basic of information regarding appearance, fighting style and notable characteristics, all applicants are granted the calling card of the guild and are entered into their database.Recompense
By matching reports from the field and its clients to the registered adventurers in their database, the guild is able to properly attribute acts of kindness to the appropriate adventurer. The exact specifics of how this is done seem to indicate an advanced algorithm created specifically for this purpose.Payment is often small, but given the amount of work an adventurer can do in a single day, they quickly earn a livable wage. Adventurers are also entitled to any of the loot they happen to acquire during their adventures and no tax is charged for the guild’s services.
The guild stays afloat thanks to partnerships with local taverns, blacksmiths, tailors and inns, ensuring plentiful adventurers are sent their way for services that they might require.
Branches
The Karmic Adventurer’s Initiative has only a handful of locations where they post their bulletins and handle all the administrative work, these locations are referred to as Branch Offices. Typically situated near an inn or a tavern, these Branch Offices are operated by a bevy of staff, led by a singular Branch Director.Assets
Five Branch Headquarters situated in Divinity's Reach, Tarnished Coast, The Shiverpeaks, Ashford and Vabbi
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