The Adventurers' Guild


History

Founded by a cool guy Jernigan who got sick of clients running away with payment. He used to be a mercenary but said, “Fuck this, we need a system so this shit stops happening to me and everyone in my line of work.” (source needed) With a group of fellow mercenaries, they put their heads and their coin together to form an official organization that started small, but soon gained recognition. Today it is THE go-to Adventurer's Guild of the continent.


Guild Basics


It is an adventuring guild that distributes jobs from clients or get called to action through urgent missions the city or an organization advertises.

Everyone has to pass a written test, physical test, and field test to earn their membership. They receive badges that mark them as members of the guild. The guild provides benefits such as sleeping quarters in major towns, some protection, reliability, etc. The Adventurer's Guild is standard, stable, and take payment from clients up front so that the reward is always what one would expect it to be.

Most everyone who needs to hire mercenaries will do so through the guild because of a no-sweat guarantee. The Adventurer's Guild has a good reputation for capable mercenaries and it's easy for employers to use because there’s no need to meet face-to-face with adventurers if they don't want to. The reliability and convenience is worth the fee. There's also a code of conduct that guild members have to follow. All employers are aware of that code and trust adventurers to adhere to those rules when performing their task.

You can expect an Adventurer's Guild branch in every major city and some smaller branches in towns, and guild presence is pretty much absent in any rural community.

Many small towns will have a bulletin board with requests that may or may not be associated with the guild.

Jobs that might endanger the safety of the public, break the law, or damage the ecological balance, are instantly rejected by the Adventurer’s Guild. Ever since the creation of the Adventurer's Guild, its motto has been to defend humanity from external threats. There is an unofficial rule that the Guilds will never take part in conflicts involving public affairs. If not, the Guilds couldn't co-operate with each other in different countries.

Their code of conduct makes it difficult for anyone to do evil or unlawful deeds while retaining their membership to the guild.


Membership

4 Tiers of Membership:

  1. Bronze (0-4)
  2. Silver (5-10)
  3. Gold (11-16)
  4. Platinum (17-20)

New recruits are given the following:

  • bronze brooch bearing the image of a Griffin
  • Adventurer’s Guild backpack with a patch bearing a Griffin sigil sewn onto the flap
  • pamphlet titled “Adventurer’s Guild of Auferet: Code of Conduct”
  • map of Auferet
  • map case

Adventurer’s Guild of Auferet: Code of Conduct

As an Adventurer of the Guild, you are the symbol of ambition, courage, strength, and leadership to the people of the continent.

Members of the Adventurer’s Guild are expected to adhere to a code of conduct or risk penalties, fines, punishment, suspension, expulsion, or a combination thereof.

  • I pledge to act with the well-being of Auferet’s people & environment in mind and will not use my status to harass, torment, or otherwise oppress the good people.
  • I will not senselessly disturb or eradicate non-hostile creatures and their habitats.
  • I vow to never purposefully endanger the lives of civilians, and will do everything in my power to minimize casualties to civilians and infrastructure in the case of a catastrophic event.
  • I will respect the laws of the lands that I venture to.
  • I will not sabotage or otherwise impair the ability of other guildmates to succeed in their endeavors for the guild, with the exception of preventing great misfortune.
  • For the safety of my guildmates and the people of Auferet, it is my duty to report sightings of dangerous creatures & persons, perilous dungeons, and rule-breaking members & clients to the Adventurer’s Guild.
  • If I cannot complete the job I have chosen for myself or my party in a reasonable time frame, I will visit an Adventurer’s Guild branch as soon as possible to withdraw from the quest.

Note: Trying to find loopholes in the Code of Conduct with the intention of performing malicious deeds or abusing the system will be punishable.

May we all find our fortune on the path to adventure.