The Adventurers’ Guild [2]
THE ADVENTURERS' GUILD - part 2
This article is the second part of a three-part series on the Adventurers’ Guild. Read part 1 here.
The Adventurers’ Guild is likely the most famous and widespread organization known to Calad. The Guild ensures that society’s needs are met –trivial or dire. To carry them out, it employs adventurers, who think of the Guild as a second home. It welcomes anyone, no matter their past or path, who would offer their skills in exchange for payment and abide by the Guild’s basic rules.
Activity and Sevices
The Guild accepts quests, whether mundane, odd, or dangerous, from clients of various standing and promotes them to affiliated adventurers. It provides protection and guidance to almost anyone who asks for fair payment. More importantly, the association’s primary source of income is loyal patrons, who request diverse tasks that the Guild favorably accepts for a hefty sum or other forms of payment.
To maintain peaceful relations and keep certain privileges (such as the toll-free passage between regions discussed below in the article), the Guild must abide by specific rules and defend settlements where it is present against threats. Thus, in the case of a severe apolitical attack, every adventurer in a city or settlement is obligated to support the defense. (Commonly, the Guild responds when there is a monster attack or similar.)
It is well known that the association invests heaps of resources into world exploration; they specialize in surveying ancient tombs, dungeons, ruins, and peculiarities no one dares to inspect.
That being said, such operations can infuriate others; the association is well known for its insatiability and goes to great lengths to collect as many artifacts as possible.
Finally, many ventures are known only to the highest ranking officials within the association or the Guildsworn.

Obligations and Rules

The adventurers are a subject of law, just like any ordinary citizen. However, they are considered agents of the Guild and are thus deemed as the subjects of Guild law. This grants immunity before local rule, with the responsibility of prosecution and punishment falling on the shoulders of the Guild. Thus, alleged misconduct is resolved through the Guild law system.
Thievery, trickstery, and illicit and harmful behavior while bearing the plaque are outlawed. Moreover, adventurers inside settlements or in the presence of Guild officers are forbidden to engage one another in combat. In general, any act that would cast a shadow over the association is considered a severe transgression. If a member is found neglecting their duties or being untruthful to the Guild, the Guild may banish the individual or party from ever entering the Guild again or ascribe other fitting punishment. If members flee from prosecution, the Guild designates their capture as a Quest or sends their Guildsworn members to retrieve them.
Ranks, Titles and Organization
Common Ranks:
Novice – F Rank (none)
Initiate – E Rank (copper)
Journeyman – D Rank (iron)
Adept – C Rank (silver)
Veteran – B Rank (gold)
Master – A Rank (any gemstone)
Superior – S Rank (jade)

Other Ranks:
Guild Master – Guild chapter representative
Successor – Guild high council members
Guildsworn – Guild delegate
There are seven common ranks inside the ranking system.
To become a certain rank, an adventurer has to fulfill specific requirements; attaining skills, going through trials, and showing experience in a particular area. An adventurer (or party) may only take on quests of their rank or one above or below their standing.
To enter the Guild officially, one must complete one hunting quest that the Guild posts on their quest board in front of the Guildhalls daily. If the hunt successfully fulfilled the day’s requirements, the unaffiliated adventurer can enter the guildhall and petition for the Novice rank. Upon entry, the adventurer can search for their party through the reception desk inside the hall (or, realistically, in the tavern) or take on their first quest alone.
Affiliated adventurers are invited to join parties, a group of adventurers ranging from 2-7 members of preferably similar rank. An international treaty forbids larger parties. A party may officially register as a group – in this case, the party members cannot freely enter other parties but gain certain benefits. Members of a registered party gain higher ranks simultaneously, unlike temporary parties whose members gain ranks individually.
Whether temporary or registered, a party must assign its leader, who is responsible for the party.
A guild staff member must be present when a party wishes to undertake or file in quests, rearrange parties, or archive other official business. Usually, members are expected to visit the reception desk for such matters.
Note: When a quest is issued (usually via the quest board or the reception desk), it is given a difficulty rating according to the complexity or dangerousness of the circumstances it entails. The quests that require higher ranks to enter also promise higher profits.
Adventurer Plaque
Each enrolled adventurer receives a plaque indicating membership to the Guild. On the front, it contains the owner’s information, whereas on the back basic privileges and obligations are inscribed. It allows the adventurer to cross borders virtually undisturbed (a claim otherwise belonging only to nobility, clergy, and artists), as long as the plaque is displayed in a visible place. However, some border patrols may wish to take a closer look. When members fulfill the requirements to acquire a higher rank, they can petition the association to permit a new plaque. Typically, members are required to make plaques according to Guild standards. They must be made of stipulated materials; the lower ranks can use wood for the plaque, while the higher ranks prescribe more precious materials. The stones embedded at the top are ores or gems specific to a rank.
Special Titles
Guildsworn: The title is given only to the most loyal and skilled adventurers above or equal to the Master rank. They are delegates of the Guild who act as representatives, address essential matters, and ensure the Guild’s creed is followed among the adventurers. Interestingly, a Guildsworn assigned to a specific region commonly hails from a different culture to keep them impartial to the local people and authority.
Note: Guildsworn members will always overrule common ranks in all decisions. (Read more here)

Guild Master: Every chapter (guildhall) of the Guild has its leader – the Guild Master. The Guild’s High Council elects them from the highest-ranking affiliated adventurers in the area.
Successor: Known only to a few, they are sparsely identified and are not tied to any chapter. They carry on the legacy and creed of the Guild and are successors of the very first creators, be it in ancestry or spirit.
The High Council
The Guild’s High Council is the uppermost organ of the Adventurers’ Guild, coordinating the entire association. It is run by Guild Masters but can be overruled by Successors.
This was part 2 of “the Adventurers’ Guild”. You can read part 1 here.
Other Articles
THE ADVENTURERS' GUILD - part 2
This article is the second part of a three-part series on the Adventurers’ Guild. Read part 1 here.
The Adventurers’ Guild is likely the most famous and widespread organization known to Calad. The Guild ensures that society’s needs are met –trivial or dire. To carry them out, it employs adventurers, who think of the Guild as a second home. It welcomes anyone, no matter their past or path, who would offer their skills in exchange for payment and abide by the Guild’s basic rules.
Activity and Sevices
The Guild accepts quests, whether mundane, odd, or dangerous, from clients of various standing and promotes them to affiliated adventurers. It provides protection and guidance to almost anyone who asks for fair payment. More importantly, the association’s primary source of income is loyal patrons, who request diverse tasks that the Guild favorably accepts for a hefty sum or other forms of payment.
To maintain peaceful relations and keep certain privileges (such as the toll-free passage between regions discussed below in the article), the Guild must abide by specific rules and defend settlements where it is present against threats. Thus, in the case of a severe apolitical attack, every adventurer in a city or settlement is obligated to support the defense. (Commonly, the Guild responds when there is a monster attack or similar.)
It is well known that the association invests heaps of resources into world exploration; they specialize in surveying ancient tombs, dungeons, ruins, and peculiarities no one dares to inspect.

That being said, such operations can infuriate others; the association is well known for its insatiability and goes to great lengths to collect as many artifacts as possible.
Finally, many ventures are known only to the highest ranking officials within the association or the Guildsworn.
Obligations and Rules

The adventurers are a subject of law, just like any ordinary citizen. However, they are considered agents of the Guild and are thus deemed as the subjects of Guild law. This grants immunity before local rule, with the responsibility of prosecution and punishment falling on the shoulders of the Guild. Thus, alleged misconduct is resolved through the Guild law system.
Thievery, trickstery, and illicit and harmful behavior while bearing the plaque are outlawed. Moreover, adventurers inside settlements or in the presence of Guild officers are forbidden to engage one another in combat. In general, any act that would cast a shadow over the association is considered a severe transgression. If a member is found neglecting their duties or being untruthful to the Guild, the Guild may banish the individual or party from ever entering the Guild again or ascribe other fitting punishment. If members flee from prosecution, the Guild designates their capture as a Quest or sends their Guildsworn members to retrieve them.
Ranks, Titles and Organization

Common Ranks:
Novice – F Rank (none)
Initiate – E Rank (copper)
Journeyman – D Rank (iron)
Adept – C Rank (silver)
Veteran – B Rank (gold)
Master – A Rank (any gemstone)
Superior – S Rank (jade)
Other Ranks:
Guild Master – Guild chapter representative
Successor – Guild high council members
Guildsworn – Guild delegate
There are seven common ranks inside the ranking system.
To become a certain rank, an adventurer has to fulfill specific requirements; attaining skills, going through trials, and showing experience in a particular area. An adventurer (or party) may only take on quests of their rank or one above or below their standing.
To enter the Guild officially, one must complete one hunting quest that the Guild posts on their quest board in front of the Guildhalls daily. If the hunt successfully fulfilled the day’s requirements, the unaffiliated adventurer can enter the guildhall and petition for the Novice rank. Upon entry, the adventurer can search for their party through the reception desk inside the hall (or, realistically, in the tavern) or take on their first quest alone.
Affiliated adventurers are invited to join parties, a group of adventurers ranging from 2-7 members of preferably similar rank. An international treaty forbids larger parties. A party may officially register as a group – in this case, the party members cannot freely enter other parties but gain certain benefits. Members of a registered party gain higher ranks simultaneously, unlike temporary parties whose members gain ranks individually.
Whether temporary or registered, a party must assign its leader, who is responsible for the party.
A guild staff member must be present when a party wishes to undertake or file in quests, rearrange parties, or archive other official business. Usually, members are expected to visit the reception desk for such matters.
Note: When a quest is issued (usually via the quest board or the reception desk), it is given a difficulty rating according to the complexity or dangerousness of the circumstances it entails. The quests that require higher ranks to enter also promise higher profits.
Adventurer Plaque
Each enrolled adventurer receives a plaque indicating membership to the Guild. On the front, it contains the owner’s information, whereas on the back basic privileges and obligations are inscribed. It allows the adventurer to cross borders virtually undisturbed (a claim otherwise belonging only to nobility, clergy, and artists), as long as the plaque is displayed in a visible place. However, some border patrols may wish to take a closer look. When members fulfill the requirements to acquire a higher rank, they can petition the association to permit a new plaque. Typically, members are required to make plaques according to Guild standards. They must be made of stipulated materials; the lower ranks can use wood for the plaque, while the higher ranks prescribe more precious materials. The stones embedded at the top are ores or gems specific to a rank.
Special Titles
Guildsworn: The title is given only to the most loyal and skilled adventurers above or equal to the Master rank. They are delegates of the Guild who act as representatives, address essential matters, and ensure the Guild’s creed is followed among the adventurers. Interestingly, a Guildsworn assigned to a specific region commonly hails from a different culture to keep them impartial to the local people and authority.
Note: Guildsworn members will always overrule common ranks in all decisions.
Guild Master: Every chapter (guildhall) of the Guild has its leader – the Guild Master. The Guild’s High Council elects them from the highest-ranking affiliated adventurers in the area.
Successor: Known only to a few, they are sparsely identified and are not tied to any chapter. They carry on the legacy and creed of the Guild and are successors of the very first creators, be it in ancestry or spirit.
The High Council
The Guild’s High Council is the uppermost organ of the Adventurers’ Guild, coordinating the entire association. It is run by Guild Masters but can be overruled by Successors.
This was part 2 of “the Adventurers’ Guild”. You can read part 1 here.