Adventurer's Guild

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The Adventurer's Guild is a D'hennexian social organization for power wielders who wish to put their powers to practical use, but do not wish to be constricted to the stifling, inescapable, impersonal tedium of serving in a nation's military. The guild serves as a place for like-minded people of talent to join together and harmonize as a team and take on difficult challenges, while acting as a sort of communications hub for members, who frequently tend to roam all over the continent for months at a time.

Public View

The guild presents itself to the world as one might expect an especially successful mercenary company to. Posters are common sights in population centers, and aside from the guild's headquarters in Emyr, An-Yneaith, there are a number of field offices in almost every country in the D'hennexian lands. The larger field offices and the headquarters are sufficiently large to incorporate a small tavern, usually robustly constructed in case of the not at all uncommon brawl, and power wielders (member and not alike) tend to dwell there when they are not pursuing their own goals. These taverns often have enormous bulletin boards where all are free to post jobs worthy of power wielder assistance.

Because of the tendency of the guild to reject those who are decidedly misanthropic or evil (as they tend to make poor travelling companions and generate bad publicity), the guild is usually seen as a fairly scrupulous organization, though brigands who mask their larcenous tendencies with charm and a guise of being talented have been known to occasionally enter the ranks and cause a bit of trouble. Rarely enough does this sort of thing lead to problems that most common folk trust members of the guild to at least get the job done without major complications. The Adventurer's Guild is a major draw for would-be heroes and glory-seekers, though those with more sensible ideals find it appealing for how free, easy, and transparent jobs can be if you have the eye to distinguish them.

The Party System

While any power wielder can walk into a sub-leased tavern in a guild establishment and pick up a job, members are encouraged and assisted in matching with one another to form "parties". Guild members are submitted to a rigorous testing process and thorough interview in order to build up their adventuring profile. These profiles are then compared with others, matching similar potencies while attempting to place adventurers with complimentary powers together to form a coherent team that usually numbers between three and five. Of course, with the variety and unusuality of power wielders, along with the way that D'hennexian society tends to funnel power wielder talents into similar paths, matching is not always an ideal process. However, the end result is almost always universally better than if several complete strangers wandered onto a site to handle a job simultaneously. The team is directed to get to know one another and become familiar with one another's abilities, with a number of coordination techniques which help a team harmonize in battle being taught in a special private academy located in the guild's headquarters.

Once formed, these teams are eligible to receive jobs that the Guild exclusively receives, often stemming from wealthy employers, local leaders, and others who can persuade the guild that their cause is noble, formidable, and of course, real. Even these jobs have no guarantee of pay, though members are free to inquire about payment -- in a polite fashion, of course. Because pay is a variable and there is no real way of knowing whether a job is fully legitimate, an adventurer's party may decline or quit any job, as they see fit. In accordance, there is also a rapport system in place that reflects whether a team performs gallantly or in an unsavory fashion, as given by letters of feedback. Clients with money can request parties with higher rapport, though these parties do not get this money; request fees are siphoned directly back into the guild, to keep it running (as do profits from the sub-leased taverns).