Adventuring_Guild








People say life is an adventure and that is particularly true in fantasy worlds. There's always a Demon Lord or some dragon lurking just over the horizon, just waiting to cause trouble for some poor damsel in distress. And if it's not a world ending threat, it's some unexplored ruin or musty dungeon that people just happened to overlook all these centuries.
Whatever the case, they must all be addressed and fortunately that's where the Adventuring Guild comes in. For fame and glory or for the right price these intrepid heroes-for-hire will make the journey and save the day!

. . Hopefully.



The Adventuring Guild is an administrative body that provides oversight and assistance to most adventurers in the kingdom/empire. There are branches in virtually every major city and even some towns, though in these services may be limited. And while nominally an independent institution from the state, it's a rare day the Guild ignores any 'requests' from the crown or the nobility. After all, a portion of the Guild's funding comes from the taxes they collect.

In return, the Guild tends to issues the state is either unable or uninterested in addressing directly. These range from the mundane, like finding a lost cat or investigating spooky sounds in an old mansion, to more legendary deeds such as stopping demonic incursions and undead uprisings. In most cases its something in the middle, though. When something arises, a quest will be issued and any adventurer with a suitable rank is free to undertake it. With luck, they'll even complete it or else the Guild will keep throwing bodies until the problem is resolved.




Giving and Receiving Quests



There are actually a whole slew of steps before a quest is even posted on any given job board. For starters, a prospective quest giver must petition the guild and supply as much pertinent information as possible. It will be reviewed by officials and in some cases, if time permits, an agent will be dispatched to verify the details or even do a preliminary investigation. The Guild will then decide whether or not to accept the quest based on all the information they have gathered. The whole process can be expedited depending on the urgency of the request. Because many adventurers aren't in the business of charity, all quests must offer some kind of reward or payment. To cover this, the petitioner must present at least a portion of it or some kind of collateral to ensure the Guild and any adventurers who take on their task are sufficiently compensated upon completion.

When the quest is accepted, the Guild will transcribe all the information and assign it a challenge rating before sending it to all branches and affiliates within a reasonable distance from the quest in question. Any adventurer or party of suitable rank will then be free to take it on, needing only to inform the receptionists before heading on their way. That way multiple adventurers won't take on the same job at the same time by accident. In rare cases the Guild will summon a number of adventurers and assign them to a quest if it is of the utmost importance.

When the quest is complete, they will return to the nearest Guild branch to report their findings and show some sort of proof of success. After which they will receive their hopefully much deserved reward. Should the quest giver give an additional tip or bonus, that's fine too and there's not even a need to report it.




Ranking



Every quest and every adventurer affiliated with the Guild is given a rank both as a means of quality control and a safety measure. In that way an appropriate quest is taken by the right people and to guarantee suitable compensation. A rookie who just joined won't be allowed to charge headlong at the Demon Lord and a legendary Hero won't have their time wasted with killing rats in a sewer.

When someone first joins the Guild, they are issued a license and a badge to display their rank. This rank is determined by capabilities, experience, and how successful they are at all the quests they undertook. Ranking up is determined by the Guild who conduct a review based on their detailed records and observations. Through a byzantine process they will decide when to promote the adventurer. Alternatively, the Guild does conduct annual exams which any adventurer is able to participate in. The shape and scope differs from year to year and the details are almost never announced ahead of time. Success isn't always necessary, either; showing great potential or fortitude and other upstanding qualities may be enough.

A there seven ranks assigned to a quest or adventurer. In order of lowest to highest these include Tin, Bronze, Iron, Steel, Mithril, Orichalcum, and Adamantite. In addition, a quest may receive from one to five stars to indicate the suggested experience required. Most adventurers will top out at Iron or Stell with most of the best achieving Mithril. Anything higher is the realm of legends and myth.




Branches and Services



Most major areas and some small towns have some kind of branch. Large towns will of course usually have the larger branches and these will provide a number of useful services up to and including lodging for members. They may look remarkably like taverns or inns, only larger to accommodate all the awaiting adventurers in between quests. There'll be a main counter, a job board, and waiting area with benches and chairs to sit. The larger branches will also have a bar off to the side with tables, chairs, and even a hearth for warmth. Some are two or three stories, especially branches that offer room and board to traveling adventurers. The largest branches have blacksmiths and shops with appraisers who can assist anyone in identifying mysterious treasures.




It is only in a realm of fantasy that an Adventuring Guild can exist for only in such an environment are its services required. Huge swathes the world over remain unexplored or otherwise forgotten. Dungeons and ruins by the hundreds are scattered across every continent just waiting for someone to explore their mysterious and uncover lost treasures. Goblins attack villages, dragons kidnap damsels, and demons plot the end of the world. Where kingdoms and armies fail to stem the dark tide, the plucky hero or heroine will step up to the plate and try their hand.

Their adventures can take any form and take them anywhere. The possibilities are endless as are the perils. Below is only a sample of all that, of what could or will be! See them yourselves. . At your own risk.




The Sapphic Wilds




There exists a place far and away, on the other side of the continent, that few men know about and fewer men walk. A place touched by some unknown calamity countless generations ago that brought ruin but also rebirth. The land itself is contaminated with magic and fae walk freely not in some hidden world behind a masquerade but as functional parts of the ecosystem. It is here that exotic treasures can be found in spades, from mystical herbs to cities of gold. Ancient ruins from long lost civilizations may hold the clues to what happened but more importantly there could be powerful artifacts hidden within. Fortunes await anyone willing to make the long and dangerous journey!

For more information, check out The_Sapphic_Wilds.




The Labyrinthian



An ancient dungeon the size of a whole city, scholars can't even begin to fathom its purpose. What is known is that it is one big maze with winding corridors and hundreds of chambers spread out across dozens of zones. These zones seem to follow different architectural and aesthetic styles but also contain within them different perils. From complex mechanical traps to simple pit falls and even hungry beasts that patrol hallways, they are all obstacles that seemingly serve the sole function of preventing anyone from going further. The question is why?

Sometimes used in conjunction with Nobility and the Noble Games.

Known Zones include:

Zone 1, The Gateway. The Entrance to the Labyrinthian is found within what looks like a Corinthian temple, specifically a crypt beneath it. Great doors open up to a long hallway lined with columns. Reliefs line the walls depicting heroic struggles against otherworldly foes. This leads into what could be described as a more traditional maze with few traps and monsters, at least in the earliest sections. Later on roaming minotaurs, lamia, and other such creatures start to appear. The one trap that is common enough is the teleportation trap. If an unwary explorer steps on it, they'll be whisked away to another area or even zone



Zone 2, The Jungle Anyone entering this area will find the architecture shift toward Mesoamerican. Whole sections may also be exposed in some way to the surface with what appears to be a jungle creeping in. Snakes, big cats, spiders, large poisonous frogs and even crocodilia stalk this zone and some of its chambers which may be flooded. Carnivorous plants of various kinds are also ever present. Traps include pitfalls, sink traps, and poison darts that paralyze anyone stuck.



Zone 3, The Factory. The whole place is very industrial yet appears ancient. Cogs and gears are everywhere, churning away for reasons that aren't clear. Pistons pump and vents bellow steam while pipes zigzag all over. In large rooms conveyor belts can be seen transporting minerals or half finished parts while molten metal travels down canals. There are less organic creatures but there are a myriad of constructs, automatons, and golems who will detain or even swallow any intruder. Traps are in abundance in too many varieties to list!



Zone 4 The Mansion. Defying all reason and logic, buried within the Labyrinthian is what appears to be a haunted mansion with chandeliers and sconces, suits of armor and paintings lining the walls. There are bedrooms and studies and dining rooms. Ghosts, vampires, werewolves, and dogs are common threats as well as a variety of traps including paintings that pull people into them.



Zone 5, The Desert. Vaguely Egyptian, it is as if traveling a maze-like tomb. Sand traps are very common traps and sand can be seen spilling in from the holes and walls all over the place. There are magnificent statues throughout but so are mummies, sphinxes, and lich dragons. Traps like Sarcophagi will wrap people with bandages and pull them in.



Zone 6, The Eldritch Terror. The geometry is, to be frank, alien here and in some cases may appear to be alive. Writhing and watching. If explorers aren't careful, a mouth may even open in some place with tentacles pulling them inside. Monsters like mindflayers appear to be common as well as things difficult to describe. Magical traps of every kind are also in abundance.



There doesn't seem to be any pattern or order to the zones, except for the first, and all of them are connected with each other.





Every now and then a hero will stand out. Usually with some legendary deed or sheer presence. They may've slain a great beast or found some kind of big treasure. Sometimes all it takes is just knowing everyone and having a good – or bad – reputation. Even a novice might see their name recognize for just showing up all the time.

Below are an example of heroes and adventurers played by myself and by frequent guests.




It is said that a slave stood behind Roman Emperors whispering “remember thou art mortal” in their ear. True or not, it is still an important lesson to learn. Sooner or later an adventurer will die and not always because of natural causes. One wrong step, one wrong turn and it could all be over in an instant! Even an experienced heroine can slip up and become a victim of some nefarious trap or hungry critter. Their lives, however long or short, will be remembered by the Guild!

Below are a list of noteworthy victims played either by myself or others (who want to be listed; permanence is not required and times fallen may be included).




Intentions



I made this profile mainly as an example of my interests and as a supplement for other settings but it can be played as a standalone, as shown in the Adventure tab. It is designed to afford maximum flexible while still working within a clearly designed framework and will accommodate numerous scenarios. The play session can either be a grab-and-gulp or something more story driven. The stakes can be mundane or legendary. Their fates can be predetermined or left to chance with even a possibility of survival or success.




Preferences



So, what do I like or expect from play? It's a very important question! There's a lot I expect and a lot I am after and it can get a little complicated or overwhelming. Fortunately for you I have gone to great lengths to spell those things out under my main profile, The_Queen_Consort. I encourage you to look this stuff over before approaching me. If it's too much, I totally understand. I won't hold it against you. But please don't lie to me and say you have when you haven't. I will be very disappointed.