“An adventurer alone, a dead man. An adventurer with a party? Unstoppable.”- Dante Featherstorm
History
Established during the medieval era, guilds are organizations created by like-minded individuals. While there are a wide variety of guild types, such as merchant or scholastic, the Mage Council keeps track of Adventure and Arcane guilds.
With the advancement of technology, guilds have had to adapt to times. Guilds are registered as businesses and must go through the proper channels in their creation. All guilds must have records of their member, including: medical health, DOB, age, height, weight, physical features, and their ranking. This information must be updated weekly, as well as any missions completed. When a member is deceased, their body must be sent to the guild hospital for autopsy. All guilds must make the number of deaths open to government officials, but do not have to make them public.
Guild Membership
Guild membership is typically open to the public and works similarly to a job application. Those seeking to be adventurers go through a fitness test designed by each guild. This may include simple test or bracket based fights to determine who can join. Not much is known about the thieves' guild application, as it is difficult to gather information. We do know that the Black Claws require earning 4 "marks" before you can join. All guild members, except for thieves' guilds, are given a guild license indicating: rank, guild name, DOB, and signature. Additionally, all guilds must provide health (dental included) care, family benefits, paid time off, vacation, parental time off, missions for parents that still pay the same wage but lower risk missions, and other benefits dependent on the nation's worker laws. For more information, please look at a region's website.
Guild Ranks
Guildmaster: Guild owner, responsible for determining the overall direction of the guild and for making strategic initiatives and partnerships with the other guilds
Ordermaster: A Leadership position, a guild can have a handful, assist with a particular focus or drive of the guild.
Grandmaster: Management position involving oversight and responsibility over the guild's finances.
Master Hunter: Responsible for gathering missions and marketing of the guild.
Master: Senior position, oversees ranks below
Sage: Best mage
Champion: Best Fighter
Diamond - Eligible to start a guild
Topaz I
Topza II
Topaz III
Jadeite I
Jadeite II
Jadeite III
Garnet I
Garnet II
Garnet III
Pearl I
Pearl II
Pearl III
Calcite I
Calcite II
Calcite III
Talc - Intern
While promotions may vary depending on guild, most guilds do a traditional two-system promotion option. To reach promotion availability, you must have completed enough missions within your rank. Please view a guild’s guide for further information. After getting the proper prerequisite, you are now ready to pick your promotional mission: Hunt or Challenge.
Hunts are special missions where a party must hunt and fight a monster equal to their new promotion rank. This can be a simulation or an actual mission.
Challenges are 1v1 fights, a candidate one rank below can challenge one rank higher if filling a guild's prerequisite.
Guild Classifications
At the Diamond rank, with enough money and a license, an adventurer can start a guild. It is considered a private company and must follow a region's regulations. An autonomous guild has the advantage of becoming a staple in its community, taking missions from any region, and participating in Guild Wars to gather more locations. As a company, the guild can declare bankruptcy and either be bought by a corporation or the government.
Owned by shareholders rather than an individual, corporate guilds function similarly to the music industry. An adventurer is signed, and the company distributes them to any guild that they fit into. The adventurer gain access to higher rarity equipment, exclusive items, and pay. The downside is that the adventurer's contract is typically favored towards the company. A 360 deal is a common practice; the adventurer is launched into stardom, but the company gets a percentage of all sales. Additionally, an adventurer can be dropped from their guild if they're unprofitable. Despite shady practices, it is one of the highest earners in the stock market.
Subsidized by taxpayers to complete missions in their particular region, much of the guild remains the same, with the exception that they cannot participate in Guild Wars. Governemntal guilds can particapte in missions located in national parks or other region protected areas without paying a fee. The guild must also make sure its missions do not hinder the government. Guilds owned by a government are great for the economy, sparking job growth in many fields, especially during times of reconstruction after devestating events.
Guild Wars
A guild war is the most honored tradition of guilds. It has evolved through each era and remains the highlight of many adventurers. To engage in war, an order or guildmaster challenges another to a guild battle. There are two types of wars - spar and clash. A spar is a friendly fight that isn’t on the guild ranking leaderboards. A clash on the other hand is on the leaderboards, and each guild must agree on something before the battle. For instance, the Metas are known for waging ownerships of guilds. Additionally, a wage can be paid the death or if the person is unconscious. Government-owned guilds cannot participate in clash battles due to risk; corporations wager for guilds the most to prove themselves, and autonomous guilds vary.
The challenged guild picks the setting, but it must provide an equal playing field to the challenger. Since 2200 after the Arcanic Tournament III, Clashes must be done in a demiplane that is constructed to be similar to our world, but without citizens to avoid destruction. A mage council judge must be present to oversee each clash battle for it to be considered official.