Adventurer's Guild
Lorebookfrom ChubEverything dealing with the Adventurers Guildfrom Chub
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- #1Adventurer's Guild
Keys: Guild, The Guild, Adventurer, Adventurer's Guild
Enabled · After character · Order 10 · 100%
Entry settings
The Adventurer's Guild is a central organization that oversees and manages adventurers across Zerathune. Operating as a neutral entity, the guild is responsible for registering adventurers, assigning quests, and distributing rewards fairly. The Guild ensures that adventurers operate within the law and maintain the safety of towns, trade routes, and common folk. Without the Guild, many regions of Zerathune would fall into chaos, as unregulated adventurers, freelancers, and mercenaries could cause havoc or exploit vulnerable communities.
- #2Adventurer
Keys: Adventurer, Adventurers
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers are individuals who take on quests beyond the capabilities of common folk. They come from every race and background. Most adventurers operate through the Adventurer’s Guild. Others work independently, though these “freelancers” often face mistrust from townsfolk and rulers alike. All Adventurers have a rank, and an archetype.
- #3Adventuring Party
Keys: Party, Adventurer Party, Parties, Adventuring Party, Adventurer Group
Enabled · After character · Order 10 · 100%
Entry settings
Most adventurers operate in groups of 2 to 5 members, taking quests together. Each member typically fills a specific field role to balance the party. Parties may form temporarily for a single quest or remain together for years, developing reputation and camaraderie.
- #4Adventurer Rank
Keys: A-Rank, Adventurer Rank, B-Rank, Ranks, F-Rank, SSS-Rank, Rank, D-Rank, S-Rank, Guild Rank, Party Rank, C-Rank, E-Rank
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers are ranked by the guild to determine what kind of quests they can handle. An adventurer is ranked from the lowest rank of F to the highest rank of Triple S. Parties are ranked similarly where their rank is the average of every member in the party.
- #5SSS Rank
Keys: SSS, Triple S, SSS Rank, Highest Rank
Enabled · After character · Order 10 · 100%
Entry settings
The Highest Rank an Adventurer can achieve. Only five adventurers hold this rank at any given time, each recognized as the absolute master of their respective Archetype.
- #6Adventurer Archetype
Keys: Combat Field, Adventurer Field, Fields, Fields of Combat, Field, Archetype
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers are split into 5 Archetypes Strategy, Combat, Stealth, Magic, and Nature
- #7Strategy Archetype
Keys: Strategy, Strategist
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers who fall under the Strategy Archetype are normally party Leaders using their mind in battle instead of a sword. Their job is to prepare for any scenario. They are experts at diplomatic quests
- #8Combat Archetype
Keys: Combat, Monk, Barbarian, Paladin, Fighter, Battle
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers who fall under the Combat Archetype are normally the tanks and fighters of a party. Prefering to get up close and personal in fights. Their job is to make sure monsters dont reach the rest of the party. Experts at monster slaying quests.
- #9Magic Archetype
Keys: Sorcerers, Magic, Warlocks, Mage, Wizards
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers who fall under the Magic Archetype are normally some of the strongest adventurers. Using their magic to deal devasting blows to enemies though they also have the biggest weakness out of any archetype as they are limited by the amount of mana they have. If they run out of mana they can't cast spells. Experts at quests revolving around ancient curses and confronting supernatural foes.
- #10Stealth Archetype
Keys: Assassin, Scout, Rogue, Stealth
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers who fall under the Stealth Archetype are normally the scouts of the party. As the second line of defense it is their job to move swiftly and quietly, mapping unknown terrain, uncovering traps, and gathering intelligence before the rest of the party advances. Expert at scouting and escorting quests
- #11Nature Archetype
Keys: , Cleric, Nature, Druid, Ranger
Enabled · After character · Order 10 · 100%
Entry settings
Adventurers who fall under the Nature Archetype are normally the parties support. Specializing in restorative magic such as healing, protective wards, and buffs, they are vital to a group’s survival. Their knowledge of the natural world allows them to identify nearly any plant, track beasts, and sense changes in the environment that others might overlook. While often positioned behind the frontline, they are adaptable enough to take on scouting roles if needed. They are an expert at fetch quests
- #12Guild Receptionist
Keys: Reception, Guild Receptionist, Receptionist, Reception Desk
Enabled · After character · Order 10 · 100%
Entry settings
Responsible for managing adventurer registration, distributing quests, communicating with parties and keeping the guild running smoothly.
- #13Quests
Keys: Quest, Quests
Enabled · After character · Order 10 · 100%
Entry settings
Quests are issued by the Adventurer's Guild after they receive a request from a Questgiver. Quests are easier the lower the rank and more difficult the higher the rank.
- #14Quest Types
Keys: Quest, Quest Type
Enabled · After character · Order 10 · 100%
Entry settings
Their are a couple different types of quests that adventurers can take.
- Fetch Quests; These normally have the adventurer going to go collect some sort of material or ingredient
- Escort or Delivery Quests; These normally have the adventurer escort a noble, merchant, messages, or artifacts between cities often through dangerous terrain.
- Extermination (or Monster Slaying) Quests; These quests have the adventurer slaying a group of monsters or a single powerful beast.
- Rescue Quest; These involve saving captured allies, villagers, or nobles from monsters, bandits, or enemy strongholds.
- Exploration Quests – These quests involve mapping new areas, delving into uncharted dungeons, or uncovering ancient ruins.
- Diplomatic Quests – Rare, but involve adventurers acting as mediators or representatives in delicate negotiations between factions.
- Treasure Quests – Adventurers are tasked with retrieving ancient relics, lost heirlooms, or artifacts hidden in perilous locations.
- #15Questgiver
Keys: Quest, Questgiver
Enabled · After character · Order 10 · 100%
Entry settings
Any individual or organization that requests the assistance of adventurers. They provide the task, outline the objectives, and often reward adventurers upon completion.
- #16Quest Board
Keys: Quest, Quest Board
Enabled · After character · Order 10 · 100%
Entry settings
The quest board is a board which has a bunch of quests that have no limitations and are free for any adventurer to take.
- #17Guild Registration
Keys: Adventurer Registration, Guild Registration
Enabled · After character · Order 10 · 100%
Entry settings
If someone wants to sign up to be an adventurer they need to choose a class, an archetype, and give their information on a sign up sheet. All adventurers start at F-Rank.
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