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Guild RPG V2.4
Listed as “Guild RPG - Lorebook”
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Guild RPG V2.4
14 entries · scan depth 8 · budget 3,400 tokens · recursive scanning off
Book settings
- #1Adventurer Guilds
Keys: Guilds, Adventurer Guilds, Guild hall, Guild, Adventurer Guild
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Guilds are the most important institutions that maintain order, safety, and balance in the world. They solve the problems of kingdoms, cities, towns, and villages. As central hubs, they issue, evaluate, and regulate all quests. Every guild is led by a Guild Master. The Guild Master sets the rules, makes important agreements, and is the only person authorized to issue A-Rank and S-Rank quests or promote adventurers to those high ranks. Every guild also has Guild Receptionists who handle daily tasks at the center of the hall. Receptionists register all new adventurers as D-Rank by default, issue D-Rank, C-Rank, and B-Rank quests, and handle promotions up to B-Rank. Inside the guild halls, there are also healers, blacksmiths, and barkeeps, along with rooms for rent where adventurers without a home can stay. The hall is a very active social hub where adventurers eat, drink, socialize, review quests, take quests, form parties, submit reports, repair equipment, and seek information.
- #2Adventurers
Keys: Adventurers, Adventurer
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Adventurers are individuals registered with the guild who complete quests to earn silver, reputation, and personal advancement. They come from various races, and each adventurer has unique abilities, personalities, and behaviors. They span a wide range of classes like warriors, mages, healers, rogues, archers, and even ordinary people. Every adventurer has a rank from D-Rank to S-Rank. This rank reflects their prestige, power, and experience, determining the level of quests they are allowed to accept. Each adventurer carries a distinct insignia engraved with their name and rank, serving as official proof of their standing. This insignia is extremely important, and losing it results in severe penalties. Outside of quests, adventurers live dynamic private lives shaped by training, travel, friendships, and personal rivalries.
- #3Adventurer Hunters
Keys: Adventurer Hunters, Hunter, Adventurer Hunter, Bounty Hunter
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Adventurer Hunters are individuals who prey upon adventurers instead of serving the guilds. Rather than completing quests, they track adventurers during their journeys or quests and ambush them to steal their equipment, silver, and rewards. Many also raid caravans, plunder villages, or hunt adventurers who have bounties placed on their heads.
Like adventurers, Adventurer Hunters are often categorized by ranks from D to S, reflecting their strength and the level of prey they can hunt. Some operate alone, while others form small hunting parties to pursue stronger targets.
Adventurer Hunters come from many races and backgrounds. Some are former adventurers who turned to crime, while others are bandits, mercenaries, or ruthless warriors seeking wealth and power. Among them can be humans, elves, dwarves, beastkin, orcs, werewolves, succubi, and other intelligent but often malevolent beings.
- #4Quests
Keys: Tasks, Task, Job, Party, Quest Board, Missions, Quest, Parties, Mission, Quests
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Quests are the core of an adventurer's life: the primary way to earn silver, build reputation, and rise in rank. All official quests are issued by the guilds and paid out on completion; requesters range from ordinary villagers, merchants, and nobles to kings, local lords, or the guild itself when a threat concerns its own members or territory. Every quest carries a rank from D to S based on danger and difficulty; its reward scales with rank, and once approved it is posted on the guild hall's quest board: D, C, and B-Rank by the Guild Receptionist, A and S-Rank by the Guild Master personally. Adventurers may only take quests suited to their own rank, solo or in a party, though a higher-ranked adventurer can vouch for a lower-ranked one to join a higher-rank quest, and must submit a report to the guild on completion to receive payment.
Whenever a quest of a given rank is requested, generate a new, original quest matching that rank's profile below. Never reuse a previous quest's exact premise, enemy, or location; vary the requester, threat, and setting each time. Adventurers may encounter NPCs suited to the quest's nature along the way.
D-Rank (beginner, 3–10 silver): Simple, low-risk jobs in or near settlements, such as errands, lost items or pets, minor pest control, small escorts, or tracking a runaway. Threats are trivial: tiny slimes, rats, stray dogs, weak wildlife.
C-Rank (moderate, 15–40 silver): Manageable for a solo adventurer or small party, scaling with size. Locations: nearby forests, hills, or trade roads within a short journey of the settlement. Example jobs: clearing a small goblin camp, hunting a wolf pack or wild boar, caravan defense, driving off a minor bandit group, dealing with giant insects or a haunted barn.
B-Rank (dangerous, 50–200 silver): Significantly tougher, needing a strong solo adventurer or coordinated party. Locations: deep forests, mountain passes, and wilderness beyond the settled borderlands, well outside easy reach of any town. Example threats: a large goblin cave, organized bandit companies, giant spiders, ogres, harpies, ghouls, or a perilous ruin.
A-Rank (elite, 300–800 silver): Extreme danger for elite adventurers, solo or party. Locations: cursed lands, dangerous mountain ranges, and remote strongholds far beyond civilization, reachable only by a long, hard expedition. Example threats: trolls, werewolves, succubi, wyverns, chimeras, cursed knights, a corrupted region, a cursed dungeon.
S-Rank (legendary, priceless artifacts, rare magic, or vast wealth): Extremely rare, world-altering threats needing overwhelming power. Locations: corrupted kingdoms, sealed ruins, abyssal rifts, and cursed continents beyond the reach of ordinary maps, accessible only through great hardship or powerful magic. Example threats: demons, ancient witches, dragons, krakens, lich kings, colossal golems, vampire lords, fallen gods.
Quest Paper (suggested format for presenting a quest, e.g. on a guild board, from a Guild Receptionist, or from the Guild Master): [Quest Title] – Rank: [D/C/B/A/S] Requester: [name or role] Reward: [silver or item] Details: [1–3 sentences on the task, danger, and location]
- #5Guild of Aelthar Keldor
Keys: Aelthar Keldor, Guild, Aelthar, Keldor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Guild of Aelthar Keldor is one of the strongest and most famous adventurer guilds, home to hundreds of registered adventurers. It is located at the center of the largest city, known as The Capital, which sits at the very center of the continent. The guild was founded by Sylvara, a wise high elf and the current Guild Master. The head receptionist is a kind rabbitkin named Liora, who welcomes everyone with a warm smile. The doors of Aelthar Keldor are always open to anyone who wants to become an adventurer.
- #6Guild Master (Sylvara)
Keys: Guild Leader, Sylvara, Master, Sylvara Duskveil, Guild Master
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Basic: - Name: Sylvara Duskveil - Gender: Female - Race: High Elf - Age: 1437 - Role: Guild Master of Aelthar KeldorDescription: Sylvara was born in the Elf Realm. 98 years ago, she came to the Mortal Realm to fight a massive Void threat. After a heavy two year war, she chose to stay and protect the mortals. She started a new life, became a legendary S Rank adventurer, and a famous hero. Years later, her old guild fell apart, so 62 years ago, she gathered trusted veterans and founded the Aelthar Keldor guild in the capital city. Today, Sylvara is the Guild Master and highest authority in Aelthar Keldor. Her strong presence keeps order and commands respect. Many adventurers see her as a wise mentor and a mother figure. She handles the most important guild matters. She deals with major disputes, grants high level promotions, and approves the highly dangerous A Rank and S Rank quests. She also makes important agreements with kingdoms and other guild leaders. If an adventurer is severely injured, she steps in personally to heal them. She leaves simple daily tasks and lower rank quests to the receptionists.
Appearance & Gear:
- Height: 172 cm (5'8")
- Body: Tall, graceful, elegant posture, medium breasts, slim waist.
- Face: Beautiful and elegant facial features, long eyelashes, small nose, soft pink lips, long pointy elf ears.
- Eyes: Ice-blue.
- Skin: Flawless pale porcelain.
- Hair: Long silver. She prefers elegant and neat hairstyles.
- Outfit: She likes to wear elegant clothes like royal dresses, fur mantles, stylish coats, and high heels.
- Weapon: A magical High Elf staff. She only carries it when necessary.
Personality: Calm, wise, and patient. She is a graceful High Elf who acts as a protective mother figure and a fair leader. She is polite, never yells, and shows anger through cold disappointment.
Combat and Magic: She still has her legendary S Rank power and a massive mana pool. She is a master of Holy, Arcane, Frost, Wind, and Gravity magic.
- #7Guild Receptionist (Liora)
Keys: Reception, Guild Receptionist, Receptionist, Liora, Quest, Quests
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Basic: - Name: Liora - Gender: Female - Race: Beastkin (Rabbitkin) - Age: 24Description: Liora is a 24-year-old rabbitkin and the head receptionist of the Aelthar Keldor guild. At age 8, a deadly plague killed her parents. She was sent to an orphanage, where the matron quickly noticed her extraordinary memory and natural gift for connecting with people. The matron wrote a letter to Guild Master Sylvara, who brought the young girl to the guild. Under Sylvara's guidance, Liora received formal training and a mother's care, seeing Sylvara as her true mother figure. She was educated from age 8 to 14, then officially became a receptionist. She has worked there ever since. As the warm and welcoming face of the guild, Liora assists adventurers with every aspect of quest management. She handles all D Rank through B Rank quests: registering them, assigning them, and processing completion reports. No D through B Rank quest can be accepted without her bright smile and official stamp. She helps new adventurers register, forms parties when needed, and enjoys friendly chats with everyone in the guild hall. New adventurers are registered as D Rank by default, with advancement handled later through official evaluation. She has the authority to promote adventurers up to B Rank. Promotions beyond B Rank require approval from the Guild Master. She cannot approve A Rank or S Rank quests herself; only Guild Master Sylvara has that authority. Thanks to her perfect memory and genuinely kind nature, every visitor feels truly welcomed and supported the moment they step up to her counter.
Appearance:
- Body: Petite, soft, medium breasts, thick thighs, slim waist.
- Fur: Soft snow white rabbit fur.
- Hair: Long wavy light blue hair. She usually ties it in a low ponytail.
- Eyes: Blue.
- Ears and Tail: Tall white rabbit ears and a small round cotton tail.
- Outfit: She usually wears elegant receptionist dresses while working. When she is not working, she prefers comfortable everyday clothes.
Personality: Liora is cheerful and kind. She has a perfect memory for names and quests. She is a hard worker who loves her job.
- #8D-Rank Adventurers
Keys: Rank D, D Rank, beginner, low rank, novice, lowest rank, D-Rank
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
D-Rank adventurers are beginners, the lowest tier in the ranking system. They are roughly as strong and durable as an ordinary human and lack real combat capability. They handle only simple or low-risk quests such as deliveries, gathering materials, escorting within city limits, or exterminating minor pests. They should never face organized monsters or enter dangerous areas alone, as such encounters are usually fatal. A D-Rank adventurer cannot accept higher-ranked quests unless accompanied by a higher-ranked teammate.
- #9C-Rank Adventurers
Keys: C Rank, Rank C, C-Rank
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
C-Rank adventurers have mid-level combat abilities. They know how to fight and can handle moderate threats such as small monster groups, wolf packs, minor bandits, small goblin groups, etc. However, anything above their rank can become fatal if they face it alone. They may assist in higher-ranked quests only when accompanied by a higher-ranked adventurer.
- #10B-Rank Adventurers
Keys: B-Rank, B Rank, Rank B
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
B-Rank adventurers are skilled and experienced fighters with high-level combat ability. They can handle dangerous threats such as organized enemy groups, large monster packs, large goblin caves, small orc camps, etc. Their strength is far above lower ranks, allowing them to operate independently in perilous regions. However, enemies above their rank, such as elite monsters or high-tier threats, can still be lethal if faced alone. They may join A-Rank quests, but only when led by an A-Rank adventurer due to the significant risk.
- #11A-Rank Adventurers
Keys: A-Rank, A Rank, Rank A
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
A-Rank adventurers are elite, highly skilled, and renowned for their exceptional combat ability. They are few in number and are often widely recognized and respected within their guilds due to their rarity and impressive achievements. They can face powerful foes such as trolls, werewolves, succubi, and large orc fortresses, etc., often succeeding where lower ranks would fall. Their strength allows them to operate deep within dangerous regions, yet threats above their rank, especially S-Rank monsters or legendary creatures, remain deadly even for them. They cannot accept S-Rank quests without an accompanying S-Rank adventurer.
- #12S-Rank Adventurers
Keys: S Rank, Rank S, S-Rank, Legendary
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
S-Rank adventurers are extraordinarily rare, with only a few appearing each century. Their power reaches near-legendary levels, allowing them to face world-shaking threats that would annihilate lower ranks. Their fame extends across entire continents, and their names are known by almost everyone. Even without taking action, their overwhelming presence carries a powerful aura that commands respect and silence wherever they go. They are capable of fighting monsters such as demons, dragons, ancient witches, cursed knights, colossal krakens, lich kings, titanic golems, vampire lords, etc. Their actions can alter political balances, reshape territories, and influence entire regions. Even so, SS-Rank threats remain deadly.
- #13SS-Rank
Keys: SS-Rank, SS Rank, Rank SS
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
SS-Rank adventurers are mythical beings, appearing perhaps once or twice in a thousand years. Their power approaches that of gods, and the stories told about them often blur the line between reality and legend. Many people across the continent doubt they ever truly existed, believing them to be characters from ancient tales rather than living beings. It is said that their mere presence can shift the course of history, silence armies, or reshape the land itself. Encounters with an SS-Rank adventurer are so unimaginably rare that most will never witness one in their entire lifetime.
- #14The Capital
Keys: The Capital, Capital City
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Known as The Capital, this massive city sits right at the center of the continent. It is one of the largest and most crowded cities in the world. High stone walls surround the city. It has four main gates facing the four cardinal directions. These gates remain open until nightfall unless there is an emergency.
The layout of the city is clearly divided. The wealthy nobles and high officials live in the exclusive North-West district, away from the noise. The rest of the city, which holds the vast majority of the population, belongs to the middle class and poor citizens. There is also a slum area in the South-East near the outer walls where crime is more common.
The Capital is a huge trade hub supported by the villages and towns connected to it. These settlements provide various resources like agriculture, livestock, leather, and timber. The stone streets are generally very active. The crowd size changes depending on the time and the district. The crowds are mostly made up of regular citizens, along with merchant carts, travelers, and adventurers. City guards patrol the districts to maintain order.
Almost any kind of business or service can be found in the city. There are bustling open-air markets, lively taverns, skilled blacksmiths, and other shops like tailors, bakeries, and alchemists. There are frequent street festivals and daily events. The city also features a grand arena where wealthy nobles occasionally host combat tournaments with high silver rewards. For darker entertainment, the city has specific streets filled with brothels and hidden underground fighting rings.
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