Post by Gaea on Feb 25, 2016 9:44:58 GMT -8
The Adventurer's Guild
A non-governmental and apolitical organization formed to bypass the absolute deadlock that characterizes what passes for politics in Arcadia, the Guild acts to aggregate work throughout the Lycian Divide, Arcadia, and even handles emergency beacons from the outer regions of Elibe. Rather than taking care of that work itself, though, and face the repercussions of consolidating so much power, the Guild outsources the work to the countless smaller private guilds that it sponsors and encourages. As such, it's more of an in-between than a standalone powerhouse - but despite its attempts to appear nonthreatening, the sheer influence it wields is beyond compare, and few of Arcadia's existing power brokers are especially fond of it as a result.
Guilds
Subsidaries of the Adventurer's Guild are as varied as they are numerous, but almost all rely on the Adventurer's Guild to provide up to date information on jobs, and many rely heavily on its funding to support their organizations. Many prefer to focus on one broad variety of task to the exclusion of all others - exploration guilds are common, trying to piece together what Elibe in its entirety actually looks like or discover its buried secrets, as are monster hunting, extermination, and even mercenary guilds that focus heavily on maximizing their fighting strength, usually with a single type of target in mind - whether monster or human. Others are bound by more esoteric concepts, like a common interest in magic.
Perhaps most common of all, though, are the small guilds that circles of friends sometimes create rather than joining a 'real' guild. Often little more than a breathless moment in time of excitement and possibility that falls apart as soon as a member is killed while in the field or leaves for brighter pastures, a few have met tremendous success and garnered intense personal fame for their members.
All are treated equally in the eyes of the Adventurer's Guild, which does its best to support all registered guilds with work based on their proficiencies. At least that's the idea. In practice, successful guilds are more likely to be reached out to by the Guild with relevant job offers, while smaller and less well known guilds most commonly have to visit a guild office to find work themselves. Not even the idealism that first created the Guild was immune to the realities of human nature.
A non-governmental and apolitical organization formed to bypass the absolute deadlock that characterizes what passes for politics in Arcadia, the Guild acts to aggregate work throughout the Lycian Divide, Arcadia, and even handles emergency beacons from the outer regions of Elibe. Rather than taking care of that work itself, though, and face the repercussions of consolidating so much power, the Guild outsources the work to the countless smaller private guilds that it sponsors and encourages. As such, it's more of an in-between than a standalone powerhouse - but despite its attempts to appear nonthreatening, the sheer influence it wields is beyond compare, and few of Arcadia's existing power brokers are especially fond of it as a result.
Guilds
Subsidaries of the Adventurer's Guild are as varied as they are numerous, but almost all rely on the Adventurer's Guild to provide up to date information on jobs, and many rely heavily on its funding to support their organizations. Many prefer to focus on one broad variety of task to the exclusion of all others - exploration guilds are common, trying to piece together what Elibe in its entirety actually looks like or discover its buried secrets, as are monster hunting, extermination, and even mercenary guilds that focus heavily on maximizing their fighting strength, usually with a single type of target in mind - whether monster or human. Others are bound by more esoteric concepts, like a common interest in magic.
Perhaps most common of all, though, are the small guilds that circles of friends sometimes create rather than joining a 'real' guild. Often little more than a breathless moment in time of excitement and possibility that falls apart as soon as a member is killed while in the field or leaves for brighter pastures, a few have met tremendous success and garnered intense personal fame for their members.
All are treated equally in the eyes of the Adventurer's Guild, which does its best to support all registered guilds with work based on their proficiencies. At least that's the idea. In practice, successful guilds are more likely to be reached out to by the Guild with relevant job offers, while smaller and less well known guilds most commonly have to visit a guild office to find work themselves. Not even the idealism that first created the Guild was immune to the realities of human nature.