The Adventurer's Guild is a powerful, continent-spanning organization founded to unite warriors, mages, explorers, and specialists of every background. Built on the principles of equality, honor, and cooperation, the Guild welcomes all races—humans, elves, dwarves, beastmen, merfolk, dragons, and mixed bloods—without discrimination. Every member is judged solely by their skills, achievements, and conduct.
The Guild operates neutral ground in all kingdoms, serving as a bridge between nations and a haven for adventurers seeking work, knowledge, or camaraderie.
◆ Mission and Purpose
The Adventurer's Guild exists to:
Provide safe, regulated jobs for adventurers
Manage quests, bounties, and exploration permits
Protect the world from magical disasters, rogue beasts, and monstrous threats
Support trade routes and protect travelers
Promote harmony among the races of Cyrene
Guild halls also serve as:
Information centers
Safe lodging
Training grounds
Contact points for mercenaries, scholars, and explorers
◆ Registration & Guild Card
Registration Requirements
Anyone may join the Guild as long as they:
Obey the guild's core rules
Pay the registration fee
Undergo identity verification
Registration Fee
1 Silver Coin for first-time registration
This covers paperwork, magical identification, and card creation.
Guild Card
Upon registration, the individual receives a Verified Guild Card containing:
Full name
Race
Age (optional for long-lived races)
Job/Class or specialty
Rank
Magic affinity (if applicable)
Portrait seal
Mana-signature (for anti-forgery)
The card serves as:
Identification
Quest authorization
Proof of rank
A magical tracker for emergency rescue (optional)
Lost Guild Card
If the card is lost, stolen, or intentionally destroyed:
5 Silver Coins must be paid for replacement
Verification procedures will be repeated
Frequent loss may result in penalty or investigation
◆ Guild Ranking System
The Guild ranks adventurers individually and as parties, allowing balanced evaluation for solo or group missions.
◆ Individual Adventurer Ranks
From highest to lowest:
Legendary Ranks
SSS Rank – Mythic Heroes
Only a handful exist in the world.
Capable of facing national-level threats alone.
SS Rank – World-Class Elite
Dragonslayers, archmages, master sword saints.
Often lead major crusades or guard nations.
S Rank – Exceptional Masters
Few in number, extremely powerful, often assigned catastrophic threat missions.
High Ranks
A+ Rank – High Expert
A Rank – Advanced Veteran
Trusted with dangerous or complex quests.
Often commanders, specialized mages, or elite warriors.
Mid Ranks
B+ Rank – Skilled
B Rank – Capable
Regularly handle expeditions, monster hunts, escort missions.
Base Ranks
C Rank – Standard Adventurer
Reliable enough for common missions.
D Rank – Beginner
E Rank – Novice
F Rank – New Recruit
Every new adventurer starts at F Rank, regardless of race or background.
◆ Party Ranks (Group Ranking)
Parties are registered groups of two or more adventurers. Their combined achievements determine their rank.
From highest to lowest:
Platinum Party – Legendary teams known across nations
Gold Party – Highly successful and trusted
Silver Party – Seasoned and reliable
Bronze Party – Competent but still growing
Copper Party – Newly formed groups
Parties may take quests up to their rank level, with exceptions granted under supervision.
◆ Guild Rules
1. Respect All Races
The Guild enforces absolute neutrality.
Discrimination or racist behavior is strictly forbidden.
2. Follow Quest Contracts
Failing or abandoning quests without reason results in penalties.
3. No Fighting Inside the Guild Hall
Dueling grounds exist outside for disputes.
4. No Counterfeit Guild Cards
Any attempt to forge or alter a guild card leads to permanent expulsion.
5. Protect Civilians
Adventurers must never use their power to harm innocents.
6. Report Major Threats
Any discovery of high-level monsters, magical disasters, or ancient ruins must be reported.
7. Respect Guild Staff
Harassment or violence toward staff results in immediate disciplinary action.
◆ Additional Guild Facilities
Quest Board – categorized by rank
Magic Appraisal Rooms
Training Grounds
Library of Bestiaries & Maps
Alchemy Labs
Infirmary & Healing Services
Tavern & Dormitories
Some major guild halls even house:
Forbidden archives
Teleportation circles
Dungeon gateways
1. Guildmaster (Head of the Guild Branch)
The highest authority within a single guild hall.
Responsibilities:
Oversees all guild operations
Approves quests up to high rank (A+ or A depending on branch size)
Mediates disputes between adventurers
Ensures racial equality and safety for all members
Handles emergency situations and major decisions
Coordinates with regional or continental leadership
Guildmasters are experienced adventurers (usually A to S-rank).
◆ 2. Vice Guildmaster (Second-in-Command)
Supports the Guildmaster and oversees daily operations.
Responsibilities:
Manages staff
Handles documentation, quests, and scheduling
Temporarily leads when the Guildmaster is away
Ensures the guild runs smoothly
Supervises training and examinations when needed
Vice Guildmasters are often B+ to A-rank veterans.
◆ 3. Guild Secretary (Administrative Coordinator)
The essential organizer and manager of all paperwork and records.
Responsibilities:
Manages adventurer records and guild card data
Handles registration, renewals, and replacement cards
Records quest completions and failures
Processes reports, letters, and internal communication
Acts as the Guildmaster's assistant for official tasks
Secretaries are highly trained and often magically certified to prevent forgeries.
◆ 4. Guild Staff (Varies by Guild Size)
Every guild employs a variety of staff members.
Small guilds may have only 2–3 staff, while large guilds in major cities can have dozens.
Types of Staff (Assigned Based on Guild Size):
1. Reception Staff
Handles registration
Guides adventurers to the correct quests
Manages the quest board
2. Appraisers
Evaluate monster parts, materials, and magic items
Issue appraisal certificates
3. Quartermasters
Manage supplies, tools, potions, and guild equipment
4. Security Personnel
Maintain order inside the guild
Prevent fights and protect staff
Escort dangerous items to vaults
5. Healers & Medical Staff
Treat injured adventurers
Manage the infirmary
Provide healing potions and first aid
6. Trainers / Instructors (Only in larger guilds)
Teach sword arts, magic basics, survival skills
7. Scouts / Couriers
Deliver messages
Track monster movements
Provide emergency reconnaissance
8. Cleaners & Maintenance Crew
Maintain the guild hall
Handle stables, training grounds, and lodging areas
◆ Guild Size Categories
Small Guild (Villages, Outposts)
Guildmaster
Vice Guildmaster
Secretary
2–6 staff
Often acts as a local support point for adventurers.
Medium Guild (Towns)
Guildmaster
Vice Guildmaster
Secretary
10–20 staff
Includes appraisers, healing staff, and small training areas.
Large Guild (Major Cities)
Guildmaster
Vice Guildmaster
Secretary
30–100+ staff
Has:
Large training halls
Full infirmary
Item vaults
Research or appraisal rooms
Dedicated security force
These major branches often handle A+ and S-rank missions.
If you'd like, I can also create:
A sample layout/map of a guild hall
Detailed roles for each staff member
The process of a rank-up exam
A famous large guild and its leadership
Just tell me!
You said:
also add in small size guild they can only promote someone rank from F to D, in order to rank up to C rank they need to go bigger guild so on.
ChatGPT said:
Here is the revised Guild Hierarchy with your new rule added about rank promotions depending on guild size.
This version keeps everything clean, structured, and logical for Cyrene.
Revised Guild Hierarchy & Rank Promotion System
Every Adventurer's Guild branch in Cyrene has the same basic leadership structure:
Guildmaster
Vice Guildmaster
Secretary
Staff (number depends on guild size)
Larger guilds have more staff and more authority.
Smaller guilds serve as starting points but have limited influence on rank promotions.
◆ Guild Size Categories & Promotion Limits
1. Small Guild (Village, Outpost, Frontier Cabin)
Simple, compact guild branches found in small settlements.
Staff Count: 2–6
Facilities: Basic quest board, small counter, minimal storage
Promotion Limit:
Can promote adventurers from F → E → D
Cannot promote anyone above D Rank
To rank up to C or higher, adventurers must transfer temporarily or travel to a bigger guild in a town or city.
Reason:
Small guilds lack proper evaluation teams, combat exam rooms, magical appraisal tools, and high-rank staff needed to judge stronger adventurers.
2. Medium Guild (Town or Trading Hub)
Larger halls with proper facilities.
Staff Count: 10–20
Facilities:
Appraisal room
Infirmary
Training yard
Multiple receptionists
Quartermaster
Promotion Limit:
Can promote adventurers up to B Rank
For B+ or A-level tests, adventurers must visit a major city guild
Medium guilds often have one or two A-ranked staff but not enough authority to judge top-tier skills
3. Large Guild (Major City, Capital, Metropolis)
The most equipped and authoritative guilds in Cyrene.
Staff Count: 30–100+
Facilities:
Full infirmary
Magic research and appraisal chambers
Dedicated rank exam halls
Healers and combat instructors
Item vaults
Security force
Training arena
Promotion Limit:
Can promote adventurers from B → A → A+ → S
Final authority for S-Rank testing
For SS and SSS Rank promotions, special continental guild authorities must supervise or personally evaluate
These large guilds often host extremely strong veterans or retired high-ranking adventurers.
4. Continental or Special Headquarters (Rare)
Located only in major regions or capitals of continents.
Promotion Limit:
Can promote S → SS → SSS Rank
Only a handful exist
Handle world-level threats and legendary adventurers
◆ Guild Hierarchy (Leadership Roles)
Guildmaster
Head of the guild branch
Final decision-maker for local promotions (within their authority)
Oversees staff, quests, and operations
Ensures equal treatment for all races
Vice Guildmaster
Second-in-command
Handles daily operations and staff
Manages quest distribution
Acts for the Guildmaster when absent
Guild Secretary
Manages paperwork and adventurer documentation
Handles registration and card updates
Records rank promotions
Maintains quest logs
Staff (Flexible Number Based on Size)
Receptionists
Appraisers
Quartermasters
Healers
Instructors
Security
Couriers
Cleaners & maintenance
Larger guilds have more variety and specialization among staff.
◆ Promotion Flow Summary
Small Guild → (F, E, D Rank only)
To reach C Rank, adventurers must travel to a Medium Guild.
Medium Guild → (Up to B Rank)
To reach B+ or A Rank, adventurers must visit a Large Guild.
Large Guild → (Up to S Rank)
To reach SS or SSS Rank, they must be judged by Continental Headquarters.
