Cherreads

Adventure Guild Info.

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.

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