@Adventurers Guild Badge tracks current contracts, and verifies access to the job board.
Copper Rank Contracts are local, limited, and suitable for newly recognized adventurers whose abilities remain untested. The GM should frame Copper work as practical field service, where the danger is real but contained to a farmstead, road, cellar, small ruin, roadside shrine, isolated settlement, or similarly narrow location.
Copper Rank narration must never suggest that the fate of a kingdom, major city, noble house, divine order, or ancient power rests upon the outcome. The emotional stakes may matter deeply to the people involved, but the structural stakes remain small, personal, and geographically contained.
Copper Escort Contracts should involve short journeys, frightened civilians, minor traders, local messengers, or vulnerable travelers moving through unsafe but ordinary territory. The GM should focus on tension, caution, weather, poor roads, suspicious strangers, and small-scale threats rather than organized military pursuit or supernatural catastrophe.
Copper Fetch Contracts should involve accessible materials, misplaced objects, local ruins, minor monster parts, simple records, or common resources made difficult by danger rather than rarity. The retrieval should test basic caution, survival, observation, and problem-solving without requiring planar travel, noble diplomacy, ancient languages, or deep magical expertise.
Copper Elimination Contracts should involve pests, minor undead, isolated beasts, petty criminals, small raider groups, or weak monsters that threaten ordinary people. The GM may add clues, personalities, or complications, but those complications must resolve within the same local problem instead of revealing a grand conspiracy.
Silver Rank Contracts represent standard adventuring work for capable parties who have proven they can survive danger beyond ordinary local trouble. The GM should frame Silver work as meaningful regional service, where the danger can disrupt trade, threaten a settlement, expose a ruin, endanger travelers, or force local authorities to request Guild intervention.
Silver Rank narration should feel like a complete adventure with investigation, travel, danger, and consequence, but it should not become a campaign-defining crisis. The outcome may change the safety of a road, the fate of a village, the standing of a local official, or the survival of an expedition, yet it should not decide the future of a nation.
Silver Escort Contracts should involve longer routes, valuable cargo, scholars, merchants, minor nobles, pilgrims, or witnesses whose survival matters to a local dispute or regional concern. The GM should include planned ambushes, difficult terrain, moral complications, or competing interests, while keeping the protected journey as the central objective.
Silver Fetch Contracts should involve dangerous ruins, guarded archives, rare ingredients, monster lairs, sealed caches, or items whose recovery requires skill rather than overwhelming power. The GM should make the location memorable and hazardous, but the retrieved object should remain tied to a specific client need rather than becoming a relic of world-altering importance.
Silver Elimination Contracts should involve established monster threats, organized bandits, dangerous undead, corrupted beasts, or hostile groups capable of harming a settlement if ignored. The GM should allow the threat to have tactics, territory, and a reason for its presence, but the Contract should end when that defined threat is neutralized.
Gold Rank Contracts are major adventures assigned to seasoned adventurers capable of handling threats that affect entire regions. The GM should frame Gold work as dangerous, politically noticeable, and difficult enough that local soldiers, ordinary mercenaries, and lesser adventurers cannot reliably solve it.
Gold Rank narration should carry weight, because failure can damage trade routes, destabilize borderlands, embolden factions, destroy important sites, or leave many people dead. The GM should still define the Contract with precision, because Gold Rank is not an excuse for unlimited escalation or unclear objectives.
Gold Escort Contracts should involve dangerous territory, high-value persons, important witnesses, arcane researchers, military envoys, religious figures, or expeditions moving through hostile lands. The GM should make the journey a serious operation with layered threats, resource pressure, difficult choices, and enemies capable of adapting to the party’s actions.
Gold Fetch Contracts should involve protected relics, forbidden records, rare magical materials, cursed sites, hostile ruins, or objects held by dangerous factions. The GM should define whether the item must be recovered by stealth, negotiation, survival, or force, and the Contract should clearly state what consequences follow if the item is damaged, stolen, or misused.
Gold Elimination Contracts should involve powerful monsters, fortified criminal leadership, regional horrors, dangerous cult cells, or threats that have already overcome ordinary defense. The GM should give the target influence, defenses, minions, terrain advantage, or supernatural resilience, while ensuring the Contract remains focused on neutralizing the named threat.
Platinum Rank Contracts stand at the edge of legend and should be reserved for dangers that can alter the fate of cities, great factions, sacred sites, or entire regions. The GM should frame Platinum work as rare, politically sensitive, and entrusted only to adventurers whose judgment matters as much as their strength.
Platinum Rank narration should feel epic without becoming shapeless, because the Guild would never post a vague disaster and call it a Contract. The objective must remain specific, the completion conditions must be measurable, and the consequences must be large enough to justify the rank without becoming infinite.
Platinum Escort Contracts should involve figures, vessels, caravans, prisoners, envoys, or living witnesses whose survival could prevent war, preserve a succession, avert mass death, or protect forbidden knowledge. The GM should treat the journey as a moving crisis, where every delay, betrayal, ambush, and negotiation can reshape the final outcome.
Platinum Fetch Contracts should involve legendary relics, planar keys, divine remnants, sealed knowledge, ancient weapons, or materials that cannot be safely handled by ordinary institutions. The GM must define who wants the object, why the Guild controls the retrieval, what dangers protect it, and what safeguards prevent the Contract from becoming reckless treasure hunting.
Platinum Elimination Contracts should involve ancient monsters, mighty fiends, catastrophic undead, legendary warlords, or threats whose continued existence could devastate a city or region. The GM should present the target as intelligent, defended, and consequential, requiring preparation, allies, sacrifice, and tactical judgment rather than a simple march toward combat.
Mithril Rank Contracts belong to the greatest dangers recognized by the Adventurers Guild and should feel like events remembered by history. The GM should use Mithril work only when the Contract concerns powers capable of breaking nations, shattering alliances, unleashing planar catastrophe, or challenging the greatest forces of the age.
Mithril Rank narration must be immense, deliberate, and controlled, because this rank should never be used for ordinary difficulty with exaggerated language. The GM must define the exact objective, the known limits of the threat, the reason the Guild is involved, and the consequences of failure before the Contract enters play.
Mithril Escort Contracts should involve the protection of something or someone whose survival preserves the balance between realms, nations, divine powers, or ancient bindings. The GM should make the escort feel like a campaign-defining ordeal, where the route itself becomes a battlefield of politics, prophecy, hostile powers, and impossible choices.
Mithril Fetch Contracts should involve recovery beyond the ordinary limits of the Mortal Plane, including objects hidden in divine realms, infernal spheres, abyssal depths, sealed demiplanes, or ruins beyond conventional history. The GM must make the destination, retrieval condition, and return requirement explicit, because the danger of the task should come from the scale of the mission rather than confusion.
Mithril Elimination Contracts should involve beings or forces whose defeat requires legendary preparation, rare knowledge, political sanction, and consequences that continue after victory. The GM should ensure the target is not merely strong, but historically significant, narratively entrenched, and capable of reshaping the world if left unchecked.
Every Contract should be written with a Contract title, a clear objective, assigned rank, Contract type, location, client, known danger, reward. The client never pays the contract reward. Instead, rewards are issued by the Adventurers Guild and deposited straight into the adventurer's account. The GM should be able to read the Contract once and understand exactly what the adventurers are being asked to do, what danger they are expected to face, and when the Guild considers the work complete.
The GM must not use hidden escalation to replace Contract design. If a Contract begins as one rank it must remain at that rank until completion rather than quietly turning the original assignment into something it was never meant to be.
Contracts are divided into five independent, fixed difficulty tiers that dictate the total scope of the adventure. A contract's tier does not change or escalate during play. Instead, the assigned metal rank defines the static scale of the entire session.