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  1. The Shattered Veil
  2. Lore

The Adventurers Guild

Overview

The Adventurers Guild is a pan-national, non-partisan organization that spans the entirety of the Shattered Veil archipelago. Established in the chaotic centuries following the Veilbreak, the Guild serves as a neutral hub for adventurers, mercenaries, and explorers to register, undertake quests, and advance their careers. It operates independently of any single nation's governance, adhering to the Veilsea Accords' principles of neutrality and balanced trade to maintain its presence across borders. Guild halls can be found in every major city, with Major Guild Halls located in each nation's capital and regional halls scattered throughout smaller towns and outposts. This structure ensures accessibility while fostering a network of opportunities that transcends political rivalries.

The Guild's primary functions include facilitating quests (often called "jobs" or "commissions"), providing resources and training, and tracking member progress through a ranked system. It thrives on a symbiotic relationship with its members: adventurers complete tasks that benefit local communities, nations, or private entities, while the Guild takes a percentage of rewards to fund its operations. This has made the Guild an indispensable part of Shattered Veil society, often stepping in where national militaries or local authorities fall short—such as delving into Veilbreak ruins, combating sea monsters from the Shattered Sea, or resolving disputes in remote regions.

Structure and Governance

The Guild is governed by a loose hierarchy of Guild Masters and Proctors, with no centralized "high council" to avoid entanglement in national politics. Each hall operates semi-autonomously, adapting to local customs and needs while adhering to core Guild tenets.

  • Major Guild Halls: Located in capital cities (e.g., Tidewrack in Duskreef, Deepforge in Ironcrag, Drakehold in Korathis, etc.), these are grand, fortified structures often incorporating local architectural styles. They serve as regional hubs, offering extensive services like advanced training facilities, artifact appraisal, and high-level quest coordination. Major Guild Masters must hold at least Gold rank and are appointed through a combination of merit, peer nomination, and approval from neighboring halls to ensure impartiality.

  • Regional Halls: Found in smaller towns and cities (e.g., Smugglers Isle in Duskreef, Hammerhold Village in Ironcrag), these are more modest but essential outposts. Regional Guild Masters must be at least Silver rank and often double as Proctors due to limited staffing. These halls focus on local issues, such as border skirmishes or minor relic hunts, and act as feeders for talent to the major halls.

  • Proctors: A cabal of experienced adventurers (typically Silver rank or higher) who assist the Guild Master in evaluating members and assigning high-profile jobs. Their role is to scout talent, match adventurers to quests based on skills and reputation, and recommend promotions. In regional halls, the Guild Master may fulfill this role personally. Proctor positions are filled by Guild Master appointment and serve 5-year terms, with a mandatory single 5-year break between subsequent terms to prevent skill stagnation. These roles are well-compensated and highly sought after, as Proctors earn a percentage of all jobs they facilitate.

Job boards in every hall brim with smaller opportunities—bounties on local beasts, escort missions for merchants, or simple retrievals—that any registered member can claim. For larger, more lucrative or dangerous jobs (e.g., Veilbreak expeditions or diplomatic interventions), adventurers must impress the Guild Master or Proctors through consistent performance, networking, or demonstrations of skill.

Membership and Registration

Adventurers register at any Guild hall, with Iron rank registration being free and available to all who swear a non-magically binding oath to uphold the Guild's general tenets (such as neutrality, fair dealings, and avoiding actions that harm the Guild's reputation). Failure to adhere to these tenets can result in revocation of credentials, barring access to Guild services. For those seeking to register at a higher rank than Iron (e.g., due to prior experience or recruitment), abilities must be assessed by a Guild Master at least two ranks higher than the desired starting rank—for instance, registering as Bronze requires evaluation by a Silver rank or above, while direct Silver registration would need a Diamond rank assessor (which is nearly impossible and thus extremely rare).

Upon registration, members receive a magical token—a small, enchanted amulet or ring soul-bound to their essence (homebrew mechanic: similar to an attuned item in D&D 5e, but without granting mechanical bonuses beyond identification). This token serves as proof of identity and can be updated remotely from any Guild hall to reflect new achievements, rank increases, or even revocation. To non-Guild officials, it appears as a simple coin made of the material matching the member's rank (e.g., iron for Iron rank), etched with small emblems indicating the number of completed jobs at that rank. Full details of a member's Guild history, however, can only be viewed magically by Proctors or Guild Masters (homebrew: akin to a legend lore spell effect, but limited to Guild records).

Non-combat roles within the Guild, such as clerks, appraisers, or trainers, exist as paid functionaries who support operations. While these positions do not typically require ranks, some individuals in these roles may hold adventurer ranks if they occasionally take on quests.

Each nation's Guild hall offers unique services reflecting local culture and resources:

Halls also hold distinct reputations: Thaloryn's is seen as scholarly and fair, while Duskreef's has a roguish edge, attracting risk-takers.

Rank Progression

Ranks represent an adventurer's proven skill, reliability, and contribution to the Guild. Progression is merit-based, emphasizing quest completion, Guild revenue generation (via commission fees), and ethical conduct. The Guild takes a cut of quest rewards as follows: Iron 20%, Bronze 15%, Steel 12%, Silver 10%, Gold 8%, Diamond 5%. Items and valuables are generally fair game for adventurers to split among their party, unless the contract specifies otherwise (e.g., relic retrieval quests may alter treasure splits on a case-by-case basis).

  • Iron: Entry-level for most recruits. Basic quests like pest control or minor escorts.

  • Bronze: Demonstrated competence; access to moderately dangerous jobs.

  • Steel: Reliable veterans; full access to Guild inventories unlocked here.

  • Silver: Seasoned experts; eligible for Proctor roles or regional leadership.

  • Gold: Elite adventurers; required for Major Guild Masters; handle nation-level threats.

  • Diamond: Rumored pinnacle; achieved by a secretive few through undisclosed trials (homebrew: perhaps involving a Veilbreak artifact quest or divine intervention). Guild documents do not publicly detail this rank, fueling myths of immortality or god-like power.

Most start at Iron unless recruited at a higher level (e.g., a former Dragon Rider from Korathis might enter at Bronze). To advance, members typically complete at least 3 jobs per rank, though this is subjective—Guild Masters have discretion, especially in regional halls where rules are less formal. Promotions require approval from a higher-ranked official; Proctors often submit recommendations based on direct observation. If a promotion is denied three times, the member may opt for a non-lethal combat trial to prove their skills, officiated by the Guild but with an opponent chosen by the Guild Master (D&D 5e: resolved as a mock combat encounter, potentially using non-lethal damage rules from the Player's Handbook).

Resources and Services

Guild halls stock a wide array of items for sale, often superior to local markets due to Guild-exclusive crafting (homebrew: items like a Duskreef Ghostfin Cloak for stealth in water or an Ironcrag Adamantine Hammer with minor enchantments). Availability is rank-restricted: Iron members access common goods, Bronze unlocks uncommon items, and Steel grants full access to all available inventory (though affordability varies). Specialty items vary by region, incorporating local flavors (e.g., Sylvaran halls offer druidic herbs, Zephyris provides wind-infused optics). The Guild also offers training, lodging, and information networks, making it a vital resource for adventurers navigating the Shattered Veil's perils.

Role in the Shattered Veil

The Guild embodies the Veilsea Accords' spirit by promoting cross-national cooperation without allegiance. It often mediates minor disputes, explores Shattered Sea fringes, and counters Veilbreak anomalies, ensuring adventurers remain a force for stability amid the archipelago's tensions. The Guild can be employed by nations like Thaloryn for Veilbreak-related purposes (e.g., anomaly containment or relic stabilization), but it refuses contracts involving territorial pursuits to maintain neutrality and ensure operations continue unimpeded by wars or raids. Guild-sponsored relic hunts are not unheard of, but more often, the Guild's services are retained by other groups to provide assistance.

Regarding slavery, the Guild maintains a neutral stance, neither firmly for nor against it. Contracts involving the capture of slaves are rarely accepted and are priced prohibitively high to discourage involvement (homebrew: such quests might carry a "moral hazard" clause, allowing members to decline without penalty). Other jobs may involve slaves indirectly, leaving it to individual members to decide participation based on personal ethics.