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Organization

Adventurer's Guild

Aliases: Adventurer's Guild

Type
continent-wide guild
Headquarters
Milishion, Holy Country of Millis
Ranks
F to S
Services
quests, rewards, buying, currency exchange

Description

The Adventurers' Guild is a worldwide organization with branches on every continent and its main headquarters in the Millis capital, Milishion. The Guild brokers work, pays out rewards, buys up gathered materials and exchanges currency. Adventurers are divided into seven ranks — F to S — and may generally take quests only within one rank of their own.

Registration is simple: filling out a form (in any common language) and pressing a palm to a magic plate, a newcomer receives an iron adventurer's card bearing name, race, age, profession and rank. The card is a magic tool with a small crystal inside, and the language of its text can be changed by touch.

Rules and Duties

The Guild's charter is strict: it forbids breaking the law, undermining the Guild's standing, hindering others' quests, and buying or selling quests; the penalties are fines and loss of status. Failing an accepted quest incurs a forfeit of 20% of the reward. A lost card can be reissued, but the rank resets to F. Aliases are allowed — on the Demon Continent many receive no name at all at birth.

A paramount duty: when monsters attack or another threat arises, a state may summon adventurers to aid, and they must comply. After the Teleport Incident it was through the Guild that the lord of Fittoa posted searches for the missing and dead, and Paul founded his search parties.

Timeline

  1. Chapter 22
    Interlude: Half a Year After the Dissipation of the Fittoa Region

    Through the temporary Guild in the Fittoa refugee camp, searches are posted for those missing after the Teleport Incident.

  2. Chapter 29
    Chapter 26: "Adventurers Guild"

    Rudeus, Eris and Ruijerd register at the Adventurers' Guild of Rikaris, receiving rank-F cards.

Relationships

Available in languages

updated July 31, 2026