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The Adventurers Guild Charter

Herein lie the laws and decrees of The Adventurers Guild — a fellowship of seekers, hunters, and warriors bound by oath.

I. The Purpose of the Guild

A short declaration of intent and intent of secrecy.

  • The Adventurers Guild exists as a hidden order, found only by the worthy. Its entrance is concealed within the "Join Guild" gate at lvlupgames.org.
  • The Guild is veiled in secrecy to preserve its sanctity and protect it from those who would misuse its name.
  • All treasure gained by the Guild shall be dedicated to raising a Guild Hall — a bastion for members.
  • The Guild Hall shall stand in a remote land within the archipelago so that the journey itself may test courage.
  • Once the Hall is raised, outposts shall be built across cities for ease of party formation.

II. Membership & Ranks

Definitions of ranks, promotions and obligations.

  • Adventurers — All who join the Guild are henceforth known as Adventurers.
  • Ranks of Honor — Unranked, Bronze, Silver, Gold, Platinum, S-Class Hunters (Round Table).
  • Promotion is granted through valor, loyalty, and successful quests.
  • Adventurers must uphold honor and dignity; shame to one is shame to all.

III. Quests & The Quest Board

How quests are issued, accepted, and concluded.

  • Clients — Any person, entity, or guild that seeks the service of adventurers through fair payment.
  • Quests — Missions issued by the Guild Master or, in his absence, the Round Table of S-Class Hunters.
  • The Quest Board — All quests shall be posted upon the Quest Board with a difficulty rank. Only members of the proper rank may accept corresponding quests.
  • Parties — Adventurers may form fellowships. A named leader is responsible for reporting success or failure.
  • Completion & Proof — All quests must be accounted for with proof: witness statements, artifacts, or tokens.
  • Failure — Repeated failures or dishonor may bring penalties, demotion, or expulsion.

IV. The Code of Honor

A short and solemn oath every member must respect.

  • Betray not thy fellow adventurer, nor the trust of thy client.
  • Accept not a quest beyond thy station.
  • Let the safety of thy party be thy shield and thy duty.
  • Divide spoils with fairness, lest greed tear what loyalty has built.
  • Speak not of the Guild’s secrets to outsiders.

V. Law & Discipline

Consequences for misconduct, from warning to banishment.

  • Minor Offenses — Tardiness, disrespect, or poor conduct shall earn a warning.
  • Major Offenses — Abandoning comrades, theft, fraud, or dishonor shall call forth investigation and judgment.
  • Grave Offenses — Betrayal, treachery, or cowardice may bring banishment or blacklisting.