The Adventurers Guild Book 1 Pdf

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Sara Legath

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Aug 3, 2024, 2:59:35 PM8/3/24
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The Adventurer's Guild is located east of the Mines and is the home of Marlon and Gil. There the player can purchase Weapons, Boots, and Rings. Marlon will also buy weapons, boots, and rings, as well as Monster Loot from the player.

To access the Adventurer's Guild, the player must first complete the story quest "Initiation". Once completed, the guild is open daily from 2pm to 2am, except on festival days when the door is locked.

Inside the Adventurer's Guild building players can find Marlon manning the counter, offering weapons, boots and rings for sale. Gil is sitting in his rocking chair beside the fire, and just to the left of the fireplace is the monster eradication goal list.

Neither Marlon nor Gil accept gifts, gain friendship points, or have bedrooms for the player to enter. The back room of the guild is accessible only after slaying 1,000 monsters.[1] In that room, there is a box containing the Mapping Cave Systems book.

A list of how many of certain types of monsters killed is stored on the wall to the right of Marlon's desk. When the allotted amount has been slain, Gil will give the player a reward. Previously earned rewards can be purchased from Marlon. If the player has a full inventory and cannot take the reward(s) from Gil, when they close the inventory they will be unable to retrieve the reward from him. If the inventory is full they can select the item in the dialog and drop it on the floor. It will remain on the floor while they sort out space in their inventory. Otherwise the player will have to purchase the item from Marlon.

The player can lose items if they collapse due to low health in the Mines, Quarry Mine, Skull Cavern or Volcano Dungeon. In that case they can speak to Marlon in the Adventurer's Guild to use the "Item Recovery Service", which will recover one of the lost items for a fee. The fee is equivalent to the sell price of the item or stack - recovering a non-saleable item is free. The item will be mailed to the player overnight. Only one item (or one stack) can be recovered; the rest are lost permanently after it's selected. The player can make their choice anytime until their next collapse due to low health, which will reset it to the new lost items.

If the player has completed the Monster Eradication Goal of killing 150 Magma Sprites, they will receive Marlon's phone number. This allows the player to use the Item Recovery Service from a Telephone.

Without making a big deal about it, characters are described with a variety of skin tones and hair and eye colors. The residents of Freestone are primarily human, and color of skin appears to have no impact on how individuals are viewed.

Race may not be a big deal in Freestone, but class is everything. Zed is from the servant class, who live in the outskirts of the town and, as Brock realizes later, closest to the walls. They would be sacrificed as another line of defense if the walls were breached.

Liza chose to join the Adventurers Guild because the guild of the knights would never take a girl. She had to train in secret and approached Frond personally to ensure that she would be chosen by the Adventurers Guild, because it was the only place that she could use her training.

Someone is sabotaging the wards that protect Freestone. None of the adults seem to trust each other, and they pass that uncertainty on to the kids (of course they all think the kids should trust them). There are secrets and lies and black markets and all kinds of stuff going on in the background.

The Adventurers Guild by Zack Loran Clark and Nick Eliopulos
Published in 2017 by Disney Hyperion
First in a series, followed by Twilight of the Elves
Read a hard copy provided by the publisher

This is an organization, and we use the term loosely, that enrolls adventurers and gives them access to jobs. Jobs generally range from "find my cat" to "destroy Omega Volcano Satan", and are posted by random locals who can't, apparently, do anything for themselves. It's very likely that jobs will be ranked by difficulty, with precise but vague credentials required for more dangerous jobs.

Jobs generally are posted on a bulletin board (which may be an encrypted dataserver or a cork slab, depending on the setting), where certified adventurers sign up for them. "Certified Adventurers" is basically a euphemism for "freelance mercenaries" or, in more cynical terms, "murder hobos". The Protagonist will commonly be part of one because it is a convenient frame narrative for introducing side quests and plotlines. It can be used by anyone from the Knight Errant to the Psycho for Hire to hidden royalty.

It is mainly a video game trope, but also shows up in anime, especially when the setting is a Role-Playing Game 'Verse or Standard Japanese Fantasy Setting. (The Japanese seem to feel that even killing people and taking their stuff should be done in a structured, social context.)

Real-life guilds were established to safeguard their members from competition and outside economic forces and had official license from the government to be the sole tradesmen in a city; despite this, fictional guilds will often form rivalries and compete with each other in a quasi-market economy. This furthers perception of these groups being more akin to companies of mercenaries than actual "guilds".

One more thing: Although the main characters are commonly described as a guild, they usually don't have a common skill set. Fighters, mages, and thieves (and others) can all work for the same guild, but won't learn skills from each other. After all, that would make them similar, and What Measure Is a Non-Unique? (There are occasionally organizations that cater to these types, but then we get into politics).

See also Weird Trade Union, Murder, Inc., Thieves' Guild. Compare Adventurer's Club, Creature-Hunter Organization and The Order, which has a more rigid structure and better-defined purpose, and Private Military Contractors, the modern mercenary company counterpart. Also compare Hero Academy, which focuses primarily on teaching students in successfully dealing with quests like those mentioned above (especially if such quests are strictly heroic) though may have some elements of Adventure Guild.Examples:

Anime and Manga

  • Wizard guilds in Fairy Tail are this, rather than a Magical Society you might expect. This is because magic in this setting is informal and unique to the individual, and its practitioners are basically superpowered heroes for hire rather than Robe and Wizard Hat types.
  • The Ride-On King: After being indebted to Saki and also accidentally wasting a lot of her money, Purchinov signs up to the adventurer guild to "slay monsters or clean mansions" because the other option would be slavery. Ironically, the guild uses different-colored belts to indicate ranks, just like in karate. Their main purpose is to find powerful explorers to go into uncharted territories.
  • Soul Eater has a very videogame-esque job board at the school, complete with estimated number of souls the students will receive on completion of the mission.

Fan Works

  • In The Night Unfurls, this is the place where sellswords get their bounties. Judging from how Kyril has wandered from place to place to sell his blade to those who needed it, many of these exist throughout Eostia, in contrast to the usual depiction of one single guild with a Random Power Ranking in Japanese medianote Kuroinu is a Japanese visual novel with an anime adaptation. Then again, mercenary work is stated to be a booming business in Eostia, so this makes sense.

Tabletop Games

  • Occurs in some Dungeons & Dragons settings:
  • Adventurer's Guilds are common in Eberron. The city of Sharn has two competing ones, the Clifftop and Deathsgate guild, and each is the core of two separate neighborhoods who primarily cater to adventurers. The setting explains the sheer number of adventurers as Sharn is the starting point of most expedition to Xen'drik, a continent filled with lost Magitek, and the world in a bit of a gold rush for magical artifacts and magical gemstones used to fuel these artifacts. Xen'drik's sheer hostility essentially makes Adventurers this world's version of prospectors.
  • On Mystara we have Kingdom of Ierendi's Adventurer's Club, which is a cross between this trope, a worker's union and a celebrity association. Members are required to not only take quests and commit heroic deeds, but also be on their best behavior, as they represent the kingdom, and to each year participate in a tournament to elect new King and Queen. They are also much more lax about who can join than an average example of this trope, as one of the members is a red dragon.
  • GURPS Dungeon Fantasy: In Caverntown the Adventurers' Guild is one of the "Big Five" guilds running the subterranean settlement that's essentially in the middle of a mega dungeon. For law-abiding player characters they can act as a quest agency, but they're also a front for the Thieves' Guild.
  • The Pathfinder Society is this trope for Pathfinder. The society is dedicated to explore Golarion, investigating ruins, recovering tomes and artifacts as well charting the world. Not to be confused with Pathfinder Society, the official organized play campaign where the PCs are members of the eponymous organization.
  • The Royal Pioneers of Pugmire originated as an organization for funding and equipping expeditions across the acid sea, but since Pugmire lost access to their one port on the sea it's been focused one dungeon delving a bit closer to home. The Monarchies of Mau, not to be outdone, have their own version named Trillani's Trailblazers after their first (and thus far only) single ruler.
  • Black Star in Shadowrun was a militant wing of the Anarchist Black Cross that provided training and support for the titular Shadowrunners, originally Neo-Anarchist mercenaries who were paid by the Mega Corps to sabotage their competitors and inadvertently chip away at the system they had created. However, Black Star was decimated in 4th edition during the Az-Am War, and "modern" Shadowrunners tend to be freelancers only in it for the money.
  • Shadowland (and its successor Jackpoint) is a downplayed version of this trope, being a Message Board for shadowrunners. Posting is by invitation only, but reading is open to anyone who can find the place. While actual job offers are rare, the boards often have long discussions on useful info for Shadowrunners both professional and green and many famous lore characters (including several of the Great Dragons) have been known to pop in on occasion.
  • More informally, several bars and clubs cater to Shadowrunners, and serve as regular meeting/hunting grounds for Johnsons looking for runners, and are full of Fixers. Of these, Club Penumbra is probably the most famous.
  • The Mercenary Review Board and later the Mercenary Review and Bonding Commission in Battletech fits the trope. It brokers and arbitrates contracts between hiring parties and mercenary units, registering units to give them legitimacy (as opposed to unregistered units that are essentially Space Pirates or bandits) and POW rights and protections if their members are captured, as well as enabling units to ransom back their captured troops. Rating units on their reliability and skill, holding units responsible for fulfilling their contracts, and ensuring that only legitimate contracts were offered, the MRB and later the MRBC operated as more than just a clearinghouse for jobs.

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