Protection of the Strong
Miscellaneous
Has some business conflict with Assassins’ Guild due to nature of the Guilds
Host the Challenger's Tourney yearly. Every season there is at least seven guild sponsored requests for help with paperwork
Symbol
A white fist with a red background
Has some business conflict with Assassins’ Guild due to nature of the Guilds
Host the Challenger's Tourney yearly. Every season there is at least seven guild sponsored requests for help with paperwork
Symbol
A white fist with a red background
Structure
- Applicant - a civilian recommended to join the PoS by a current member of Journeyer rank or higher.
- Initiate - a recruit that has completed the initiation paperwork, connected with a Mentor, and cleared one mission under their guidance.
- Member - a recognized member of the guild that no longer requires a Mentor for guild contracts and is able to join other members in group mission work.
- Journeyer - an adventurer 8 cleared missions under their belt without a Mentor. At least two missions must be done with at most one other party member or solo. At least two missions must be done with at least three other party members. This rank and higher are able to endorse applications of potential new recruits.
- Veteran - an adventurer with at least twenty-five cleared missions. At least two missions were lead by the adventurer yielding a successful contract.
- Dungeoneer - a side designation for adventurers trained in dungeon delving and audited by Guild Hall Lieutenant for approval.
- Expert - an adventurer with at least fifty missions cleared. At least ten missions were outside city-state controlled lands (within the Wildlands). At least one adventure spent leading a group of at minimum ten adventurers.
- Field Instructor - an expert must guide a squad of member rank (or lower) adventurers through clearing a monster encampment without any members dying or limb loss. The adventurer must have competed in at least three Challenger's Tourneys and won at least two of them within the past rolling five years.
- Mentor - a field instructor must have earned either recognition by a guild leader, or accredited teaching certification of skill(s) by a second guild outside of PoS. They must lead at least 3 squads of member rank adventurers through clearing monster encampments. They must coach at least one adventurering party through the Challenger's Tourney.
- Guild Officer - a mentor must have completed training of at least ten initiates. The Guild Officer is station at a single Guild Hall within the Country and acts as a point of contact for their community needs, the people, and adventurers.
- Guild Recruiter - a guild officer that has completed two rescue operations of: government officials, injured, lost, adventurers, civilians, or captured persons. A guild recruiter is able to work with local government and government of the city-state to generate consistent communication and generation of bounties for quests.
- Guild Hall Lieutenant - aids the guild hall master in day to day operations. Acts as ruling referee during Challenger's Tourney. Trains ranks Dungeoneer through Guild Recruiter in any trainings requested for specific roles.
- Guild Hall Master - operates, manages, and grows local Guild Hall within designated area while managing local politics, coffers, laws, etc. to be followed policy of guild. Establishes cultural identity in regional space. Hosts a Challenger's Tourney every Summer Solstice.
- Guild Grand Officer - facilitates communication between guild halls and Guild Grand Leadership. Act as ethics advisors to Guild Hall Masters. Handles all interactions on behalf of guild with any of the religious communities of the country.
- Guild Regional Recruiter - trains, supervises, and provides additional support to guild recruiters. Communicates with other guilds of any changes in diplomatic needs, relationships, goals, etc. as necessary.
- Guild Grand Lieutenant - Are assigned to Guard and protect the Dark Sky Vaults for three year increments. Are expected to be masters in their craft.
- Guild Grand Mentor - act as judges of Challenger's Tourney. Develop and train all leadership ranks below them. Are expected to defeat at least two Guild Grand Lieutenants on their own. Must have cleared eight Crypts of Cas in lifetime or equivalent threat determined by Guild Grand Master.
- Guild Grand Master - singular leader of the whole of PoS. Commands military influence similiar to military of Akun. Can only be challenged for role by Guild Grand Mentors. Must ensure survival of guild.
Culture
Their trade :
Adventuring requests, odd jobs within cities/towns, monster slaying, object retrieving, body guarding, recruiting
Their core values/beliefs
Take on any challenge. Come back with a trophy or leave enough for someone to make a trophy to remember you by. Many hands make light work. We each are given a hand from above to bring us up, so we reach a hand down to raise up those behind us on the climb for growth.
Their goals:
become the greatest place for creating the strongest Heroes, find up and coming adventurers, mentor current members to success
Exception Promotions
Climbing the ranks quickly can occur in a few ways: achieving five quests of the same difficulty in one season; clearing a quest two tiers (minimum) above one’s current rank; extraordinary results in a particular assignment; Guild Hall Master authorization (up to Guild officer Guild Grand Master (up to Guild Grand Officer request by highest government ranked member of nearest town/city/city-state/king; war time promotion as necessary by Akun military, stealing a rank in the Challengers’ Tourney.
Guild services:
Crafting workshop, (basic, advanced, specialized, custom-fitted, magical) equipment, healing & care, information (basic, advanced, exclusive), local guildhall, lodging and food, messaging, training
Quest board
Quests on the board are a mix between types and quest givers. Quest givers can be: civilians, military, government, the guild itself, other guilds, fellow adventurers. As long as the quest giver agrees to a quest contract to post with the Protectors of the Strong and any associated requirements, the quest will go up. Guild Officers (or higher) may choose to waive requirements when deemed necessary
Equipment availability:
dependent on factors such as rank, time with guild, recent fame/being vouched for, dues in order, need, availability
Training
Can train for proficiency for the following: survival, athletics, woodcarver’s tools, smith’s tools, leatherworker’s tools, armor, shields, weapons (one at a time). Particularly experience guild leadership may be able to teach expertise if found and they’re indulgent
Adventuring requests, odd jobs within cities/towns, monster slaying, object retrieving, body guarding, recruiting
Their core values/beliefs
Take on any challenge. Come back with a trophy or leave enough for someone to make a trophy to remember you by. Many hands make light work. We each are given a hand from above to bring us up, so we reach a hand down to raise up those behind us on the climb for growth.
Their goals:
become the greatest place for creating the strongest Heroes, find up and coming adventurers, mentor current members to success
Exception Promotions
Climbing the ranks quickly can occur in a few ways: achieving five quests of the same difficulty in one season; clearing a quest two tiers (minimum) above one’s current rank; extraordinary results in a particular assignment; Guild Hall Master authorization (up to Guild officer Guild Grand Master (up to Guild Grand Officer request by highest government ranked member of nearest town/city/city-state/king; war time promotion as necessary by Akun military, stealing a rank in the Challengers’ Tourney.
Guild services:
Crafting workshop, (basic, advanced, specialized, custom-fitted, magical) equipment, healing & care, information (basic, advanced, exclusive), local guildhall, lodging and food, messaging, training
Quest board
Quests on the board are a mix between types and quest givers. Quest givers can be: civilians, military, government, the guild itself, other guilds, fellow adventurers. As long as the quest giver agrees to a quest contract to post with the Protectors of the Strong and any associated requirements, the quest will go up. Guild Officers (or higher) may choose to waive requirements when deemed necessary
Equipment availability:
dependent on factors such as rank, time with guild, recent fame/being vouched for, dues in order, need, availability
Training
Can train for proficiency for the following: survival, athletics, woodcarver’s tools, smith’s tools, leatherworker’s tools, armor, shields, weapons (one at a time). Particularly experience guild leadership may be able to teach expertise if found and they’re indulgent
Public Agenda
- Members are given dog tags made of a Copper/Aluminum alloy.
- Different members choose where they wear their dog tags
- When joining the guild, each applicant has to declare where (if possible) they’d like their person/belongings/etc to be sent to for burial rites.
- As a way of transparency, Adventuring groups of three or more are assigned a member of the Vizards of Truth (Reporter’s Guild) to record their missions and act as a liaison between the guild and the group while out in the field.
History
- Established five seasons after the end of the civil war eight years ago.
- The name was on the nose as a joke at first but stuck
- Has quickly grown to be a powerhouse of a guild in the current social/political/economic climate of the country.
- Started in Nebuchadnezzar.
- Gains funding from Akun Government for guarding the floating prison in the Nebuchadnezzar territory.
Take on Any Challenge
Alternative Names
Adventurer's Guild, P.o.S.
Training Level
Semi-professional
Leader Title
Location
Related Traditions
Manufactured Items
Related Items
Comments