The Adventurers' Guildhall of Lavonia
The Adventurers' Guild of Lavonia is a well-respected organization that attracts many skilled and daring individuals seeking to make a name for themselves. The guildhall is located at the edge of the Working Quarters, east of the North Gate, and is adorned with various trophies and artifacts that have been collected by its members over the years. Membership in the guild is open to all races and nationalities, as long as they are willing to abide by the guild's rules and regulations. One of these rules is that members must sign paperwork agreeing to be apolitical in matters between Lavonia and Markia, as the guild does not wish to become embroiled in any direct political conflicts.
The guild offers various services to its members, including job postings, training facilities, and equipment rentals. It also serves as a hub for adventurers to meet and network with each other, as well as to share information and stories of their exploits. This is done so at the expense of a small stipend to members, normally 10%, for profits made during expeditions and adventurers. In this way, large hauls supplement the new upcoming adventurers and encourage growth of one another.
The guild is led by a council of veteran adventurers, who are elected by the membership. The council is responsible for setting the guild's policies and overseeing its operations.
The Adventurers' Guild is widely regarded as one of the most reputable and reliable organizations of its kind in the region, and many aspiring adventurers dream of one day joining its ranks.
In the adventurer's guild, quests are categorized by their level of difficulty, and these levels are assigned based on an estimation of the challenge involved. However, the guild acknowledges that these estimations are not always accurate, and adventurers are permitted to take on quests of any rank, regardless of their own rank within the guild. In fact, some adventurers even prefer to take on quests that are considered above their rank, as it presents a greater challenge and a chance to prove their worth. As such, an adventurer's rank is simply a reflection of their experience and skill, rather than a limit on the quests they can undertake.
Ranking Structure
Copper Rank: This is the entry-level rank for adventurers who have just joined the guild. Benefits at this rank include access to basic equipment and training.- Three secondary skill points due to guild-provided studies and training
- +1 to single ability score to reflect improved physical conditioning and skill
- Decrease of prices for adventuring gear from the guildhall
- +1 to single ability score to reflect improved physical conditioning and skill
- Reroll a previous hit die result
- +1 to single ability score to reflect improved physical conditioning and skill
- A magical item is crafted and provided to the adventurer
- +1 to single ability score to reflect improved physical conditioning and skill
- Followers and retainers are cheaper to hire and maintain
- +1 to single ability score to reflect improved physical conditioning and skill
- Unknown
- +1 to single ability score to reflect improved physical conditioning and skill
- Unknown
Purpose / Function
The main purpose of the adventurer's guild in Lavonia is to facilitate and organize adventuring activities for individuals and groups seeking to explore the surrounding lands, complete quests, and earn rewards. The guild serves as a hub for adventurers to find work, connect with other adventurers, and access resources such as maps, equipment, and information on local threats and opportunities. Additionally, the guild provides a system for resolving disputes between adventurers and clients, and ensures that all parties involved adhere to the agreed-upon terms of their contracts. The guild also plays a role in upholding the laws and regulations related to adventuring activities, including ensuring that adventurers do not engage in any politically motivated actions that could harm the interests of Lavonia.
Architecture
Each room within the adventurer's guild is designed to cater to the unique needs of the guild's members, providing them with a wide range of services and facilities to support their quests
First Floor
- Rest Area and Tavern: This large and lively room serves as a gathering place for adventurers to relax, share stories, and enjoy a well-deserved meal and drink. The tavern area has long wooden tables and benches, a crackling fireplace, and a bar where guild members can enjoy a variety of beverages and hearty meals. It also includes a notice board where quests and contracts are posted.
- Training Hall: This spacious room is equipped with various training equipment such as combat dummies, archery targets, and sparring areas. Adventurers can hone their combat skills, practice their magic, and engage in friendly duels with fellow guild members. Trainers and experienced adventurers are available to provide guidance and assistance.
- Supply Depot: This room is filled with shelves and racks stocked with a wide range of equipment and gear for adventurers to purchase or rent. It includes weapons, armor, tools, potions, and other adventuring essentials. Knowledgeable guild members are present to offer advice and assist with selecting the right gear for specific quests.
Second Floor
- Workshop and Crafting Studio: This spacious room is dedicated to the art of craftsmanship and item creation. It is equipped with various workbenches, forges, and stations where skilled artisans can craft. Adventurers can commission custom-made weapons, armor, or seek assistance in enhancing their existing gear. The room is filled with tools, materials, and unique contraptions, providing a vibrant and inspiring atmosphere for creative expression and craftsmanship.
- Strategy Chamber: This room is a meeting place for adventurers to strategize and plan their quests. Maps of the surrounding regions adorn the walls, and a large table in the center serves as a platform for discussing mission details and coordinating group efforts. Here, adventurers can form alliances and forge parties to tackle more challenging quests together.
- Healing Ward: This room is tended by skilled healers and clerics who provide medical aid and magical healing services to injured or weary adventurers. It is equipped with comfortable beds, medicinal supplies, and magical wards to promote quick recovery and rejuvenation. The Healing Ward also serves as a place for adventurers to seek guidance and receive blessings before embarking on dangerous quests.
Third Floor
- Study Chambers: This floor consists of several private chambers where advanced scholars can conduct in-depth research and study. Each chamber is equipped with specialized tools and shelves of books, providing a quiet and focused environment for others to delve into their studies.
- Trophy Hall: A grand display room showcasing the remarkable achievements of adventurers, with mounted monster heads, exotic artifacts, and other mementos
- Leadership Chamber: This room serves as a meeting place for the guild's council and other high-ranking members. It features a large round table and comfortable chairs, where important decisions regarding guild operations, policies, and future endeavors are discussed. Guild leaders can also hold private consultations and offer guidance to aspiring adventurers.
Fourth Floor
- Guildmaster's Quarters: This exclusive room is reserved for the guild's head, the Guildmaster. It is lavishly decorated, featuring a grand desk, comfortable seating area, and a large window overlooking the city. The Guildmaster's Quarters serve as a private retreat and an office, where the guild leader can manage administrative tasks, meet with influential figures, and offer guidance to the guild's members.

