Adventurer's Guild

The main business of Adventurer's Guild is to receive requests instead of the individual adventurer needing to do so. A Guild Secretary examines whether or not the request is legal, and how difficult it will be. Afterwards, the guild classifies the request within the rank system, giving it an appropriate one and releases information about the quest to the public. Such requests would be listed on the guild board as specific missions for different ranked adventurers to accept. Also, if a client nominates a certain adventurer, the guild will liaise between the client and the adventurer. It seems that the guild also collects and registers information about unknown monsters, like the Wise King of the Forest.

Adventurers receive and solve requests accepted by the Adventurer's Guild. The main roles of adventurers involves subjugating threats, providing protection, collecting rare materials, etc. Usually, adventurers would not concern themselves with other state of affairs, yet there are exceptions in special cases.

Organization
The history of adventurers dates back After the fight between the 8 heroes with the empire against the chaos realm with the deities and demons, human nations suffered from social chaos and devastation. At that moment of crisis, the Adventurer Guilds were established by the 7th king of Radiance. This gave them a new purpose for hunting down supernatural threats and helping other people around the world.

Each Region has an adventurer's guild headquarters, each holding about 2,000 members. Each HQ has a guild master who manages and oversees the regional guild.

Unlike mercenaries, an adventurer's pay is determined by their rank, not by their contact. As the name implied, they also ventured into ruins and unexplored regions of Exsora. Still, most of their work revolves around exterminating monsters. To be an adventurer, one must register at the Adventurer's Guild.

Ranks
Amber (Yellow) 

Novice class adventurers. Time in rank (TIP) is 6 months. Promotion varies on feats and must be approved by a guild leader.

Emerald (Green)

Seasoned class adventurers. After 12 months TIP, promotion will vary on feats, abilities, exam results and must be approved by a guild leader.

Ruby (Red)

Expert class adventurers. After 30 months TIP, promotion will vary on feats, abilities, exam results and must be approved by a guild leader.

Sapphire (Blue)

Senior class adventurers. After 24 months TIP, promotion varies on feats, abilities and approval from the guild master.

Amethyst (Purple)

Special class adventurers. After 12 TIP, promotion varies on feats, abilities and approval from the guild master.

Morganite (Light Pink)

Master class adventurers. Promotion varies on feats, abilities and approval from the king.

Diamond (Crystal)

World class adventurers.

Guild Office Members

Highly educated staff members tasked with managing the guild.
 * Guild Master
 * Guild Leader
 * Guild Secretary
 * Guild Surveyor 
 * Guild Clerk

Entry

 * Entry Fee: 10 Silver ($100)
 * Background Check
 * Physical Exam
 * Approval from guild leader