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Adventurers Hall

Purpose

The Adventurers Hall is the civic clearing-house for work that requires armed competency: monster clearance, escort and guard duty, search and rescue, scouting, and response to active threats. It operates in every settlement large enough to warrant a permanent board clerk. It does not compete with the Crafters Hall — the two guilds cross-refer members freely.

The Hall's mandate is safety, not adventure for its own sake. Guildmasters describe themselves as running a licensed violence brokerage. Members who treat it as a death-wish club do not last long enough to cause problems.

Work Orders by Rank

Each rank accesses its own tier of orders. Higher-rank members may always take lower-tier work for reduced point gain but no quality penalty.

F — Registered

New registrants prove they can follow instructions before they are trusted with weapons near civilians.

Order Type Description
Perimeter Walk Patrol a marked route around the village or town ward; report anomalies
Pest Clearance Clear vermin from a building, grain store, or road segment
Supply Run Carry sealed kit from the Hall to a field camp or patrol outpost
Errand for Senior Assist a D-rank or above member on their active job; no solo engagement

F-rank members may not accept orders tagged Combat Required without a higher-rank escort.

E — Recognized

Standard work that a competent solo operator can handle without supervision.

Order Type Description
Cull Order Reduce pack or swarm population below nuisance threshold in a named zone
Short Escort Guard a client or cargo on a single named road segment
Missing Person (Routine) Locate and return a missing civilian from a low-threat zone
Basic Survey Walk a named zone, mark hazard locations on a provided map sheet

D — Competent

Orders that require judgment, multi-stop work, or entry into named-hazard zones.

Order Type Description
Area Clearance Eliminate all marked threats in a designated zone; verify and report
Long Escort Multi-segment caravan or VIP guard, potential ambush risk
Missing Person (Hazardous) Locate and extract a civilian from a combat-relevant zone
Named Creature Elimination Target a specific creature causing documented harm; bring proof

C — Proficient

Orders requiring elite-zone access or coordinated group effort.

Order Type Description
Elite Zone Patrol Maintain safety in an elite-designated area for a set duration
Dungeon Scouting Penetrate a known hazard site, map threats, return with intelligence
Caravan Protection Full-route guard for high-value cargo; expect organized opposition
Rescue — Active Threat Zone Extract a target from a zone with confirmed hostile presence

B — Expert

High-risk work that most guild members never touch.

Order Type Description
Elite Bounty Hunt a confirmed elite-tier creature with documented kill or drive-off
Contested Rescue Extract one or more targets from a zone under active organized attack
Regional Threat Mitigation Reduce or eliminate an identified threat to regional trade or transit
Escort — Diplomatic Guard a high-value individual through politically sensitive territory

A — Master

Apex field work plus institutional responsibilities.

Order Type Description
Boss Support Join or lead a team response to a confirmed boss-tier threat
Crisis Response Mobilize and coordinate lower-rank members during an active regional crisis
Threat Assessment Evaluate a new or escalating threat and produce a formal Hall recommendation
Mentorship Order Take on a registered F or E-rank member; guide them through three qualifying jobs

Boss Witness Program

When a boss-tier creature is confirmed active on the board, F-rank and E-rank members may join a Boss Witness expedition attached to the clearing party. A Witness participant is not a combat contributor — they fill a support role that the resolver treats separately from the main party's combat resolution.

Witness roles available: - Supply Runner — carries extra medicine and rations; morale support modifier applied to the main party - Field Medic Assistant — reduces injury severity rolls for one party member below D-rank threshold per settlement step - Perimeter Watch — reduces route-encounter probability during the boss zone transit leg

How it works: - The clearing party leader (B-rank or above) must opt the expedition in as "Witness-open" at posting time - Up to 2 Witness slots are available regardless of party size - Witness participants have their own loadout and supply snapshot; they do not share the main party's loot rolls - The resolver handles Witness safety separately: if the main party wipes, Witnesses are treated as a forced retreat, not a death event

Witness rewards: - Flat coin payment: 10 coin per Witness slot, regardless of boss type - One-time Hall Witness Mark on the character record — shows that the character has observed a boss encounter; flavor record only but tracked by the Hall and visible in the member profile - Full codex entry for the boss type: the same entry the clearing party receives (creature description, weakness, mechanic notes, first-kill notation if applicable) - +5 Hall standing points (same as completing one E-rank order)

Restrictions: - A character can earn the Witness Mark for each distinct boss type only once; repeat participation earns the coin and standing points but not a second Mark for the same creature - A character who has already reached D-rank or above cannot participate as a Witness — they are expected to contribute as a full expedition member

A-rank members may evaluate and co-sign exam results for D-rank candidates.

S — Distinguished

The Hall's elite tier. S-rank members are expected to be net contributors to the institution, not only top earners.

Order Type Description
Boss Hunt Accept and lead a confirmed boss-tier engagement with full party authority
Inter-Region Crisis Respond to threats spanning multiple march zones or settlements
Hall Consultation Advise the Guildmaster on policy, rank exams, or regional threat classification
Qualification Trial Oversight Serve as witness and evaluator for A → S Qualification Trials

S-rank members are listed on the Hall's public board by name and current S level. They may be directly approached by clients seeking named-member contracts.

Rank Exams

Each exam is issued by the Guild Examiner (called the Field Assessor in most Hall branches). It consists of four tasks:

  • Task 1 — A standard work order at the target rank tier (pulled from the live board)
  • Task 2 — A second standard work order, different order type
  • Task 3 — A situational judgment task: the Assessor sets a scenario with incomplete information; the character must choose an approach and execute it
  • Task 4 — A written or oral debrief with the Assessor; the character describes their approach, what they would do differently, and what the biggest threat was. The Assessor evaluates reasoning, not just outcomes.

Exam evaluation:

Task Pass Condition
Task 1 Completed at or above standard quality floor
Task 2 Completed at or above standard quality floor
Task 3 Any approach that minimizes civilian harm; documented reasoning
Task 4 Assessor scores reasoning coherent and shows awareness of risk

Qualification Trial (A → S)

The Qualification Trial is a three-phase sequence issued by Guildmaster Bathrael. It may only be attempted once every 14 days.

Phase 1 — Record Review

The Guildmaster reviews the character's full Hall record. The character must have:

  • At least 500 qualifying A-rank tasks
  • No unresolved conduct marks in the last 60 days
  • At least one Mentorship Order completed (introduced at A rank)

Phase 2 — Solo Apex Order

The character accepts a sealed order known only to the Guildmaster at issuance. It is a B-rank or A-rank order with no guidance notes. The character must complete it without consulting the Hall during execution. Outcome is reported on return.

Phase 3 — Guildmaster Interview

A direct conversation. The Guildmaster presents three documented past field reports from other adventurers (anonymized) and asks the character to evaluate each: what went right, what went wrong, and what they would have done. The Guildmaster is evaluating judgment, self-awareness, and whether the character has a Hall ethic, not just a strong combat record.

Pass = meet all Phase 1 conditions AND pass both Phase 2 and Phase 3 in the same 14-day window.

Key NPCs

NPC Role Location
Guildmaster Bathrael Hall authority, Qualification Trial evaluator, policy voice Trevalkaan — Hall inner office
Field Assessor Velumaris Rank exam administration, field debrief, mentorship oversight Trevalkaan — Hall Examiner's desk
Board Clerk Lowenax Daily board maintenance, order intake, member record Trevalkaan — Hall front board

Village branches replace the Guildmaster with a Branch Warden and limit available order tiers based on the village's security context. See ../../world/villages.md.

Hall Standing Rules

  • Members who repeatedly abandon accepted orders receive a conduct mark. Three marks in 60 days triggers a formal review.
  • Civilian harm caused during an order is logged. Repeated civilian harm leads to suspension.
  • Hall members may not accept work from clients whose interests directly conflict with an active town contract.
  • Selling Hall intelligence (order contents, route details, client identity) to third parties is grounds for permanent revocation.
  • guild-rank-system.md — Shared rank rules, S-tier decay, and exam mechanics
  • crafters-guild.md — Crafters Hall
  • ../../world/villages.md — Village branch offices and village-specific work orders
  • ../expeditions/missions-and-expeditions.md — Expedition mechanics that underpin field orders
  • ../combat/combat-resolution-and-party-logic.md — Combat resolver used to settle Hall orders