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.
Related Documents¶
guild-rank-system.md— Shared rank rules, S-tier decay, and exam mechanicscrafters-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