The Adventurer's Guildbook

Welcome to the Adventurer's Guild
The Adventurers' Guild is an organization that transcends national boundaries and holds itself beyond the politics and power of any government. It exists to "protects the interests of Eorzea's adventurers". The three major cities host their own branch of the Guild, where recruits are required to register. The Guild serves as an intermediary between adventurers and the local citizenry, documenting requests for assistance and assigning them as quests to adventurers who possess the necessary skills. Within the Adventurer's Guild there exist four Disciplines further divided into twenty individual classes. A new recruit must immediately seek out training within one Discipline of War or Magic. As they prove themselves worthy of promotion from recruit (level 1) to Initiate (level 5) to Disciple (level 10), they learn basic techinques within their class and become slowly aware of the dangers faced by the city and surrounding region.

Once a character is promoted to the rank of Disciple for their first class, they are eligeable for training in any other Guild class, including crafting and gathering classes in order to earn more income than simple adventuring provides. To facilitate group play, adventurers can train as any adventuring class within each of the three cities, though only some of the Guildmasters for a class exist in each one.

The Adventurer's Guild headquarters within each city has modest rooms available for rent by guild members. They boast a small fleet of airships which travel between the cities and have chocobo stables not only within the city but small towns and outposts throughout Eorzea where Disciples can stable their personal mounts and less experienced adventurers can take riding lessons and rent Guild-owned mounts. In addition, the Adventurer's Guild financially maintains the Aetheryte Plazas and Aethernets within the three cities as well as helping protect and maintain Aetherytes in surrounding regions. The Guild does so to aid Adventurers in travel- and save them at times of peril.

Adventurers are trained by the guild for free but pay gil to use the inns, aetherytes, airships, chocobo stables, ferries, retainers and other services maintained by the Guild. The Guild also receives a share of gil that citizens or private and governmental organizations pay to registered adventurers when they complete quests. In addition, adventurers are encouraged to sell crafting componants and buy adventuring gear exclusively from Guild-sponsored merchants or use the Guild's Auction Houses to buy from and sell to other adventurers.

Local militias and many citizens are dismissive of inexperienced, young adventurers. Your character can gain a great deal of status- or infamy- by the time they are ready to stand forth as a Warrior of Light like the legendary lost heroes.

History of the Adventurer's Guild

Earrning Rank &amp; Reputation Within The Guild

Character Races &amp; Clans

Adventuring Disciplines &amp; Classes

Character Creation

Combat &amp; Other Dicing