Adventurers Guild

The Adventurers Guild has locations in all Vardan nation Capitals and some cities and towns. The Adventurers guild is an organization that enrolls and licenses adventurers by rank and gives them access to jobs. Jobs generally range from "find my cat" to Omega level threats, and are posted by locals, nobles or other organizations who can't, apparently, do anything for themselves. It's very likely that jobs will be ranked by difficulty, with precise but vague credentials required for more dangerous jobs.

Payment is normally given to the Adventurers Guild in advance before they allow any job posting, which provides security for adventurers seeking payment. The guild is also used for contracting by Local state authorities when in need of able bodied individuals.

The 20 Rules of Adventuring
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 * 1) Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life.
 * 2) Sometimes a chest is just a chest, but don’t bet on it.
 * 3) No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.
 * 4) Don’t poke skeletons. Bludgeoning works best.
 * 5) Keep a few gems in your pocket.
 * 6) Before opening a sarcophagus, light a torch.
 * 7) Traps mean someone wanted to keep you out. If a trap still works, that means there’s still plunder on the other side.
 * 8) Some wards don’t follow their object. Don’t open interesting plunder until at least 100 feet away from ornate pedestals.
 * 9) Do not trust attractive men and women in dungeons.
 * 10) Glowing things that don’t do anything when poked with a pole, still might when poked by a finger.
 * 11) Always wear gloves when handling strange objects.
 * 12) Consider all objects removed from dungeons strange until proven otherwise (thoroughly).
 * 13) Always ask permission to walk past a statue. It never hurts to be polite and it may save your life.
 * 14) You’d be surprised at how much in a dungeon is actually edible. That doesn’t make it a good idea to put anything in your mouth besides what you brought in with you.
 * 15) Never interrupt anything willing to tell you a story.
 * 16) Runic circles can be very good, very bad or very boring. Unfortunately it usually takes an intelligent being to determine this. Try to make sure your friend goes first.
 * 17) Make offerings at any dais or altar you find and cannot identify. Unless you’re a paladin and your God is watching.
 * 18) Always check behind tapestries and drapes. Similarly, always check beneath rugs. Do this with a 10-foot pole, in case you actually find something.
 * 19) Don’t mess with fungus. Yes, some can be eaten and most is harmless. Others eject spores that kill you in less than a day.
 * 20) If you find something powerful intentionally imprisoned in a dungeon, there’s probably something worse that put it there. If that thing isn’t gone, you should be