Appendix 3 Adventurers' Guild explanation

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Farmaun Gold, the champion chosen by Zantark, the now-fallen god of war, founded an organization following the battle between Alda and Vida. After his death, the organization divided into multiple Guilds. The Guilds reunited again, giving birth to the Adventurers' Guild of today.

It is an organization that aims to assist in the hunting and resource-gathering in Devil's Nests and Dungeons, which were previously done individually rather than in groups, so that the gathered resources may benefit society. While Farmaun was still alive, he used Alchemy to develop registration cards, commonly known as Guild Cards, creating the foundation for today's Guild.

After Farmaun's death, the number of organizations that would later become the Adventurers' Guild grew in number as humanity recovered, with different names such as the Hunters' Guild, Heroes' Guild, the Frontier Guild, the Braver Guild and the Adventurers' Guild* emerging. However, the Adventurers' Guild is now a unified organization under a single name, even across different continents.

TLN*: This one is in katakana.

The Adventurers' Guild is fundamentally an organization that has no relations with any nation, but like every other Guild, they are not free to do as they please.

This includes the fact that they have to pay taxes. Each Adventurers' Guild branch deducts tax from the reward money it pays to adventurers. The tax rate differs depending on the nation, but it is generally around ten percent.

Whether Vida's races such as Dhampirs are treated as monsters, the type of support given to adventurers and rules within the Guild depends on the nation as well.

· Adventurer registration

Adventurer registration is performed by qualified staff through specialized Magic Items.

There are two requirements for registration. First, one must be a person. This is a broad term that encompasses humans, Elves, Dwarves and Vida's races. However, the definition of this term differs from country to country. For example, Dhampirs are treated as monsters in the Amid Empire, so they cannot register as adventurers.

The other requirement is to be of a certain age. In the Amid Empire, one must be of fifteen or more years of age. In the Orbaume Kingdom, each duchy has a different age requirement, but the age requirement is generally around ten. Duchies with an age requirement of less than ten conduct tests for reading, writing and arithmetic. Those determined to have academic abilities at the level of a ten-year-old are allowed to register.

There are other conditions such as that one must not be a criminal or a slave, but this is common knowledge, so this explanation will not go into detail on these.

A form containing the applicant's details such as their real name, age, race is handed to a Guild staff member, and a drop of blood is applied to a Magic Item. This causes the applicant's status to be displayed to the staff member. At this point, applicants are sometimes rejected if there are any inaccuracies in the filled-out form. This is also the point at which the Guild ensures that there is no bounty on the applicant's head.

If there are no problems, a registration card, commonly known as a Guild Card, is issued. From that moment on, the applicant becomes a member of the Adventurers' Guild, an adventurer.

· Adventurers' Cards

The identification documents of adventurers. They are made of a special metal-like substance, and they are the size of business cards on Earth. The name and current class of the adventurer is printed on the front.

The back is usually blank, but it can also display the adventurer's Attribute Values and skills if they wish.

The first time the card is issued, there is no charge, but there is a fee to replace lost or damaged cards.

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