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Ranks of the Guildstaff

 

 

[LR1] Junior Guild Staff

Keeper, Prospect, Student

Entry-level staff who are still undergoing training in their department. They are not capable of hosting, hold no authority, and are allowed to wear a gambeson.





 

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[LR2] Guild Staff

Keeper, Journeyman, Resident

Fully trained staff members who carry out most day-to-day operations of the guild. They are not capable of hosting, holding situational/locational authority, and are allowed to wear chainmail.


All ranks past this point must be of keeper status to have more armor than iron/chainmail.

 

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[LR3] Senior Guild Staff

Keeper, Archivist, Nurse

Veteran-trained staff members who carry out most day-to-day functions of the guild, while leading small sects, can be thought of as shift leads. They are considered veterans in their respective fields and are often preferred as junior officers. They are not capable of hosting and holding local shift authority.


Keepers are permitted to wear two pieces of plate.

 

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[SR] Questgiver

Keeper, Questgiver, Questgiver

Promoted from multiple sects of guild staff and adventuring, questgivers are a special rank responsible for planning, organizing, and hosting most beginner quests. They have few responsibilities beyond this and hold authority akin to LR3, and still receive commands from Mr1s. They are permitted to host.




 

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[SR] Keeper

Keeper, Keeper, Keeper

Keepers are the vanguard of the guild, selected from the pool of junior officers and B rank or higher adventurers. They are responsible for organizing local teams for skirmishes and conducting security around Eldcastle. They are permitted to host and hold authority akin to LR3, same as questgiver, and can still be ordered by mr1's.


Keepers below mr1 are permitted to wear two pieces of plate.

 

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[MR1] Guild Steward

Keeper, Senior Archivist, Charge Nurse

The first tier of proper officers. Stewards, or department leads, are responsible for leading task-specific teams within their departments. They are also given the ability to help vote in new lr3's, approve character sheet submissions, and rank-up requests. leads can conduct beginner quests with the approval of proctors or department heads.


Keepers are permitted to wear steel chp.

 

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[MR2] Guild Proctor

Keeper, Head Scribe, Surgeon

responsible for the day-to-day management of their respective departments. This is the final step before becoming a part of guild command, and as such holds significantly more authority than mr1. They are able to conduct dangerous quests with the approval of the chancellors.


keepers are permitted to wear steel khp.

 

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[HR] Guild Chancellor

Keeper, Head Archivist, Head Surgeon

responsible for the day-to-day management of the guild as a whole. they are permitted to host large skirmishes, conduct legendary quests with approval, and write story events for the guild as a whole.


although most chancellors hold the rank by default anyways, keepers are permitted to wear steel cfp.

 

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[CR] Guild Minister

Minister, Proctor, Physician

ministers have similar responsibilities to chancellors, usually managing small teams of said chancellor's. They are expected to create and vote on proposals to improve the guild's structure, as well as assist the chancellors in anything they may need help with on a structural level. They are allowed complete authority only beneath the guildmasters, to approve quests, events, and run them autonomously.


Although most ministers hold the rank by default anyway, keepers are permitted to wear steel kfp.

 

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[CL] Guild Master

Guildmaster, Guildmaster, Guildmaster

The guild council is responsible for managing the entirety of the adventurer's guild. Its members, the Guildmasters, represent a diverse set of disciplines, and each has their own personally (but unofficially) defined role on the council. Some say that the members of this council were once a party themselves, rising to lead the adventurers' guild after House Forster took the reins of Larova.


They are allowed to wear any armor.

 

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