Adventurer's Guild
The Adventurer's Guild was founded to regulate the ever-growing number of adventurers venturing across the vast lands of Samsara. It functions as the core institution for quest distribution, rank evaluation, and coordination of monster hunts, treasure hunts, and exploration expeditions. The guild is divided into specialized roles such as Explorers who uncover ancient ruins and dungeons, Monster Hunters who eliminate dangerous beasts, Bounty Hunters who track criminals, and Expedition Teams who undertake long-range missions into uncharted territories.
Adventurers are ranked from F-Rank (novices limited to basic quests like herb collection) up to S-Rank, whose members are legendary figures capable of taking down calamity-class monsters single-handedly. Facilities include the Reception Hall, Mission Board, Combat Training Grounds, Party Formation Hall, and Treasure Appraisal Room, where artifacts are studied and valued. The guild is often described as a vibrant hub of energy and ambition, where battle-hardened warriors, cunning rogues, and elemental mages come to prove themselves and carve their legacy into history.
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Mercenary Guild
The Mercenary Guild is a combat-exclusive organization built around contracts and war. Unlike the Adventurer's Guild, which focuses on exploration, the Mercenary Guild serves nations, nobles, and factions seeking skilled warriors for military campaigns, assassinations, or protection. The guild is divided into Bounty Hunters, War Mercenaries, Duelists, and Guardians each trained for a different flavor of conflict.
Their ranking system mirrors the adventurer scale, beginning with F-Rank rookies and culminating in S-Rank mercenaries, feared as walking catastrophes and kingdom-level threats. Facilities include the War Room, where generals draft battlefield strategies, the Dueling Grounds, where champions fight for honor or coin, and the Weapon & Armor Smithy, where legendary equipment is forged. The Mercenary Guild attracts those who fight not for justice or ideals, but for contract, gold, and glory.
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Alchemy Guild
The Alchemy Guild is devoted to the arcane art of potion-making, elixir creation, transmutation, and magical chemistry. Its scholars and herbalists supply the world with life-saving medicines, enhancement brews, and mystical concoctions. Members rise in rank from Apprentice Alchemists, who master basic potions, to the rare Saint Alchemists, whose creations are said to restore life or grant divine abilities.
This guild is especially revered in the Otherworlders' Continent, where High Elves, human alchemists, and other arcane researchers congregate to push the boundaries of healing and magical science. The Alchemy Guild also cooperates closely with the Production Hall to refine and mass-produce key magical formulas.
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Blacksmith Guild
The Blacksmith Guild upholds the sacred craft of forging weapons, armor, tools, and artifacts. From sturdy iron blades to divine-tier runic artifacts, these artisans shape the instruments of war and peace alike. Ranking from Apprentice Blacksmiths to Divine Smiths, their skill determines the strength of armies and the outcome of battles.
Led by legendary dwarves and seasoned craftsmen, the Blacksmith Guild plays a vital role in the gear economy of Samsara. Their workshops are equipped with magical forges, heat-resistant enchantments, and artifact chambers where enchanted gear is born. Their motto: "What the hand forges, the world remembers."
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Merchant Guild
The Merchant Guild is the economic powerhouse of Samsara, managing commerce, auctions, transport, and continental trade routes. It upholds strict merchant codes and manages everything from local markets to intercontinental trade agreements. Members rise through ranks, from Traders who run stalls, to Tycoons powerful economic players whose fortunes influence entire kingdoms.
Key facilities include the Grand Auction House, where rare treasures are sold to the highest bidder, and the Trade Market, the living heart of every major city. The guild's influence is particularly strong in the Otherworlders Continent, where cunning and capital drive progress as much as mana and steel.
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Production Hall
The Production Hall is the heart of all Production Professions a centralized complex where Alchemists, Blacksmiths, Merchants, Appraisers, Enchanters, Tailors, and other artisans train, innovate, and collaborate. Within its vast libraries, thousands of scrolls and books cover topics such as Potion Brewing, Runecrafting, Herbalism, Poison Mastery, Artifact Creation, and Business Strategy.
Students of the Production Hall learn specialized spells and skills relevant to their crafting path. The Hall supports invention and practical creation, with testing chambers, magical kilns, brewing stations, and auction simulation rooms. It is often referred to as the "Forge of Civilization" where ideas are shaped into reality.
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Ascendants Hall
The Ascendants Hall is divided into two primary divisions Magic Division and Warrior Division. It is where Young & Old ascendants go to hone their abilities, deepen their understanding of power, and prepare for the dangerous world beyond.
The Magic Division trains Mages, Priests, Summoners, and other spellcasters in elemental theory, spell refinement, ritual magic, divine arts, and summoning. It features arcane libraries, enchanted dueling zones, and meditation halls for mana cultivation.
The Warrior Division focuses on Warriors, Knights, Archers, and physical fighters. Training includes combat techniques, aura manipulation, weapons mastery, and battlefield tactics. Both divisions have access to immense training grounds and reading archives filled with historical records, ancient manuals, and lost techniques.
Specialized halls are under construction for Assassins, Beast Tamers and Battle Mages, as they follow both Magic and Aura paths. These unique professions are being studied closely due to their hybrid nature, warranting a distinct curriculum.
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1) Adventurer's Guild
Purpose:
- Regulates adventurers
- Assigns quests and bounties
- Ranks individuals based on performance
Serves as the hub for exploration, treasure hunting, and monster subjugation
Divisions:
- Explorers – Dungeon delvers and ruin hunters
- Monster Hunters – Slayer of dangerous beasts
- Bounty Hunters – Trackers of criminals and rogues
- Expedition Teams – Explore uncharted territories
Ranking System:
F-Rank – Novices; simple tasks (e.g., herb gathering)
E-Rank – Hunt small monsters, escort missions
D-Rank – Skilled solo combatants
C-Rank – Elite teams for dangerous dungeons
B-Rank – Expedition leaders, elite hunters
A-Rank – Recognized heroes
S-Rank – Legends; calamity-level threats
Facilities:
Reception Hall
Mission Hall
Combat Training Area
Party Formation Hall
Treasure Appraisal Room
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2) Mercenary Guild
Purpose:
Executes military contracts, assassinations, and combat-related missions
Divisions:
- Bounty Hunters – Eliminate high-value targets
- War Mercenaries – Participate in large-scale battles
- Duelists – Gladiators and arena combatants
- Guardians – Elite personal bodyguards
Ranking System:
F-Rank – Minor escort jobs
E-Rank – Entry-level combat
D-Rank – Battlefield-ready
C-Rank – Squad leaders
B-Rank – Hired by nobles or factions
A-Rank – Army commanders
S-Rank – Nation-level threats
Facilities:
Reception Hall
War Room
Dueling Grounds
Weapon & Armor Smithy
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3) Alchemy Guild
Purpose:
Potion-making, elixir crafting, and alchemical research
Ranking System:
- Apprentice Alchemist – Basic potions
- Adept Alchemist – Special effect potions
- Expert Alchemist – High-grade elixirs
- Grandmaster Alchemist – Legendary potions
- Saint Alchemist – Divine or resurrection potions
Future Influence:
-Hub for High Elves and mystical scholars,
Drives innovation in medicine and magical science
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4) Blacksmith Guild
Purpose:
- Forge weapons, armor, and magical artifacts
Ranking System:
- Apprentice Blacksmith – Entry-level forging
- Journeyman Blacksmith – Standard weapon crafting
- Master Blacksmith – High-tier enchanted items
- Grandmaster Blacksmith – Artifact-level equipment
- Divine Smith – Weapons for gods and legends
Leadership:
Dominated by legendary Dwarves known for durability and enchantment precision
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5) Merchant Guild
Purpose:
- Controls trade routes, auctions, and economic networks
Ranking System:
Trader – Shopkeeper level
Merchant – Operates small businesses
Elite Merchant – Oversees trade networks
Grandmaster Merchant – Controls city commerce
Tycoon – Capable of shifting national economies
Facilities:
Grand Auction House
Trade Market
Role:
- Central pillar of economy in Otherworlders Continent
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6) Production Class Temple
Purpose:
- Trains all Production Class Professions
Branches:
Alchemy, Blacksmithing, Enchanting, Appraising, Tailoring, Artifact Making, Poisonology, Herbology, Business, Trade and Sheer.
Facilities:
- Vast Libraries (production-based skills, spells, theory)
- Labs, kilns, forges, brewing chambers
- Classrooms for crafting and creation
Future Impact:
Becomes innovation hub of crafting world.
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7) Ascension Temple
Purpose:
- Trains both Magic and Warrior path Ascendants
Divisions:
- Magic Division
- Mages, Priests, Summoners
- Teaches mana manipulation, divine arts, summoning, and high-tier magic.
Includes arcane libraries and mana meditation halls
Warrior Division
- Warriors, Knights, Archers
- Focus on physical combat, aura training, weapons mastery.
Includes weapon ranges, battlefields, and aura refinement chambers.
Specialization Halls (In Development):
- Assassin Hall
- Beast Tamer Hall
- And Battle Mage Hall
These unique paths follow both Magic Circle and Aura Force Ring systems.