Anonymous
8/17/2025, 4:10:20 PM
No.96339329
[Report]
>>96339334
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I think the world building concept of an adventurers guild simplifies a fantasy setting and makes little sense, calling them mercenaries, free companies, routers (take your pick) works better imo as they're already established unfortunately due to the medieval system having many flaws. The idea of a group of people setting up an official "adventurers guild" is a bit silly and any noble or town council with a bit of political or economic foresight would laugh at this idea. The "adventurer" a group of heroes who sustain themselves by exploring ancient ruins, clearing out monster lairs, and retrieving lost artefacts. This trope, while narratively convenient really is illogical and if you scale it to any significant size, just leads to societal collapse.
The economic premise doesn't make sense. How does the adventurers guild hold all the thousands of members to a strict code of conduct and training like any typical guild would? How does it enforce standards and prices and prevent mass looting and pillaging? How does it deal with the inevitable scum of the earth it will attract and the legalities of this? If they were a free company or mercenaries it makes more sense as historically this is how many of them survived in between campaigns.
A legitimate adventuring career is a high risk, low frequency occupation. The number of genuinely valuable dungeons or forgotten tombs is pretty low. In a world with a large population of skilled, armed, and motivated individuals, these resources would be depleted with astonishing speed. The first few adventurers might strike it rich, but the thousands that follow would find little more than empty tombs. Not to mention it being considered highly illegal I doubt any noble will accept bands of armed "adventurers" walking through their territory looking to loot a valuable dungeon.
The economic premise doesn't make sense. How does the adventurers guild hold all the thousands of members to a strict code of conduct and training like any typical guild would? How does it enforce standards and prices and prevent mass looting and pillaging? How does it deal with the inevitable scum of the earth it will attract and the legalities of this? If they were a free company or mercenaries it makes more sense as historically this is how many of them survived in between campaigns.
A legitimate adventuring career is a high risk, low frequency occupation. The number of genuinely valuable dungeons or forgotten tombs is pretty low. In a world with a large population of skilled, armed, and motivated individuals, these resources would be depleted with astonishing speed. The first few adventurers might strike it rich, but the thousands that follow would find little more than empty tombs. Not to mention it being considered highly illegal I doubt any noble will accept bands of armed "adventurers" walking through their territory looking to loot a valuable dungeon.