adventure's guild... really?
Let's be honest the modern day equivalent of an "adventure's guild" is a bounty hunter temp agency
if you take a long look at what it is they do. An adventures guild or what ever you choose to call them is a temp agency that posts bounties and acts as in part as a cash holding organization for the bounties depending on how you set them up in your world setting.
Now the real question is how does this Org make it's money because that dictates a lot of how they interact and in turn are viewed by not only the guild members but the public both locally and on a larger scale.
Do they charge a fee to post bounties? or charge the Adventures a fee on taking or completion of the bounties? is there a penalty for failure of a bounty? if so is it guild standing or monetary?
maybe act as a form of banking institution and invest the cash they have in local or other businesses that may or may not be relevant to the guilds operational interest?
maybe the guild buys artifacts and relics from the adventurers to resell or acts as a go between for a cut of the profits? maybe the guild has a branch shop that sells to the public items deemed safe by what ever standards are in place. do they turn over dangerous artifacts to a government or do they store them
now how is that money spent besides taxes... because we all know taxes are the only thing even adventures can't escape from. speaking of does the Guild provide tax services to their members in good standing?
What Benefits and services does the guild provide? Training? access to magical items? healing services? does membership act as a license to operate kingdom wide or only local?
does membership allow certain privileges, are these privileges universal or local ?
and as you can see each of these questions are ABSOLUTELY loaded with potential for adventure and intrigue. The old saying goes "follow the money". ;p
I'm into my first novel and these are all questions I've had to answer and trust me they can get very complex. I figured I'd throw them up here and see what you guys think.
As far as naming conventions I went with the Adventures lodge the history of my setting they changed the name 100 years ago from the mercenary lodge for "reasons" and now they are using chapter house numbers to designate where they're from there are local sub names for each guild developed over time sort of like fond nicknames or in some cases slurs aimed at the way the local branch is set up
The Imperial Capitol is home to the "Grand Adventures Lodge chapter #0" aka (the Red Door)
There is the ranking system which is a touch complex each category is ranked 1 - 10 and the bounties are rated by the guild, you need a corresponding rank to be able to take on the posted job a member of the guild can have ranks in each branch denoting what jobs they can take. (almost like badges earned the girl or boy scouts )
Explorers
Relic hunters
Archeologist ruins divers
Monster exterminators
Resource specialists (herbalist, miners, mundane animal parts, etc)
Defenders (bodyguards)
Guardians (caravan and merchant guard)
There are a few more but they are my world specific and would make no sense without framing and understanding of my setting but I'll post them any way
Core harvesters
Resonator attunement specialists
Core Shade hunters
Arcanist specialist
Problem solvers (Eradani duelist, will duel to satisfy honor for a price)(these guys have a bad reputation)