Journal from Another World

Extra: Hunter Guild Pamphlet



ハンター・ギルドのパンフレット

The Hunter’s Guild or GUILD is an organization independent from the state and acts as intermediary for the citizens and the state to the Hunters for any concerns.

These concerns may vary but if it has something to do with monsters. From subjugation of monsters, to procuring monster meat and products, escort Jobs can also be considered if the route is known monster dwelling. That is why the Guild Hunters are often coined Monster Specialists.

The organization was built by the Goddess of the Hunt, Erebel almost 6,000 years ago. As such, the state cannot touch the guild’s policies and its members without due process. (They will be picking a fight to both the Guild and the Church if they do)

HUNTER's INSIGNIA

These are magical seals that mark Hunters once registered and will disappear from registry upon death or revocation.

Seal of a winged wolf, representation of the Heavenly Souring Sky Fenrir loyal servant to Goddess of the Hunt, Erebel.

The seal’s color of the winged wolf will depend on the ranks of the Hunter.

TABULA RASA (lit. Blank Slate)

TABULA RASA which is sometimes just called TABULA or RASA is a guild item that reads the Hunter's insignia. Usually in a form of a blank tablet, it is often found in front of the guild and gates of big cities, so that Hunters can access their statuses. They also are found in front of any labyrinth dungeons which act as keyholes, from which the Hunter's Insignia act as keys. Upon entry the Hunter must register to the dungeon, his progress and locations then are monitored.

Most guild receptionists hired at the guilds possess the skill "Status Appraisal" to somehow access the potentiality of Hunters and Hunters-wannabe. Status Appraisal skill is a rare or more accurately valuable skill, people who possess this skill will surely land a job in the royal mage, knighthood, or guild.

RANKING UP

There are two requirements for ranking up and this is without saying that both requirements must be met before one can take the examination and progress to the higher rank.

  1. Source Level Requirements
    • PLATINUM : 086 – 100
    • DIAMOND : 071 – 085
    • GOLD : 056 – 070
    • RUBY : 041 – 055
    • SILVER : 026 – 040
    • IRON : 011 – 025
    • BRONZE : 001 – 010
  1. Quest Achievements Requirements
BRONZE Rank: entry levels

    1. Cleaning (20)
      • sewer
      • river
      • water reservoir
    1. materials gathering and submission (15)
      • monster materials
      • materials/ingredients on monster infested habitats
    1. dismantling (10)
      • bloodletting
      • skinning
      • rationing
      • material dismantling

        • threat level E or F monsters
    1. combat training (250 hours)
      • magical aptitude or weapon aptitude
      • survivability
    1. supervised subjugation (20)
      • threat level E or F monsters
    1. magic core submission (60)
IRON Rank: Primary levels

    1. cleaning (10)
    2. gathering and submission (15)
    3. dismantling (20)
      • threat level E monsters
    1. minor subjugations (50)
      • threat level E monsters
    1. magic core submission (125)
SILVER Rank: Advanced Level

    1. dismantling (15)
      • threat level D monsters
    1. materials gathering and submission (40)
    2. minor subjugation (30)
    3. training supervision (150 hours)
    4. advanced subjugation (100)
      • threat level D monsters
    1. magic core submission (250)
RUBY Rank: Skilled Level

    1. materials submission (50)
    2. advanced subjugation (30)
    3. training supervision (100 hours)
    4. major subjugation (150)
      • threat level C monsters
    1. minor escort (10)
      • traveling villagers
      • traveling merchants
    1. minor nominated (10)
      • as long as threat level does not exceed B
    1. magic core submission (500)
GOLD Rank: Veteran Level

    1. materials submission (50)
    2. subjugation (50)

      • all level threats bellow A
    3. special subjugation (250)

      • threat level B monsters
    4. minor escort (5)
    5. major escort (10)
      • merchant caravan
      • noble traveling
      • criminal prisoners transport
    1. minor nominated (5)
    2. major nominated (10)
      • as long as it does not exceed threat level A
    1. magic core submission (1,000)
PLATINUM Rank: Specialist level

    1. materials submission (as needed)
    2. subjugation (as needed)
    3. specialized subjugation (as needed)
      • threat level A monsters and higher
    1. escort (as needed)
      • all levels of escort jobs
    1. nominated (as needed)
      • all forms of nominated quests, does not include demon lord threats
    1. magic core submission (as needed)
Advancing to the next level is also optional to the Hunters. Upon achieving the pre-requisites, the Hunter will then gain the option to advance a rank and will then get tested physically and mentally if he/she is indeed ready for the next level. These tests are mandatory to determine one did not cheat on quest achievements.

GUILD RANKS

1

2

3

4

5

6

7

8

9

10

RANK UP

F

COPPER

a

b

c

d1

d2

e2

e3

f1

f2

f3

IRON

E

IRON

a

b

c1

c2

d1

d2

d3

e1

e2

e3

SILVER

D

SILVER

a

b

c1

c2

d1

d2

e1

e2

f1

f2

RUBY

C

RUBY

a

b

c

d

e1

e2

f1

f2

g1

g2

GOLD

B

GOLD

a

b

c

d

e

f

g1

g2

h1

h2

DIAMOND

A

DIAMOND

a

b

c

d

e1

e2

f1

f2

g1

g2

PLATINUM

Silver Ranks and Ruby Ranks as part of their requirements to advance level must take training supervision to BRONZE Rank Hunters, this is to ensure that the Hunters stay grounded and remind them of when they were still fledglings. This will also ensure to lower death tolls rates among young Hunters.

FORMING A PARTY

=====================

Party ranks - are determined by averaging the total numbers of members.

It is always advantageous to have all members be at the same individual rank, so that they can easily move individual ranks when doing party quests.

TAKING UP QUESTS

=====================

Solo hunters can only take quests relevant to their ranks or below, this is to stop unnecessary death.

Hunters in a Party can take quests 1 rank below, relevant rank, and 1 rank above the Party Rank.

MONSTERS’ THREAT RANK

=====================

This is a mere glimpse to monsters strength, and can change depending on the size (both actual and number) of the monsters

  • S : 086 - 100
  • A : 071 - 085
  • B : 056 - 070
  • C : 041 - 055
  • D : 026 - 040
  • E : 011 - 025
  • F : 001 - 010
The STATE and its GUILD OPERATIONS

=====================

STATE-Guild Clause 13 Article 1: Selling Magic Cores

All magic cores collected by Hunters are sold to the Guild and will be bought by the state it is currently operating. Hunters who violate this clause will have their Registration in the Guild Revoked and will be branded as a Raider, meaning his registration in the guild is revoked and as such the judgement for hoarding or stealing will be passed to the Local State as a capital offense.

STATE-Guild Clause 13 Article 2: Battle Potential

As an independent body, the Hunters of the Guild will not allow its members to join any local and/or border wars. They are not allowed to become private guards for any faction (royal or not). Penalties for any members who pledge dual allegiance is revocation of all Guild privileges and registry.

As residents of the village/town/city the hunters may of their own volition provide aide to stop cruelties from foreign invaders. This paragraph however does not allow hunters to aide political asylum or escort.

STATE-Guild Clause 13 Article 3: Demonic Wars

In a battle with demon lord army, all Hunters are conscripted into war, both for offense and defense of the kingdom. If found that they have deserted ranks, they will be excommunicated from the guild, and access to dungeons revoked.

GUILD POLICIES

The Guild's Charter requires that all Hunters acting on behalf of the guild follow its rules.

Section 1: The Guild and its Members

  1. Hunters of the Hunters’ Guild will act in the Guild's best interest.
  2. The Guild and its Members can only be used for dealing with monster related problems.
  3. The Guild and its Members cannot operate as private militia of any factions or state.
  4. No Guild member shall directly or indirectly harm another Guild member or their possessions.
    • Indirectly such as but not limited to leading a horde of monsters to other hunters out of spite or unintentional
    • Theft, pillaging and other synonymous act will be dealt by the Guild and Local State
Section 2: The Guild and its Operations

  1. Organizational Stracture
    • 1 Guild Master
    • Fenrirs (unknown numbers)
    • 6 Branch Managers
    • Multiple Regional Supervisors
    • Multiple Local Overseers
    • Multiple Personnel and Staffs
    • Multiple Ranked Hunters
  2. The Guild Master’s location will be kept confidential at all times
  3. In cases where offenses are deemed to grave, the Fenrirs -an elite group commanded directly by the Guild Master will be dispatched to carry-out the punishments
  4. Guild Branch Managers are distpatched to the 6 continents
Section 3: The Guild and Quests

  1. Clients (private citizens/state) will submit requests to the guild through proper channels. All quests are done legally through the Guild. Quests done directly through clients will not be recorded as an achievement and all those Illegally taken will be denied by the guild.
  2. Request will be evaluated by guild personnel, quest then will be analyzed and sorted according to its difficulty.
  3. Handling fees will also be analyzed and will be paid out according to its difficulty.
  4. Quests done successfully are paid out accordingly
  5. Failed Quest will have its handling fee returned
  6. In cases where the escorted party dies, payments to the bereaved family will be handed out. Punishment to the escorting parties will be carried out. Rank demotion or revocation of registry if proven to have done maliciously.
  7. In cases where properties are either stolen or damaged during the escort, the Guild will pay according to its actual market value. Punishment to all parties who caused or who failed to protect the properties will be carried out. Rank demotion or revocation of registry if proven to have done maliciously.
Section 4: Nominated Quests

  1. Nominated quest will only be given to Ruby Ranked Hunters or higher.
  2. Hunters will be given the right to accept or refuse nomination according to his/her abilities. Refusing will have no consequence, however accepting and failing will taint the record of the nominated Hunter.
  3. If the client is the state or of nobility. Refusal is not allowed, however if deemed that the quest is far beyond the Hunter nominated a substitute is provided upon the Guild’s recommendations.
Section 5: Articles pertaining the Guild with Civilians and clients

  1. The use of force against innocent parties is never an option.
  2. If death of client is due to malicious abandonment, the party/individual Hunters will be removed from registry to the Guild and will be pushed to local authorities.
Section 6: Articles pertaining the Guild and Monsters

  1. As a mandated by the Goddess of the Hunt Erebel, the indiscriminate hunting of the youngling of monsters is strictly prohibited (except for a few demi-humans whose offspring are considered abominations or considered taboo. Example but not limited to GOBLINS). Please refer to Guild Bestiary for clarifications.
  2. The raising of the undead and the summoning of fiends are strictly prohibited. Strict implementation will be given to those who promote the act of necromancy.
Section 7: Articles pertaining the Guild and the State

  1. Local State Laws shall be respected always.
  2. In cases where the guild come upon custody of criminals, spies, or excommunicated Hunters, they will be under guild protection until handed over to the state.
  3. Guild members will submit to the will of local law enforcement unless that law enforcement has itself been compromised. Evidence of local law enforcement’s maleficence must be provided to justify defiance.
  4. As mandated by the STATE-Guild Clause 13 Article 1, all Hunters will sell the accumulated Magic Cores to the STATE lest confiscated and Hunter’s registry revoked
Section 8: Articles pertaining the Guild and the Demon Lord Season

  1. As mandated by the STATE-Guild Clause 13 Article 3, in the event of a Demonic War all hunters will be temporarily conscripted as war potentials, violators will be dealt with by both the Guild and the Local State
Section 9: Punishment

  1. Punishment for breaking these rules varies case by case and is delivered by the Hunter’s Guild Local Overseers.
  2. All offenders will be dealt by the Hunters Guild except against State offenses such as but not limited to espionage and assassination of royalties.
  3. In cases where the local overseers, regional supervisors, or the branch managers for some reason or another cannot carry-out the punishments to these Hunters, the Fenrirs under the command of the Guild Master will be dispatched.
Types of Monster Dwellings

Dungeons

A special type of monster dwelling that could expand at differently, they can be divided into floor levels or areas.

When monsters die, they turn into particles and cannot be dismantled. However whatever is worn (if there are any) by the monsters will remain as drops.

Dungeon is also a good source to mine different resources.

Classification of Dungeons

ANCIENT TOWER – Mysterious dungeon that are said to be relics of the distant past. These dungeons are controlled by the kingdoms as part of a kingdom’s National Treasure and as such only 'Knights from the kingdoms' may enter them.

LYBRINTH / MAZE – Are natural born dungeons from monsters which have gone too strong and become an ANOMALY. Their unnatural strength converts themselves into Dungeon CORES, they then grow stronger as they gather MANA from the surroundings and turn the place into a dungeon.

Although anyone can enter the dungeons, as it grows older and uncharted it becomes stronger, explorers who dies here become nutrients and strengthens it, thus dungeon entrees are regulated by the HUNTER'S GUILD.

DIMENSIONAL – A rare classification of dungeon, it has no actual physical form. It looks like a door that can traverse to another dimension. Monsters here are erratic; they can be strong, sometimes weak. Cycles of the moon, strong elements that gather... anything can become a catalyst for the change of the monster activities and behavior inside these types of dungeons.

Since there is no way of regulating this class, anyone may enter at their own risk.

DEMON LORD’s CASTLE – A specialized classification of dungeon where the Demon Lord make their homage, the castle is dependent to Demon Lord’s power as he is the one to create his castle. Only the Hero and his/her party are allowed to siege this class of dungeon

Natural Haunts

A special monster dwelling where SPECTRE and UNDEAD type monster dwells. Since this place is UNHOLY Grounds not bringing a Priest, Priestess, or a Mage proficient with Holy Attribute Magic is considered suicidal.

Natural Habitats

A natural dwelling, where monsters of the same types or category make homage, monsters here tend to have a strong familial bond and will attack you if you harm one of its young. Killing of Younglings are prohibited as mandated by of the Goddess of Hunt, Erebel. That is the reason why Younglings are not considered a threat and therefore are not given MONSTER THREAT RANK.

As a Hunter, you are hereby not allowed to destroy a Natural Habitat and its eco-system. Trimming down monsters will be organized by the Knights Kingdom and can also be passed as a Quest for Hunters.

Grazing/Hunting Grounds

A natural dwelling where monsters tend to flock to look for food, these are also places where monsters stray from their Natural Habitats. An unusual number of strays usually indicates that they are invading human territories. Therefore when you notice an increase in number of monsters, immediately notify the Hunter’s Guild or the closest Knight’s Orden.

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