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Any town or sufficiently large village will have a guild hall, and temples to various gods are dotted across the lands. But some groups and associations are sufficiently large that one can almost expect their presence.
Organizing a group as diverse and individualistic as adventurers is akin to herding cats, but somehow it has been done. This benefits the ordinary citizens greatly, as there is a single body to which they can seek help from marauding bandits or goblins, or seeking help recovering ancient relics from a haunted graveyard. Many adventurers find the large job board quite helpful as well. And the nobility undoubtedly find a registry of potentially dangerous folks (who can also be served into the dungeon meat-grinders) incredibly beneficial.
The largest Adventurers' Guild hall is in the capital city of Leomhann, which is also its administrative headquarters. The head of the organization is a paladin of Diancecht (god of healing and medicine) named Laoch Jiro.
The ranks, from lowest to highest, are:
| Rank | Levels |
| Porcelain | 1 to 2 |
| Obsidian | 2 to 4 |
| Steel | 3 to 7 |
| Sapphire | 6 to 10 |
| Emerald | 9 to 13 |
| Bronze | 12 to 14 |
| Silver | 13 to 18 |
| Gold | 15 to 19 |
| Platinum | 18 to 20 |
There are only 7 known Platinum ranked adventurers in the kingdoms. There are rumors that an additional level exists, Mithril, but the Adventurers' Guild consistently denies this as mere superstition.
The Knights of Liev are a semi-official group of rangers organized into a military structure based in the Twelve Duchies. Their ranks are sometimes filled in by particular specialists, usually the more martial type of warlocks or the occasional warrior monk. They maintain station houses in many of the smaller villages and towns, with period patrols arriving to hear and deal with complaints from the local peasants and freemen of monsters, natural disasters, and so forth. While they have no official power, they are typically accorded the powers of the local constable whenever they are taking on a task - most mayors, ealdormen, and such appreciate the law-and-order focus of the Knights of Liev.
The Knights of Liev take their name from an epic hero of the First Age; the hero Liev is credited with single-handedly slaying more than a dozen dragons in the Battle of Calamity before perishing before the might of the Great Red Magmus, though not before grievously wounding his foe. As such, it is extremely rare to see a dragonborn among the ranks of the Knights, and never in history has a non-metallic joined.
It is difficult to pin down the nature of the Temple of Clowns - is it an organization of pure evil (as many believe), or something more complicated? Some of the most vile and villainous plots have been hatched by members of, or led by, this temple. But it seems more a temple dedicated to an ideal (The Clown) rather than a deity or natural force.
Many of the larger towns, and virtually every city, has one or more temples within. Most operate underground and in the shadows, but in a few places, like the Faunus capital of Menagerie, the temple operates quite openly.
The leader of a temple is usually called "Whiteface", and typically wear a mask of all white or paint their face in the same manner. Some leaders, generally those where the temple is operating openly, paint symbols upon their cheeks or foreheads to represent either their rise to the Whiteface position or to identify a particular ideal. The more chaotic and evil leadership typically stick to a plain white.
The "Harlequin" typically operate as the lieutenants and administrators of the temple, conducting its services and rites, assisting the Whiteface, or operating as special agents on temple quests. They are sometimes drawn from the ranks of adventurers, meaning a powerful temple might have some impressive firepower at their disposal! The colors are patterns of the costume and makeup denote the responsibilities assigned - black and white might be direct assistants to the Whiteface, while red and black are usually muscle and enforcement.
The "Auguste" perform much the same functions as acolytes would in regular temples. They are the primary recruiters of new members, collectors of tithes (sometimes by force!), and so forth. If dependable "troops" are needed, they usually come from these ranks. Some Auguste, principally the more martial oriented, come from adventuring ranks, but most are shop keepers, artisans, and merchant traders.
The "Pierrot" form the bulk of any temple's membership. They come from all ranks and levels of society, but are willing to share the same rank in the temple. The makeup and costume hide both nobility and commoner alike, allowing the mingling of class and wealth. For this reason, most noble families secretly have one or more of its sons or daughters members within a temple - it being a very easy way to watch for dissent among the peasantry.
The largest known Temple of Clowns is located within the Faunus capital of Menagerie. Among the Faunus, whose senses tend to be different from humanity, the masks are used simply as an affectation - the scents, physical characteristics (tails, ears, etc.), patterns on fur, etc. tend to allow relatively easy identification of other members. But the Faunus do not have the same social class structure that humanity uses, so the the anonymity in the church is a mere social convention.
The temple in Menagerie operates mostly as a mutual aid society among the Faunus, although they do much public charity work in addition. The current temple leader is Vulpes (fox) named Willow, who is also a high cleric of Oghma, the god of knowledge and poetry. It was under Willow's leadership that the Faunus were finally able to force the human and elf forces to the negotiation tables; his strategy and tactics proved too innovative for the invading forces. Willow lives a semi-retired life, content to train the next generation of generals and diplomats.
A Temple of Clowns was recently overthrown by adventurers within EndOGlass. The temple was led by a lamia, who used a pack of jackalweres to take over the basements of one of the hospitals and slowly convert the patients within to slaves and shock troops. This has led more than one sage to conclude that clowns are, indeed, demonic foes.