Sentinels
The Sentinels are the worldwide self-governing body that oversees adventurers. Only adventurers can hold other adventurers accountable, so they hold themselves. The organization is ancient and has survived several failed iterations to reach its current stable form.
The Understanding
Adventurers protect others. Every Sentinel shares this understanding, and it is the foundation of everything the organization does.
Joining
Membership is a three-step process.
Achieve Iron Rank.
Ability Analysis. Sentinel members and a priest of Knowledge evaluate your abilities to confirm they aren't evil.
Road Trial. A group of candidates who've passed the first two steps go into the field with Sentinel functionaries. They hunt monsters and are graded on combat effectiveness, judgment, and ability to function in a team.
Membership
Strongly encouraged, not required. Benefits include access to contracts, regulated trade halls for buying and selling adventuring spoils, discounted supplies and ritual components, legal standing under Sentinel agreements with local governments, a shared intelligence network, and the reputation that comes with the badge. The only people hiring non-members are people who don't want the Sentinels knowing what they're up to.
The Badge
Every member carries a Sentinel Badge: a crossed sword and staff with a shield behind, forged in the metal or material of their rank. The badge tells you who you're dealing with. The metal tells you how powerful they are. The stars tell you how trusted they are.
Stars
Within each rank, members earn 1 to 3 stars, reflecting trust earned through service and conduct, not raw power. Stars reset to 1 when you advance in rank. Some sensitive jobs have star requirements.
Enforcement
Membership is optional. Not being evil is not. Rogue adventurers get hunted by Sentinels of higher rank. The math always works, at least until someone at Diamond goes rogue, and then it's everyone's problem.
Structure
Local branches are run by a Steward and Deputy Steward, supported by leads for contracts, trade, resources, and membership. The administrative side is deliberately flat; the organization learned the hard way that bureaucracy becomes self-serving.
Governments
Each Sentinel branch maintains an operating agreement with local government: template-based with local flexibility. Governments need the Sentinels. They don't always love that they need the Sentinels.
Teams and Guilds
Adventurers form self-organizing teams of usually about 4-7 members. Guilds handle professional networking and community. The Sentinels are the oversight body, not a guild. Most adventurers belong to both.