The adventurers guild was set up in about a month, and the City leaders allowed me to use a large, recently abandoned building. The renovations were finished fairly quickly with the help of the dwarves and gnomes. I used magic to clear all of the dust and debris out of the building. I had to be pretty hands-on in the establishment of the guild. I hired many experienced guards to act as security for the building and interviewed and trained many people to run the information handling part of the guild as well as hired people to train newbies and test new applicants who would like to get into this business. I taught them all of the rules and regulations of the guild and how it would work.
The guild would work like any other typical adventurers guild you've heard of. The ranks are alphabetical starting from the lowest to the highest; F-rank, E-rank, D-rank, C-rank, B-rank, A-rank, and S-rank. F-ranks are complete newbies who are not even allowed to go into the field yet, there is a lot of basic knowledge that they need to learn. Map-making, monster knowledge, basic magic, fighting knowledge. Everyone needs to undergo a basic exam if they want to get to E rank where they are then tested based on combat power and the score they got on the exam to be allowed to either skip ranks or stay at the same rank. Even the strongest person in the city-the Giants leader- will only count as a C-ranker.
You can only get so strong with pure physical power. The energy called mana when collected in the body can show an astronomical increase in the physical and mental ability of any being on Earth. When done correctly. It is the lack of knowledge and information that is holding back humanity. With me here I can hasten the progress of the people in this field and many other areas of study and allow the people to skip generations of trial and error. The adventurers guild is the first step towards that goal. It encourages people to learn and evolve, and when they see the progress they will want to go out and explore the vast world of their own volition.
I have been teaching the other heirs of the city magic, as well as any other kids that are interested in what we're doing. They can then spread the magic they learn to their siblings, parents and friends. There is minimal harm in using magic other than the temporary loss of magic power. This will slowly open people's minds to the possibilities of magic and make some of them want to test out their magic in fights or competitions. There is no bad or good way to collect mana, there is only how much magic you are born with and when you start to accumulate magic power on your own. The earlier you start the more you progress. The higher your magic "cultivation" gets the more magic you are able to collect. It gets to a point where the magic on Earth is not enough to keep you contained and you "ascend". That takes a long time and a tremendous amount of mana to make happen. I did not even get halfway to that point when I was in heaven and I was accumulating mana for hundreds of millions of years.
I wrote a book explaining the possibilities of magic and introduced a basic system of magic that allowed people to use magic in a greater diversity than for physical enhancement.
Many people applied to the adventurers guild on the day of opening and weeks later people graduated from adventuring 101 and the guild officially got its first adventurers. E-ranks and D-ranks but it's better than nothing. On their first week on the job, they hunted many monsters and brought new work to the butchers and leatherworkers of the city. They discovered a couple of new species of animals and mapped the periphery of the city more accurately than other existing maps. They discovered the weakness of the pests around the city and discovered ways to keep them away or outright kill them. This encouraged the people to be conscious of their cleanliness and the cleanliness of their houses and work areas.
The adventurers even discovered new resources over the horizon. Such as viens of iron, gold and rock salt. Some spices and fruits and vegetables. Prompting the leaders to rethink their original closed-in mindset.